aboutsummaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--src/screens/UScreenCredits.pas544
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;