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authork-m_schindler <k-m_schindler@b956fd51-792f-4845-bead-9b4dfca2ff2c>2009-04-25 10:09:59 +0000
committerk-m_schindler <k-m_schindler@b956fd51-792f-4845-bead-9b4dfca2ff2c>2009-04-25 10:09:59 +0000
commitc7f5d683c1eae49e30ee42a76557661f57311b9e (patch)
tree84c33e3d2bb59a00d38e156b554f5afcbb763720 /src/screens/UScreenCredits.pas
parentc52a15b5fbd7df575d20e1387a435be4873ec6e1 (diff)
downloadusdx-c7f5d683c1eae49e30ee42a76557661f57311b9e.tar.gz
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Cosmetics. No code change
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1694 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'src/screens/UScreenCredits.pas')
-rw-r--r--src/screens/UScreenCredits.pas942
1 files changed, 538 insertions, 404 deletions
diff --git a/src/screens/UScreenCredits.pas b/src/screens/UScreenCredits.pas
index 6e5c5ba7..2982fe24 100644
--- a/src/screens/UScreenCredits.pas
+++ b/src/screens/UScreenCredits.pas
@@ -34,17 +34,17 @@ interface
{$I switches.inc}
uses
- SysUtils,
- UMenu,
- SDL,
- SDL_Image,
- UDisplay,
- UTexture,
- gl,
- UMusic,
- UFiles,
- UThemes,
- UGraphicClasses;
+ SysUtils,
+ UMenu,
+ SDL,
+ SDL_Image,
+ UDisplay,
+ UTexture,
+ gl,
+ UMusic,
+ UFiles,
+ UThemes,
+ UGraphicClasses;
type
TCreditsStages=(InitialDelay,Intro,MainPart,Outro);
@@ -52,12 +52,12 @@ type
TScreenCredits = class(TMenu)
public
- Credits_X: Real;
- Credits_Time: Cardinal;
- Credits_Alpha: Cardinal;
- CTime: Cardinal;
- CTime_hold: Cardinal;
- ESC_Alpha: Integer;
+ Credits_X: real;
+ Credits_Time: cardinal;
+ Credits_Alpha: cardinal;
+ CTime: cardinal;
+ CTime_hold: cardinal;
+ ESC_Alpha: integer;
credits_entry: TTexture;
credits_entry_dx: TTexture;
@@ -89,16 +89,16 @@ type
deluxe_slidein: cardinal;
- CurrentScrollText: String;
- NextScrollUpdate: Real;
- EndofLastScrollingPart: Cardinal;
- CurrentScrollStart, CurrentScrollEnd: Integer;
+ CurrentScrollText: string;
+ NextScrollUpdate: real;
+ EndofLastScrollingPart: cardinal;
+ CurrentScrollStart, CurrentScrollEnd: integer;
CRDTS_Stage: TCreditsStages;
Fadeout: boolean;
constructor Create; override;
- function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override;
+ function ParseInput(PressedKey: cardinal; CharCode: WideChar; PressedDown: boolean): boolean; override;
function Draw: boolean; override;
procedure onShow; override;
procedure onHide; override;
@@ -113,7 +113,7 @@ const
'irc helping us - eBandit and Gabari, scene ppl who really helped instead of compiling and running away. Greetings to DennisTheMenace for betatesting, '+
'Demoscene.tv, pouet.net, KakiArts, Sourceforge,..';
- CRDTS_BG_FILE = 'credits_v5_bg.png';
+ CRDTS_BG_FILE = 'credits_v5_bg.png';
CRDTS_OVL_FILE = 'credits_v5_overlay.png';
CRDTS_blindguard_FILE = 'names_blindguard.png';
CRDTS_blindy_FILE = 'names_blindy.png';
@@ -137,7 +137,7 @@ const
OUTRO_ESC_FILE = 'outro-esc.png';
OUTRO_EXD_FILE = 'outro-exit-dark.png';
- Timings: array[0..21] of Cardinal=(
+ Timings: array[0..21] of cardinal=(
20, // 0 Delay vor Start
149, // 1 Ende erster Intro Zoom
@@ -178,10 +178,10 @@ uses
UCommon,
UPath;
-function TScreenCredits.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean;
+function TScreenCredits.ParseInput(PressedKey: cardinal; CharCode: WideChar; PressedDown: boolean): boolean;
begin
Result := true;
- If (PressedDown) Then
+ if (PressedDown) then
begin // Key Down
case PressedKey of
@@ -243,14 +243,14 @@ end;
function TScreenCredits.Draw: boolean;
begin
DrawCredits;
- Draw:=true;
+ Draw := true;
end;
procedure TScreenCredits.onShow;
begin
inherited;
- CRDTS_Stage:=InitialDelay;
+ CRDTS_Stage := InitialDelay;
Credits_X := 580;
deluxe_slidein := 0;
Credits_Alpha := 0;
@@ -268,8 +268,8 @@ end;
Procedure TScreenCredits.Draw_FunkyText;
var
- S: Integer;
- X,Y,A: Real;
+ S: integer;
+ X,Y,A: real;
visibleText: string;
begin
SetFontSize(30);
@@ -326,46 +326,47 @@ begin
{ // timing hack
X:=5;
SetFontStyle (2);
- SetFontItalic(False);
+ SetFontItalic(false);
SetFontSize(27);
glColor4f(1, 1, 1, 1);
- for S:=0 to high(CTime_hold) do begin
- visibleText:=inttostr(CTime_hold[S]);
- SetFontPos (500, X);
- glPrint (visibleText[0]);
- X:=X+20;
+ for S:=0 to high(CTime_hold) do
+ begin
+ visibleText := inttostr(CTime_hold[S]);
+ SetFontPos (500, X);
+ glPrint(visibleText[0]);
+ X := X + 20;
end;
}
end;
procedure Start3D;
begin
- glMatrixMode(GL_PROJECTION);
- glPushMatrix;
- glLoadIdentity;
- glFrustum(-0.3*4/3,0.3*4/3,-0.3,0.3,1,1000);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity;
+ 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);
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix;
+ glMatrixMode(GL_MODELVIEW);
end;
procedure TScreenCredits.DrawCredits;
var
- T: Cardinal;
- Data: TFFTData;
- j,k,l:cardinal;
- f,g: Real;
- STime:cardinal;
- Delay:cardinal;
- myScale: Real;
- myAngle: Real;
+ T: cardinal;
+ Data: TFFTData;
+ j, k, l: cardinal;
+ f, g: real;
+ STime: cardinal;
+ Delay: cardinal;
+ myScale: real;
+ myAngle: real;
const
- myLogoCoords: Array[0..27,0..1] of Cardinal = (
+ 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),
@@ -389,19 +390,19 @@ begin
Credits_X := Credits_X-2;
Log.LogStatus('',' JB-2');
- if (CRDTS_Stage=InitialDelay) and (CTime=Timings[0]) then
+ if (CRDTS_Stage=InitialDelay) and (CTime = Timings[0]) then
begin
- //CTime:=Timings[20];
- //CRDTS_Stage:=Outro;
- CRDTS_Stage:=Intro;
- CTime:=0;
+ //CTime := Timings[20];
+ //CRDTS_Stage := Outro;
+ CRDTS_Stage := Intro;
+ CTime := 0;
AudioPlayback.Play;
end;
- if (CRDTS_Stage=Intro) and (CTime=Timings[7]) then
+ if (CRDTS_Stage = Intro) and (CTime = Timings[7]) then
begin
- CRDTS_Stage:=MainPart;
+ CRDTS_Stage := MainPart;
end;
- if (CRDTS_Stage=MainPart) and (CTime=Timings[20]) then
+ if (CRDTS_Stage = MainPart) and (CTime = Timings[20]) then
begin
CRDTS_Stage:=Outro;
end;
@@ -410,143 +411,150 @@ begin
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
+ 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;
+ if CRDTS_Stage = Intro then
+ begin
+ Start3D;
+ glPushMatrix;
- glClearColor(0,0,0,0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+ 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);
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
- 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;
+ 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);
- // 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;
+ 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;
+ // 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;
+ end;
if (CRDTS_Stage=MainPart) then
// main credits screen background, scroller, logo and girl
begin
@@ -572,38 +580,50 @@ begin
//#########################################################################
// draw credits names
-
Log.LogStatus('',' JB-4');
// BlindGuard (rotate in from upper left, rotate out to lower right)
- STime:=Timings[9]-10;
- Delay:=Timings[10]-Timings[9];
+ STime := Timings[9]-10;
+ Delay := Timings[10]-Timings[9];
if CTime > STime then
begin
k:=0;
- ESC_Alpha:=20;
+ ESC_Alpha := 20;
try
- for j:=0 to 40 do
+ for j := 0 to 40 do
begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
+ if (j < length(Data)) and
+ (k < length(Data)) then
begin
if Data[j] >= Data[k] then
- k:=j;
+ 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;
+ 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
+ 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);
@@ -617,22 +637,25 @@ begin
glPushMatrix;
gltranslatef(0,329,0);
- if CTime <= STime+10 then begin glrotatef((CTime-STime)*9+270,0,0,1);end;
+ if CTime <= STime + 10 then
+ glrotatef((CTime - STime) * 9 + 270,0,0,1);
gltranslatef(223,0,0);
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- gltranslatef(223,0,0);
- glrotatef((integer(CTime)-(integer(STime+Delay)-10))*-9,0,0,1);
- gltranslatef(-223,0,0);
- end;
+ 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);
+ 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);
@@ -640,35 +663,47 @@ begin
end;
// Blindy (zoom from 0 to full size and rotation, zoom zo doubble size and shift to upper right)
- STime:=Timings[10]-10;
- Delay:=Timings[11]-Timings[10]+5;
+ STime := Timings[10] - 10;
+ Delay := Timings[11] - Timings[10] + 5;
if CTime > STime then
begin
- k:=0;
- ESC_Alpha:=20;
+ k := 0;
+ ESC_Alpha := 20;
try
- for j:=0 to 40 do
+ for j := 0 to 40 do
begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
+ if (j < length(Data)) and
+ (k < length(Data)) then
begin
if Data[j] >= Data[k] then
- k:=j;
+ 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;
+ 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
+ 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);
@@ -682,18 +717,21 @@ begin
glPushMatrix;
gltranslatef(223,329,0);
- if CTime <= STime+20 then begin
- j:=CTime-Stime;
+ 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;
+ 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);
@@ -710,35 +748,47 @@ begin
end;
// Canni (shift in from left, shift out to upper right)
- STime:=Timings[11]-10;
- Delay:=Timings[12]-Timings[11]+5;
+ STime := Timings[11]-10;
+ Delay := Timings[12]-Timings[11]+5;
if CTime > STime then
begin
k:=0;
- ESC_Alpha:=20;
+ ESC_Alpha := 20;
try
- for j:=0 to 40 do
+ for j := 0 to 40 do
begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
+ if (j < length(Data)) and
+ (k < length(Data)) then
begin
if Data[j] >= Data[k] then
- k:=j;
+ 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;
+ 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
+ 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);
@@ -752,10 +802,12 @@ begin
glPushMatrix;
gltranslatef(223,329,0);
- if CTime <= STime+10 then begin
+ 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
+ if CTime >= STime + Delay - 10 then if CTime <= STime + Delay then
+ begin
j:=(CTime-(STime+Delay-10))*21;
gltranslatef(j,-j/2,0);
end;
@@ -775,35 +827,47 @@ begin
end;
// Commandio (flip in from down, flip out to upper right)
- STime:=Timings[12]-10;
- Delay:=Timings[13]-Timings[12];
+ STime := Timings[12]-10;
+ Delay := Timings[13]-Timings[12];
if CTime > STime then
begin
k:=0;
- ESC_Alpha:=20;
+ ESC_Alpha := 20;
try
- for j:=0 to 40 do
+ for j := 0 to 40 do
begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
+ if (j < length(Data)) and
+ (k < length(Data)) then
begin
if Data[j] >= Data[k] then
- k:=j;
+ 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;
+ 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
+ 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);
@@ -817,15 +881,17 @@ begin
glPushMatrix;
gltranslatef(223,329,0);
- if CTime <= STime+10 then
+ 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;
+ 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);
@@ -842,33 +908,44 @@ begin
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;
+ STime := Timings[13]-35;
+ Delay := Timings[14]-Timings[13]+5;
if CTime > STime then
begin
k:=0;
try
- for j:=0 to 40 do
+ for j := 0 to 40 do
begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
+ if (j < length(Data)) and
+ (k < length(Data)) then
begin
if Data[j] >= Data[k] then
- k:=j;
+ 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;
+ 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;
+ 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;
@@ -889,36 +966,47 @@ begin
end;
// Mog (flip in from right, flip out to lower right)
- STime:=Timings[14]-10;
- Delay:=Timings[15]-Timings[14]+5;
+ STime := Timings[14]-10;
+ Delay := Timings[15]-Timings[14]+5;
if CTime > STime then
begin
k:=0;
- ESC_Alpha:=20;
-
+ ESC_Alpha := 20;
try
- for j:=0 to 40 do
+ for j := 0 to 40 do
begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
+ if (j < length(Data)) and
+ (k < length(Data)) then
begin
if Data[j] >= Data[k] then
- k:=j;
+ 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;
+ 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
+ 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);
@@ -932,15 +1020,16 @@ begin
glPushMatrix;
gltranslatef(223,329,0);
- if CTime <= STime+10 then
- f:=326.0-32.6*(CTime-STime)
+ if CTime <= STime + 10 then
+ f := 326.0 - 32.6 * (CTime - STime)
else
- f:=0;
+ 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;
+ 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);
@@ -958,35 +1047,47 @@ begin
end;
// Mota (rotate in from upper right, shift out to lower left while shrinking and rotateing)
- STime:=Timings[15]-10;
- Delay:=Timings[16]-Timings[15]+5;
+ STime := Timings[15]-10;
+ Delay := Timings[16]-Timings[15]+5;
if CTime > STime then
begin
k:=0;
- ESC_Alpha:=20;
+ ESC_Alpha := 20;
try
- for j:=0 to 40 do
+ for j := 0 to 40 do
begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
+ if (j < length(Data)) and
+ (k < length(Data)) then
begin
if Data[j] >= Data[k] then
- k:=j;
+ 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;
+ 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
+ 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);
@@ -1000,18 +1101,21 @@ begin
glPushMatrix;
gltranslatef(223,329,0);
- if CTime <= STime+10 then begin
+ 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;
+ 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);
@@ -1028,35 +1132,47 @@ begin
end;
// Skillmaster (shift in from lower right, rotate out to upper right)
- STime:=Timings[16]-10;
- Delay:=Timings[17]-Timings[16]+5;
+ STime := Timings[16]-10;
+ Delay := Timings[17]-Timings[16]+5;
if CTime > STime then
begin
k:=0;
- ESC_Alpha:=20;
+ ESC_Alpha := 20;
try
- for j:=0 to 40 do
+ for j := 0 to 40 do
begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
+ if (j < length(Data)) and
+ (k < length(Data)) then
begin
if Data[j] >= Data[k] then
- k:=j;
+ 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;
+ 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
+ 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);
@@ -1070,18 +1186,21 @@ begin
glPushMatrix;
gltranslatef(223,329,0);
- if CTime <= STime+10 then begin
- j:=STime+10-CTime;
- f:=j*10.0;
+ 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;
+ 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);
@@ -1098,35 +1217,47 @@ begin
end;
// WhiteShark (flip in from lower left, flip out to upper right)
- STime:=Timings[17]-10;
- Delay:=Timings[18]-Timings[17];
+ STime := Timings[17] - 10;
+ Delay := Timings[18] - Timings[17];
if CTime > STime then
begin
k:=0;
- ESC_Alpha:=20;
+ ESC_Alpha := 20;
try
- for j:=0 to 40 do
+ for j := 0 to 40 do
begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
+ if (j < length(Data)) and
+ (k < length(Data)) then
begin
if Data[j] >= Data[k] then
- k:=j;
+ 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;
+ 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
+ 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);
@@ -1140,19 +1271,19 @@ begin
glPushMatrix;
gltranslatef(223,329,0);
- if CTime <= STime+10 then
- f:=326.0-32.6*(CTime-STime)
+ if CTime <= STime + 10 then
+ f := 326.0 - 32.6 * (CTime - STime)
else
- f:=0;
+ f := 0;
- if (CTime >= STime+Delay-10) and (CTime <= STime+Delay) then
+ if (CTime >= STime + Delay - 10) and (CTime <= STime + Delay) then
begin
- j:=CTime-(STime+Delay-10);
- g:=32.6*j;
+ j := CTime - (STime + Delay - 10);
+ g := 32.6 * j;
end
else
begin
- g:=0;
+ g := 0;
end;
glBindTexture(GL_TEXTURE_2D, credits_whiteshark.TexNum);
@@ -1160,41 +1291,40 @@ begin
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);
+ 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
+ if (CTime > Timings[8] ) and
+ (CTime < Timings[19]) then
begin
k := 0;
try
- for j:=0 to 40 do
+ for j := 0 to 40 do
begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
+ if (j < length(Data)) and
+ (k < length(Data)) then
begin
if Data[j] >= Data[k] then
- k:=j;
+ k := j;
end;
end;
except
end;
- if Data[k]>0.2 then
+ if Data[k] > 0.2 then
begin
l := RandomRange(6,16);
j := RandomRange(0,27);
@@ -1246,19 +1376,21 @@ begin
end;
end
else
- if (CRDTS_Stage=Outro) then
+ if (CRDTS_Stage = Outro) then
begin
- if CTime=Timings[20] then begin
- CTime_hold:=0;
+ if CTime = Timings[20] then
+ begin
+ CTime_hold := 0;
AudioPlayback.Stop;
AudioPlayback.Open(soundpath + 'credits-outro-tune.mp3');
AudioPlayback.SetVolume(0.2);
- AudioPlayback.SetLoop(True);
+ AudioPlayback.SetLoop(true);
AudioPlayback.Play;
end;
- if CTime_hold > 231 then begin
+ if CTime_hold > 231 then
+ begin
AudioPlayback.Play;
- Ctime_hold:=0;
+ Ctime_hold := 0;
end;
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
@@ -1288,11 +1420,13 @@ begin
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;
+ 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);
@@ -1311,12 +1445,12 @@ begin
{
// draw credits runtime counter
SetFontStyle (2);
- SetFontItalic(False);
+ SetFontItalic(false);
SetFontSize(27);
SetFontPos (5, 5);
glColor4f(1, 1, 1, 1);
- //RuntimeStr:='CTime: '+inttostr(floor(CTime/30.320663991914489602156136106092))+'.'+inttostr(floor(CTime/3.0320663991914489602156136106092)-floor(CTime/30.320663991914489602156136106092)*10);
- RuntimeStr:='CTime: '+inttostr(CTime);
+ //RuntimeStr := 'CTime: '+inttostr(floor(CTime/30.320663991914489602156136106092))+'.'+inttostr(floor(CTime/3.0320663991914489602156136106092)-floor(CTime/30.320663991914489602156136106092)*10);
+ RuntimeStr := 'CTime: ' + inttostr(CTime);
glPrint (RuntimeStr[1]);
}