{* UltraStar Deluxe - Karaoke Game
*
* UltraStar Deluxe is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*}
unit UScreenCredits;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses
SysUtils,
SDL,
SDL_Image,
gl,
UMenu,
UDisplay,
UTexture,
UMusic,
UFiles,
UThemes,
UPath,
UGraphicClasses;
type
TCreditsStages=(InitialDelay, Intro, MainPart, Outro);
TScreenCredits = class(TMenu)
public
Credits_X: real;
Credits_Time: cardinal;
Credits_Alpha: cardinal;
CTime: cardinal;
CTime_hold: cardinal;
ESC_Alpha: integer;
credits_entry: TTexture;
credits_entry_dx: TTexture;
credits_bg_tex: TTexture;
credits_bg_ovl: TTexture;
//credits_bg_logo: TTexture;
credits_bg_scrollbox_left: TTexture;
credits_blindguard: TTexture;
credits_blindy: TTexture;
credits_canni: TTexture;
credits_commandio: TTexture;
credits_lazyjoker: TTexture;
credits_mog: TTexture;
credits_mota: TTexture;
credits_skillmaster: TTexture;
credits_whiteshark: TTexture;
intro_layer01: TTexture;
intro_layer02: TTexture;
intro_layer03: TTexture;
intro_layer04: TTexture;
intro_layer05: TTexture;
intro_layer06: TTexture;
intro_layer07: TTexture;
intro_layer08: TTexture;
intro_layer09: TTexture;
outro_bg: TTexture;
outro_esc: TTexture;
outro_exd: TTexture;
deluxe_slidein: cardinal;
CurrentScrollText: string;
NextScrollUpdate: real;
EndofLastScrollingPart: cardinal;
CurrentScrollStart, CurrentScrollEnd: integer;
CRDTS_Stage: TCreditsStages;
Fadeout: boolean;
constructor Create; override;
function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override;
function Draw: boolean; override;
procedure OnShow; override;
procedure OnHide; override;
procedure DrawCredits;
procedure Draw_FunkyText;
end;
const
Funky_Text: string =
'Grandma Deluxe has arrived! Thanks to Corvus5 for the massive work on UltraStar, Wome for the nice tune you are hearing, '+
'all the people who put massive effort and work in new songs (do not forget UltraStar w/o songs would be nothing), ppl from '+
'irc helping us - eBandit and Gabari, scene ppl who really helped instead of compiling and running away. Greetings to DennisTheMenace for betatesting, '+
'Demoscene.tv, pouet.net, KakiArts, Sourceforge,..';
CRDTS_BG_FILE = 'credits_v5_bg.png';
CRDTS_OVL_FILE = 'credits_v5_overlay.png';
CRDTS_blindguard_FILE = 'names_blindguard.png';
CRDTS_blindy_FILE = 'names_blindy.png';
CRDTS_canni_FILE = 'names_canni.png';
CRDTS_commandio_FILE = 'names_commandio.png';
CRDTS_lazyjoker_FILE = 'names_lazyjoker.png';
CRDTS_mog_FILE = 'names_mog.png';
CRDTS_mota_FILE = 'names_mota.png';
CRDTS_skillmaster_FILE = 'names_skillmaster.png';
CRDTS_whiteshark_FILE = 'names_whiteshark.png';
INTRO_L01_FILE = 'intro-l-01.png';
INTRO_L02_FILE = 'intro-l-02.png';
INTRO_L03_FILE = 'intro-l-03.png';
INTRO_L04_FILE = 'intro-l-04.png';
INTRO_L05_FILE = 'intro-l-05.png';
INTRO_L06_FILE = 'intro-l-06.png';
INTRO_L07_FILE = 'intro-l-07.png';
INTRO_L08_FILE = 'intro-l-08.png';
INTRO_L09_FILE = 'intro-l-09.png';
OUTRO_BG_FILE = 'outro-bg.png';
OUTRO_ESC_FILE = 'outro-esc.png';
OUTRO_EXD_FILE = 'outro-exit-dark.png';
Timings: array[0..21] of cardinal=(
20, // 0 Delay before Start
149, // 1 End first Intro Zoom
155, // 2 Start 2. Action in Intro
170, // 3 End Separation in Intro
271, // 4 beginning Zoomout in Intro
0, // 5 unused
261, // 6 Start fade-to-white in Intro
271, // 7 Start Main Part
280, // 8 Start On-Beat-Star Main Part
396, // 9 Start BlindGuard
666, // 10 Start blindy
936, // 11 Start Canni
1206, // 12 Start Commandio
1476, // 13 Start LazyJoker
1746, // 14 Start Mog
2016, // 15 Start Mota
2286, // 16 Start SkillMaster
2556, // 17 Start WhiteShark
2826, // 18 Ende Whiteshark
3096, // 19 Start FadeOut Mainscreen
3366, // 20 Ende Credits Tune
60); // 21 start flare in intro
implementation
uses
Math,
ULog,
UGraphic,
UMain,
UIni,
USongs,
Textgl,
ULanguage,
UCommon,
UPathUtils;
function TScreenCredits.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean;
begin
Result := true;
if (PressedDown) then
begin // Key Down
case PressedKey of
SDLK_ESCAPE,
SDLK_BACKSPACE :
begin
FadeTo(@ScreenMain);
AudioPlayback.PlaySound(SoundLib.Back);
end;
{
SDLK_SPACE:
begin
setlength(CTime_hold,length(CTime_hold)+1);
CTime_hold[high(CTime_hold)]:=CTime;
end;
}
end; // esac
end; // fi
end;
constructor TScreenCredits.Create;
var
CreditsPath: IPath;
begin
inherited Create;
CreditsPath := ResourcesPath.Append('credits', pdAppend);
credits_bg_tex := Texture.LoadTexture(CreditsPath.Append(CRDTS_BG_FILE), TEXTURE_TYPE_PLAIN, 0);
credits_bg_ovl := Texture.LoadTexture(CreditsPath.Append(CRDTS_OVL_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
credits_blindguard := Texture.LoadTexture(CreditsPath.Append(CRDTS_blindguard_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
credits_blindy := Texture.LoadTexture(CreditsPath.Append(CRDTS_blindy_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
credits_canni := Texture.LoadTexture(CreditsPath.Append(CRDTS_canni_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
credits_commandio := Texture.LoadTexture(CreditsPath.Append(CRDTS_commandio_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
credits_lazyjoker := Texture.LoadTexture(CreditsPath.Append(CRDTS_lazyjoker_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
credits_mog := Texture.LoadTexture(CreditsPath.Append(CRDTS_mog_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
credits_mota := Texture.LoadTexture(CreditsPath.Append(CRDTS_mota_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
credits_skillmaster := Texture.LoadTexture(CreditsPath.Append(CRDTS_skillmaster_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
credits_whiteshark := Texture.LoadTexture(CreditsPath.Append(CRDTS_whiteshark_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
intro_layer01 := Texture.LoadTexture(CreditsPath.Append(INTRO_L01_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
intro_layer02 := Texture.LoadTexture(CreditsPath.Append(INTRO_L02_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
intro_layer03 := Texture.LoadTexture(CreditsPath.Append(INTRO_L03_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
intro_layer04 := Texture.LoadTexture(CreditsPath.Append(INTRO_L04_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
intro_layer05 := Texture.LoadTexture(CreditsPath.Append(INTRO_L05_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
intro_layer06 := Texture.LoadTexture(CreditsPath.Append(INTRO_L06_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
intro_layer07 := Texture.LoadTexture(CreditsPath.Append(INTRO_L07_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
intro_layer08 := Texture.LoadTexture(CreditsPath.Append(INTRO_L08_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
intro_layer09 := Texture.LoadTexture(CreditsPath.Append(INTRO_L09_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
outro_bg := Texture.LoadTexture(CreditsPath.Append(OUTRO_BG_FILE), TEXTURE_TYPE_PLAIN, 0);
outro_esc := Texture.LoadTexture(CreditsPath.Append(OUTRO_ESC_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
outro_exd := Texture.LoadTexture(CreditsPath.Append(OUTRO_EXD_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
CRDTS_Stage:=InitialDelay;
end;
function TScreenCredits.Draw: boolean;
begin
DrawCredits;
Draw := true;
end;
procedure TScreenCredits.OnShow;
begin
inherited;
CRDTS_Stage := InitialDelay;
Credits_X := 580;
deluxe_slidein := 0;
Credits_Alpha := 0;
// Music.SetLoop(true); loop loops not, shit
AudioPlayback.Open(soundpath.Append('wome-credits-tune.mp3')); // thank you wetue
// Music.Play;
CTime := 0;
// setlength(CTime_hold,0);
end;
procedure TScreenCredits.OnHide;
begin
AudioPlayback.Stop;
end;
Procedure TScreenCredits.Draw_FunkyText;
var
S: integer;
X, Y, A: real;
visibleText: string;
begin
SetFontSize(30);
// init ScrollingText
if (CTime = Timings[7]) then
begin
// set position of text
Credits_X := 600;
CurrentScrollStart := 1;
CurrentScrollEnd := 1;
end;
if (CTime > Timings[7]) and
(CurrentScrollStart < length(Funky_Text)) then
begin
X := 0;
visibleText := Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd);
for S := 1 to length(visibleText) do
begin
Y := abs(sin((Credits_X + X) * 0.93 { * (((Credits_X + X)) / 1200) } / 100 * pi));
SetFontPos(Credits_X + X, 538 - Y * (Credits_X + X) * (Credits_X + X) * (Credits_X + X) / 1000000);
if (Credits_X + X > 32) then
A := 17
else if (Credits_X + X >= 15) then
A := Credits_X + X - 15
else
A := 0;
glColor4f(230 / 255 - 40 / 255 + Y * (Credits_X + X)/ 900,
200 / 255 - 30 / 255 + Y * (Credits_X + X)/ 1000,
155 / 255 - 20 / 255 + Y * (Credits_X + X)/ 1100,
A / 17);
glPrint(visibleText[S]);
X := X + glTextWidth(visibleText[S]);
end;
if (Credits_X < 0) and (CurrentScrollStart < length(Funky_Text)) then
begin
Credits_X := Credits_X + glTextWidth(Funky_Text[CurrentScrollStart]);
inc(CurrentScrollStart);
end;
visibleText := Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd);
if (Credits_X + glTextWidth(visibleText) < 600) and
(CurrentScrollEnd < length(Funky_Text)) then
begin
inc(CurrentScrollEnd);
end;
end;
{
// timing hack
X:=5;
SetFontStyle(2);
SetFontItalic(false);
SetFontSize(27);
glColor4f(1, 1, 1, 1);
for S := 0 to high(CTime_hold) do
begin
visibleText := inttostr(CTime_hold[S]);
SetFontPos (500, X);
glPrint(visibleText[0]);
X := X + 20;
end;
}
end;
procedure Start3D;
begin
glMatrixMode(GL_PROJECTION);
glPushMatrix;
glLoadIdentity;
glFrustum(-0.3 * 4 / 3, 0.3 * 4 / 3, -0.3, 0.3, 1, 1000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity;
end;
procedure End3D;
begin
glMatrixMode(GL_PROJECTION);
glPopMatrix;
glMatrixMode(GL_MODELVIEW);
end;
procedure TScreenCredits.DrawCredits;
var
T: cardinal;
Data: TFFTData;
j, k, l: cardinal;
f, g: real;
STime: cardinal;
Delay: cardinal;
myScale: real;
myAngle: real;
const
myLogoCoords: array[0..27,0..1] of cardinal = (
( 39,32),( 84,32),(100,16),(125,24),
(154,31),(156,58),(168,32),(203,36),
(258,34),(251,50),(274,93),(294,84),
(232,54),(278,62),(319,34),(336,92),
(347,23),(374,32),(377,58),(361,83),
(385,91),(405,91),(429,35),(423,51),
(450,32),(485,34),(444,91),(486,93)
);
begin
// dis does teh muiwk y0r to be translated :-)
AudioPlayback.GetFFTData(Data);
Log.LogStatus('', ' JB-1');
T := SDL_GetTicks() div 33;
if T <> Credits_Time then
begin
Credits_Time := T;
inc(CTime);
inc(CTime_hold);
Credits_X := Credits_X-2;
Log.LogStatus('', ' JB-2');
if (CRDTS_Stage=InitialDelay) and (CTime = Timings[0]) then
begin
// CTime := Timings[20];
// CRDTS_Stage := Outro;
CRDTS_Stage := Intro;
CTime := 0;
AudioPlayback.Play;
end;
if (CRDTS_Stage = Intro) and (CTime = Timings[7]) then
begin
CRDTS_Stage := MainPart;
end;
if (CRDTS_Stage = MainPart) and (CTime = Timings[20]) then
begin
CRDTS_Stage := Outro;
end;
end;
Log.LogStatus('', ' JB-3');
// draw background
if CRDTS_Stage = InitialDelay then
begin
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
end
else
if CRDTS_Stage = Intro then
begin
Start3D;
glPushMatrix;
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
if CTime < Timings[1] then
begin
myScale := 0.5 + 0.5 * (Timings[1] - CTime) / (Timings[1]); // slowly move layers together
myAngle := cos((CTime) * pi / ((Timings[1]) * 2)); // and make logo face towards camera
end
else
begin // this is the part when the logo stands still
myScale := 0.5;
myAngle := 0;
end;
if CTime > Timings[2] then
begin
myScale := 0.5 + 0.5 * (CTime - Timings[2]) / (Timings[3] - Timings[2]); // get some space between layers
myAngle := 0;
end;
// if CTime > Timings[3] then myScale := 1; // keep the space between layers
glTranslatef(0, 0, -5 + 0.5 * myScale);
if CTime > Timings[3] then
myScale := 1; // keep the space between layers
if CTime > Timings[3] then
begin // make logo rotate left and grow
// myScale := (CTime - Timings[4]) / (Timings[7] - Timings[4]);
glRotatef(20 * sqr(CTime - Timings[3]) / sqr((Timings[7] - Timings[3]) / 2), 0, 0, 1);
glScalef(1 + sqr(CTime - Timings[3]) / (32 * (Timings[7] - Timings[3])), 1 + sqr(CTime - Timings[3]) / (32 * (Timings[7] - Timings[3])), 1);
end;
if CTime < Timings[2] then
glRotatef(30 * myAngle, 0.5 * myScale + myScale, 1 + myScale, 0);
// glScalef(0.5, 0.5, 0.5);
glScalef(4/3, -1, 1);
glColor4f(1, 1, 1, 1);
glBindTexture(GL_TEXTURE_2D, intro_layer01.TexNum);
glbegin(gl_quads);
glTexCoord2f(0, 0); glVertex3f(-1, -1, -0.4 * myScale);
glTexCoord2f(0, 1); glVertex3f(-1, 1, -0.4 * myScale);
glTexCoord2f(1, 1); glVertex3f( 1, 1, -0.4 * myScale);
glTexCoord2f(1, 0); glVertex3f( 1, -1, -0.4 * myScale);
glEnd;
glBindTexture(GL_TEXTURE_2D, intro_layer02.TexNum);
glbegin(gl_quads);
glTexCoord2f(0, 0); glVertex3f(-1, -1, -0.3 * myScale);
glTexCoord2f(0, 1); glVertex3f(-1, 1, -0.3 * myScale);
glTexCoord2f(1, 1); glVertex3f( 1, 1, -0.3 * myScale);
glTexCoord2f(1, 0); glVertex3f( 1, -1, -0.3 * myScale);
glEnd;
glBindTexture(GL_TEXTURE_2D, intro_layer03.TexNum);
glbegin(gl_quads);
glTexCoord2f(0, 0); glVertex3f(-1, -1, -0.2 * myScale);
glTexCoord2f(0, 1); glVertex3f(-1, 1, -0.2 * myScale);
glTexCoord2f(1, 1); glVertex3f( 1, 1, -0.2 * myScale);
glTexCoord2f(1, 0); glVertex3f( 1, -1, -0.2 * myScale);
glEnd;
glBindTexture(GL_TEXTURE_2D, intro_layer04.TexNum);
glbegin(gl_quads);
glTexCoord2f(0, 0); glVertex3f(-1, -1, -0.1 * myScale);
glTexCoord2f(0, 1); glVertex3f(-1, 1, -0.1 * myScale);
glTexCoord2f(1, 1); glVertex3f( 1, 1, -0.1 * myScale);
glTexCoord2f(1, 0); glVertex3f( 1, -1, -0.1 * myScale);
glEnd;
glBindTexture(GL_TEXTURE_2D, intro_layer05.TexNum);
glbegin(gl_quads);
glTexCoord2f(0, 0); glVertex3f(-1, -1, 0 * myScale);
glTexCoord2f(0, 1); glVertex3f(-1, 1, 0 * myScale);
glTexCoord2f(1, 1); glVertex3f( 1, 1, 0 * myScale);
glTexCoord2f(1, 0); glVertex3f( 1, -1, 0 * myScale);
glEnd;
glBindTexture(GL_TEXTURE_2D, intro_layer06.TexNum);
glbegin(gl_quads);
glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.1 * myScale);
glTexCoord2f(0, 1); glVertex3f(-1, 1, 0.1 * myScale);
glTexCoord2f(1, 1); glVertex3f( 1, 1, 0.1 * myScale);
glTexCoord2f(1, 0); glVertex3f( 1, -1, 0.1 * myScale);
glEnd;
glBindTexture(GL_TEXTURE_2D, intro_layer07.TexNum);
glbegin(gl_quads);
glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.2 * myScale);
glTexCoord2f(0, 1); glVertex3f(-1, 1, 0.2 * myScale);
glTexCoord2f(1, 1); glVertex3f( 1, 1, 0.2 * myScale);
glTexCoord2f(1, 0); glVertex3f( 1, -1, 0.2 * myScale);
glEnd;
glBindTexture(GL_TEXTURE_2D, intro_layer08.TexNum);
glbegin(gl_quads);
glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.3 * myScale);
glTexCoord2f(0, 1); glVertex3f(-1, 1, 0.3 * myScale);
glTexCoord2f(1, 1); glVertex3f( 1, 1, 0.3 * myScale);
glTexCoord2f(1, 0); glVertex3f( 1, -1, 0.3 * myScale);
glEnd;
glBindTexture(GL_TEXTURE_2D, intro_layer09.TexNum);
glbegin(gl_quads);
glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.22 * myScale);
glTexCoord2f(0, 1); glVertex3f(-1, 1, 0.22 * myScale);
glTexCoord2f(1, 1); glVertex3f( 1, 1, 0.22 * myScale);
glTexCoord2f(1, 0); glVertex3f( 1, -1, 0.22 * myScale);
glEnd;
gldisable(gl_texture_2d);
glDisable(GL_BLEND);
glPopMatrix;
End3D;
// do some sparkling effects
if (CTime < Timings[1]) and (CTime > Timings[21]) then
begin
for k:= 1 to 3 do
begin
l := 410 + floor((CTime - Timings[21]) / (Timings[1] - Timings[21]) * (536 - 410)) + RandomRange(-5, 5);
j := floor((Timings[1] - CTime) / 22) + RandomRange(285, 301);
GoldenRec.Spawn(l, j, 1, 16, 0, -1, Flare, 0);
end;
end;
// fade to white at end
if Ctime > Timings[6] then
begin
glColor4f(1, 1, 1, sqr(CTime - Timings[6]) * (CTime - Timings[6]) / sqr(Timings[7] - Timings[6]));
glEnable(GL_BLEND);
glBegin(GL_QUADS);
glVertex2f( 0, 0);
glVertex2f( 0, 600);
glVertex2f(800, 600);
glVertex2f(800, 0);
glEnd;
glDisable(GL_BLEND);
end;
end;
if (CRDTS_Stage=MainPart) then
// main credits screen background, scroller, logo and girl
begin
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glColor4f(1, 1, 1, 1);
glBindTexture(GL_TEXTURE_2D, credits_bg_tex.TexNum);
glbegin(gl_quads);
glTexCoord2f( 0, 0); glVertex2f( 0, 0);
glTexCoord2f( 0, 600/1024); glVertex2f( 0, 600);
glTexCoord2f(800/1024, 600/1024); glVertex2f(800, 600);
glTexCoord2f(800/1024, 0); glVertex2f(800, 0);
glEnd;
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
// draw scroller
Draw_FunkyText;
//#########################################################################
// draw credits names
Log.LogStatus('', ' JB-4');
// BlindGuard (rotate in from upper left, rotate out to lower right)
STime := Timings[9] - 10;
Delay := Timings[10] - Timings[9];
if CTime > STime then
begin
k := 0;
ESC_Alpha := 20;
try
for j := 0 to 40 do
begin
if (j < length(Data)) and
(k < length(Data)) then
begin
if Data[j] >= Data[k] then
k := j;
end;
end;
except
end;
if Data[k] > 0.25 then
ESC_Alpha := 5
else
inc(ESC_Alpha);
if ESC_Alpha > 20 then
ESC_Alpha := 20;
if ((CTime - STime) < 20) then
ESC_Alpha := 20;
if CTime <= STime + 10 then
j := CTime - STime
else
j := 10;
if (CTime >= STime + Delay - 10) then
if (CTime <= STime + Delay) then
j := (STime + Delay) - CTime
else
j := 0;
glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10);
if (CTime >= STime + 10) and (CTime <= STime + 12) then
begin
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
end;
glPushMatrix;
gltranslatef(0, 329, 0);
if CTime <= STime + 10 then
glrotatef((CTime - STime) * 9 + 270, 0, 0, 1);
gltranslatef(223, 0, 0);
if CTime >= STime + Delay - 10 then
if CTime <= STime + Delay then
begin
gltranslatef(223, 0, 0);
glrotatef((integer(CTime) - (integer(STime + Delay) - 10)) * -9, 0, 0, 1);
gltranslatef(-223, 0, 0);
end;
glBindTexture(GL_TEXTURE_2D, credits_blindguard.TexNum);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glbegin(gl_quads);
glTexCoord2f(0, 0); glVertex2f(-163, -129);
glTexCoord2f(0, 1); glVertex2f(-163, 129);
glTexCoord2f(1, 1); glVertex2f( 163, 129);
glTexCoord2f(1, 0); glVertex2f( 163, -129);
glEnd;
gldisable(gl_texture_2d);
gldisable(GL_BLEND);
glPopMatrix;
end;
// Blindy (zoom from 0 to full size and rotation, zoom zo doubble size and shift to upper right)
STime := Timings[10] - 10;
Delay := Timings[11] - Timings[10] + 5;
if CTime > STime then
begin
k := 0;
ESC_Alpha := 20;
try
for j := 0 to 40 do
begin
if (j < length(Data)) and
(k < length(Data)) then
begin
if Data[j] >= Data[k] then
k := j;
end;
end;
except
end;
if Data[k] > 0.25 then
ESC_Alpha := 5
else
inc(ESC_Alpha);
if ESC_Alpha > 20 then
ESC_Alpha := 20;
if ((CTime - STime) < 20) then
ESC_Alpha := 20;
if CTime <= STime + 10 then
j := CTime - STime
else
j := 10;
if (CTime >= STime + Delay - 10) then
if (CTime <= STime + Delay) then
j := (STime + Delay) - CTime
else
j := 0;
glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10);
if (CTime >= STime+20) and (CTime<=STime+22) then
begin
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
end;
glPushMatrix;
gltranslatef(223, 329, 0);
if CTime <= STime + 20 then
begin
j := CTime - Stime;
glscalef(j * j / 400, j * j / 400, j * j / 400);
glrotatef(j * 18.0, 0, 0, 1);
end;
if CTime >= STime + Delay - 10 then
if CTime <= STime + Delay then
begin
j := CTime - (STime + Delay - 10);
f := j * 10.0;
gltranslatef(f * 3, -f, 0);
glscalef(1 + j / 10, 1 + j / 10, 1 + j / 10);
glrotatef(j * 9.0, 0, 0, 1);
end;
glBindTexture(GL_TEXTURE_2D, credits_blindy.TexNum);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glbegin(gl_quads);
glTexCoord2f(0, 0); glVertex2f(-163, -129);
glTexCoord2f(0, 1); glVertex2f(-163, 129);
glTexCoord2f(1, 1); glVertex2f( 163, 129);
glTexCoord2f(1, 0); glVertex2f( 163, -129);
glEnd;
gldisable(gl_texture_2d);
gldisable(GL_BLEND);
glPopMatrix;
end;
// Canni (shift in from left, shift out to upper right)
STime := Timings[11] - 10;
Delay := Timings[12] - Timings[11] + 5;
if CTime > STime then
begin
k := 0;
ESC_Alpha := 20;
try
for j := 0 to 40 do
begin
if (j < length(Data)) and
(k < length(Data)) then
begin
if Data[j] >= Data[k] then
k := j;
end;
end;
except
end;
if Data[k] > 0.25 then
ESC_Alpha := 5
else
inc(ESC_Alpha);
if ESC_Alpha > 20 then
ESC_Alpha := 20;
if ((CTime - STime) < 20) then
ESC_Alpha := 20;
if CTime <= STime + 10 then
j := CTime - STime
else
j := 10;
if (CTime >= STime + Delay - 10) then
if (CTime <= STime + Delay) then
j := (STime + Delay) - CTime
else
j := 0;
glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10);
if (CTime >= STime + 10) and (CTime <= STime + 12) then
begin
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
end;
glPushMatrix;
gltranslatef(223, 329, 0);
if CTime <= STime + 10 then
begin
gltranslatef(((CTime - STime) * 21.0) - 210, 0, 0);
end;
if CTime >= STime + Delay - 10 then
if CTime <= STime + Delay then
begin
j := (CTime - (STime + Delay - 10)) * 21;
gltranslatef(j, -j / 2, 0);
end;
glBindTexture(GL_TEXTURE_2D, credits_canni.TexNum);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glbegin(gl_quads);
glTexCoord2f(0, 0); glVertex2f(-163, -129);
glTexCoord2f(0, 1); glVertex2f(-163, 129);
glTexCoord2f(1, 1); glVertex2f( 163, 129);
glTexCoord2f(1, 0); glVertex2f( 163, -129);
glEnd;
gldisable(gl_texture_2d);
gldisable(GL_BLEND);
glPopMatrix;
end;
// Commandio (flip in from down, flip out to upper right)
STime := Timings[12] - 10;
Delay := Timings[13] - Timings[12];
if CTime > STime then
begin
k := 0;
ESC_Alpha := 20;
try
for j := 0 to 40 do
begin
if (j < length(Data)) and
(k < length(Data)) then
begin
if Data[j] >= Data[k] then
k := j;
end;
end;
except
end;
if Data[k] > 0.25 then
ESC_Alpha := 5
else
inc(ESC_Alpha);
if ESC_Alpha > 20 then
ESC_Alpha := 20;
if ((CTime - STime) < 20) then
ESC_Alpha := 20;
if CTime <= STime + 10 then
j := CTime - STime
else
j := 10;
if (CTime >= STime + Delay - 10) then
if (CTime <= STime + Delay) then
j := (STime + Delay) - CTime
else
j := 0;
glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10);
if (CTime >= STime + 10) and (CTime <= STime + 12) then
begin
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
end;
glPushMatrix;
gltranslatef(223, 329, 0);
if CTime <= STime + 10 then
f := 258.0 - 25.8 * (CTime - STime)
else
f := 0;
g := 0;
if CTime >= STime + Delay - 10 then
if CTime <= STime + Delay then
begin
j := CTime - (STime + Delay - 10);
g := 32.6 * j;
end;
glBindTexture(GL_TEXTURE_2D, credits_commandio.TexNum);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glbegin(gl_quads);
glTexCoord2f(0, 0); glVertex2f(-163 + g - f * 1.5, -129 + f * 1.5 - g/2);
glTexCoord2f(0, 1); glVertex2f(-163 + g * 1.5, 129 - (g * 1.5 * 258 / 326));
glTexCoord2f(1, 1); glVertex2f( 163 + g, 129 + g / 4);
glTexCoord2f(1, 0); glVertex2f( 163 + f * 1.5 + g / 4, -129 + f * 1.5 - g / 4);
glEnd;
gldisable(gl_texture_2d);
gldisable(GL_BLEND);
glPopMatrix;
end;
// lazy joker (just scrolls from left to right, no twinkling stars, no on-beat flashing)
STime := Timings[13] - 35;
Delay := Timings[14] - Timings[13] + 5;
if CTime > STime then
begin
k := 0;
try
for j := 0 to 40 do
begin
if (j < length(Data)) and
(k < length(Data)) then
begin
if Data[j] >= Data[k] then
k := j;
end;
end;
except
end;
if Data[k] > 0.25 then
ESC_Alpha := 5
else
inc(ESC_Alpha);
if ESC_Alpha > 20 then
ESC_Alpha := 20;
if ((CTime - STime) > 10) and ((CTime - STime) < 20) then
ESC_Alpha := 20;
ESC_Alpha := 10;
f := CTime - STime;
if CTime <= STime + 40 then
j := CTime - STime
else
j := 40;
if (CTime >= STime + Delay - 40) then
if (CTime <= STime + Delay) then
j := (STime + Delay) - CTime
else
j := 0;
glColor4f(1, 1, 1, ESC_Alpha / 20 * j * j / 1600);
glPushMatrix;
gltranslatef(180 + (f - 70), 329, 0);
glBindTexture(GL_TEXTURE_2D, credits_lazyjoker.TexNum);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glbegin(gl_quads);
glTexCoord2f(0, 0); glVertex2f(-163, -129);
glTexCoord2f(0, 1); glVertex2f(-163, 129);
glTexCoord2f(1, 1); glVertex2f( 163, 129);
glTexCoord2f(1, 0); glVertex2f( 163, -129);
glEnd;
gldisable(gl_texture_2d);
gldisable(GL_BLEND);
glPopMatrix;
end;
// Mog (flip in from right, flip out to lower right)
STime := Timings[14] - 10;
Delay := Timings[15] - Timings[14] + 5;
if CTime > STime then
begin
k := 0;
ESC_Alpha := 20;
try
for j := 0 to 40 do
begin
if (j < length(Data)) and
(k < length(Data)) then
begin
if Data[j] >= Data[k] then
k := j;
end;
end;
except
end;
if Data[k] > 0.25 then
ESC_Alpha := 5
else
inc(ESC_Alpha);
if ESC_Alpha > 20 then
ESC_Alpha := 20;
if ((CTime - STime) < 20) then
ESC_Alpha := 20;
if CTime <= STime + 10 then
j := CTime - STime
else
j := 10;
if (CTime >= STime + Delay - 10) then
if (CTime <= STime + Delay) then
j := (STime + Delay) - CTime
else
j := 0;
glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10);
if (CTime >= STime + 10) and (CTime <= STime + 12) then
begin
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
end;
glPushMatrix;
gltranslatef(223, 329, 0);
if CTime <= STime + 10 then
f := 326.0 - 32.6 * (CTime - STime)
else
f := 0;
g := 0;
if CTime >= STime + Delay - 10 then
if CTime <= STime + Delay then
begin
j := CTime - (STime + Delay - 10);
g := 32.6 * j;
end;
glBindTexture(GL_TEXTURE_2D, credits_mog.TexNum);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glbegin(gl_quads);
glTexCoord2f(0, 0); glVertex2f(-163 + g * 1.5, -129 + g * 1.5);
glTexCoord2f(0, 1); glVertex2f(-163 + g * 1.2, 129 + g);
glTexCoord2f(1, 1); glVertex2f( 163 - f + g / 2, 129 + f * 1.5 + g / 4);
glTexCoord2f(1, 0); glVertex2f( 163 - f + g * 1.5, -129 - f * 1.5);
glEnd;
gldisable(gl_texture_2d);
gldisable(GL_BLEND);
glPopMatrix;
end;
// Mota (rotate in from upper right, shift out to lower left while shrinking and rotateing)
STime := Timings[15] - 10;
Delay := Timings[16] - Timings[15] + 5;
if CTime > STime then
begin
k := 0;
ESC_Alpha := 20;
try
for j := 0 to 40 do
begin
if (j < length(Data)) and
(k < length(Data)) then
begin
if Data[j] >= Data[k] then
k := j;
end;
end;
except
end;
if Data[k] > 0.25 then
ESC_Alpha := 5
else
inc(ESC_Alpha);
if ESC_Alpha > 20 then
ESC_Alpha := 20;
if ((CTime - STime) < 20) then
ESC_Alpha := 20;
if CTime <= STime + 10 then
j := CTime - STime
else
j := 10;
if (CTime >= STime + Delay - 10) then
if (CTime <= STime + Delay) then
j := (STime + Delay) - CTime
else
j := 0;
glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10);
if (CTime >= STime + 10) and (CTime <= STime + 12) then
begin
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
end;
glPushMatrix;
gltranslatef(223, 329, 0);
if CTime <= STime + 10 then
begin
gltranslatef(223, 0, 0);
glrotatef((10 - (CTime - STime)) * 9, 0, 0, 1);
gltranslatef(-223, 0, 0);
end;
if CTime >= STime + Delay - 10 then
if CTime <= STime + Delay then
begin
j := CTime - (STime + Delay - 10);
f := j * 10.0;
gltranslatef(-f * 2, -f, 0);
glscalef(1 - j / 10, 1 - j / 10, 1 - j / 10);
glrotatef(-j * 9.0, 0, 0, 1);
end;
glBindTexture(GL_TEXTURE_2D, credits_mota.TexNum);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glbegin(gl_quads);
glTexCoord2f(0, 0); glVertex2f(-163, -129);
glTexCoord2f(0, 1); glVertex2f(-163, 129);
glTexCoord2f(1, 1); glVertex2f( 163, 129);
glTexCoord2f(1, 0); glVertex2f( 163, -129);
glEnd;
gldisable(gl_texture_2d);
gldisable(GL_BLEND);
glPopMatrix;
end;
// Skillmaster (shift in from lower right, rotate out to upper right)
STime := Timings[16] - 10;
Delay := Timings[17] - Timings[16] + 5;
if CTime > STime then
begin
k := 0;
ESC_Alpha := 20;
try
for j := 0 to 40 do
begin
if (j < length(Data)) and
(k < length(Data)) then
begin
if Data[j] >= Data[k] then
k := j;
end;
end;
except
end;
if Data[k] > 0.25 then
ESC_Alpha := 5
else
inc(ESC_Alpha);
if ESC_Alpha > 20 then
ESC_Alpha := 20;
if ((CTime - STime) < 20) then
ESC_Alpha := 20;
if CTime <= STime + 10 then
j := CTime - STime
else
j := 10;
if (CTime >= STime + Delay - 10) then
if (CTime <= STime + Delay) then
j := (STime + Delay) - CTime
else
j := 0;
glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10);
if (CTime >= STime + 10) and (CTime <= STime + 12) then
begin
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
end;
glPushMatrix;
gltranslatef(223, 329, 0);
if CTime <= STime + 10 then
begin
j := STime + 10 - CTime;
f := j * 10.0;
gltranslatef(+f * 2, +f / 2, 0);
end;
if CTime >= STime + Delay - 10 then
if CTime <= STime + Delay then
begin
j := CTime - (STime + Delay - 10);
gltranslatef(0, -223, 0);
glrotatef(integer(j) * -9, 0, 0, 1);
gltranslatef(0, 223, 0);
glrotatef(j * 9, 0, 0, 1);
end;
glBindTexture(GL_TEXTURE_2D, credits_skillmaster.TexNum);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glbegin(gl_quads);
glTexCoord2f(0, 0); glVertex2f(-163, -129);
glTexCoord2f(0, 1); glVertex2f(-163, 129);
glTexCoord2f(1, 1); glVertex2f( 163, 129);
glTexCoord2f(1, 0); glVertex2f( 163, -129);
glEnd;
gldisable(gl_texture_2d);
gldisable(GL_BLEND);
glPopMatrix;
end;
// WhiteShark (flip in from lower left, flip out to upper right)
STime := Timings[17] - 10;
Delay := Timings[18] - Timings[17];
if CTime > STime then
begin
k := 0;
ESC_Alpha := 20;
try
for j := 0 to 40 do
begin
if (j < length(Data)) and
(k < length(Data)) then
begin
if Data[j] >= Data[k] then
k := j;
end;
end;
except
end;
if Data[k] > 0.25 then
ESC_Alpha := 5
else
inc(ESC_Alpha);
if ESC_Alpha > 20 then
ESC_Alpha := 20;
if ((CTime - STime) < 20) then
ESC_Alpha := 20;
if CTime <= STime + 10 then
j := CTime - STime
else
j := 10;
if (CTime >= STime + Delay - 10) then
if (CTime <= STime + Delay) then
j := (STime + Delay) - CTime
else
j := 0;
glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10);
if (CTime >= STime + 10) and (CTime <= STime + 12) then
begin
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
end;
glPushMatrix;
gltranslatef(223, 329, 0);
if CTime <= STime + 10 then
f := 326.0 - 32.6 * (CTime - STime)
else
f := 0;
if (CTime >= STime + Delay - 10) and (CTime <= STime + Delay) then
begin
j := CTime - (STime + Delay - 10);
g := 32.6 * j;
end
else
begin
g := 0;
end;
glBindTexture(GL_TEXTURE_2D, credits_whiteshark.TexNum);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glbegin(gl_quads);
glTexCoord2f(0, 0); glVertex2f(-163 - f + g, -129 + f / 4 - g / 2);
glTexCoord2f(0, 1); glVertex2f(-163 - f / 4 + g, 129 + g / 2 + f / 4);
glTexCoord2f(1, 1); glVertex2f( 163 - f * 1.2 + g / 4, 129 + f / 2 - g / 4);
glTexCoord2f(1, 0); glVertex2f( 163 - f * 1.5 + g / 4, -129 + f * 1.5 + g / 4);
glEnd;
gldisable(gl_texture_2d);
gldisable(GL_BLEND);
glPopMatrix;
end;
Log.LogStatus('', ' JB-103');
// ####################################################################
// do some twinkle stuff (kinda on beat)
if (CTime > Timings[8] ) and
(CTime < Timings[19]) then
begin
k := 0;
try
for j := 0 to 40 do
begin
if (j < length(Data)) and
(k < length(Data)) then
begin
if Data[j] >= Data[k] then
k := j;
end;
end;
except
end;
if Data[k] > 0.2 then
begin
l := RandomRange(6, 16);
j := RandomRange(0, 27);
GoldenRec.Spawn(myLogoCoords[j,0], myLogoCoords[j,1], 16-l, l, 0, -1, PerfectNote, 0);
end;
end;
//#################################################
// draw the rest of the main screen (girl and logo)
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glColor4f(1, 1, 1, 1);
glBindTexture(GL_TEXTURE_2D, credits_bg_ovl.TexNum);
glbegin(gl_quads);
glTexCoord2f( 0, 0); glVertex2f(800-393, 0);
glTexCoord2f( 0, 600/1024); glVertex2f(800-393, 600);
glTexCoord2f(393/512, 600/1024); glVertex2f(800, 600);
glTexCoord2f(393/512, 0); glVertex2f(800, 0);
glEnd;
{
glBindTexture(GL_TEXTURE_2D, credits_bg_logo.TexNum);
glbegin(gl_quads);
glTexCoord2f( 0, 0); glVertex2f( 0, 0);
glTexCoord2f( 0, 112/128); glVertex2f( 0, 112);
glTexCoord2f(497/512, 112/128); glVertex2f(497, 112);
glTexCoord2f(497/512, 0); glVertex2f(497, 0);
glEnd;
}
gldisable(gl_texture_2d);
glDisable(GL_BLEND);
// fade out at end of main part
if Ctime > Timings[19] then
begin
glColor4f(0, 0, 0, (CTime - Timings[19]) / (Timings[20] - Timings[19]));
glEnable(GL_BLEND);
glBegin(GL_QUADS);
glVertex2f( 0, 0);
glVertex2f( 0, 600);
glVertex2f(800, 600);
glVertex2f(800, 0);
glEnd;
glDisable(GL_BLEND);
end;
end
else
if (CRDTS_Stage = Outro) then
begin
if CTime = Timings[20] then
begin
CTime_hold := 0;
AudioPlayback.Stop;
AudioPlayback.Open(SoundPath.Append('credits-outro-tune.mp3'));
AudioPlayback.SetVolume(0.2);
AudioPlayback.SetLoop(true);
AudioPlayback.Play;
end;
if CTime_hold > 231 then
begin
AudioPlayback.Play;
Ctime_hold := 0;
end;
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
// do something useful
// outro background
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glColor4f(1, 1, 1, 1);
glBindTexture(GL_TEXTURE_2D, outro_bg.TexNum);
glbegin(gl_quads);
glTexCoord2f( 0, 0); glVertex2f( 0, 0);
glTexCoord2f( 0, 600/1024); glVertex2f( 0, 600);
glTexCoord2f(800/1024, 600/1024); glVertex2f(800, 600);
glTexCoord2f(800/1024, 0); glVertex2f(800, 0);
glEnd;
// outro overlays
glColor4f(1, 1, 1, (1 + sin(CTime / 15)) / 3 + 1/3);
glBindTexture(GL_TEXTURE_2D, outro_esc.TexNum);
glbegin(gl_quads);
glTexCoord2f( 0, 0); glVertex2f( 0, 0);
glTexCoord2f( 0, 223/256); glVertex2f( 0, 223);
glTexCoord2f(487/512, 223/256); glVertex2f(487, 223);
glTexCoord2f(487/512, 0); glVertex2f(487, 0);
glEnd;
ESC_Alpha := 20;
if (RandomRange(0,20) > 18) and (ESC_Alpha = 20) then
ESC_Alpha := 0
else
inc(ESC_Alpha);
if ESC_Alpha > 20 then
ESC_Alpha := 20;
glColor4f(1, 1, 1, ESC_Alpha / 20);
glBindTexture(GL_TEXTURE_2D, outro_exd.TexNum);
glbegin(gl_quads);
glTexCoord2f( 0, 0); glVertex2f(800-310, 600-247);
glTexCoord2f( 0, 247/256); glVertex2f(800-310, 600 );
glTexCoord2f(310/512, 247/256); glVertex2f(800, 600 );
glTexCoord2f(310/512, 0); glVertex2f(800, 600-247);
glEnd;
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
// outro scrollers?
// ...
end;
{
// draw credits runtime counter
SetFontStyle (2);
SetFontItalic(false);
SetFontSize(27);
SetFontPos (5, 5);
glColor4f(1, 1, 1, 1);
// RuntimeStr := 'CTime: ' + inttostr(floor(CTime / 30.320663991914489602156136106092)) + '.' + inttostr(floor(CTime / 3.0320663991914489602156136106092) - floor(CTime / 30.320663991914489602156136106092) * 10);
RuntimeStr := 'CTime: ' + inttostr(CTime);
glPrint (RuntimeStr[1]);
}
// make the stars shine
GoldenRec.Draw;
end;
end.