diff options
Diffstat (limited to '')
-rw-r--r-- | src/screens/UScreenCredits.pas | 544 |
1 files changed, 274 insertions, 270 deletions
diff --git a/src/screens/UScreenCredits.pas b/src/screens/UScreenCredits.pas index 2982fe24..1d0e5466 100644 --- a/src/screens/UScreenCredits.pas +++ b/src/screens/UScreenCredits.pas @@ -47,7 +47,7 @@ uses UGraphicClasses; type - TCreditsStages=(InitialDelay,Intro,MainPart,Outro); + TCreditsStages=(InitialDelay, Intro, MainPart, Outro); TScreenCredits = class(TMenu) public @@ -89,14 +89,14 @@ type deluxe_slidein: cardinal; - CurrentScrollText: string; - NextScrollUpdate: real; + CurrentScrollText: string; + NextScrollUpdate: real; EndofLastScrollingPart: cardinal; CurrentScrollStart, CurrentScrollEnd: integer; CRDTS_Stage: TCreditsStages; - Fadeout: boolean; + Fadeout: boolean; constructor Create; override; function ParseInput(PressedKey: cardinal; CharCode: WideChar; PressedDown: boolean): boolean; override; function Draw: boolean; override; @@ -108,8 +108,8 @@ type const Funky_Text: string = - '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 '+ + '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,..'; @@ -191,15 +191,15 @@ 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; // esac + end; // fi end; constructor TScreenCredits.Create; @@ -250,15 +250,15 @@ procedure TScreenCredits.onShow; begin inherited; - CRDTS_Stage := InitialDelay; - Credits_X := 580; + CRDTS_Stage := InitialDelay; + Credits_X := 580; deluxe_slidein := 0; - Credits_Alpha := 0; - //Music.SetLoop(true); loop loops not, shit + Credits_Alpha := 0; +// Music.SetLoop(true); loop loops not, shit AudioPlayback.Open(soundpath + 'wome-credits-tune.mp3'); // thank you wetue - //Music.Play; - CTime:=0; - //setlength(CTime_hold,0); +// Music.Play; + CTime := 0; +// setlength(CTime_hold,0); end; procedure TScreenCredits.onHide; @@ -268,17 +268,17 @@ end; Procedure TScreenCredits.Draw_FunkyText; var - S: integer; - X,Y,A: real; + S: integer; + X, Y, A: real; visibleText: string; begin SetFontSize(30); - //Init ScrollingText + // init ScrollingText if (CTime = Timings[7]) then begin - //Set Position of Text - Credits_X := 600; + // set position of text + Credits_X := 600; CurrentScrollStart := 1; CurrentScrollEnd := 1; end; @@ -291,8 +291,8 @@ begin for S := 1 to length(visibleText) do begin - Y := abs(sin((Credits_X+X)*0.93{*(((Credits_X+X))/1200)}/100*pi)); - SetFontPos(Credits_X+X, 538-Y*(Credits_X+X)*(Credits_X+X)*(Credits_X+X)/1000000); + Y := abs(sin((Credits_X + X) * 0.93 { * (((Credits_X + X)) / 1200) } / 100 * pi)); + SetFontPos(Credits_X + X, 538 - Y * (Credits_X + X) * (Credits_X + X) * (Credits_X + X) / 1000000); if (Credits_X + X > 32) then A := 17 @@ -301,10 +301,10 @@ begin else A := 0; - glColor4f(230/255-40/255+Y*(Credits_X+X)/900, - 200/255-30/255+Y*(Credits_X+X)/1000, - 155/255-20/255+Y*(Credits_X+X)/1100, - A/17); + glColor4f(230 / 255 - 40 / 255 + Y * (Credits_X + X)/ 900, + 200 / 255 - 30 / 255 + Y * (Credits_X + X)/ 1000, + 155 / 255 - 20 / 255 + Y * (Credits_X + X)/ 1100, + A / 17); glPrint(visibleText[S]); X := X + glTextWidth(visibleText[S]); end; @@ -323,20 +323,21 @@ begin inc(CurrentScrollEnd); end; end; - { // timing hack - X:=5; - SetFontStyle (2); - SetFontItalic(false); - SetFontSize(27); - glColor4f(1, 1, 1, 1); - for S:=0 to high(CTime_hold) do - begin - visibleText := inttostr(CTime_hold[S]); - SetFontPos (500, X); - glPrint(visibleText[0]); - X := X + 20; - end; - } +{ +// timing hack + X:=5; + SetFontStyle(2); + SetFontItalic(false); + SetFontSize(27); + glColor4f(1, 1, 1, 1); + for S := 0 to high(CTime_hold) do + begin + visibleText := inttostr(CTime_hold[S]); + SetFontPos (500, X); + glPrint(visibleText[0]); + X := X + 20; + end; +} end; procedure Start3D; @@ -344,10 +345,11 @@ begin glMatrixMode(GL_PROJECTION); glPushMatrix; glLoadIdentity; - glFrustum(-0.3*4/3,0.3*4/3,-0.3,0.3,1,1000); + 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); @@ -367,7 +369,7 @@ var myAngle: real; const myLogoCoords: array[0..27,0..1] of cardinal = ( - (39,32),(84,32),(100,16),(125,24), + ( 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), @@ -376,10 +378,10 @@ const (450,32),(485,34),(444,91),(486,93) ); begin - //dis does teh muiwk y0r + // dis does teh muiwk y0r to be translated :-) AudioPlayback.GetFFTData(Data); - Log.LogStatus('',' JB-1'); + Log.LogStatus('', ' JB-1'); T := SDL_GetTicks() div 33; if T <> Credits_Time then @@ -389,11 +391,11 @@ begin inc(CTime_hold); Credits_X := Credits_X-2; - Log.LogStatus('',' JB-2'); + Log.LogStatus('', ' JB-2'); if (CRDTS_Stage=InitialDelay) and (CTime = Timings[0]) then begin - //CTime := Timings[20]; - //CRDTS_Stage := Outro; +// CTime := Timings[20]; +// CRDTS_Stage := Outro; CRDTS_Stage := Intro; CTime := 0; AudioPlayback.Play; @@ -404,16 +406,16 @@ begin end; if (CRDTS_Stage = MainPart) and (CTime = Timings[20]) then begin - CRDTS_Stage:=Outro; + CRDTS_Stage := Outro; end; end; - Log.LogStatus('',' JB-3'); + Log.LogStatus('', ' JB-3'); - //draw background + // draw background if CRDTS_Stage = InitialDelay then begin - glClearColor(0,0,0,0); + glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); end else @@ -422,7 +424,7 @@ begin Start3D; glPushMatrix; - glClearColor(0,0,0,0); + glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); glEnable(GL_TEXTURE_2D); @@ -431,8 +433,8 @@ begin 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 + 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 @@ -441,87 +443,87 @@ begin 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; + 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 + glTranslatef(0, 0, -5 + 0.5 * myScale); if CTime > Timings[3] then - myScale:=1; // keep the space between layers + 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); +// 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); + 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); + 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); + 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); + 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); + 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); + 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); + 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); + 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); + 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); + 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); @@ -532,10 +534,10 @@ begin // do some sparkling effects if (CTime < Timings[1]) and (CTime > Timings[21]) then begin - for k:=1 to 3 do + 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); + 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; @@ -543,13 +545,13 @@ begin // 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])); + 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); + glVertex2f( 0, 0); + glVertex2f( 0, 600); + glVertex2f(800, 600); + glVertex2f(800, 0); glEnd; glDisable(GL_BLEND); end; @@ -566,10 +568,10 @@ begin 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); + 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); @@ -580,14 +582,14 @@ begin //######################################################################### // draw credits names - Log.LogStatus('',' JB-4'); + 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; + k := 0; ESC_Alpha := 20; try @@ -620,7 +622,7 @@ begin j := (STime + Delay) - CTime else j := 0; - glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10); if (CTime >= STime + 10) and (CTime <= STime + 12) then begin @@ -636,26 +638,26 @@ begin end; glPushMatrix; - gltranslatef(0,329,0); + gltranslatef(0, 329, 0); if CTime <= STime + 10 then - glrotatef((CTime - STime) * 9 + 270,0,0,1); - gltranslatef(223,0,0); + 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); + 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); @@ -700,7 +702,7 @@ begin j := (STime + Delay) - CTime else j := 0; - glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10); if (CTime >= STime+20) and (CTime<=STime+22) then begin @@ -716,31 +718,31 @@ begin end; glPushMatrix; - gltranslatef(223,329,0); + 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); + 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); + 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); + 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); @@ -748,11 +750,11 @@ 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; + k := 0; ESC_Alpha := 20; try @@ -785,7 +787,7 @@ begin j := (STime + Delay) - CTime else j := 0; - glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10); if (CTime >= STime + 10) and (CTime <= STime + 12) then begin @@ -801,25 +803,26 @@ begin end; glPushMatrix; - gltranslatef(223,329,0); + 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); + 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); + 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); @@ -827,11 +830,11 @@ 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; + k := 0; ESC_Alpha := 20; try @@ -864,7 +867,7 @@ begin j := (STime + Delay) - CTime else j := 0; - glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10); if (CTime >= STime + 10) and (CTime <= STime + 12) then begin @@ -880,9 +883,9 @@ begin end; glPushMatrix; - gltranslatef(223,329,0); + gltranslatef(223, 329, 0); if CTime <= STime + 10 then - f:=258.0-25.8*(CTime-STime) + f := 258.0 - 25.8 * (CTime - STime) else f := 0; g := 0; @@ -897,10 +900,10 @@ begin 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); + 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); @@ -908,11 +911,11 @@ 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; + k := 0; try for j := 0 to 40 do @@ -933,32 +936,32 @@ begin inc(ESC_Alpha); if ESC_Alpha > 20 then ESC_Alpha := 20; - if ((CTime-STime)>10) and ((CTime - STime) < 20) then + if ((CTime - STime) > 10) and ((CTime - STime) < 20) then ESC_Alpha := 20; - ESC_Alpha:=10; - f:=CTime-STime; - if CTime <=STime+40 then + ESC_Alpha := 10; + f := CTime - STime; + if CTime <= STime + 40 then j := CTime - STime else - j:=40; - if (CTime >=STime+Delay-40) then + 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); + glColor4f(1, 1, 1, ESC_Alpha / 20 * j * j / 1600); glPushMatrix; - gltranslatef(180+(f-70),329,0); + 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); + 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); @@ -966,11 +969,11 @@ 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; + k := 0; ESC_Alpha := 20; try @@ -1003,7 +1006,7 @@ begin j := (STime + Delay) - CTime else j := 0; - glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10); if (CTime >= STime + 10) and (CTime <= STime + 12) then begin @@ -1019,27 +1022,28 @@ begin end; glPushMatrix; - gltranslatef(223,329,0); + 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; + 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); + 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); @@ -1047,11 +1051,11 @@ 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; + k := 0; ESC_Alpha := 20; try @@ -1084,7 +1088,7 @@ begin j := (STime + Delay) - CTime else j := 0; - glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10); if (CTime >= STime + 10) and (CTime <= STime + 12) then begin @@ -1100,31 +1104,31 @@ begin end; glPushMatrix; - gltranslatef(223,329,0); + 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); + 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); + 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); + 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); @@ -1132,11 +1136,11 @@ 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; + k := 0; ESC_Alpha := 20; try @@ -1169,7 +1173,7 @@ begin j := (STime + Delay) - CTime else j := 0; - glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10); if (CTime >= STime + 10) and (CTime <= STime + 12) then begin @@ -1185,31 +1189,31 @@ begin end; glPushMatrix; - gltranslatef(223,329,0); + gltranslatef(223, 329, 0); if CTime <= STime + 10 then begin j := STime + 10 - CTime; f := j * 10.0; - gltranslatef(+f*2,+f/2,0); + 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); + 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); + 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); @@ -1221,7 +1225,7 @@ begin Delay := Timings[18] - Timings[17]; if CTime > STime then begin - k:=0; + k := 0; ESC_Alpha := 20; try @@ -1254,7 +1258,7 @@ begin j := (STime + Delay) - CTime else j := 0; - glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10); if (CTime >= STime + 10) and (CTime <= STime + 12) then begin @@ -1270,7 +1274,7 @@ begin end; glPushMatrix; - gltranslatef(223,329,0); + gltranslatef(223, 329, 0); if CTime <= STime + 10 then f := 326.0 - 32.6 * (CTime - STime) else @@ -1291,17 +1295,17 @@ 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'); + Log.LogStatus('', ' JB-103'); // #################################################################### // do some twinkle stuff (kinda on beat) @@ -1326,15 +1330,15 @@ begin if Data[k] > 0.2 then begin - l := RandomRange(6,16); - j := RandomRange(0,27); + 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 + // draw the rest of the main screen (girl and logo) glEnable(GL_TEXTURE_2D); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); @@ -1342,21 +1346,21 @@ begin 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); + 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); + 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); @@ -1364,13 +1368,13 @@ begin // fade out at end of main part if Ctime > Timings[19] then begin - glColor4f(0,0,0,(Ctime-Timings[19])/(Timings[20]-Timings[19])); + 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); + glVertex2f( 0, 0); + glVertex2f( 0, 600); + glVertex2f(800, 600); + glVertex2f(800, 0); glEnd; glDisable(GL_BLEND); end; @@ -1392,7 +1396,7 @@ begin AudioPlayback.Play; Ctime_hold := 0; end; - glClearColor(0,0,0,0); + glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); // do something useful @@ -1404,20 +1408,20 @@ begin 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); + 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); + // 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); + 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; @@ -1427,13 +1431,13 @@ begin inc(ESC_Alpha); if ESC_Alpha > 20 then ESC_Alpha := 20; - glColor4f(1, 1, 1, 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); + 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); @@ -1442,17 +1446,17 @@ begin // ... end; - { +{ // draw credits runtime counter - SetFontStyle (2); + SetFontStyle (2); SetFontItalic(false); SetFontSize(27); SetFontPos (5, 5); glColor4f(1, 1, 1, 1); - //RuntimeStr := 'CTime: '+inttostr(floor(CTime/30.320663991914489602156136106092))+'.'+inttostr(floor(CTime/3.0320663991914489602156136106092)-floor(CTime/30.320663991914489602156136106092)*10); +// RuntimeStr := 'CTime: ' + inttostr(floor(CTime / 30.320663991914489602156136106092)) + '.' + inttostr(floor(CTime / 3.0320663991914489602156136106092) - floor(CTime / 30.320663991914489602156136106092) * 10); RuntimeStr := 'CTime: ' + inttostr(CTime); glPrint (RuntimeStr[1]); - } +} // make the stars shine GoldenRec.Draw; |