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authortobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-02-05 20:36:19 +0000
committertobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-02-05 20:36:19 +0000
commitdee94f5dae9e6b5ae6c7b54a12a567745abc8dc3 (patch)
tree21767870a9f01fe8df91fd3ce5331e2fe89862fc /Game/Code/Screens/UScreenCredits.pas
parent2e6592ceadb3e3c910164c76595e7ae435b8823a (diff)
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General:
- cleanup and adaption of SingDrawOscilloscope Portaudio/SDL audio output: - stuttering in portaudio output has been fixed (SDL_MixBuffers cannot be used without initializing the SDL audio stuff first, so it is not usable with portaudio. Now SDL is used for audio-output instead of portaudio (although the file-name is UAudioPlayback_Portaudio.pas at the moment). - cleaner file closing - volume adjustment UMusic: - cleanup of the audio-interfaces - introduced TNoteType = (ntFreestyle, ntNormal, ntGolden) - some bug-fixes - introduced TSoundLibrary. This is library for all in-game sounds used by USDX. Instead of calling AudioPlayer.PlaySwoosh you should call AudioPlayer.PlaySound(SoundLib.Swoosh) now. You might call SoundLib.Swoosh.Play too, but this is not recommended at the moment because SoundLib.Swoosh could be nil if the file was not found. The SoundLibrary approach is much cleaner than the previous one. The AudioPlayer does not have to specify a Play... and Stop... method for every available sound anymore. In addition it is not an AudioPlayers responsibility to init the in-game sounds. URecord: - polish to english translation of some variables - CaptureSoundLeft/Right is CaptureChannel[0/1] now - TSoundCardInput -> TAudioInputDeviceSource - TGenericSoundCard.Input -> TGenericSoundCard.Source - autocorrelation algorithm more readable now - Clean-up of the audio-input interface - moved cloned code of the input-classes to one base class (TAudioInputBase) - Cleaner finalization - Start-/StopCapture will not crash anymore in the recording-options menu - Fixed several bugs in the autocorrelation stuff (e.g. wrong usage of $10000) - SzczytJest (now ToneValid) was not used correctly. ToneValid is set to true if a valid tone was found (= the sound was louder than the threshold -> no background noise). If i remember correctly the sound was accepted although the tone was invalid. So the old data was used although noone was singing. This resulted in some sort of ghost-singer effect. UIni: - moved TIni.Card to TScreenOptionsRecord.Card because it is not stored in the ini-file and will not be in the future. - TIni.CardList ist now TIni.InputDeviceConfig. The name cardlist was misleading because it just specifies input- but no output-devices. In addition a soundcard can have multiple input-devices (at least in linux). - bugfix on InputDeviceConfig (formerly CardList) usage. USDX expected that the indices of the corresponding elements in TIni.InputDeviceConfig[] and TAudioInputProcessor.Device[] were the same. This is wrong. If device 2 was defined at first place in the ini and device 1 at the second, the indices of the two arrays didn't match (they were swapped) erroneously. To fix this and to support the item listed below the index to TIni.InputDeviceConfig[] is now stored in TAudioInputDevice.CfgIndex. NOTE: InputDeviceConfig[] contains configurations of non-available (unplugged) devices. Iterate over TAudioInputProcessor.Device[] for available devices. - configurations of external devices that are not plugged in will not be deleted anymore. - multiple definitions of one device in the ini-file will not crash USDX anymore - CardList[I].ChannelL/R now are InputDeviceConfig[I].ChannelToPlayerMap[0/1]. I think the new name is more intuitive because it maps a channel to a player number. Now the both vars are joint to one array. Now it is possible to use loops to process them and we might support more than two input channels on one device in the future (if such devices exist) git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@827 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code/Screens/UScreenCredits.pas')
-rw-r--r--Game/Code/Screens/UScreenCredits.pas2804
1 files changed, 1402 insertions, 1402 deletions
diff --git a/Game/Code/Screens/UScreenCredits.pas b/Game/Code/Screens/UScreenCredits.pas
index d5c9bebc..925d62cc 100644
--- a/Game/Code/Screens/UScreenCredits.pas
+++ b/Game/Code/Screens/UScreenCredits.pas
@@ -1,1402 +1,1402 @@
-unit UScreenCredits;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-
-uses
- UMenu,
- SDL,
- SDL_Image,
- UDisplay,
- UTexture,
- OpenGL12,
- UMusic,
- UFiles,
- SysUtils,
- UThemes,
- ULCD,
- ULight,
- 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_tex: TTexture;
- credits_entry_dx_tex: 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;
-
- myTex: glUint;
- mysdlimage,myconvertedsdlimage: PSDL_Surface;
-
- Fadeout: boolean;
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- function Draw: boolean; override;
- procedure onShow; override;
- procedure onHide; override;
- procedure DrawCredits;
- procedure Draw_FunkyText;
- end;
-
-const
- Funky_Text: AnsiString =
- 'Grandma Deluxe has arrived! Thanks to Corvus5 for the massive work on UltraStar, Wome for the nice tune you´re hearing, '+
- 'all the people who put massive effort and work in new songs (don´t 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,..';
-
-
- Timings: array[0..21] of Cardinal=(
- 20, // 0 Delay vor Start
-
- 149, // 1 Ende erster Intro Zoom
- 155, // 2 Start 2. Action im Intro
- 170, // 3 Ende Separation im Intro
- 271, // 4 Anfang Zoomout im Intro
- 0, // 5 unused
- 261, // 6 Start fade-to-white im Intro
-
- 271, // 7 Start Main Part
- 280, // 8 Start On-Beat-Sternchen 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 im intro
-
-
- sdl32bpprgba: TSDL_Pixelformat=(palette: nil;
- BitsPerPixel: 32;
- BytesPerPixel: 4;
- Rloss: 0;
- Gloss: 0;
- Bloss: 0;
- Aloss: 0;
- Rshift: 0;
- Gshift: 8;
- Bshift: 16;
- Ashift: 24;
- Rmask: $000000ff;
- Gmask: $0000ff00;
- Bmask: $00ff0000;
- Amask: $ff000000;
- colorkey: 0;
- alpha: 255 );
-
-
-implementation
-
-uses {$IFDEF win32}
- windows,
- {$ELSE}
- lclintf,
- {$ENDIF}
- ULog,
- UGraphic,
- UMain,
- UIni,
- USongs,
- Textgl,
- ULanguage,
- UCommon,
- Math,
- dialogs;
-
-
-function TScreenCredits.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
-begin
- Result := true;
- If (PressedDown) Then
- begin // Key Down
- case PressedKey of
-
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- FadeTo(@ScreenMain);
- AudioPlayback.PlayBack;
- 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;
-begin
- inherited Create;
-
- credits_bg_tex := Texture.LoadTexture(true, 'CRDTS_BG', 'PNG', 'Plain', 0);
- credits_bg_ovl := Texture.LoadTexture(true, 'CRDTS_OVL', 'PNG', 'Transparent', 0);
-
- credits_blindguard := Texture.LoadTexture(true, 'CRDTS_blindguard', 'PNG', 'Font Black', 0);
- credits_blindy := Texture.LoadTexture(true, 'CRDTS_blindy', 'PNG', 'Font Black', 0);
- credits_canni := Texture.LoadTexture(true, 'CRDTS_canni', 'PNG', 'Font Black', 0);
- credits_commandio := Texture.LoadTexture(true, 'CRDTS_commandio', 'PNG', 'Font Black', 0);
- credits_lazyjoker := Texture.LoadTexture(true, 'CRDTS_lazyjoker', 'PNG', 'Font Black', 0);
- credits_mog := Texture.LoadTexture(true, 'CRDTS_mog', 'PNG', 'Font Black', 0);
- credits_mota := Texture.LoadTexture(true, 'CRDTS_mota', 'PNG', 'Font Black', 0);
- credits_skillmaster := Texture.LoadTexture(true, 'CRDTS_skillmaster', 'PNG', 'Font Black', 0);
- credits_whiteshark := Texture.LoadTexture(true, 'CRDTS_whiteshark', 'PNG', 'Font Black', 0);
-
- intro_layer01 := Texture.LoadTexture(true, 'INTRO_L01', 'PNG', 'Transparent', 0);
- intro_layer02 := Texture.LoadTexture(true, 'INTRO_L02', 'PNG', 'Transparent', 0);
- intro_layer03 := Texture.LoadTexture(true, 'INTRO_L03', 'PNG', 'Transparent', 0);
- intro_layer04 := Texture.LoadTexture(true, 'INTRO_L04', 'PNG', 'Transparent', 0);
- intro_layer05 := Texture.LoadTexture(true, 'INTRO_L05', 'PNG', 'Transparent', 0);
- intro_layer06 := Texture.LoadTexture(true, 'INTRO_L06', 'PNG', 'Transparent', 0);
- intro_layer07 := Texture.LoadTexture(true, 'INTRO_L07', 'PNG', 'Transparent', 0);
- intro_layer08 := Texture.LoadTexture(true, 'INTRO_L08', 'PNG', 'Transparent', 0);
- intro_layer09 := Texture.LoadTexture(true, 'INTRO_L09', 'PNG', 'Transparent', 0);
-
- outro_bg := Texture.LoadTexture(true, 'OUTRO_BG', 'PNG', 'Plain', 0);
- outro_esc := Texture.LoadTexture(true, 'OUTRO_ESC', 'PNG', 'Transparent', 0);
- outro_exd := Texture.LoadTexture(true, 'OUTRO_EXD', 'PNG', 'Transparent', 0);
-
- CRDTS_Stage:=InitialDelay;
-end;
-
-function TScreenCredits.Draw: boolean;
-begin
- DrawCredits;
- Draw:=true;
-end;
-
-function pixfmt_eq(fmt1,fmt2: TSDL_Pixelformat): boolean;
-begin
- if (fmt1.BitsPerPixel = fmt2.BitsPerPixel) and
- (fmt1.BytesPerPixel = fmt2.BytesPerPixel) and
- (fmt1.Rloss = fmt2.Rloss) and
- (fmt1.Gloss = fmt2.Gloss) and
- (fmt1.Bloss = fmt2.Bloss) and
- (fmt1.Rmask = fmt2.Rmask) and
- (fmt1.Gmask = fmt2.Gmask) and
- (fmt1.Bmask = fmt2.Bmask) and
- (fmt1.Rshift = fmt2.Rshift) and
- (fmt1.Gshift = fmt2.Gshift) and
- (fmt1.Bshift = fmt2.Bshift)
- then
- pixfmt_eq:=True
- else
- pixfmt_eq:=False;
-end;
-
-function inttohexstr(i: cardinal):pchar;
-var helper, i2, c:cardinal;
- tmpstr: string;
-begin
- helper:=0;
- i2:=i;
- tmpstr:='';
- for c:=1 to 8 do
- begin
- helper:=(helper shl 4) or (i2 and $f);
- i2:=i2 shr 4;
- end;
- for c:=1 to 8 do
- begin
- i2:=helper and $f;
- helper := helper shr 4;
- case i2 of
- 0: tmpstr:=tmpstr+'0';
- 1: tmpstr:=tmpstr+'1';
- 2: tmpstr:=tmpstr+'2';
- 3: tmpstr:=tmpstr+'3';
- 4: tmpstr:=tmpstr+'4';
- 5: tmpstr:=tmpstr+'5';
- 6: tmpstr:=tmpstr+'6';
- 7: tmpstr:=tmpstr+'7';
- 8: tmpstr:=tmpstr+'8';
- 9: tmpstr:=tmpstr+'9';
- 10: tmpstr:=tmpstr+'a';
- 11: tmpstr:=tmpstr+'b';
- 12: tmpstr:=tmpstr+'c';
- 13: tmpstr:=tmpstr+'d';
- 14: tmpstr:=tmpstr+'e';
- 15: tmpstr:=tmpstr+'f';
- end;
- end;
- inttohexstr:=pchar(tmpstr);
-end;
-
-procedure TScreenCredits.onShow;
-begin
- CRDTS_Stage:=InitialDelay;
- Credits_X := 580;
- deluxe_slidein := 0;
- Credits_Alpha := 0;
- //Music.SetLoop(true); Loop looped ned, so ne scheisse
- AudioPlayback.Open(soundpath + 'wome-credits-tune.mp3'); //danke kleinster liebster weeeetüüüüü!!
-// Music.Play;
- CTime:=0;
-// setlength(CTime_hold,0);
-
- mysdlimage:=IMG_Load('test.png');
- if assigned(mysdlimage) then
- begin
- {$IFNDEF FPC}
- showmessage('opened image via SDL_Image'+#13#10+
- 'Width: '+inttostr(mysdlimage^.w)+#13#10+
- 'Height: '+inttostr(mysdlimage^.h)+#13#10+
- 'BitsPP: '+inttostr(mysdlimage^.format.BitsPerPixel)+#13#10+
- 'BytesPP: '+inttostr(mysdlimage^.format.BytesPerPixel)+#13#10+
- 'Rloss: '+inttostr(mysdlimage^.format.Rloss)+#13#10+
- 'Gloss: '+inttostr(mysdlimage^.format.Gloss)+#13#10+
- 'Bloss: '+inttostr(mysdlimage^.format.Bloss)+#13#10+
- 'Aloss: '+inttostr(mysdlimage^.format.Aloss)+#13#10+
- 'Rshift: '+inttostr(mysdlimage^.format.Rshift)+#13#10+
- 'Gshift: '+inttostr(mysdlimage^.format.Gshift)+#13#10+
- 'Bshift: '+inttostr(mysdlimage^.format.Bshift)+#13#10+
- 'Ashift: '+inttostr(mysdlimage^.format.Ashift)+#13#10+
- 'Rmask: '+inttohexstr(mysdlimage^.format.Rmask)+#13#10+
- 'Gmask: '+inttohexstr(mysdlimage^.format.Gmask)+#13#10+
- 'Bmask: '+inttohexstr(mysdlimage^.format.Bmask)+#13#10+
- 'Amask: '+inttohexstr(mysdlimage^.format.Amask)+#13#10+
- 'ColKey: '+inttostr(mysdlimage^.format.Colorkey)+#13#10+
- 'Alpha: '+inttostr(mysdlimage^.format.Alpha));
-
- if pixfmt_eq(mysdlimage^.format^,sdl32bpprgba) then
- showmessage('equal pixelformats')
- else
- showmessage('different pixelformats');
- {$ENDIF}
-
- myconvertedsdlimage:=SDL_ConvertSurface(mysdlimage,@sdl32bpprgba,SDL_SWSURFACE);
- glGenTextures(1,@myTex);
- glBindTexture(GL_TEXTURE_2D, myTex);
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glTexImage2D( GL_TEXTURE_2D, 0, 4, myconvertedsdlimage^.w, myconvertedsdlimage^.h, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, myconvertedsdlimage^.pixels );
- SDL_FreeSurface(mysdlimage);
- SDL_FreeSurface(myconvertedsdlimage);
- end
- else
- {$IFDEF FPC}
- writeln( 'could not open file - test.png');
- {$ELSE}
- showmessage('could not open file - test.png');
- {$ENDIF}
-
-end;
-
-procedure TScreenCredits.onHide;
-begin
- AudioPlayback.Stop;
-end;
-
-Procedure TScreenCredits.Draw_FunkyText;
-var
- S: Integer;
- X,Y,A: Real;
- visibleText: PChar;
-begin
- SetFontSize(10);
- //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:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd));
- for S := 0 to length(visibleText)-1 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);
- A:=0;
- if (Credits_X+X < 15) then A:=0;
- if (Credits_X+X >=15) then A:=Credits_X+X-15;
- if Credits_X+X > 32 then A:=17;
- 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);
- glPrintLetter(visibleText[S]);
- X := X + Fonts[ActFont].Width[Ord(visibleText[S])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW;
- end;
- if (Credits_X<0) and (CurrentScrollStart < length(Funky_Text)) then begin
- Credits_X:=Credits_X + Fonts[ActFont].Width[Ord(Funky_Text[CurrentScrollStart])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW;
- inc(CurrentScrollStart);
- end;
- visibleText:=pchar(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(9);
- glColor4f(1, 1, 1, 1);
- for S:=0 to high(CTime_hold) do begin
- visibleText:=pchar(inttostr(CTime_hold[S]));
- SetFontPos (500, X);
- glPrint (Addr(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,I: Cardinal;
- X: Real;
- Ver: PChar;
- RuntimeStr: AnsiString;
- Data: TFFTData;
- j,k,l:cardinal;
- f,g,h: Real;
- STime:cardinal;
- Delay:cardinal;
-
- myPixel: longword;
- myColor: 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
- Data := AudioPlayback.GetFFTData;
-
- Log.LogStatus('',' JB-1');
-
- T := GetTickCount 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 (von links oben reindrehen, nach rechts unten rausdrehen)
- 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 begin glrotatef((CTime-STime)*9+270,0,0,1);end;
- 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 von 0 auf volle grösse und drehung, zoom auf doppelte grösse und nach rechts oben schieben)
- 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 (von links reinschieben, nach rechts oben rausschieben)
- 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 (von unten reinklappen, nach rechts oben rausklappen)
- 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 (von links reinklappen, nach rechts unten rausklappen)
- 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 (von rechts oben reindrehen, nach links unten rausschieben und verkleinern und dabei drehen)
- 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 (von rechts unten reinschieben, nach rechts oben rausdrehen)
- 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 (von links unten reinklappen, nach rechts oben rausklappen)
- 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 then if CTime <=STime+Delay then begin
- j:=CTime-(STime+Delay-10);
- g:=32.6*j;
- end else
- g:=0;
- 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 + 'credits-outro-tune.mp3');
- AudioPlayback.Play;
- AudioPlayback.SetVolume(20);
- AudioPlayback.SetLoop(True);
- 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(9);
- 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 (Addr(RuntimeStr[1]));
-}
-
-
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glColor4f(1, 1, 1, 1);
- glBindTexture(GL_TEXTURE_2D, myTex);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(100, 100);
- glTexCoord2f(0,1);glVertex2f(100, 200);
- glTexCoord2f(1,1); glVertex2f(200, 200);
- glTexCoord2f(1,0);glVertex2f(200, 100);
- glEnd;
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
-
-
- // make the stars shine
- GoldenRec.Draw;
-end;
-
-end.
+unit UScreenCredits;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+
+uses
+ UMenu,
+ SDL,
+ SDL_Image,
+ UDisplay,
+ UTexture,
+ OpenGL12,
+ UMusic,
+ UFiles,
+ SysUtils,
+ UThemes,
+ ULCD,
+ ULight,
+ 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_tex: TTexture;
+ credits_entry_dx_tex: 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;
+
+ myTex: glUint;
+ mysdlimage,myconvertedsdlimage: PSDL_Surface;
+
+ Fadeout: boolean;
+ constructor Create; override;
+ function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
+ function Draw: boolean; override;
+ procedure onShow; override;
+ procedure onHide; override;
+ procedure DrawCredits;
+ procedure Draw_FunkyText;
+ end;
+
+const
+ Funky_Text: AnsiString =
+ 'Grandma Deluxe has arrived! Thanks to Corvus5 for the massive work on UltraStar, Wome for the nice tune you´re hearing, '+
+ 'all the people who put massive effort and work in new songs (don´t 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,..';
+
+
+ Timings: array[0..21] of Cardinal=(
+ 20, // 0 Delay vor Start
+
+ 149, // 1 Ende erster Intro Zoom
+ 155, // 2 Start 2. Action im Intro
+ 170, // 3 Ende Separation im Intro
+ 271, // 4 Anfang Zoomout im Intro
+ 0, // 5 unused
+ 261, // 6 Start fade-to-white im Intro
+
+ 271, // 7 Start Main Part
+ 280, // 8 Start On-Beat-Sternchen 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 im intro
+
+
+ sdl32bpprgba: TSDL_Pixelformat=(palette: nil;
+ BitsPerPixel: 32;
+ BytesPerPixel: 4;
+ Rloss: 0;
+ Gloss: 0;
+ Bloss: 0;
+ Aloss: 0;
+ Rshift: 0;
+ Gshift: 8;
+ Bshift: 16;
+ Ashift: 24;
+ Rmask: $000000ff;
+ Gmask: $0000ff00;
+ Bmask: $00ff0000;
+ Amask: $ff000000;
+ colorkey: 0;
+ alpha: 255 );
+
+
+implementation
+
+uses {$IFDEF win32}
+ windows,
+ {$ELSE}
+ lclintf,
+ {$ENDIF}
+ ULog,
+ UGraphic,
+ UMain,
+ UIni,
+ USongs,
+ Textgl,
+ ULanguage,
+ UCommon,
+ Math,
+ dialogs;
+
+
+function TScreenCredits.ParseInput(PressedKey: Cardinal; ScanCode: byte; 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;
+begin
+ inherited Create;
+
+ credits_bg_tex := Texture.LoadTexture(true, 'CRDTS_BG', 'PNG', 'Plain', 0);
+ credits_bg_ovl := Texture.LoadTexture(true, 'CRDTS_OVL', 'PNG', 'Transparent', 0);
+
+ credits_blindguard := Texture.LoadTexture(true, 'CRDTS_blindguard', 'PNG', 'Font Black', 0);
+ credits_blindy := Texture.LoadTexture(true, 'CRDTS_blindy', 'PNG', 'Font Black', 0);
+ credits_canni := Texture.LoadTexture(true, 'CRDTS_canni', 'PNG', 'Font Black', 0);
+ credits_commandio := Texture.LoadTexture(true, 'CRDTS_commandio', 'PNG', 'Font Black', 0);
+ credits_lazyjoker := Texture.LoadTexture(true, 'CRDTS_lazyjoker', 'PNG', 'Font Black', 0);
+ credits_mog := Texture.LoadTexture(true, 'CRDTS_mog', 'PNG', 'Font Black', 0);
+ credits_mota := Texture.LoadTexture(true, 'CRDTS_mota', 'PNG', 'Font Black', 0);
+ credits_skillmaster := Texture.LoadTexture(true, 'CRDTS_skillmaster', 'PNG', 'Font Black', 0);
+ credits_whiteshark := Texture.LoadTexture(true, 'CRDTS_whiteshark', 'PNG', 'Font Black', 0);
+
+ intro_layer01 := Texture.LoadTexture(true, 'INTRO_L01', 'PNG', 'Transparent', 0);
+ intro_layer02 := Texture.LoadTexture(true, 'INTRO_L02', 'PNG', 'Transparent', 0);
+ intro_layer03 := Texture.LoadTexture(true, 'INTRO_L03', 'PNG', 'Transparent', 0);
+ intro_layer04 := Texture.LoadTexture(true, 'INTRO_L04', 'PNG', 'Transparent', 0);
+ intro_layer05 := Texture.LoadTexture(true, 'INTRO_L05', 'PNG', 'Transparent', 0);
+ intro_layer06 := Texture.LoadTexture(true, 'INTRO_L06', 'PNG', 'Transparent', 0);
+ intro_layer07 := Texture.LoadTexture(true, 'INTRO_L07', 'PNG', 'Transparent', 0);
+ intro_layer08 := Texture.LoadTexture(true, 'INTRO_L08', 'PNG', 'Transparent', 0);
+ intro_layer09 := Texture.LoadTexture(true, 'INTRO_L09', 'PNG', 'Transparent', 0);
+
+ outro_bg := Texture.LoadTexture(true, 'OUTRO_BG', 'PNG', 'Plain', 0);
+ outro_esc := Texture.LoadTexture(true, 'OUTRO_ESC', 'PNG', 'Transparent', 0);
+ outro_exd := Texture.LoadTexture(true, 'OUTRO_EXD', 'PNG', 'Transparent', 0);
+
+ CRDTS_Stage:=InitialDelay;
+end;
+
+function TScreenCredits.Draw: boolean;
+begin
+ DrawCredits;
+ Draw:=true;
+end;
+
+function pixfmt_eq(fmt1,fmt2: TSDL_Pixelformat): boolean;
+begin
+ if (fmt1.BitsPerPixel = fmt2.BitsPerPixel) and
+ (fmt1.BytesPerPixel = fmt2.BytesPerPixel) and
+ (fmt1.Rloss = fmt2.Rloss) and
+ (fmt1.Gloss = fmt2.Gloss) and
+ (fmt1.Bloss = fmt2.Bloss) and
+ (fmt1.Rmask = fmt2.Rmask) and
+ (fmt1.Gmask = fmt2.Gmask) and
+ (fmt1.Bmask = fmt2.Bmask) and
+ (fmt1.Rshift = fmt2.Rshift) and
+ (fmt1.Gshift = fmt2.Gshift) and
+ (fmt1.Bshift = fmt2.Bshift)
+ then
+ pixfmt_eq:=True
+ else
+ pixfmt_eq:=False;
+end;
+
+function inttohexstr(i: cardinal):pchar;
+var helper, i2, c:cardinal;
+ tmpstr: string;
+begin
+ helper:=0;
+ i2:=i;
+ tmpstr:='';
+ for c:=1 to 8 do
+ begin
+ helper:=(helper shl 4) or (i2 and $f);
+ i2:=i2 shr 4;
+ end;
+ for c:=1 to 8 do
+ begin
+ i2:=helper and $f;
+ helper := helper shr 4;
+ case i2 of
+ 0: tmpstr:=tmpstr+'0';
+ 1: tmpstr:=tmpstr+'1';
+ 2: tmpstr:=tmpstr+'2';
+ 3: tmpstr:=tmpstr+'3';
+ 4: tmpstr:=tmpstr+'4';
+ 5: tmpstr:=tmpstr+'5';
+ 6: tmpstr:=tmpstr+'6';
+ 7: tmpstr:=tmpstr+'7';
+ 8: tmpstr:=tmpstr+'8';
+ 9: tmpstr:=tmpstr+'9';
+ 10: tmpstr:=tmpstr+'a';
+ 11: tmpstr:=tmpstr+'b';
+ 12: tmpstr:=tmpstr+'c';
+ 13: tmpstr:=tmpstr+'d';
+ 14: tmpstr:=tmpstr+'e';
+ 15: tmpstr:=tmpstr+'f';
+ end;
+ end;
+ inttohexstr:=pchar(tmpstr);
+end;
+
+procedure TScreenCredits.onShow;
+begin
+ CRDTS_Stage:=InitialDelay;
+ Credits_X := 580;
+ deluxe_slidein := 0;
+ Credits_Alpha := 0;
+ //Music.SetLoop(true); Loop looped ned, so ne scheisse
+ AudioPlayback.Open(soundpath + 'wome-credits-tune.mp3'); //danke kleinster liebster weeeetüüüüü!!
+// Music.Play;
+ CTime:=0;
+// setlength(CTime_hold,0);
+
+ mysdlimage:=IMG_Load('test.png');
+ if assigned(mysdlimage) then
+ begin
+ {$IFNDEF FPC}
+ showmessage('opened image via SDL_Image'+#13#10+
+ 'Width: '+inttostr(mysdlimage^.w)+#13#10+
+ 'Height: '+inttostr(mysdlimage^.h)+#13#10+
+ 'BitsPP: '+inttostr(mysdlimage^.format.BitsPerPixel)+#13#10+
+ 'BytesPP: '+inttostr(mysdlimage^.format.BytesPerPixel)+#13#10+
+ 'Rloss: '+inttostr(mysdlimage^.format.Rloss)+#13#10+
+ 'Gloss: '+inttostr(mysdlimage^.format.Gloss)+#13#10+
+ 'Bloss: '+inttostr(mysdlimage^.format.Bloss)+#13#10+
+ 'Aloss: '+inttostr(mysdlimage^.format.Aloss)+#13#10+
+ 'Rshift: '+inttostr(mysdlimage^.format.Rshift)+#13#10+
+ 'Gshift: '+inttostr(mysdlimage^.format.Gshift)+#13#10+
+ 'Bshift: '+inttostr(mysdlimage^.format.Bshift)+#13#10+
+ 'Ashift: '+inttostr(mysdlimage^.format.Ashift)+#13#10+
+ 'Rmask: '+inttohexstr(mysdlimage^.format.Rmask)+#13#10+
+ 'Gmask: '+inttohexstr(mysdlimage^.format.Gmask)+#13#10+
+ 'Bmask: '+inttohexstr(mysdlimage^.format.Bmask)+#13#10+
+ 'Amask: '+inttohexstr(mysdlimage^.format.Amask)+#13#10+
+ 'ColKey: '+inttostr(mysdlimage^.format.Colorkey)+#13#10+
+ 'Alpha: '+inttostr(mysdlimage^.format.Alpha));
+
+ if pixfmt_eq(mysdlimage^.format^,sdl32bpprgba) then
+ showmessage('equal pixelformats')
+ else
+ showmessage('different pixelformats');
+ {$ENDIF}
+
+ myconvertedsdlimage:=SDL_ConvertSurface(mysdlimage,@sdl32bpprgba,SDL_SWSURFACE);
+ glGenTextures(1,@myTex);
+ glBindTexture(GL_TEXTURE_2D, myTex);
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ glTexImage2D( GL_TEXTURE_2D, 0, 4, myconvertedsdlimage^.w, myconvertedsdlimage^.h, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, myconvertedsdlimage^.pixels );
+ SDL_FreeSurface(mysdlimage);
+ SDL_FreeSurface(myconvertedsdlimage);
+ end
+ else
+ {$IFDEF FPC}
+ writeln( 'could not open file - test.png');
+ {$ELSE}
+ showmessage('could not open file - test.png');
+ {$ENDIF}
+
+end;
+
+procedure TScreenCredits.onHide;
+begin
+ AudioPlayback.Stop;
+end;
+
+Procedure TScreenCredits.Draw_FunkyText;
+var
+ S: Integer;
+ X,Y,A: Real;
+ visibleText: PChar;
+begin
+ SetFontSize(10);
+ //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:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd));
+ for S := 0 to length(visibleText)-1 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);
+ A:=0;
+ if (Credits_X+X < 15) then A:=0;
+ if (Credits_X+X >=15) then A:=Credits_X+X-15;
+ if Credits_X+X > 32 then A:=17;
+ 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);
+ glPrintLetter(visibleText[S]);
+ X := X + Fonts[ActFont].Width[Ord(visibleText[S])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW;
+ end;
+ if (Credits_X<0) and (CurrentScrollStart < length(Funky_Text)) then begin
+ Credits_X:=Credits_X + Fonts[ActFont].Width[Ord(Funky_Text[CurrentScrollStart])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW;
+ inc(CurrentScrollStart);
+ end;
+ visibleText:=pchar(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(9);
+ glColor4f(1, 1, 1, 1);
+ for S:=0 to high(CTime_hold) do begin
+ visibleText:=pchar(inttostr(CTime_hold[S]));
+ SetFontPos (500, X);
+ glPrint (Addr(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,I: Cardinal;
+ X: Real;
+ Ver: PChar;
+ RuntimeStr: AnsiString;
+ Data: TFFTData;
+ j,k,l:cardinal;
+ f,g,h: Real;
+ STime:cardinal;
+ Delay:cardinal;
+
+ myPixel: longword;
+ myColor: 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
+ AudioPlayback.GetFFTData(Data);
+
+ Log.LogStatus('',' JB-1');
+
+ T := GetTickCount 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 (von links oben reindrehen, nach rechts unten rausdrehen)
+ 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 begin glrotatef((CTime-STime)*9+270,0,0,1);end;
+ 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 von 0 auf volle grösse und drehung, zoom auf doppelte grösse und nach rechts oben schieben)
+ 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 (von links reinschieben, nach rechts oben rausschieben)
+ 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 (von unten reinklappen, nach rechts oben rausklappen)
+ 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 (von links reinklappen, nach rechts unten rausklappen)
+ 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 (von rechts oben reindrehen, nach links unten rausschieben und verkleinern und dabei drehen)
+ 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 (von rechts unten reinschieben, nach rechts oben rausdrehen)
+ 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 (von links unten reinklappen, nach rechts oben rausklappen)
+ 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 then if CTime <=STime+Delay then begin
+ j:=CTime-(STime+Delay-10);
+ g:=32.6*j;
+ end else
+ g:=0;
+ 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 + 'credits-outro-tune.mp3');
+ AudioPlayback.Play;
+ AudioPlayback.SetVolume(20);
+ AudioPlayback.SetLoop(True);
+ 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(9);
+ 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 (Addr(RuntimeStr[1]));
+}
+
+
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glColor4f(1, 1, 1, 1);
+ glBindTexture(GL_TEXTURE_2D, myTex);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(100, 100);
+ glTexCoord2f(0,1);glVertex2f(100, 200);
+ glTexCoord2f(1,1); glVertex2f(200, 200);
+ glTexCoord2f(1,0);glVertex2f(200, 100);
+ glEnd;
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+
+
+ // make the stars shine
+ GoldenRec.Draw;
+end;
+
+end.