aboutsummaryrefslogtreecommitdiffstats
path: root/Game/Code/Screens
diff options
context:
space:
mode:
Diffstat (limited to 'Game/Code/Screens')
-rw-r--r--Game/Code/Screens/UScreenCredits.pas2804
-rw-r--r--Game/Code/Screens/UScreenEdit.pas6
-rw-r--r--Game/Code/Screens/UScreenEditConvert.pas4
-rw-r--r--Game/Code/Screens/UScreenEditSub.pas2
-rw-r--r--Game/Code/Screens/UScreenLevel.pas4
-rw-r--r--Game/Code/Screens/UScreenMain.pas18
-rw-r--r--Game/Code/Screens/UScreenName.pas4
-rw-r--r--Game/Code/Screens/UScreenOpen.pas6
-rw-r--r--Game/Code/Screens/UScreenOptions.pas18
-rw-r--r--Game/Code/Screens/UScreenOptionsAdvanced.pas8
-rw-r--r--Game/Code/Screens/UScreenOptionsGame.pas8
-rw-r--r--Game/Code/Screens/UScreenOptionsGraphics.pas8
-rw-r--r--Game/Code/Screens/UScreenOptionsLyrics.pas8
-rw-r--r--Game/Code/Screens/UScreenOptionsRecord.pas444
-rw-r--r--Game/Code/Screens/UScreenOptionsSound.pas8
-rw-r--r--Game/Code/Screens/UScreenOptionsThemes.pas8
-rw-r--r--Game/Code/Screens/UScreenPartyNewRound.pas4
-rw-r--r--Game/Code/Screens/UScreenPartyOptions.pas8
-rw-r--r--Game/Code/Screens/UScreenPartyPlayer.pas2
-rw-r--r--Game/Code/Screens/UScreenPartyScore.pas4
-rw-r--r--Game/Code/Screens/UScreenPartyWin.pas4
-rw-r--r--Game/Code/Screens/UScreenSing.pas2
-rw-r--r--Game/Code/Screens/UScreenSingModi.pas38
-rw-r--r--Game/Code/Screens/UScreenSong.pas52
-rw-r--r--Game/Code/Screens/UScreenSongJumpto.pas2
-rw-r--r--Game/Code/Screens/UScreenSongMenu.pas2
-rw-r--r--Game/Code/Screens/UScreenStatDetail.pas4
-rw-r--r--Game/Code/Screens/UScreenStatMain.pas6
28 files changed, 1768 insertions, 1718 deletions
diff --git a/Game/Code/Screens/UScreenCredits.pas b/Game/Code/Screens/UScreenCredits.pas
index d5c9bebc..925d62cc 100644
--- a/Game/Code/Screens/UScreenCredits.pas
+++ b/Game/Code/Screens/UScreenCredits.pas
@@ -1,1402 +1,1402 @@
-unit UScreenCredits;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-
-uses
- UMenu,
- SDL,
- SDL_Image,
- UDisplay,
- UTexture,
- OpenGL12,
- UMusic,
- UFiles,
- SysUtils,
- UThemes,
- ULCD,
- ULight,
- UGraphicClasses;
-
-type
- TCreditsStages=(InitialDelay,Intro,MainPart,Outro);
-
- TScreenCredits = class(TMenu)
- public
-
- Credits_X: Real;
- Credits_Time: Cardinal;
- Credits_Alpha: Cardinal;
- CTime: Cardinal;
- CTime_hold: Cardinal;
- ESC_Alpha: Integer;
-
- credits_entry_tex: TTexture;
- credits_entry_dx_tex: TTexture;
- credits_bg_tex: TTexture;
- credits_bg_ovl: TTexture;
-// credits_bg_logo: TTexture;
- credits_bg_scrollbox_left: TTexture;
- credits_blindguard: TTexture;
- credits_blindy: TTexture;
- credits_canni: TTexture;
- credits_commandio: TTexture;
- credits_lazyjoker: TTexture;
- credits_mog: TTexture;
- credits_mota: TTexture;
- credits_skillmaster: TTexture;
- credits_whiteshark: TTexture;
- intro_layer01: TTexture;
- intro_layer02: TTexture;
- intro_layer03: TTexture;
- intro_layer04: TTexture;
- intro_layer05: TTexture;
- intro_layer06: TTexture;
- intro_layer07: TTexture;
- intro_layer08: TTexture;
- intro_layer09: TTexture;
- outro_bg: TTexture;
- outro_esc: TTexture;
- outro_exd: TTexture;
-
- deluxe_slidein: cardinal;
-
- CurrentScrollText: String;
- NextScrollUpdate: Real;
- EndofLastScrollingPart: Cardinal;
- CurrentScrollStart, CurrentScrollEnd: Integer;
-
- CRDTS_Stage: TCreditsStages;
-
- myTex: glUint;
- mysdlimage,myconvertedsdlimage: PSDL_Surface;
-
- Fadeout: boolean;
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- function Draw: boolean; override;
- procedure onShow; override;
- procedure onHide; override;
- procedure DrawCredits;
- procedure Draw_FunkyText;
- end;
-
-const
- Funky_Text: AnsiString =
- 'Grandma Deluxe has arrived! Thanks to Corvus5 for the massive work on UltraStar, Wome for the nice tune you´re hearing, '+
- 'all the people who put massive effort and work in new songs (don´t forget UltraStar w/o songs would be nothing), ppl from '+
- 'irc helping us - eBandit and Gabari, scene ppl who really helped instead of compiling and running away. Greetings to DennisTheMenace for betatesting, '+
- 'Demoscene.tv, pouet.net, KakiArts, Sourceforge,..';
-
-
- Timings: array[0..21] of Cardinal=(
- 20, // 0 Delay vor Start
-
- 149, // 1 Ende erster Intro Zoom
- 155, // 2 Start 2. Action im Intro
- 170, // 3 Ende Separation im Intro
- 271, // 4 Anfang Zoomout im Intro
- 0, // 5 unused
- 261, // 6 Start fade-to-white im Intro
-
- 271, // 7 Start Main Part
- 280, // 8 Start On-Beat-Sternchen Main Part
-
- 396, // 9 Start BlindGuard
- 666, // 10 Start blindy
- 936, // 11 Start Canni
- 1206, // 12 Start Commandio
- 1476, // 13 Start LazyJoker
- 1746, // 14 Start Mog
- 2016, // 15 Start Mota
- 2286, // 16 Start SkillMaster
- 2556, // 17 Start WhiteShark
- 2826, // 18 Ende Whiteshark
- 3096, // 19 Start FadeOut Mainscreen
- 3366, // 20 Ende Credits Tune
- 60); // 21 start flare im intro
-
-
- sdl32bpprgba: TSDL_Pixelformat=(palette: nil;
- BitsPerPixel: 32;
- BytesPerPixel: 4;
- Rloss: 0;
- Gloss: 0;
- Bloss: 0;
- Aloss: 0;
- Rshift: 0;
- Gshift: 8;
- Bshift: 16;
- Ashift: 24;
- Rmask: $000000ff;
- Gmask: $0000ff00;
- Bmask: $00ff0000;
- Amask: $ff000000;
- colorkey: 0;
- alpha: 255 );
-
-
-implementation
-
-uses {$IFDEF win32}
- windows,
- {$ELSE}
- lclintf,
- {$ENDIF}
- ULog,
- UGraphic,
- UMain,
- UIni,
- USongs,
- Textgl,
- ULanguage,
- UCommon,
- Math,
- dialogs;
-
-
-function TScreenCredits.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
-begin
- Result := true;
- If (PressedDown) Then
- begin // Key Down
- case PressedKey of
-
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- FadeTo(@ScreenMain);
- AudioPlayback.PlayBack;
- end;
-{ SDLK_SPACE:
- begin
- setlength(CTime_hold,length(CTime_hold)+1);
- CTime_hold[high(CTime_hold)]:=CTime;
- end;
-}
- end;//esac
- end; //fi
-end;
-
-constructor TScreenCredits.Create;
-begin
- inherited Create;
-
- credits_bg_tex := Texture.LoadTexture(true, 'CRDTS_BG', 'PNG', 'Plain', 0);
- credits_bg_ovl := Texture.LoadTexture(true, 'CRDTS_OVL', 'PNG', 'Transparent', 0);
-
- credits_blindguard := Texture.LoadTexture(true, 'CRDTS_blindguard', 'PNG', 'Font Black', 0);
- credits_blindy := Texture.LoadTexture(true, 'CRDTS_blindy', 'PNG', 'Font Black', 0);
- credits_canni := Texture.LoadTexture(true, 'CRDTS_canni', 'PNG', 'Font Black', 0);
- credits_commandio := Texture.LoadTexture(true, 'CRDTS_commandio', 'PNG', 'Font Black', 0);
- credits_lazyjoker := Texture.LoadTexture(true, 'CRDTS_lazyjoker', 'PNG', 'Font Black', 0);
- credits_mog := Texture.LoadTexture(true, 'CRDTS_mog', 'PNG', 'Font Black', 0);
- credits_mota := Texture.LoadTexture(true, 'CRDTS_mota', 'PNG', 'Font Black', 0);
- credits_skillmaster := Texture.LoadTexture(true, 'CRDTS_skillmaster', 'PNG', 'Font Black', 0);
- credits_whiteshark := Texture.LoadTexture(true, 'CRDTS_whiteshark', 'PNG', 'Font Black', 0);
-
- intro_layer01 := Texture.LoadTexture(true, 'INTRO_L01', 'PNG', 'Transparent', 0);
- intro_layer02 := Texture.LoadTexture(true, 'INTRO_L02', 'PNG', 'Transparent', 0);
- intro_layer03 := Texture.LoadTexture(true, 'INTRO_L03', 'PNG', 'Transparent', 0);
- intro_layer04 := Texture.LoadTexture(true, 'INTRO_L04', 'PNG', 'Transparent', 0);
- intro_layer05 := Texture.LoadTexture(true, 'INTRO_L05', 'PNG', 'Transparent', 0);
- intro_layer06 := Texture.LoadTexture(true, 'INTRO_L06', 'PNG', 'Transparent', 0);
- intro_layer07 := Texture.LoadTexture(true, 'INTRO_L07', 'PNG', 'Transparent', 0);
- intro_layer08 := Texture.LoadTexture(true, 'INTRO_L08', 'PNG', 'Transparent', 0);
- intro_layer09 := Texture.LoadTexture(true, 'INTRO_L09', 'PNG', 'Transparent', 0);
-
- outro_bg := Texture.LoadTexture(true, 'OUTRO_BG', 'PNG', 'Plain', 0);
- outro_esc := Texture.LoadTexture(true, 'OUTRO_ESC', 'PNG', 'Transparent', 0);
- outro_exd := Texture.LoadTexture(true, 'OUTRO_EXD', 'PNG', 'Transparent', 0);
-
- CRDTS_Stage:=InitialDelay;
-end;
-
-function TScreenCredits.Draw: boolean;
-begin
- DrawCredits;
- Draw:=true;
-end;
-
-function pixfmt_eq(fmt1,fmt2: TSDL_Pixelformat): boolean;
-begin
- if (fmt1.BitsPerPixel = fmt2.BitsPerPixel) and
- (fmt1.BytesPerPixel = fmt2.BytesPerPixel) and
- (fmt1.Rloss = fmt2.Rloss) and
- (fmt1.Gloss = fmt2.Gloss) and
- (fmt1.Bloss = fmt2.Bloss) and
- (fmt1.Rmask = fmt2.Rmask) and
- (fmt1.Gmask = fmt2.Gmask) and
- (fmt1.Bmask = fmt2.Bmask) and
- (fmt1.Rshift = fmt2.Rshift) and
- (fmt1.Gshift = fmt2.Gshift) and
- (fmt1.Bshift = fmt2.Bshift)
- then
- pixfmt_eq:=True
- else
- pixfmt_eq:=False;
-end;
-
-function inttohexstr(i: cardinal):pchar;
-var helper, i2, c:cardinal;
- tmpstr: string;
-begin
- helper:=0;
- i2:=i;
- tmpstr:='';
- for c:=1 to 8 do
- begin
- helper:=(helper shl 4) or (i2 and $f);
- i2:=i2 shr 4;
- end;
- for c:=1 to 8 do
- begin
- i2:=helper and $f;
- helper := helper shr 4;
- case i2 of
- 0: tmpstr:=tmpstr+'0';
- 1: tmpstr:=tmpstr+'1';
- 2: tmpstr:=tmpstr+'2';
- 3: tmpstr:=tmpstr+'3';
- 4: tmpstr:=tmpstr+'4';
- 5: tmpstr:=tmpstr+'5';
- 6: tmpstr:=tmpstr+'6';
- 7: tmpstr:=tmpstr+'7';
- 8: tmpstr:=tmpstr+'8';
- 9: tmpstr:=tmpstr+'9';
- 10: tmpstr:=tmpstr+'a';
- 11: tmpstr:=tmpstr+'b';
- 12: tmpstr:=tmpstr+'c';
- 13: tmpstr:=tmpstr+'d';
- 14: tmpstr:=tmpstr+'e';
- 15: tmpstr:=tmpstr+'f';
- end;
- end;
- inttohexstr:=pchar(tmpstr);
-end;
-
-procedure TScreenCredits.onShow;
-begin
- CRDTS_Stage:=InitialDelay;
- Credits_X := 580;
- deluxe_slidein := 0;
- Credits_Alpha := 0;
- //Music.SetLoop(true); Loop looped ned, so ne scheisse
- AudioPlayback.Open(soundpath + 'wome-credits-tune.mp3'); //danke kleinster liebster weeeetüüüüü!!
-// Music.Play;
- CTime:=0;
-// setlength(CTime_hold,0);
-
- mysdlimage:=IMG_Load('test.png');
- if assigned(mysdlimage) then
- begin
- {$IFNDEF FPC}
- showmessage('opened image via SDL_Image'+#13#10+
- 'Width: '+inttostr(mysdlimage^.w)+#13#10+
- 'Height: '+inttostr(mysdlimage^.h)+#13#10+
- 'BitsPP: '+inttostr(mysdlimage^.format.BitsPerPixel)+#13#10+
- 'BytesPP: '+inttostr(mysdlimage^.format.BytesPerPixel)+#13#10+
- 'Rloss: '+inttostr(mysdlimage^.format.Rloss)+#13#10+
- 'Gloss: '+inttostr(mysdlimage^.format.Gloss)+#13#10+
- 'Bloss: '+inttostr(mysdlimage^.format.Bloss)+#13#10+
- 'Aloss: '+inttostr(mysdlimage^.format.Aloss)+#13#10+
- 'Rshift: '+inttostr(mysdlimage^.format.Rshift)+#13#10+
- 'Gshift: '+inttostr(mysdlimage^.format.Gshift)+#13#10+
- 'Bshift: '+inttostr(mysdlimage^.format.Bshift)+#13#10+
- 'Ashift: '+inttostr(mysdlimage^.format.Ashift)+#13#10+
- 'Rmask: '+inttohexstr(mysdlimage^.format.Rmask)+#13#10+
- 'Gmask: '+inttohexstr(mysdlimage^.format.Gmask)+#13#10+
- 'Bmask: '+inttohexstr(mysdlimage^.format.Bmask)+#13#10+
- 'Amask: '+inttohexstr(mysdlimage^.format.Amask)+#13#10+
- 'ColKey: '+inttostr(mysdlimage^.format.Colorkey)+#13#10+
- 'Alpha: '+inttostr(mysdlimage^.format.Alpha));
-
- if pixfmt_eq(mysdlimage^.format^,sdl32bpprgba) then
- showmessage('equal pixelformats')
- else
- showmessage('different pixelformats');
- {$ENDIF}
-
- myconvertedsdlimage:=SDL_ConvertSurface(mysdlimage,@sdl32bpprgba,SDL_SWSURFACE);
- glGenTextures(1,@myTex);
- glBindTexture(GL_TEXTURE_2D, myTex);
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glTexImage2D( GL_TEXTURE_2D, 0, 4, myconvertedsdlimage^.w, myconvertedsdlimage^.h, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, myconvertedsdlimage^.pixels );
- SDL_FreeSurface(mysdlimage);
- SDL_FreeSurface(myconvertedsdlimage);
- end
- else
- {$IFDEF FPC}
- writeln( 'could not open file - test.png');
- {$ELSE}
- showmessage('could not open file - test.png');
- {$ENDIF}
-
-end;
-
-procedure TScreenCredits.onHide;
-begin
- AudioPlayback.Stop;
-end;
-
-Procedure TScreenCredits.Draw_FunkyText;
-var
- S: Integer;
- X,Y,A: Real;
- visibleText: PChar;
-begin
- SetFontSize(10);
- //Init ScrollingText
- if (CTime = Timings[7]) then
- begin
- //Set Position of Text
- Credits_X := 600;
- CurrentScrollStart:=1;
- CurrentScrollEnd:=1;
- end;
-
- if (CTime > Timings[7]) and (CurrentScrollStart < length(Funky_Text)) then
- begin
- X:=0;
- visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd));
- for S := 0 to length(visibleText)-1 do begin
- Y:=abs(sin((Credits_X+X)*0.93{*(((Credits_X+X))/1200)}/100*pi));
- SetFontPos(Credits_X+X,538-Y*(Credits_X+X)*(Credits_X+X)*(Credits_X+X)/1000000);
- A:=0;
- if (Credits_X+X < 15) then A:=0;
- if (Credits_X+X >=15) then A:=Credits_X+X-15;
- if Credits_X+X > 32 then A:=17;
- glColor4f( 230/255-40/255+Y*(Credits_X+X)/900, 200/255-30/255+Y*(Credits_X+X)/1000, 155/255-20/255+Y*(Credits_X+X)/1100, A/17);
- glPrintLetter(visibleText[S]);
- X := X + Fonts[ActFont].Width[Ord(visibleText[S])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW;
- end;
- if (Credits_X<0) and (CurrentScrollStart < length(Funky_Text)) then begin
- Credits_X:=Credits_X + Fonts[ActFont].Width[Ord(Funky_Text[CurrentScrollStart])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW;
- inc(CurrentScrollStart);
- end;
- visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd));
- if (Credits_X+glTextWidth(visibleText) < 600) and (CurrentScrollEnd < length(Funky_Text)) then begin
- inc(CurrentScrollEnd);
- end;
- end;
-{ // timing hack
- X:=5;
- SetFontStyle (2);
- SetFontItalic(False);
- SetFontSize(9);
- glColor4f(1, 1, 1, 1);
- for S:=0 to high(CTime_hold) do begin
- visibleText:=pchar(inttostr(CTime_hold[S]));
- SetFontPos (500, X);
- glPrint (Addr(visibleText[0]));
- X:=X+20;
- end;}
-end;
-
-procedure Start3D;
-begin
- glMatrixMode(GL_PROJECTION);
- glPushMatrix;
- glLoadIdentity;
- glFrustum(-0.3*4/3,0.3*4/3,-0.3,0.3,1,1000);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity;
-end;
-procedure End3D;
-begin
- glMatrixMode(GL_PROJECTION);
- glPopMatrix;
- glMatrixMode(GL_MODELVIEW);
-end;
-
-procedure TScreenCredits.DrawCredits;
-var
- T,I: Cardinal;
- X: Real;
- Ver: PChar;
- RuntimeStr: AnsiString;
- Data: TFFTData;
- j,k,l:cardinal;
- f,g,h: Real;
- STime:cardinal;
- Delay:cardinal;
-
- myPixel: longword;
- myColor: Cardinal;
- myScale: Real;
- myAngle: Real;
-
-
-const myLogoCoords: Array[0..27,0..1] of Cardinal = ((39,32),(84,32),(100,16),(125,24),
- (154,31),(156,58),(168,32),(203,36),
- (258,34),(251,50),(274,93),(294,84),
- (232,54),(278,62),(319,34),(336,92),
- (347,23),(374,32),(377,58),(361,83),
- (385,91),(405,91),(429,35),(423,51),
- (450,32),(485,34),(444,91),(486,93));
-
-begin
- //dis does teh muiwk y0r
- Data := AudioPlayback.GetFFTData;
-
- Log.LogStatus('',' JB-1');
-
- T := GetTickCount div 33;
- if T <> Credits_Time then
- begin
- Credits_Time := T;
- inc(CTime);
- inc(CTime_hold);
- Credits_X := Credits_X-2;
-
- Log.LogStatus('',' JB-2');
- if (CRDTS_Stage=InitialDelay) and (CTime=Timings[0]) then
- begin
-// CTime:=Timings[20];
-// CRDTS_Stage:=Outro;
-
- CRDTS_Stage:=Intro;
- CTime:=0;
- AudioPlayback.Play;
-
- end;
- if (CRDTS_Stage=Intro) and (CTime=Timings[7]) then
- begin
- CRDTS_Stage:=MainPart;
- end;
- if (CRDTS_Stage=MainPart) and (CTime=Timings[20]) then
- begin
- CRDTS_Stage:=Outro;
- end;
- end;
-
- Log.LogStatus('',' JB-3');
-
- //draw background
- if CRDTS_Stage=InitialDelay then
- begin
- glClearColor(0,0,0,0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
- end
- else
- if CRDTS_Stage=Intro then
- begin
- Start3D;
- glPushMatrix;
-
- glClearColor(0,0,0,0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
-
- glEnable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
-
- if CTime < Timings[1] then begin
- myScale:= 0.5+0.5*(Timings[1]-CTime)/(Timings[1]); // slowly move layers together
- myAngle:=cos((CTime)*pi/((Timings[1])*2)); // and make logo face towards camera
- end else begin // this is the part when the logo stands still
- myScale:=0.5;
- myAngle:=0;
- end;
- if CTime > Timings[2] then begin
- myScale:= 0.5+0.5*(CTime-Timings[2])/(Timings[3]-Timings[2]); // get some space between layers
- myAngle:=0;
- end;
-// if CTime > Timings[3] then myScale:=1; // keep the space between layers
- glTranslatef(0,0,-5+0.5*myScale);
- if CTime > Timings[3] then myScale:=1; // keep the space between layers
- if CTime > Timings[3] then begin // make logo rotate left and grow
-// myScale:=(CTime-Timings[4])/(Timings[7]-Timings[4]);
- glRotatef(20*sqr(CTime-Timings[3])/sqr((Timings[7]-Timings[3])/2),0,0,1);
- glScalef(1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1);
- end;
- if CTime < Timings[2] then
- glRotatef(30*myAngle,0.5*myScale+myScale,1+myScale,0);
-// glScalef(0.5,0.5,0.5);
- glScalef(4/3,-1,1);
- glColor4f(1, 1, 1, 1);
-
- glBindTexture(GL_TEXTURE_2D, intro_layer01.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, -0.4 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, -0.4 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, -0.4 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, -0.4 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer02.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, -0.3 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, -0.3 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, -0.3 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, -0.3 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer03.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, -0.2 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, -0.2 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, -0.2 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, -0.2 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer04.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, -0.1 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, -0.1 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, -0.1 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, -0.1 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer05.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, 0 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, 0 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, 0 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, 0 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer06.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, 0.1 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, 0.1 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, 0.1 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, 0.1 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer07.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, 0.2 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, 0.2 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, 0.2 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, 0.2 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer08.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, 0.3 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, 0.3 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, 0.3 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, 0.3 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer09.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, 0.22 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, 0.22 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, 0.22 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, 0.22 * myScale);
- glEnd;
- gldisable(gl_texture_2d);
- glDisable(GL_BLEND);
-
- glPopMatrix;
- End3D;
-
- // do some sparkling effects
- if (CTime < Timings[1]) and (CTime > Timings[21]) then
- begin
- for k:=1 to 3 do begin
- l:=410+floor((CTime-Timings[21])/(Timings[1]-Timings[21])*(536-410))+RandomRange(-5,5);
- j:=floor((Timings[1]-CTime)/22)+RandomRange(285,301);
- GoldenRec.Spawn(l, j, 1, 16, 0, -1, Flare, 0);
- end;
- end;
-
- // fade to white at end
- if Ctime > Timings[6] then
- begin
- glColor4f(1,1,1,sqr(Ctime-Timings[6])*(Ctime-Timings[6])/sqr(Timings[7]-Timings[6]));
- glEnable(GL_BLEND);
- glBegin(GL_QUADS);
- glVertex2f(0,0);
- glVertex2f(0,600);
- glVertex2f(800,600);
- glVertex2f(800,0);
- glEnd;
- glDisable(GL_BLEND);
- end;
-
- end;
- if (CRDTS_Stage=MainPart) then
- // main credits screen background, scroller, logo and girl
- begin
-
- glEnable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
-
- glColor4f(1, 1, 1, 1);
- glBindTexture(GL_TEXTURE_2D, credits_bg_tex.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(0, 0);
- glTexCoord2f(0,600/1024);glVertex2f(0, 600);
- glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600);
- glTexCoord2f(800/1024,0);glVertex2f(800, 0);
- glEnd;
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
-
- // draw scroller
- Draw_FunkyText;
-
-//#########################################################################
-// draw credits names
-
-
-Log.LogStatus('',' JB-4');
-
-// BlindGuard (von links oben reindrehen, nach rechts unten rausdrehen)
- STime:=Timings[9]-10;
- Delay:=Timings[10]-Timings[9];
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(0,329,0);
- if CTime <= STime+10 then begin glrotatef((CTime-STime)*9+270,0,0,1);end;
- gltranslatef(223,0,0);
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- gltranslatef(223,0,0);
- glrotatef((integer(CTime)-(integer(STime+Delay)-10))*-9,0,0,1);
- gltranslatef(-223,0,0);
- end;
- glBindTexture(GL_TEXTURE_2D, credits_blindguard.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163, -129);
- glTexCoord2f(0,1);glVertex2f(-163, 129);
- glTexCoord2f(1,1); glVertex2f(163, 129);
- glTexCoord2f(1,0);glVertex2f(163, -129);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// Blindy (zoom von 0 auf volle grösse und drehung, zoom auf doppelte grösse und nach rechts oben schieben)
- STime:=Timings[10]-10;
- Delay:=Timings[11]-Timings[10]+5;
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
-
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+20) and (CTime<=STime+22) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+20 then begin
- j:=CTime-Stime;
- glscalef(j*j/400,j*j/400,j*j/400);
- glrotatef(j*18.0,0,0,1);
- end;
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=CTime-(STime+Delay-10);
- f:=j*10.0;
- gltranslatef(f*3,-f,0);
- glscalef(1+j/10,1+j/10,1+j/10);
- glrotatef(j*9.0,0,0,1);
- end;
- glBindTexture(GL_TEXTURE_2D, credits_blindy.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163, -129);
- glTexCoord2f(0,1);glVertex2f(-163, 129);
- glTexCoord2f(1,1); glVertex2f(163, 129);
- glTexCoord2f(1,0);glVertex2f(163, -129);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// Canni (von links reinschieben, nach rechts oben rausschieben)
- STime:=Timings[11]-10;
- Delay:=Timings[12]-Timings[11]+5;
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
-
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+10 then begin
- gltranslatef(((CTime-STime)*21.0)-210,0,0);
- end;
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=(CTime-(STime+Delay-10))*21;
- gltranslatef(j,-j/2,0);
- end;
- glBindTexture(GL_TEXTURE_2D, credits_canni.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163, -129);
- glTexCoord2f(0,1);glVertex2f(-163, 129);
- glTexCoord2f(1,1); glVertex2f(163, 129);
- glTexCoord2f(1,0);glVertex2f(163, -129);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// Commandio (von unten reinklappen, nach rechts oben rausklappen)
- STime:=Timings[12]-10;
- Delay:=Timings[13]-Timings[12];
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
-
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+10 then
- f:=258.0-25.8*(CTime-STime)
- else
- f:=0;
- g:=0;
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=CTime-(STime+Delay-10);
- g:=32.6*j;
- end;
- glBindTexture(GL_TEXTURE_2D, credits_commandio.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163+g-f*1.5, -129+f*1.5-g/2);
- glTexCoord2f(0,1);glVertex2f(-163+g*1.5, 129-(g*1.5*258/326));
- glTexCoord2f(1,1); glVertex2f(163+g, 129+g/4);
- glTexCoord2f(1,0);glVertex2f(163+f*1.5+g/4, -129+f*1.5-g/4);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// lazy joker (just scrolls from left to right, no twinkling stars, no on-beat flashing)
- STime:=Timings[13]-35;
- Delay:=Timings[14]-Timings[13]+5;
- if CTime > STime then
- begin
- k:=0;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
-
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)>10) and ((CTime-STime)<20) then ESC_Alpha:=20;
- ESC_Alpha:=10;
- f:=CTime-STime;
- if CTime <=STime+40 then j:=CTime-STime else j:=40;
- if (CTime >=STime+Delay-40) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j*j/1600);
-
- glPushMatrix;
- gltranslatef(180+(f-70),329,0);
- glBindTexture(GL_TEXTURE_2D, credits_lazyjoker.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163, -129);
- glTexCoord2f(0,1);glVertex2f(-163, 129);
- glTexCoord2f(1,1); glVertex2f(163, 129);
- glTexCoord2f(1,0);glVertex2f(163, -129);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// Mog (von links reinklappen, nach rechts unten rausklappen)
- STime:=Timings[14]-10;
- Delay:=Timings[15]-Timings[14]+5;
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
-
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
-
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+10 then
- f:=326.0-32.6*(CTime-STime)
- else
- f:=0;
-
- g:=0;
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=CTime-(STime+Delay-10);
- g:=32.6*j;
- end;
- glBindTexture(GL_TEXTURE_2D, credits_mog.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163+g*1.5, -129+g*1.5);
- glTexCoord2f(0,1);glVertex2f(-163+g*1.2, 129+g);
- glTexCoord2f(1,1); glVertex2f(163-f+g/2, 129+f*1.5+g/4);
- glTexCoord2f(1,0);glVertex2f(163-f+g*1.5, -129-f*1.5);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// Mota (von rechts oben reindrehen, nach links unten rausschieben und verkleinern und dabei drehen)
- STime:=Timings[15]-10;
- Delay:=Timings[16]-Timings[15]+5;
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
-
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+10 then begin
- gltranslatef(223,0,0);
- glrotatef((10-(CTime-STime))*9,0,0,1);
- gltranslatef(-223,0,0);
- end;
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=CTime-(STime+Delay-10);
- f:=j*10.0;
- gltranslatef(-f*2,-f,0);
- glscalef(1-j/10,1-j/10,1-j/10);
- glrotatef(-j*9.0,0,0,1);
- end;
- glBindTexture(GL_TEXTURE_2D, credits_mota.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163, -129);
- glTexCoord2f(0,1);glVertex2f(-163, 129);
- glTexCoord2f(1,1); glVertex2f(163, 129);
- glTexCoord2f(1,0);glVertex2f(163, -129);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// Skillmaster (von rechts unten reinschieben, nach rechts oben rausdrehen)
- STime:=Timings[16]-10;
- Delay:=Timings[17]-Timings[16]+5;
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
-
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+10 then begin
- j:=STime+10-CTime;
- f:=j*10.0;
- gltranslatef(+f*2,+f/2,0);
- end;
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=CTime-(STime+Delay-10);
- gltranslatef(0,-223,0);
- glrotatef(integer(j)*-9,0,0,1);
- gltranslatef(0,223,0);
- glrotatef(j*9,0,0,1);
- end;
- glBindTexture(GL_TEXTURE_2D, credits_skillmaster.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163, -129);
- glTexCoord2f(0,1);glVertex2f(-163, 129);
- glTexCoord2f(1,1); glVertex2f(163, 129);
- glTexCoord2f(1,0);glVertex2f(163, -129);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// WhiteShark (von links unten reinklappen, nach rechts oben rausklappen)
- STime:=Timings[17]-10;
- Delay:=Timings[18]-Timings[17];
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
-
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+10 then
- f:=326.0-32.6*(CTime-STime)
- else
- f:=0;
-
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=CTime-(STime+Delay-10);
- g:=32.6*j;
- end else
- g:=0;
- glBindTexture(GL_TEXTURE_2D, credits_whiteshark.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163-f+g, -129+f/4-g/2);
- glTexCoord2f(0,1);glVertex2f(-163-f/4+g, 129+g/2+f/4);
- glTexCoord2f(1,1); glVertex2f(163-f*1.2+g/4, 129+f/2-g/4);
- glTexCoord2f(1,0);glVertex2f(163-f*1.5+g/4, -129+f*1.5+g/4);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-
- Log.LogStatus('',' JB-103');
-
-// ####################################################################
-// do some twinkle stuff (kinda on beat)
- if (CTime > Timings[8] ) and
- (CTime < Timings[19] ) then
- begin
- k := 0;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
- if Data[k]>0.2 then
- begin
- l := RandomRange(6,16);
- j := RandomRange(0,27);
-
- GoldenRec.Spawn(myLogoCoords[j,0], myLogoCoords[j,1], 16-l, l, 0, -1, PerfectNote, 0);
- end;
- end;
-
-//#################################################
-// draw the rest of the main screen (girl and logo
- glEnable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glColor4f(1, 1, 1, 1);
- glBindTexture(GL_TEXTURE_2D, credits_bg_ovl.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(800-393, 0);
- glTexCoord2f(0,600/1024);glVertex2f(800-393, 600);
- glTexCoord2f(393/512,600/1024); glVertex2f(800, 600);
- glTexCoord2f(393/512,0);glVertex2f(800, 0);
- glEnd;
-{ glBindTexture(GL_TEXTURE_2D, credits_bg_logo.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(0, 0);
- glTexCoord2f(0,112/128);glVertex2f(0, 112);
- glTexCoord2f(497/512,112/128); glVertex2f(497, 112);
- glTexCoord2f(497/512,0);glVertex2f(497, 0);
- glEnd;
-}
- gldisable(gl_texture_2d);
- glDisable(GL_BLEND);
-
- // fade out at end of main part
- if Ctime > Timings[19] then
- begin
- glColor4f(0,0,0,(Ctime-Timings[19])/(Timings[20]-Timings[19]));
- glEnable(GL_BLEND);
- glBegin(GL_QUADS);
- glVertex2f(0,0);
- glVertex2f(0,600);
- glVertex2f(800,600);
- glVertex2f(800,0);
- glEnd;
- glDisable(GL_BLEND);
- end;
- end
- else
- if (CRDTS_Stage=Outro) then
- begin
- if CTime=Timings[20] then begin
- CTime_hold:=0;
- AudioPlayback.Stop;
- AudioPlayback.Open(soundpath + 'credits-outro-tune.mp3');
- AudioPlayback.Play;
- AudioPlayback.SetVolume(20);
- AudioPlayback.SetLoop(True);
- end;
- if CTime_hold > 231 then begin
- AudioPlayback.Play;
- Ctime_hold:=0;
- end;
- glClearColor(0,0,0,0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
-
- // do something useful
- // outro background
- glEnable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
-
- glColor4f(1, 1, 1, 1);
- glBindTexture(GL_TEXTURE_2D, outro_bg.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(0, 0);
- glTexCoord2f(0,600/1024);glVertex2f(0, 600);
- glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600);
- glTexCoord2f(800/1024,0);glVertex2f(800, 0);
- glEnd;
-
- //outro overlays
- glColor4f(1, 1, 1, (1+sin(CTime/15))/3+1/3);
- glBindTexture(GL_TEXTURE_2D, outro_esc.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(0, 0);
- glTexCoord2f(0,223/256);glVertex2f(0, 223);
- glTexCoord2f(487/512,223/256); glVertex2f(487, 223);
- glTexCoord2f(487/512,0);glVertex2f(487, 0);
- glEnd;
-
- ESC_Alpha:=20;
- if (RandomRange(0,20) > 18) and (ESC_Alpha=20) then
- ESC_Alpha:=0
- else inc(ESC_Alpha);
- if ESC_Alpha > 20 then ESC_Alpha:=20;
- glColor4f(1, 1, 1, ESC_Alpha/20);
- glBindTexture(GL_TEXTURE_2D, outro_exd.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(800-310, 600-247);
- glTexCoord2f(0,247/256);glVertex2f(800-310, 600);
- glTexCoord2f(310/512,247/256); glVertex2f(800, 600);
- glTexCoord2f(310/512,0);glVertex2f(800, 600-247);
- glEnd;
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
-
- // outro scrollers?
- // ...
- end;
-
-{ // draw credits runtime counter
- SetFontStyle (2);
- SetFontItalic(False);
- SetFontSize(9);
- SetFontPos (5, 5);
- glColor4f(1, 1, 1, 1);
-// RuntimeStr:='CTime: '+inttostr(floor(CTime/30.320663991914489602156136106092))+'.'+inttostr(floor(CTime/3.0320663991914489602156136106092)-floor(CTime/30.320663991914489602156136106092)*10);
- RuntimeStr:='CTime: '+inttostr(CTime);
- glPrint (Addr(RuntimeStr[1]));
-}
-
-
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glColor4f(1, 1, 1, 1);
- glBindTexture(GL_TEXTURE_2D, myTex);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(100, 100);
- glTexCoord2f(0,1);glVertex2f(100, 200);
- glTexCoord2f(1,1); glVertex2f(200, 200);
- glTexCoord2f(1,0);glVertex2f(200, 100);
- glEnd;
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
-
-
- // make the stars shine
- GoldenRec.Draw;
-end;
-
-end.
+unit UScreenCredits;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+
+uses
+ UMenu,
+ SDL,
+ SDL_Image,
+ UDisplay,
+ UTexture,
+ OpenGL12,
+ UMusic,
+ UFiles,
+ SysUtils,
+ UThemes,
+ ULCD,
+ ULight,
+ UGraphicClasses;
+
+type
+ TCreditsStages=(InitialDelay,Intro,MainPart,Outro);
+
+ TScreenCredits = class(TMenu)
+ public
+
+ Credits_X: Real;
+ Credits_Time: Cardinal;
+ Credits_Alpha: Cardinal;
+ CTime: Cardinal;
+ CTime_hold: Cardinal;
+ ESC_Alpha: Integer;
+
+ credits_entry_tex: TTexture;
+ credits_entry_dx_tex: TTexture;
+ credits_bg_tex: TTexture;
+ credits_bg_ovl: TTexture;
+// credits_bg_logo: TTexture;
+ credits_bg_scrollbox_left: TTexture;
+ credits_blindguard: TTexture;
+ credits_blindy: TTexture;
+ credits_canni: TTexture;
+ credits_commandio: TTexture;
+ credits_lazyjoker: TTexture;
+ credits_mog: TTexture;
+ credits_mota: TTexture;
+ credits_skillmaster: TTexture;
+ credits_whiteshark: TTexture;
+ intro_layer01: TTexture;
+ intro_layer02: TTexture;
+ intro_layer03: TTexture;
+ intro_layer04: TTexture;
+ intro_layer05: TTexture;
+ intro_layer06: TTexture;
+ intro_layer07: TTexture;
+ intro_layer08: TTexture;
+ intro_layer09: TTexture;
+ outro_bg: TTexture;
+ outro_esc: TTexture;
+ outro_exd: TTexture;
+
+ deluxe_slidein: cardinal;
+
+ CurrentScrollText: String;
+ NextScrollUpdate: Real;
+ EndofLastScrollingPart: Cardinal;
+ CurrentScrollStart, CurrentScrollEnd: Integer;
+
+ CRDTS_Stage: TCreditsStages;
+
+ myTex: glUint;
+ mysdlimage,myconvertedsdlimage: PSDL_Surface;
+
+ Fadeout: boolean;
+ constructor Create; override;
+ function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
+ function Draw: boolean; override;
+ procedure onShow; override;
+ procedure onHide; override;
+ procedure DrawCredits;
+ procedure Draw_FunkyText;
+ end;
+
+const
+ Funky_Text: AnsiString =
+ 'Grandma Deluxe has arrived! Thanks to Corvus5 for the massive work on UltraStar, Wome for the nice tune you´re hearing, '+
+ 'all the people who put massive effort and work in new songs (don´t forget UltraStar w/o songs would be nothing), ppl from '+
+ 'irc helping us - eBandit and Gabari, scene ppl who really helped instead of compiling and running away. Greetings to DennisTheMenace for betatesting, '+
+ 'Demoscene.tv, pouet.net, KakiArts, Sourceforge,..';
+
+
+ Timings: array[0..21] of Cardinal=(
+ 20, // 0 Delay vor Start
+
+ 149, // 1 Ende erster Intro Zoom
+ 155, // 2 Start 2. Action im Intro
+ 170, // 3 Ende Separation im Intro
+ 271, // 4 Anfang Zoomout im Intro
+ 0, // 5 unused
+ 261, // 6 Start fade-to-white im Intro
+
+ 271, // 7 Start Main Part
+ 280, // 8 Start On-Beat-Sternchen Main Part
+
+ 396, // 9 Start BlindGuard
+ 666, // 10 Start blindy
+ 936, // 11 Start Canni
+ 1206, // 12 Start Commandio
+ 1476, // 13 Start LazyJoker
+ 1746, // 14 Start Mog
+ 2016, // 15 Start Mota
+ 2286, // 16 Start SkillMaster
+ 2556, // 17 Start WhiteShark
+ 2826, // 18 Ende Whiteshark
+ 3096, // 19 Start FadeOut Mainscreen
+ 3366, // 20 Ende Credits Tune
+ 60); // 21 start flare im intro
+
+
+ sdl32bpprgba: TSDL_Pixelformat=(palette: nil;
+ BitsPerPixel: 32;
+ BytesPerPixel: 4;
+ Rloss: 0;
+ Gloss: 0;
+ Bloss: 0;
+ Aloss: 0;
+ Rshift: 0;
+ Gshift: 8;
+ Bshift: 16;
+ Ashift: 24;
+ Rmask: $000000ff;
+ Gmask: $0000ff00;
+ Bmask: $00ff0000;
+ Amask: $ff000000;
+ colorkey: 0;
+ alpha: 255 );
+
+
+implementation
+
+uses {$IFDEF win32}
+ windows,
+ {$ELSE}
+ lclintf,
+ {$ENDIF}
+ ULog,
+ UGraphic,
+ UMain,
+ UIni,
+ USongs,
+ Textgl,
+ ULanguage,
+ UCommon,
+ Math,
+ dialogs;
+
+
+function TScreenCredits.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
+begin
+ Result := true;
+ If (PressedDown) Then
+ begin // Key Down
+ case PressedKey of
+
+ SDLK_ESCAPE,
+ SDLK_BACKSPACE :
+ begin
+ FadeTo(@ScreenMain);
+ AudioPlayback.PlaySound(SoundLib.Back);
+ end;
+{ SDLK_SPACE:
+ begin
+ setlength(CTime_hold,length(CTime_hold)+1);
+ CTime_hold[high(CTime_hold)]:=CTime;
+ end;
+}
+ end;//esac
+ end; //fi
+end;
+
+constructor TScreenCredits.Create;
+begin
+ inherited Create;
+
+ credits_bg_tex := Texture.LoadTexture(true, 'CRDTS_BG', 'PNG', 'Plain', 0);
+ credits_bg_ovl := Texture.LoadTexture(true, 'CRDTS_OVL', 'PNG', 'Transparent', 0);
+
+ credits_blindguard := Texture.LoadTexture(true, 'CRDTS_blindguard', 'PNG', 'Font Black', 0);
+ credits_blindy := Texture.LoadTexture(true, 'CRDTS_blindy', 'PNG', 'Font Black', 0);
+ credits_canni := Texture.LoadTexture(true, 'CRDTS_canni', 'PNG', 'Font Black', 0);
+ credits_commandio := Texture.LoadTexture(true, 'CRDTS_commandio', 'PNG', 'Font Black', 0);
+ credits_lazyjoker := Texture.LoadTexture(true, 'CRDTS_lazyjoker', 'PNG', 'Font Black', 0);
+ credits_mog := Texture.LoadTexture(true, 'CRDTS_mog', 'PNG', 'Font Black', 0);
+ credits_mota := Texture.LoadTexture(true, 'CRDTS_mota', 'PNG', 'Font Black', 0);
+ credits_skillmaster := Texture.LoadTexture(true, 'CRDTS_skillmaster', 'PNG', 'Font Black', 0);
+ credits_whiteshark := Texture.LoadTexture(true, 'CRDTS_whiteshark', 'PNG', 'Font Black', 0);
+
+ intro_layer01 := Texture.LoadTexture(true, 'INTRO_L01', 'PNG', 'Transparent', 0);
+ intro_layer02 := Texture.LoadTexture(true, 'INTRO_L02', 'PNG', 'Transparent', 0);
+ intro_layer03 := Texture.LoadTexture(true, 'INTRO_L03', 'PNG', 'Transparent', 0);
+ intro_layer04 := Texture.LoadTexture(true, 'INTRO_L04', 'PNG', 'Transparent', 0);
+ intro_layer05 := Texture.LoadTexture(true, 'INTRO_L05', 'PNG', 'Transparent', 0);
+ intro_layer06 := Texture.LoadTexture(true, 'INTRO_L06', 'PNG', 'Transparent', 0);
+ intro_layer07 := Texture.LoadTexture(true, 'INTRO_L07', 'PNG', 'Transparent', 0);
+ intro_layer08 := Texture.LoadTexture(true, 'INTRO_L08', 'PNG', 'Transparent', 0);
+ intro_layer09 := Texture.LoadTexture(true, 'INTRO_L09', 'PNG', 'Transparent', 0);
+
+ outro_bg := Texture.LoadTexture(true, 'OUTRO_BG', 'PNG', 'Plain', 0);
+ outro_esc := Texture.LoadTexture(true, 'OUTRO_ESC', 'PNG', 'Transparent', 0);
+ outro_exd := Texture.LoadTexture(true, 'OUTRO_EXD', 'PNG', 'Transparent', 0);
+
+ CRDTS_Stage:=InitialDelay;
+end;
+
+function TScreenCredits.Draw: boolean;
+begin
+ DrawCredits;
+ Draw:=true;
+end;
+
+function pixfmt_eq(fmt1,fmt2: TSDL_Pixelformat): boolean;
+begin
+ if (fmt1.BitsPerPixel = fmt2.BitsPerPixel) and
+ (fmt1.BytesPerPixel = fmt2.BytesPerPixel) and
+ (fmt1.Rloss = fmt2.Rloss) and
+ (fmt1.Gloss = fmt2.Gloss) and
+ (fmt1.Bloss = fmt2.Bloss) and
+ (fmt1.Rmask = fmt2.Rmask) and
+ (fmt1.Gmask = fmt2.Gmask) and
+ (fmt1.Bmask = fmt2.Bmask) and
+ (fmt1.Rshift = fmt2.Rshift) and
+ (fmt1.Gshift = fmt2.Gshift) and
+ (fmt1.Bshift = fmt2.Bshift)
+ then
+ pixfmt_eq:=True
+ else
+ pixfmt_eq:=False;
+end;
+
+function inttohexstr(i: cardinal):pchar;
+var helper, i2, c:cardinal;
+ tmpstr: string;
+begin
+ helper:=0;
+ i2:=i;
+ tmpstr:='';
+ for c:=1 to 8 do
+ begin
+ helper:=(helper shl 4) or (i2 and $f);
+ i2:=i2 shr 4;
+ end;
+ for c:=1 to 8 do
+ begin
+ i2:=helper and $f;
+ helper := helper shr 4;
+ case i2 of
+ 0: tmpstr:=tmpstr+'0';
+ 1: tmpstr:=tmpstr+'1';
+ 2: tmpstr:=tmpstr+'2';
+ 3: tmpstr:=tmpstr+'3';
+ 4: tmpstr:=tmpstr+'4';
+ 5: tmpstr:=tmpstr+'5';
+ 6: tmpstr:=tmpstr+'6';
+ 7: tmpstr:=tmpstr+'7';
+ 8: tmpstr:=tmpstr+'8';
+ 9: tmpstr:=tmpstr+'9';
+ 10: tmpstr:=tmpstr+'a';
+ 11: tmpstr:=tmpstr+'b';
+ 12: tmpstr:=tmpstr+'c';
+ 13: tmpstr:=tmpstr+'d';
+ 14: tmpstr:=tmpstr+'e';
+ 15: tmpstr:=tmpstr+'f';
+ end;
+ end;
+ inttohexstr:=pchar(tmpstr);
+end;
+
+procedure TScreenCredits.onShow;
+begin
+ CRDTS_Stage:=InitialDelay;
+ Credits_X := 580;
+ deluxe_slidein := 0;
+ Credits_Alpha := 0;
+ //Music.SetLoop(true); Loop looped ned, so ne scheisse
+ AudioPlayback.Open(soundpath + 'wome-credits-tune.mp3'); //danke kleinster liebster weeeetüüüüü!!
+// Music.Play;
+ CTime:=0;
+// setlength(CTime_hold,0);
+
+ mysdlimage:=IMG_Load('test.png');
+ if assigned(mysdlimage) then
+ begin
+ {$IFNDEF FPC}
+ showmessage('opened image via SDL_Image'+#13#10+
+ 'Width: '+inttostr(mysdlimage^.w)+#13#10+
+ 'Height: '+inttostr(mysdlimage^.h)+#13#10+
+ 'BitsPP: '+inttostr(mysdlimage^.format.BitsPerPixel)+#13#10+
+ 'BytesPP: '+inttostr(mysdlimage^.format.BytesPerPixel)+#13#10+
+ 'Rloss: '+inttostr(mysdlimage^.format.Rloss)+#13#10+
+ 'Gloss: '+inttostr(mysdlimage^.format.Gloss)+#13#10+
+ 'Bloss: '+inttostr(mysdlimage^.format.Bloss)+#13#10+
+ 'Aloss: '+inttostr(mysdlimage^.format.Aloss)+#13#10+
+ 'Rshift: '+inttostr(mysdlimage^.format.Rshift)+#13#10+
+ 'Gshift: '+inttostr(mysdlimage^.format.Gshift)+#13#10+
+ 'Bshift: '+inttostr(mysdlimage^.format.Bshift)+#13#10+
+ 'Ashift: '+inttostr(mysdlimage^.format.Ashift)+#13#10+
+ 'Rmask: '+inttohexstr(mysdlimage^.format.Rmask)+#13#10+
+ 'Gmask: '+inttohexstr(mysdlimage^.format.Gmask)+#13#10+
+ 'Bmask: '+inttohexstr(mysdlimage^.format.Bmask)+#13#10+
+ 'Amask: '+inttohexstr(mysdlimage^.format.Amask)+#13#10+
+ 'ColKey: '+inttostr(mysdlimage^.format.Colorkey)+#13#10+
+ 'Alpha: '+inttostr(mysdlimage^.format.Alpha));
+
+ if pixfmt_eq(mysdlimage^.format^,sdl32bpprgba) then
+ showmessage('equal pixelformats')
+ else
+ showmessage('different pixelformats');
+ {$ENDIF}
+
+ myconvertedsdlimage:=SDL_ConvertSurface(mysdlimage,@sdl32bpprgba,SDL_SWSURFACE);
+ glGenTextures(1,@myTex);
+ glBindTexture(GL_TEXTURE_2D, myTex);
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ glTexImage2D( GL_TEXTURE_2D, 0, 4, myconvertedsdlimage^.w, myconvertedsdlimage^.h, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, myconvertedsdlimage^.pixels );
+ SDL_FreeSurface(mysdlimage);
+ SDL_FreeSurface(myconvertedsdlimage);
+ end
+ else
+ {$IFDEF FPC}
+ writeln( 'could not open file - test.png');
+ {$ELSE}
+ showmessage('could not open file - test.png');
+ {$ENDIF}
+
+end;
+
+procedure TScreenCredits.onHide;
+begin
+ AudioPlayback.Stop;
+end;
+
+Procedure TScreenCredits.Draw_FunkyText;
+var
+ S: Integer;
+ X,Y,A: Real;
+ visibleText: PChar;
+begin
+ SetFontSize(10);
+ //Init ScrollingText
+ if (CTime = Timings[7]) then
+ begin
+ //Set Position of Text
+ Credits_X := 600;
+ CurrentScrollStart:=1;
+ CurrentScrollEnd:=1;
+ end;
+
+ if (CTime > Timings[7]) and (CurrentScrollStart < length(Funky_Text)) then
+ begin
+ X:=0;
+ visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd));
+ for S := 0 to length(visibleText)-1 do begin
+ Y:=abs(sin((Credits_X+X)*0.93{*(((Credits_X+X))/1200)}/100*pi));
+ SetFontPos(Credits_X+X,538-Y*(Credits_X+X)*(Credits_X+X)*(Credits_X+X)/1000000);
+ A:=0;
+ if (Credits_X+X < 15) then A:=0;
+ if (Credits_X+X >=15) then A:=Credits_X+X-15;
+ if Credits_X+X > 32 then A:=17;
+ glColor4f( 230/255-40/255+Y*(Credits_X+X)/900, 200/255-30/255+Y*(Credits_X+X)/1000, 155/255-20/255+Y*(Credits_X+X)/1100, A/17);
+ glPrintLetter(visibleText[S]);
+ X := X + Fonts[ActFont].Width[Ord(visibleText[S])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW;
+ end;
+ if (Credits_X<0) and (CurrentScrollStart < length(Funky_Text)) then begin
+ Credits_X:=Credits_X + Fonts[ActFont].Width[Ord(Funky_Text[CurrentScrollStart])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW;
+ inc(CurrentScrollStart);
+ end;
+ visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd));
+ if (Credits_X+glTextWidth(visibleText) < 600) and (CurrentScrollEnd < length(Funky_Text)) then begin
+ inc(CurrentScrollEnd);
+ end;
+ end;
+{ // timing hack
+ X:=5;
+ SetFontStyle (2);
+ SetFontItalic(False);
+ SetFontSize(9);
+ glColor4f(1, 1, 1, 1);
+ for S:=0 to high(CTime_hold) do begin
+ visibleText:=pchar(inttostr(CTime_hold[S]));
+ SetFontPos (500, X);
+ glPrint (Addr(visibleText[0]));
+ X:=X+20;
+ end;}
+end;
+
+procedure Start3D;
+begin
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix;
+ glLoadIdentity;
+ glFrustum(-0.3*4/3,0.3*4/3,-0.3,0.3,1,1000);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity;
+end;
+procedure End3D;
+begin
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix;
+ glMatrixMode(GL_MODELVIEW);
+end;
+
+procedure TScreenCredits.DrawCredits;
+var
+ T,I: Cardinal;
+ X: Real;
+ Ver: PChar;
+ RuntimeStr: AnsiString;
+ Data: TFFTData;
+ j,k,l:cardinal;
+ f,g,h: Real;
+ STime:cardinal;
+ Delay:cardinal;
+
+ myPixel: longword;
+ myColor: Cardinal;
+ myScale: Real;
+ myAngle: Real;
+
+
+const myLogoCoords: Array[0..27,0..1] of Cardinal = ((39,32),(84,32),(100,16),(125,24),
+ (154,31),(156,58),(168,32),(203,36),
+ (258,34),(251,50),(274,93),(294,84),
+ (232,54),(278,62),(319,34),(336,92),
+ (347,23),(374,32),(377,58),(361,83),
+ (385,91),(405,91),(429,35),(423,51),
+ (450,32),(485,34),(444,91),(486,93));
+
+begin
+ //dis does teh muiwk y0r
+ AudioPlayback.GetFFTData(Data);
+
+ Log.LogStatus('',' JB-1');
+
+ T := GetTickCount div 33;
+ if T <> Credits_Time then
+ begin
+ Credits_Time := T;
+ inc(CTime);
+ inc(CTime_hold);
+ Credits_X := Credits_X-2;
+
+ Log.LogStatus('',' JB-2');
+ if (CRDTS_Stage=InitialDelay) and (CTime=Timings[0]) then
+ begin
+// CTime:=Timings[20];
+// CRDTS_Stage:=Outro;
+
+ CRDTS_Stage:=Intro;
+ CTime:=0;
+ AudioPlayback.Play;
+
+ end;
+ if (CRDTS_Stage=Intro) and (CTime=Timings[7]) then
+ begin
+ CRDTS_Stage:=MainPart;
+ end;
+ if (CRDTS_Stage=MainPart) and (CTime=Timings[20]) then
+ begin
+ CRDTS_Stage:=Outro;
+ end;
+ end;
+
+ Log.LogStatus('',' JB-3');
+
+ //draw background
+ if CRDTS_Stage=InitialDelay then
+ begin
+ glClearColor(0,0,0,0);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+ end
+ else
+ if CRDTS_Stage=Intro then
+ begin
+ Start3D;
+ glPushMatrix;
+
+ glClearColor(0,0,0,0);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ if CTime < Timings[1] then begin
+ myScale:= 0.5+0.5*(Timings[1]-CTime)/(Timings[1]); // slowly move layers together
+ myAngle:=cos((CTime)*pi/((Timings[1])*2)); // and make logo face towards camera
+ end else begin // this is the part when the logo stands still
+ myScale:=0.5;
+ myAngle:=0;
+ end;
+ if CTime > Timings[2] then begin
+ myScale:= 0.5+0.5*(CTime-Timings[2])/(Timings[3]-Timings[2]); // get some space between layers
+ myAngle:=0;
+ end;
+// if CTime > Timings[3] then myScale:=1; // keep the space between layers
+ glTranslatef(0,0,-5+0.5*myScale);
+ if CTime > Timings[3] then myScale:=1; // keep the space between layers
+ if CTime > Timings[3] then begin // make logo rotate left and grow
+// myScale:=(CTime-Timings[4])/(Timings[7]-Timings[4]);
+ glRotatef(20*sqr(CTime-Timings[3])/sqr((Timings[7]-Timings[3])/2),0,0,1);
+ glScalef(1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1);
+ end;
+ if CTime < Timings[2] then
+ glRotatef(30*myAngle,0.5*myScale+myScale,1+myScale,0);
+// glScalef(0.5,0.5,0.5);
+ glScalef(4/3,-1,1);
+ glColor4f(1, 1, 1, 1);
+
+ glBindTexture(GL_TEXTURE_2D, intro_layer01.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex3f(-1, -1, -0.4 * myScale);
+ glTexCoord2f(0,1);glVertex3f(-1, 1, -0.4 * myScale);
+ glTexCoord2f(1,1); glVertex3f(1, 1, -0.4 * myScale);
+ glTexCoord2f(1,0);glVertex3f(1, -1, -0.4 * myScale);
+ glEnd;
+ glBindTexture(GL_TEXTURE_2D, intro_layer02.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex3f(-1, -1, -0.3 * myScale);
+ glTexCoord2f(0,1);glVertex3f(-1, 1, -0.3 * myScale);
+ glTexCoord2f(1,1); glVertex3f(1, 1, -0.3 * myScale);
+ glTexCoord2f(1,0);glVertex3f(1, -1, -0.3 * myScale);
+ glEnd;
+ glBindTexture(GL_TEXTURE_2D, intro_layer03.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex3f(-1, -1, -0.2 * myScale);
+ glTexCoord2f(0,1);glVertex3f(-1, 1, -0.2 * myScale);
+ glTexCoord2f(1,1); glVertex3f(1, 1, -0.2 * myScale);
+ glTexCoord2f(1,0);glVertex3f(1, -1, -0.2 * myScale);
+ glEnd;
+ glBindTexture(GL_TEXTURE_2D, intro_layer04.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex3f(-1, -1, -0.1 * myScale);
+ glTexCoord2f(0,1);glVertex3f(-1, 1, -0.1 * myScale);
+ glTexCoord2f(1,1); glVertex3f(1, 1, -0.1 * myScale);
+ glTexCoord2f(1,0);glVertex3f(1, -1, -0.1 * myScale);
+ glEnd;
+ glBindTexture(GL_TEXTURE_2D, intro_layer05.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex3f(-1, -1, 0 * myScale);
+ glTexCoord2f(0,1);glVertex3f(-1, 1, 0 * myScale);
+ glTexCoord2f(1,1); glVertex3f(1, 1, 0 * myScale);
+ glTexCoord2f(1,0);glVertex3f(1, -1, 0 * myScale);
+ glEnd;
+ glBindTexture(GL_TEXTURE_2D, intro_layer06.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex3f(-1, -1, 0.1 * myScale);
+ glTexCoord2f(0,1);glVertex3f(-1, 1, 0.1 * myScale);
+ glTexCoord2f(1,1); glVertex3f(1, 1, 0.1 * myScale);
+ glTexCoord2f(1,0);glVertex3f(1, -1, 0.1 * myScale);
+ glEnd;
+ glBindTexture(GL_TEXTURE_2D, intro_layer07.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex3f(-1, -1, 0.2 * myScale);
+ glTexCoord2f(0,1);glVertex3f(-1, 1, 0.2 * myScale);
+ glTexCoord2f(1,1); glVertex3f(1, 1, 0.2 * myScale);
+ glTexCoord2f(1,0);glVertex3f(1, -1, 0.2 * myScale);
+ glEnd;
+ glBindTexture(GL_TEXTURE_2D, intro_layer08.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex3f(-1, -1, 0.3 * myScale);
+ glTexCoord2f(0,1);glVertex3f(-1, 1, 0.3 * myScale);
+ glTexCoord2f(1,1); glVertex3f(1, 1, 0.3 * myScale);
+ glTexCoord2f(1,0);glVertex3f(1, -1, 0.3 * myScale);
+ glEnd;
+ glBindTexture(GL_TEXTURE_2D, intro_layer09.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex3f(-1, -1, 0.22 * myScale);
+ glTexCoord2f(0,1);glVertex3f(-1, 1, 0.22 * myScale);
+ glTexCoord2f(1,1); glVertex3f(1, 1, 0.22 * myScale);
+ glTexCoord2f(1,0);glVertex3f(1, -1, 0.22 * myScale);
+ glEnd;
+ gldisable(gl_texture_2d);
+ glDisable(GL_BLEND);
+
+ glPopMatrix;
+ End3D;
+
+ // do some sparkling effects
+ if (CTime < Timings[1]) and (CTime > Timings[21]) then
+ begin
+ for k:=1 to 3 do begin
+ l:=410+floor((CTime-Timings[21])/(Timings[1]-Timings[21])*(536-410))+RandomRange(-5,5);
+ j:=floor((Timings[1]-CTime)/22)+RandomRange(285,301);
+ GoldenRec.Spawn(l, j, 1, 16, 0, -1, Flare, 0);
+ end;
+ end;
+
+ // fade to white at end
+ if Ctime > Timings[6] then
+ begin
+ glColor4f(1,1,1,sqr(Ctime-Timings[6])*(Ctime-Timings[6])/sqr(Timings[7]-Timings[6]));
+ glEnable(GL_BLEND);
+ glBegin(GL_QUADS);
+ glVertex2f(0,0);
+ glVertex2f(0,600);
+ glVertex2f(800,600);
+ glVertex2f(800,0);
+ glEnd;
+ glDisable(GL_BLEND);
+ end;
+
+ end;
+ if (CRDTS_Stage=MainPart) then
+ // main credits screen background, scroller, logo and girl
+ begin
+
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ glColor4f(1, 1, 1, 1);
+ glBindTexture(GL_TEXTURE_2D, credits_bg_tex.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(0, 0);
+ glTexCoord2f(0,600/1024);glVertex2f(0, 600);
+ glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600);
+ glTexCoord2f(800/1024,0);glVertex2f(800, 0);
+ glEnd;
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+
+ // draw scroller
+ Draw_FunkyText;
+
+//#########################################################################
+// draw credits names
+
+
+Log.LogStatus('',' JB-4');
+
+// BlindGuard (von links oben reindrehen, nach rechts unten rausdrehen)
+ STime:=Timings[9]-10;
+ Delay:=Timings[10]-Timings[9];
+ if CTime > STime then
+ begin
+ k:=0;
+ ESC_Alpha:=20;
+
+ try
+ for j:=0 to 40 do
+ begin
+ if ( j < length( Data ) ) AND
+ ( k < length( Data ) ) then
+ begin
+ if Data[j] >= Data[k] then
+ k:=j;
+ end;
+ end;
+ except
+ end;
+
+ if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
+ if ESC_Alpha >20 then ESC_Alpha:=20;
+ if ((CTime-STime)<20) then ESC_Alpha:=20;
+ if CTime <=STime+10 then j:=CTime-STime else j:=10;
+ if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
+ glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
+
+ if (CTime >= STime+10) and (CTime<=STime+12) then begin
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ end;
+
+ glPushMatrix;
+ gltranslatef(0,329,0);
+ if CTime <= STime+10 then begin glrotatef((CTime-STime)*9+270,0,0,1);end;
+ gltranslatef(223,0,0);
+ if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
+ gltranslatef(223,0,0);
+ glrotatef((integer(CTime)-(integer(STime+Delay)-10))*-9,0,0,1);
+ gltranslatef(-223,0,0);
+ end;
+ glBindTexture(GL_TEXTURE_2D, credits_blindguard.TexNum);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(-163, -129);
+ glTexCoord2f(0,1);glVertex2f(-163, 129);
+ glTexCoord2f(1,1); glVertex2f(163, 129);
+ glTexCoord2f(1,0);glVertex2f(163, -129);
+ glEnd;
+ gldisable(gl_texture_2d);
+ gldisable(GL_BLEND);
+ glPopMatrix;
+ end;
+
+// Blindy (zoom von 0 auf volle grösse und drehung, zoom auf doppelte grösse und nach rechts oben schieben)
+ STime:=Timings[10]-10;
+ Delay:=Timings[11]-Timings[10]+5;
+ if CTime > STime then
+ begin
+ k:=0;
+ ESC_Alpha:=20;
+
+ try
+ for j:=0 to 40 do
+ begin
+ if ( j < length( Data ) ) AND
+ ( k < length( Data ) ) then
+ begin
+ if Data[j] >= Data[k] then
+ k:=j;
+ end;
+ end;
+ except
+ end;
+
+
+ if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
+ if ESC_Alpha >20 then ESC_Alpha:=20;
+ if ((CTime-STime)<20) then ESC_Alpha:=20;
+ if CTime <=STime+10 then j:=CTime-STime else j:=10;
+ if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
+ glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
+
+ if (CTime >= STime+20) and (CTime<=STime+22) then begin
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ end;
+
+ glPushMatrix;
+ gltranslatef(223,329,0);
+ if CTime <= STime+20 then begin
+ j:=CTime-Stime;
+ glscalef(j*j/400,j*j/400,j*j/400);
+ glrotatef(j*18.0,0,0,1);
+ end;
+ if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
+ j:=CTime-(STime+Delay-10);
+ f:=j*10.0;
+ gltranslatef(f*3,-f,0);
+ glscalef(1+j/10,1+j/10,1+j/10);
+ glrotatef(j*9.0,0,0,1);
+ end;
+ glBindTexture(GL_TEXTURE_2D, credits_blindy.TexNum);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(-163, -129);
+ glTexCoord2f(0,1);glVertex2f(-163, 129);
+ glTexCoord2f(1,1); glVertex2f(163, 129);
+ glTexCoord2f(1,0);glVertex2f(163, -129);
+ glEnd;
+ gldisable(gl_texture_2d);
+ gldisable(GL_BLEND);
+ glPopMatrix;
+ end;
+
+// Canni (von links reinschieben, nach rechts oben rausschieben)
+ STime:=Timings[11]-10;
+ Delay:=Timings[12]-Timings[11]+5;
+ if CTime > STime then
+ begin
+ k:=0;
+ ESC_Alpha:=20;
+
+ try
+ for j:=0 to 40 do
+ begin
+ if ( j < length( Data ) ) AND
+ ( k < length( Data ) ) then
+ begin
+ if Data[j] >= Data[k] then
+ k:=j;
+ end;
+ end;
+ except
+ end;
+
+
+ if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
+ if ESC_Alpha >20 then ESC_Alpha:=20;
+ if ((CTime-STime)<20) then ESC_Alpha:=20;
+ if CTime <=STime+10 then j:=CTime-STime else j:=10;
+ if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
+ glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
+
+ if (CTime >= STime+10) and (CTime<=STime+12) then begin
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ end;
+
+ glPushMatrix;
+ gltranslatef(223,329,0);
+ if CTime <= STime+10 then begin
+ gltranslatef(((CTime-STime)*21.0)-210,0,0);
+ end;
+ if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
+ j:=(CTime-(STime+Delay-10))*21;
+ gltranslatef(j,-j/2,0);
+ end;
+ glBindTexture(GL_TEXTURE_2D, credits_canni.TexNum);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(-163, -129);
+ glTexCoord2f(0,1);glVertex2f(-163, 129);
+ glTexCoord2f(1,1); glVertex2f(163, 129);
+ glTexCoord2f(1,0);glVertex2f(163, -129);
+ glEnd;
+ gldisable(gl_texture_2d);
+ gldisable(GL_BLEND);
+ glPopMatrix;
+ end;
+
+// Commandio (von unten reinklappen, nach rechts oben rausklappen)
+ STime:=Timings[12]-10;
+ Delay:=Timings[13]-Timings[12];
+ if CTime > STime then
+ begin
+ k:=0;
+ ESC_Alpha:=20;
+
+ try
+ for j:=0 to 40 do
+ begin
+ if ( j < length( Data ) ) AND
+ ( k < length( Data ) ) then
+ begin
+ if Data[j] >= Data[k] then
+ k:=j;
+ end;
+ end;
+ except
+ end;
+
+
+ if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
+ if ESC_Alpha >20 then ESC_Alpha:=20;
+ if ((CTime-STime)<20) then ESC_Alpha:=20;
+ if CTime <=STime+10 then j:=CTime-STime else j:=10;
+ if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
+ glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
+
+ if (CTime >= STime+10) and (CTime<=STime+12) then begin
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ end;
+
+ glPushMatrix;
+ gltranslatef(223,329,0);
+ if CTime <= STime+10 then
+ f:=258.0-25.8*(CTime-STime)
+ else
+ f:=0;
+ g:=0;
+ if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
+ j:=CTime-(STime+Delay-10);
+ g:=32.6*j;
+ end;
+ glBindTexture(GL_TEXTURE_2D, credits_commandio.TexNum);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(-163+g-f*1.5, -129+f*1.5-g/2);
+ glTexCoord2f(0,1);glVertex2f(-163+g*1.5, 129-(g*1.5*258/326));
+ glTexCoord2f(1,1); glVertex2f(163+g, 129+g/4);
+ glTexCoord2f(1,0);glVertex2f(163+f*1.5+g/4, -129+f*1.5-g/4);
+ glEnd;
+ gldisable(gl_texture_2d);
+ gldisable(GL_BLEND);
+ glPopMatrix;
+ end;
+
+// lazy joker (just scrolls from left to right, no twinkling stars, no on-beat flashing)
+ STime:=Timings[13]-35;
+ Delay:=Timings[14]-Timings[13]+5;
+ if CTime > STime then
+ begin
+ k:=0;
+
+ try
+ for j:=0 to 40 do
+ begin
+ if ( j < length( Data ) ) AND
+ ( k < length( Data ) ) then
+ begin
+ if Data[j] >= Data[k] then
+ k:=j;
+ end;
+ end;
+ except
+ end;
+
+
+ if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
+ if ESC_Alpha >20 then ESC_Alpha:=20;
+ if ((CTime-STime)>10) and ((CTime-STime)<20) then ESC_Alpha:=20;
+ ESC_Alpha:=10;
+ f:=CTime-STime;
+ if CTime <=STime+40 then j:=CTime-STime else j:=40;
+ if (CTime >=STime+Delay-40) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
+ glColor4f(1, 1, 1, ESC_Alpha/20*j*j/1600);
+
+ glPushMatrix;
+ gltranslatef(180+(f-70),329,0);
+ glBindTexture(GL_TEXTURE_2D, credits_lazyjoker.TexNum);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(-163, -129);
+ glTexCoord2f(0,1);glVertex2f(-163, 129);
+ glTexCoord2f(1,1); glVertex2f(163, 129);
+ glTexCoord2f(1,0);glVertex2f(163, -129);
+ glEnd;
+ gldisable(gl_texture_2d);
+ gldisable(GL_BLEND);
+ glPopMatrix;
+ end;
+
+// Mog (von links reinklappen, nach rechts unten rausklappen)
+ STime:=Timings[14]-10;
+ Delay:=Timings[15]-Timings[14]+5;
+ if CTime > STime then
+ begin
+ k:=0;
+ ESC_Alpha:=20;
+
+
+ try
+ for j:=0 to 40 do
+ begin
+ if ( j < length( Data ) ) AND
+ ( k < length( Data ) ) then
+ begin
+ if Data[j] >= Data[k] then
+ k:=j;
+ end;
+ end;
+ except
+ end;
+
+
+ if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
+ if ESC_Alpha >20 then ESC_Alpha:=20;
+ if ((CTime-STime)<20) then ESC_Alpha:=20;
+ if CTime <=STime+10 then j:=CTime-STime else j:=10;
+ if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
+ glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
+
+ if (CTime >= STime+10) and (CTime<=STime+12) then begin
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ end;
+
+ glPushMatrix;
+ gltranslatef(223,329,0);
+ if CTime <= STime+10 then
+ f:=326.0-32.6*(CTime-STime)
+ else
+ f:=0;
+
+ g:=0;
+ if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
+ j:=CTime-(STime+Delay-10);
+ g:=32.6*j;
+ end;
+ glBindTexture(GL_TEXTURE_2D, credits_mog.TexNum);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(-163+g*1.5, -129+g*1.5);
+ glTexCoord2f(0,1);glVertex2f(-163+g*1.2, 129+g);
+ glTexCoord2f(1,1); glVertex2f(163-f+g/2, 129+f*1.5+g/4);
+ glTexCoord2f(1,0);glVertex2f(163-f+g*1.5, -129-f*1.5);
+ glEnd;
+ gldisable(gl_texture_2d);
+ gldisable(GL_BLEND);
+ glPopMatrix;
+ end;
+
+// Mota (von rechts oben reindrehen, nach links unten rausschieben und verkleinern und dabei drehen)
+ STime:=Timings[15]-10;
+ Delay:=Timings[16]-Timings[15]+5;
+ if CTime > STime then
+ begin
+ k:=0;
+ ESC_Alpha:=20;
+
+ try
+ for j:=0 to 40 do
+ begin
+ if ( j < length( Data ) ) AND
+ ( k < length( Data ) ) then
+ begin
+ if Data[j] >= Data[k] then
+ k:=j;
+ end;
+ end;
+ except
+ end;
+
+
+ if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
+ if ESC_Alpha >20 then ESC_Alpha:=20;
+ if ((CTime-STime)<20) then ESC_Alpha:=20;
+ if CTime <=STime+10 then j:=CTime-STime else j:=10;
+ if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
+ glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
+
+ if (CTime >= STime+10) and (CTime<=STime+12) then begin
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ end;
+
+ glPushMatrix;
+ gltranslatef(223,329,0);
+ if CTime <= STime+10 then begin
+ gltranslatef(223,0,0);
+ glrotatef((10-(CTime-STime))*9,0,0,1);
+ gltranslatef(-223,0,0);
+ end;
+ if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
+ j:=CTime-(STime+Delay-10);
+ f:=j*10.0;
+ gltranslatef(-f*2,-f,0);
+ glscalef(1-j/10,1-j/10,1-j/10);
+ glrotatef(-j*9.0,0,0,1);
+ end;
+ glBindTexture(GL_TEXTURE_2D, credits_mota.TexNum);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(-163, -129);
+ glTexCoord2f(0,1);glVertex2f(-163, 129);
+ glTexCoord2f(1,1); glVertex2f(163, 129);
+ glTexCoord2f(1,0);glVertex2f(163, -129);
+ glEnd;
+ gldisable(gl_texture_2d);
+ gldisable(GL_BLEND);
+ glPopMatrix;
+ end;
+
+// Skillmaster (von rechts unten reinschieben, nach rechts oben rausdrehen)
+ STime:=Timings[16]-10;
+ Delay:=Timings[17]-Timings[16]+5;
+ if CTime > STime then
+ begin
+ k:=0;
+ ESC_Alpha:=20;
+
+ try
+ for j:=0 to 40 do
+ begin
+ if ( j < length( Data ) ) AND
+ ( k < length( Data ) ) then
+ begin
+ if Data[j] >= Data[k] then
+ k:=j;
+ end;
+ end;
+ except
+ end;
+
+
+ if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
+ if ESC_Alpha >20 then ESC_Alpha:=20;
+ if ((CTime-STime)<20) then ESC_Alpha:=20;
+ if CTime <=STime+10 then j:=CTime-STime else j:=10;
+ if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
+ glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
+
+ if (CTime >= STime+10) and (CTime<=STime+12) then begin
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ end;
+
+ glPushMatrix;
+ gltranslatef(223,329,0);
+ if CTime <= STime+10 then begin
+ j:=STime+10-CTime;
+ f:=j*10.0;
+ gltranslatef(+f*2,+f/2,0);
+ end;
+ if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
+ j:=CTime-(STime+Delay-10);
+ gltranslatef(0,-223,0);
+ glrotatef(integer(j)*-9,0,0,1);
+ gltranslatef(0,223,0);
+ glrotatef(j*9,0,0,1);
+ end;
+ glBindTexture(GL_TEXTURE_2D, credits_skillmaster.TexNum);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(-163, -129);
+ glTexCoord2f(0,1);glVertex2f(-163, 129);
+ glTexCoord2f(1,1); glVertex2f(163, 129);
+ glTexCoord2f(1,0);glVertex2f(163, -129);
+ glEnd;
+ gldisable(gl_texture_2d);
+ gldisable(GL_BLEND);
+ glPopMatrix;
+ end;
+
+// WhiteShark (von links unten reinklappen, nach rechts oben rausklappen)
+ STime:=Timings[17]-10;
+ Delay:=Timings[18]-Timings[17];
+ if CTime > STime then
+ begin
+ k:=0;
+ ESC_Alpha:=20;
+
+ try
+ for j:=0 to 40 do
+ begin
+ if ( j < length( Data ) ) AND
+ ( k < length( Data ) ) then
+ begin
+ if Data[j] >= Data[k] then
+ k:=j;
+ end;
+ end;
+ except
+ end;
+
+
+ if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
+ if ESC_Alpha >20 then ESC_Alpha:=20;
+ if ((CTime-STime)<20) then ESC_Alpha:=20;
+ if CTime <=STime+10 then j:=CTime-STime else j:=10;
+ if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
+ glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
+
+ if (CTime >= STime+10) and (CTime<=STime+12) then begin
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ end;
+
+ glPushMatrix;
+ gltranslatef(223,329,0);
+ if CTime <= STime+10 then
+ f:=326.0-32.6*(CTime-STime)
+ else
+ f:=0;
+
+ if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
+ j:=CTime-(STime+Delay-10);
+ g:=32.6*j;
+ end else
+ g:=0;
+ glBindTexture(GL_TEXTURE_2D, credits_whiteshark.TexNum);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(-163-f+g, -129+f/4-g/2);
+ glTexCoord2f(0,1);glVertex2f(-163-f/4+g, 129+g/2+f/4);
+ glTexCoord2f(1,1); glVertex2f(163-f*1.2+g/4, 129+f/2-g/4);
+ glTexCoord2f(1,0);glVertex2f(163-f*1.5+g/4, -129+f*1.5+g/4);
+ glEnd;
+ gldisable(gl_texture_2d);
+ gldisable(GL_BLEND);
+ glPopMatrix;
+ end;
+
+
+ Log.LogStatus('',' JB-103');
+
+// ####################################################################
+// do some twinkle stuff (kinda on beat)
+ if (CTime > Timings[8] ) and
+ (CTime < Timings[19] ) then
+ begin
+ k := 0;
+
+ try
+ for j:=0 to 40 do
+ begin
+ if ( j < length( Data ) ) AND
+ ( k < length( Data ) ) then
+ begin
+ if Data[j] >= Data[k] then
+ k:=j;
+ end;
+ end;
+ except
+ end;
+
+ if Data[k]>0.2 then
+ begin
+ l := RandomRange(6,16);
+ j := RandomRange(0,27);
+
+ GoldenRec.Spawn(myLogoCoords[j,0], myLogoCoords[j,1], 16-l, l, 0, -1, PerfectNote, 0);
+ end;
+ end;
+
+//#################################################
+// draw the rest of the main screen (girl and logo
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glColor4f(1, 1, 1, 1);
+ glBindTexture(GL_TEXTURE_2D, credits_bg_ovl.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(800-393, 0);
+ glTexCoord2f(0,600/1024);glVertex2f(800-393, 600);
+ glTexCoord2f(393/512,600/1024); glVertex2f(800, 600);
+ glTexCoord2f(393/512,0);glVertex2f(800, 0);
+ glEnd;
+{ glBindTexture(GL_TEXTURE_2D, credits_bg_logo.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(0, 0);
+ glTexCoord2f(0,112/128);glVertex2f(0, 112);
+ glTexCoord2f(497/512,112/128); glVertex2f(497, 112);
+ glTexCoord2f(497/512,0);glVertex2f(497, 0);
+ glEnd;
+}
+ gldisable(gl_texture_2d);
+ glDisable(GL_BLEND);
+
+ // fade out at end of main part
+ if Ctime > Timings[19] then
+ begin
+ glColor4f(0,0,0,(Ctime-Timings[19])/(Timings[20]-Timings[19]));
+ glEnable(GL_BLEND);
+ glBegin(GL_QUADS);
+ glVertex2f(0,0);
+ glVertex2f(0,600);
+ glVertex2f(800,600);
+ glVertex2f(800,0);
+ glEnd;
+ glDisable(GL_BLEND);
+ end;
+ end
+ else
+ if (CRDTS_Stage=Outro) then
+ begin
+ if CTime=Timings[20] then begin
+ CTime_hold:=0;
+ AudioPlayback.Stop;
+ AudioPlayback.Open(soundpath + 'credits-outro-tune.mp3');
+ AudioPlayback.Play;
+ AudioPlayback.SetVolume(20);
+ AudioPlayback.SetLoop(True);
+ end;
+ if CTime_hold > 231 then begin
+ AudioPlayback.Play;
+ Ctime_hold:=0;
+ end;
+ glClearColor(0,0,0,0);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+
+ // do something useful
+ // outro background
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ glColor4f(1, 1, 1, 1);
+ glBindTexture(GL_TEXTURE_2D, outro_bg.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(0, 0);
+ glTexCoord2f(0,600/1024);glVertex2f(0, 600);
+ glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600);
+ glTexCoord2f(800/1024,0);glVertex2f(800, 0);
+ glEnd;
+
+ //outro overlays
+ glColor4f(1, 1, 1, (1+sin(CTime/15))/3+1/3);
+ glBindTexture(GL_TEXTURE_2D, outro_esc.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(0, 0);
+ glTexCoord2f(0,223/256);glVertex2f(0, 223);
+ glTexCoord2f(487/512,223/256); glVertex2f(487, 223);
+ glTexCoord2f(487/512,0);glVertex2f(487, 0);
+ glEnd;
+
+ ESC_Alpha:=20;
+ if (RandomRange(0,20) > 18) and (ESC_Alpha=20) then
+ ESC_Alpha:=0
+ else inc(ESC_Alpha);
+ if ESC_Alpha > 20 then ESC_Alpha:=20;
+ glColor4f(1, 1, 1, ESC_Alpha/20);
+ glBindTexture(GL_TEXTURE_2D, outro_exd.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(800-310, 600-247);
+ glTexCoord2f(0,247/256);glVertex2f(800-310, 600);
+ glTexCoord2f(310/512,247/256); glVertex2f(800, 600);
+ glTexCoord2f(310/512,0);glVertex2f(800, 600-247);
+ glEnd;
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+
+ // outro scrollers?
+ // ...
+ end;
+
+{ // draw credits runtime counter
+ SetFontStyle (2);
+ SetFontItalic(False);
+ SetFontSize(9);
+ SetFontPos (5, 5);
+ glColor4f(1, 1, 1, 1);
+// RuntimeStr:='CTime: '+inttostr(floor(CTime/30.320663991914489602156136106092))+'.'+inttostr(floor(CTime/3.0320663991914489602156136106092)-floor(CTime/30.320663991914489602156136106092)*10);
+ RuntimeStr:='CTime: '+inttostr(CTime);
+ glPrint (Addr(RuntimeStr[1]));
+}
+
+
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glColor4f(1, 1, 1, 1);
+ glBindTexture(GL_TEXTURE_2D, myTex);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(100, 100);
+ glTexCoord2f(0,1);glVertex2f(100, 200);
+ glTexCoord2f(1,1); glVertex2f(200, 200);
+ glTexCoord2f(1,0);glVertex2f(200, 100);
+ glEnd;
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+
+
+ // make the stars shine
+ GoldenRec.Draw;
+end;
+
+end.
diff --git a/Game/Code/Screens/UScreenEdit.pas b/Game/Code/Screens/UScreenEdit.pas
index 49adb994..00feddbf 100644
--- a/Game/Code/Screens/UScreenEdit.pas
+++ b/Game/Code/Screens/UScreenEdit.pas
@@ -38,7 +38,7 @@ begin
SDLK_ESCAPE,
SDLK_BACKSPACE :
begin
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenMain);
// Result := false;
end;
@@ -46,7 +46,7 @@ begin
begin
if Interaction = 0 then
begin
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
FadeTo(@ScreenEditConvert);
end;
// if Interaction = 1 then begin
@@ -56,7 +56,7 @@ begin
if Interaction = 1 then
begin
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenMain);
end;
end;
diff --git a/Game/Code/Screens/UScreenEditConvert.pas b/Game/Code/Screens/UScreenEditConvert.pas
index a523afd2..304c2259 100644
--- a/Game/Code/Screens/UScreenEditConvert.pas
+++ b/Game/Code/Screens/UScreenEditConvert.pas
@@ -121,7 +121,7 @@ begin
{$IFDEF UseMIDIPort}
MidiFile.StopPlaying;
{$ENDIF}
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenEdit);
end;
@@ -129,7 +129,7 @@ begin
begin
if Interaction = 0 then
begin
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
ScreenOpen.BackScreen := @ScreenEditConvert;
FadeTo(@ScreenOpen);
end;
diff --git a/Game/Code/Screens/UScreenEditSub.pas b/Game/Code/Screens/UScreenEditSub.pas
index 57d6777e..4d971c63 100644
--- a/Game/Code/Screens/UScreenEditSub.pas
+++ b/Game/Code/Screens/UScreenEditSub.pas
@@ -1277,7 +1277,7 @@ begin
for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do
if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = AktBeat) then
begin
- AudioPlayback.PlayClick;
+ AudioPlayback.PlaySound(SoundLib.Click);
LastClick := AktBeat;
end;
end;
diff --git a/Game/Code/Screens/UScreenLevel.pas b/Game/Code/Screens/UScreenLevel.pas
index e5deb6ba..16e24027 100644
--- a/Game/Code/Screens/UScreenLevel.pas
+++ b/Game/Code/Screens/UScreenLevel.pas
@@ -38,7 +38,7 @@ begin
SDLK_ESCAPE,
SDLK_BACKSPACE :
begin
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenName);
end;
@@ -46,7 +46,7 @@ begin
begin
Ini.Difficulty := Interaction;
Ini.SaveLevel;
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
//Set Standard Mode
ScreenSong.Mode := smNormal;
FadeTo(@ScreenSong);
diff --git a/Game/Code/Screens/UScreenMain.pas b/Game/Code/Screens/UScreenMain.pas
index a4dc5f0d..5824d9fe 100644
--- a/Game/Code/Screens/UScreenMain.pas
+++ b/Game/Code/Screens/UScreenMain.pas
@@ -94,7 +94,7 @@ begin
//Credits_Y := 600;
//Credits_Alpha := 0;
//Credits_Visible := True;
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
FadeTo(@ScreenCredits);
end;
end;
@@ -102,20 +102,20 @@ begin
begin
if (Ini.Players >= 1) AND (Length(DLLMan.Plugins)>=1) then
begin
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
FadeTo(@ScreenPartyOptions);
end;
end;
SDLK_S:
begin
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
FadeTo(@ScreenStatMain);
end;
SDLK_E:
begin
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
FadeTo(@ScreenEdit);
end;
@@ -126,7 +126,7 @@ begin
begin
if (Songs.SongList.Count >= 1) then
begin
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
if (Ini.Players >= 0) and (Ini.Players <= 3) then PlayersPlay := Ini.Players + 1;
if (Ini.Players = 4) then PlayersPlay := 6;
@@ -144,7 +144,7 @@ begin
begin
if (Length(DLLMan.Plugins)>=1) then
begin
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
FadeTo(@ScreenPartyOptions);
end
else //show error message, No Plugins Loaded
@@ -157,21 +157,21 @@ begin
//Stats
if Interaction = 2 then
begin
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
FadeTo(@ScreenStatMain);
end;
//Editor
if Interaction = 3 then
begin
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
FadeTo(@ScreenEdit);
end;
//Options
if Interaction = 4 then
begin
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
FadeTo(@ScreenOptions);
end;
diff --git a/Game/Code/Screens/UScreenName.pas b/Game/Code/Screens/UScreenName.pas
index 76e79a3b..f33d6409 100644
--- a/Game/Code/Screens/UScreenName.pas
+++ b/Game/Code/Screens/UScreenName.pas
@@ -158,7 +158,7 @@ begin
SDLK_ESCAPE :
begin
Ini.SaveNames;
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
if GoTo_SingScreen then
FadeTo(@ScreenSong)
else
@@ -170,7 +170,7 @@ begin
for I := 1 to 6 do
Ini.Name[I-1] := Button[I-1].Text[0].Text;
Ini.SaveNames;
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
if GoTo_SingScreen then
FadeTo(@ScreenSing)
diff --git a/Game/Code/Screens/UScreenOpen.pas b/Game/Code/Screens/UScreenOpen.pas
index 30404d6e..5d78fb31 100644
--- a/Game/Code/Screens/UScreenOpen.pas
+++ b/Game/Code/Screens/UScreenOpen.pas
@@ -59,7 +59,7 @@ begin
begin
//Empty Filename and go to last Screen
FileName := '';
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(BackScreen);
end;
@@ -68,14 +68,14 @@ begin
if (Interaction = 2) then begin
//Update Filename and go to last Screen
FileName := Text[TextN].Text;
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(BackScreen);
end
else if (Interaction = 1) then
begin
//Empty Filename and go to last Screen
FileName := '';
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(BackScreen);
end;
end;
diff --git a/Game/Code/Screens/UScreenOptions.pas b/Game/Code/Screens/UScreenOptions.pas
index bcd781cc..4e39fe21 100644
--- a/Game/Code/Screens/UScreenOptions.pas
+++ b/Game/Code/Screens/UScreenOptions.pas
@@ -38,57 +38,57 @@ begin
SDLK_BACKSPACE :
begin
Ini.Save;
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenMain);
end;
SDLK_RETURN:
begin
if SelInteraction = 0 then
begin
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
FadeTo(@ScreenOptionsGame);
end;
if SelInteraction = 1 then
begin
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
FadeTo(@ScreenOptionsGraphics);
end;
if SelInteraction = 2 then
begin
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
FadeTo(@ScreenOptionsSound);
end;
if SelInteraction = 3 then
begin
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
FadeTo(@ScreenOptionsLyrics);
end;
if SelInteraction = 4 then
begin
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
FadeTo(@ScreenOptionsThemes);
end;
if SelInteraction = 5 then
begin
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
FadeTo(@ScreenOptionsRecord);
end;
if SelInteraction = 6 then
begin
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
FadeTo(@ScreenOptionsAdvanced);
end;
if SelInteraction = 7 then
begin
Ini.Save;
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenMain);
end;
end;
diff --git a/Game/Code/Screens/UScreenOptionsAdvanced.pas b/Game/Code/Screens/UScreenOptionsAdvanced.pas
index 0d40b7ec..e2c30bf1 100644
--- a/Game/Code/Screens/UScreenOptionsAdvanced.pas
+++ b/Game/Code/Screens/UScreenOptionsAdvanced.pas
@@ -34,7 +34,7 @@ begin
SDLK_BACKSPACE :
begin
Ini.Save;
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenOptions);
end;
SDLK_RETURN:
@@ -43,7 +43,7 @@ begin
//if SelInteraction = 7 then begin
if SelInteraction = 6 then begin
Ini.Save;
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenOptions);
end;
end;
@@ -56,7 +56,7 @@ begin
//SelectLoadAnimation Hidden because it is useless atm
//if (SelInteraction >= 0) and (SelInteraction <= 6) then begin
if (SelInteraction >= 0) and (SelInteraction <= 5) then begin
- AudioPlayback.PlayOption;
+ AudioPlayback.PlaySound(SoundLib.Option);
InteractInc;
end;
end;
@@ -65,7 +65,7 @@ begin
//SelectLoadAnimation Hidden because it is useless atm
//if (SelInteraction >= 0) and (SelInteraction <= 6) then begin
if (SelInteraction >= 0) and (SelInteraction <= 5) then begin
- AudioPlayback.PlayOption;
+ AudioPlayback.PlaySound(SoundLib.Option);
InteractDec;
end;
end;
diff --git a/Game/Code/Screens/UScreenOptionsGame.pas b/Game/Code/Screens/UScreenOptionsGame.pas
index 6cd0a20c..15b538a5 100644
--- a/Game/Code/Screens/UScreenOptionsGame.pas
+++ b/Game/Code/Screens/UScreenOptionsGame.pas
@@ -35,14 +35,14 @@ begin
SDLK_ESCAPE,
SDLK_BACKSPACE :
begin
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
RefreshSongs;
FadeTo(@ScreenOptions);
end;
SDLK_RETURN:
begin
if SelInteraction = 6 then begin
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
RefreshSongs;
FadeTo(@ScreenOptions);
end;
@@ -55,7 +55,7 @@ begin
begin
if (SelInteraction >= 0) and (SelInteraction <= 5) then
begin
- AudioPlayback.PlayOption;
+ AudioPlayback.PlaySound(SoundLib.Option);
InteractInc;
end;
end;
@@ -63,7 +63,7 @@ begin
begin
if (SelInteraction >= 0) and (SelInteraction <= 5) then
begin
- AudioPlayback.PlayOption;
+ AudioPlayback.PlaySound(SoundLib.Option);
InteractDec;
end;
end;
diff --git a/Game/Code/Screens/UScreenOptionsGraphics.pas b/Game/Code/Screens/UScreenOptionsGraphics.pas
index 947d506b..4ceeeb32 100644
--- a/Game/Code/Screens/UScreenOptionsGraphics.pas
+++ b/Game/Code/Screens/UScreenOptionsGraphics.pas
@@ -34,7 +34,7 @@ begin
SDLK_BACKSPACE :
begin
Ini.Save;
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenOptions);
end;
SDLK_RETURN:
@@ -44,7 +44,7 @@ begin
end;}
if SelInteraction = 5 then begin
Ini.Save;
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenOptions);
end;
end;
@@ -55,14 +55,14 @@ begin
SDLK_RIGHT:
begin
if (SelInteraction >= 0) and (SelInteraction <= 4) then begin
- AudioPlayback.PlayOption;
+ AudioPlayback.PlaySound(SoundLib.Option);
InteractInc;
end;
end;
SDLK_LEFT:
begin
if (SelInteraction >= 0) and (SelInteraction <= 4) then begin
- AudioPlayback.PlayOption;
+ AudioPlayback.PlaySound(SoundLib.Option);
InteractDec;
end;
end;
diff --git a/Game/Code/Screens/UScreenOptionsLyrics.pas b/Game/Code/Screens/UScreenOptionsLyrics.pas
index 8d70eec9..7275efed 100644
--- a/Game/Code/Screens/UScreenOptionsLyrics.pas
+++ b/Game/Code/Screens/UScreenOptionsLyrics.pas
@@ -34,14 +34,14 @@ begin
SDLK_BACKSPACE :
begin
Ini.Save;
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenOptions);
end;
SDLK_RETURN:
begin
if SelInteraction = 3 then begin
Ini.Save;
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenOptions);
end;
end;
@@ -52,14 +52,14 @@ begin
SDLK_RIGHT:
begin
if (SelInteraction >= 0) and (SelInteraction <= 2) then begin
- AudioPlayback.PlayOption;
+ AudioPlayback.PlaySound(SoundLib.Option);
InteractInc;
end;
end;
SDLK_LEFT:
begin
if (SelInteraction >= 0) and (SelInteraction <= 2) then begin
- AudioPlayback.PlayOption;
+ AudioPlayback.PlaySound(SoundLib.Option);
InteractDec;
end;
end;
diff --git a/Game/Code/Screens/UScreenOptionsRecord.pas b/Game/Code/Screens/UScreenOptionsRecord.pas
index 65d016c7..130c3551 100644
--- a/Game/Code/Screens/UScreenOptionsRecord.pas
+++ b/Game/Code/Screens/UScreenOptionsRecord.pas
@@ -1,212 +1,232 @@
-unit UScreenOptionsRecord;
-
-interface
-
-{$I switches.inc}
-
-uses
- UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes;
-
-type
- TScreenOptionsRecord = class(TMenu)
- private
- SelectSlideInput: integer;
- SelectSlideChannelL: integer;
- SelectSlideChannelR: integer;
- public
- constructor Create; override;
- function Draw: boolean; override;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- procedure onShow; override;
- procedure onHide; override;
- procedure UpdateCard;
- end;
-
-implementation
-
-uses SysUtils,
- UGraphic,
- URecord,
- UDraw,
- UMain,
- ULog;
-
-function TScreenOptionsRecord.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
-begin
- Result := true;
- If (PressedDown) Then
- begin // Key Down
- case PressedKey of
- SDLK_Q:
- begin
- Result := false;
- end;
- SDLK_ESCAPE,
- SDLK_BACKSPACE:
- begin
- Ini.Save;
- AudioPlayback.PlayBack;
- FadeTo(@ScreenOptions);
- end;
- SDLK_RETURN:
- begin
- if SelInteraction = 5 then begin
- Ini.Save;
- AudioPlayback.PlayBack;
- FadeTo(@ScreenOptions);
- end;
- end;
- SDLK_DOWN:
- InteractNext;
- SDLK_UP :
- InteractPrev;
- SDLK_RIGHT:
- begin
- if (SelInteraction >= 0) and (SelInteraction <= 4) then begin
- AudioPlayback.PlayOption;
- InteractInc;
- end;
-// if SelInteraction = 0 then UpdateCard;
- UpdateCard;
- end;
- SDLK_LEFT:
- begin
- if (SelInteraction >= 0) and (SelInteraction <= 4) then begin
- AudioPlayback.PlayOption;
- InteractDec;
- end;
- UpdateCard;
-// if SelInteraction = 0 then UpdateCard;
- end;
- end;
- end;
-end;
-
-constructor TScreenOptionsRecord.Create;
-var
- I: integer;
- SC: integer;
- SCI: integer;
-begin
- inherited Create;
-
- LoadFromTheme(Theme.OptionsRecord);
-
- SetLength(ICard, Length(AudioInputProcessor.SoundCard));
- for SC := 0 to High(AudioInputProcessor.SoundCard) do
- ICard[SC] := AudioInputProcessor.SoundCard[SC].Description;
-
- if (Length(AudioInputProcessor.SoundCard) > 0) then
- begin
- SetLength(IInput, Length(AudioInputProcessor.SoundCard[Ini.Card].Input));
- for SCI := 0 to High(AudioInputProcessor.SoundCard[Ini.Card].Input) do
- IInput[SCI] := AudioInputProcessor.SoundCard[Ini.Card].Input[SCI].Name;
-
-
- AddSelectSlide(Theme.OptionsRecord.SelectSlideCard, Ini.Card, ICard);
-
- SelectSlideInput := AddSelectSlide(Theme.OptionsRecord.SelectSlideInput, Ini.CardList[0].Input, IInput);
- SelectSlideChannelL := AddSelectSlide(Theme.OptionsRecord.SelectSlideChannelL, Ini.CardList[0].ChannelL, IChannel);
- SelectSlideChannelR := AddSelectSlide(Theme.OptionsRecord.SelectSlideChannelR, Ini.CardList[0].ChannelR, IChannel);
-
- AddSelect(Theme.OptionsSound.SelectMicBoost, Ini.MicBoost, IMicBoost);
- end;
-
- AddButton(Theme.OptionsRecord.ButtonExit);
- if (Length(Button[0].Text)=0) then
- AddButtonText(14, 20, Theme.Options.Description[7]);
-
- Interaction := 0;
-end;
-
-procedure TScreenOptionsRecord.onShow;
-begin
- Interaction := 0;
- writeln( 'AudioInput.CaptureStart') ;
-
- PlayersPlay := 2; // TODO : This needs fixing
- AudioInput.CaptureStart;
-
-end;
-
-procedure TScreenOptionsRecord.onHide;
-begin
- AudioInput.CaptureStop;
-end;
-
-procedure TScreenOptionsRecord.UpdateCard;
-var
- SC: integer;
- SCI: integer;
-begin
- writeln( 'Update Card') ;
- AudioInput.CaptureStop;
- try
- SC := Ini.Card;
- // if SC = 1 then beep;
-
- SetLength(IInput, Length(AudioInputProcessor.SoundCard[SC].Input));
- for SCI := 0 to High(AudioInputProcessor.SoundCard[SC].Input) do begin
- IInput[SCI] := AudioInputProcessor.SoundCard[SC].Input[SCI].Name;
- // Log.LogError(IInput[SCI]);
- end;
-
-
- UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideInput, SelectSlideInput, IInput, Ini.CardList[SC].Input);
- UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideChannelL, SelectSlideChannelL, IChannel, Ini.CardList[SC].ChannelL);
- UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideChannelR, SelectSlideChannelR, IChannel, Ini.CardList[SC].ChannelR);
-
- finally
- AudioInput.CaptureStart;
- end;
-end;
-
-function TScreenOptionsRecord.Draw: boolean;
-begin
- DrawBG;
- DrawFG;
-
- // TODO : this needs to be positioned correctly
- if PlayersPlay = 1 then
- SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
-
- if PlayersPlay = 2 then begin
- SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
- SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1);
- end;
-
- if PlayersPlay = 4 then begin
- if ScreenAct = 1 then begin
- SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
- SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1);
- end;
- if ScreenAct = 2 then begin
- SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 2);
- SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 3);
- end;
- end;
-
- if PlayersPlay = 3 then begin
- SingDrawOscilloscope(75 + 10*ScreenX, 95, 100, 20, 0);
- SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1);
- SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2);
- end;
-
- if PlayersPlay = 6 then begin
- if ScreenAct = 1 then begin
- SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 0);
- SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1);
- SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2);
- end;
- if ScreenAct = 2 then begin
- SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 3);
- SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 4);
- SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 5);
- end;
- end;
-
- Result := True;
-end;
-
-
-end.
+unit UScreenOptionsRecord;
+
+interface
+
+{$I switches.inc}
+
+uses
+ UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes;
+
+type
+ TScreenOptionsRecord = class(TMenu)
+ private
+ Card: integer; // current input device
+
+ SelectSlideInput: integer;
+ SelectSlideChannelL: integer;
+ SelectSlideChannelR: integer;
+ public
+ constructor Create; override;
+ function Draw: boolean; override;
+ function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
+ procedure onShow; override;
+ procedure onHide; override;
+ procedure UpdateCard;
+ end;
+
+implementation
+
+uses SysUtils,
+ UGraphic,
+ URecord,
+ UDraw,
+ UMain,
+ ULog;
+
+function TScreenOptionsRecord.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
+begin
+ Result := true;
+ If (PressedDown) Then
+ begin // Key Down
+ case PressedKey of
+ SDLK_Q:
+ begin
+ Result := false;
+ end;
+ SDLK_ESCAPE,
+ SDLK_BACKSPACE:
+ begin
+ Ini.Save;
+ AudioPlayback.PlaySound(SoundLib.Back);
+ FadeTo(@ScreenOptions);
+ end;
+ SDLK_RETURN:
+ begin
+ if SelInteraction = 5 then begin
+ Ini.Save;
+ AudioPlayback.PlaySound(SoundLib.Back);
+ FadeTo(@ScreenOptions);
+ end;
+ end;
+ SDLK_DOWN:
+ InteractNext;
+ SDLK_UP :
+ InteractPrev;
+ SDLK_RIGHT:
+ begin
+ if (SelInteraction >= 0) and (SelInteraction <= 4) then begin
+ AudioPlayback.PlaySound(SoundLib.Option);
+ InteractInc;
+ end;
+// if SelInteraction = 0 then UpdateCard;
+ UpdateCard;
+ end;
+ SDLK_LEFT:
+ begin
+ if (SelInteraction >= 0) and (SelInteraction <= 4) then begin
+ AudioPlayback.PlaySound(SoundLib.Option);
+ InteractDec;
+ end;
+ UpdateCard;
+// if SelInteraction = 0 then UpdateCard;
+ end;
+ end;
+ end;
+end;
+
+constructor TScreenOptionsRecord.Create;
+var
+ SC: integer;
+ SCI: integer;
+ InputDevice: TAudioInputDevice;
+ InputDeviceCfg: PInputDeviceConfig;
+begin
+ inherited Create;
+
+ Card := 0;
+
+ LoadFromTheme(Theme.OptionsRecord);
+
+ SetLength(ICard, Length(AudioInputProcessor.Device));
+ for SC := 0 to High(AudioInputProcessor.Device) do
+ ICard[SC] := AudioInputProcessor.Device[SC].Description;
+
+ if (Card > High(AudioInputProcessor.Device)) then
+ Card := 0;
+
+ if (Length(AudioInputProcessor.Device) > 0) then
+ begin
+ InputDevice := AudioInputProcessor.Device[Card];
+ InputDeviceCfg := @Ini.InputDeviceConfig[InputDevice.CfgIndex];
+
+ SetLength(IInput, Length(InputDevice.Source));
+ for SCI := 0 to High(InputDevice.Source) do
+ IInput[SCI] := InputDevice.Source[SCI].Name;
+
+ AddSelectSlide(Theme.OptionsRecord.SelectSlideCard, Card, ICard);
+
+ SelectSlideInput := AddSelectSlide(Theme.OptionsRecord.SelectSlideInput,
+ InputDeviceCfg^.Input, IInput);
+ SelectSlideChannelL := AddSelectSlide(Theme.OptionsRecord.SelectSlideChannelL,
+ InputDeviceCfg^.ChannelToPlayerMap[0], IChannel);
+ SelectSlideChannelR := AddSelectSlide(Theme.OptionsRecord.SelectSlideChannelR,
+ InputDeviceCfg^.ChannelToPlayerMap[1], IChannel);
+
+ AddSelect(Theme.OptionsSound.SelectMicBoost, Ini.MicBoost, IMicBoost);
+ end;
+
+ AddButton(Theme.OptionsRecord.ButtonExit);
+ if (Length(Button[0].Text)=0) then
+ AddButtonText(14, 20, Theme.Options.Description[7]);
+
+ Interaction := 0;
+end;
+
+procedure TScreenOptionsRecord.onShow;
+begin
+ Interaction := 0;
+ writeln( 'AudioInput.CaptureStart') ;
+
+ PlayersPlay := 2; // TODO : This needs fixing
+ AudioInput.CaptureStart;
+
+end;
+
+procedure TScreenOptionsRecord.onHide;
+begin
+ AudioInput.CaptureStop;
+end;
+
+procedure TScreenOptionsRecord.UpdateCard;
+var
+ SourceIndex: integer;
+ InputDevice: TAudioInputDevice;
+ InputDeviceCfg: PInputDeviceConfig;
+begin
+ Log.LogStatus('Update input-device', 'TScreenOptionsRecord.UpdateCard') ;
+
+ AudioInput.CaptureStop;
+
+ if (Card > High(AudioInputProcessor.Device)) then
+ Card := 0;
+
+ if (Length(AudioInputProcessor.Device) > 0) then
+ begin
+ InputDevice := AudioInputProcessor.Device[Card];
+ InputDeviceCfg := @Ini.InputDeviceConfig[InputDevice.CfgIndex];
+
+ SetLength(IInput, Length(InputDevice.Source));
+ for SourceIndex := 0 to High(InputDevice.Source) do begin
+ IInput[SourceIndex] := InputDevice.Source[SourceIndex].Name;
+ end;
+
+ UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideInput, SelectSlideInput, IInput,
+ InputDeviceCfg^.Input);
+ UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideChannelL, SelectSlideChannelL, IChannel,
+ InputDeviceCfg^.ChannelToPlayerMap[0]);
+ UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideChannelR, SelectSlideChannelR, IChannel,
+ InputDeviceCfg^.ChannelToPlayerMap[1]);
+ end;
+
+ AudioInput.CaptureStart;
+end;
+
+function TScreenOptionsRecord.Draw: boolean;
+begin
+ DrawBG;
+ DrawFG;
+
+ // TODO : this needs to be positioned correctly
+ if PlayersPlay = 1 then
+ SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
+
+ if PlayersPlay = 2 then begin
+ SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
+ SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1);
+ end;
+
+ if PlayersPlay = 4 then begin
+ if ScreenAct = 1 then begin
+ SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
+ SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1);
+ end;
+ if ScreenAct = 2 then begin
+ SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 2);
+ SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 3);
+ end;
+ end;
+
+ if PlayersPlay = 3 then begin
+ SingDrawOscilloscope(75 + 10*ScreenX, 95, 100, 20, 0);
+ SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1);
+ SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2);
+ end;
+
+ if PlayersPlay = 6 then begin
+ if ScreenAct = 1 then begin
+ SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 0);
+ SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1);
+ SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2);
+ end;
+ if ScreenAct = 2 then begin
+ SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 3);
+ SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 4);
+ SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 5);
+ end;
+ end;
+
+ Result := True;
+end;
+
+
+end.
diff --git a/Game/Code/Screens/UScreenOptionsSound.pas b/Game/Code/Screens/UScreenOptionsSound.pas
index 64a0413f..da5c6e90 100644
--- a/Game/Code/Screens/UScreenOptionsSound.pas
+++ b/Game/Code/Screens/UScreenOptionsSound.pas
@@ -34,14 +34,14 @@ begin
SDLK_BACKSPACE :
begin
Ini.Save;
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenOptions);
end;
SDLK_RETURN:
begin
if SelInteraction = 6 then begin
Ini.Save;
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenOptions);
end;
end;
@@ -52,14 +52,14 @@ begin
SDLK_RIGHT:
begin
if (SelInteraction >= 0) and (SelInteraction <= 6) then begin
- AudioPlayback.PlayOption;
+ AudioPlayback.PlaySound(SoundLib.Option);
InteractInc;
end;
end;
SDLK_LEFT:
begin
if (SelInteraction >= 0) and (SelInteraction <= 6) then begin
- AudioPlayback.PlayOption;
+ AudioPlayback.PlaySound(SoundLib.Option);
InteractDec;
end;
end;
diff --git a/Game/Code/Screens/UScreenOptionsThemes.pas b/Game/Code/Screens/UScreenOptionsThemes.pas
index 114a5e45..239f98fe 100644
--- a/Game/Code/Screens/UScreenOptionsThemes.pas
+++ b/Game/Code/Screens/UScreenOptionsThemes.pas
@@ -53,7 +53,7 @@ begin
UGraphic.UnLoadScreens();
UGraphic.LoadScreens();
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenOptions);
end;
SDLK_RETURN:
@@ -67,7 +67,7 @@ begin
UGraphic.UnLoadScreens();
UGraphic.LoadScreens();
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenOptions);
end;
end;
@@ -79,7 +79,7 @@ begin
begin
if (SelInteraction >= 0) and (SelInteraction <= 2) then
begin
- AudioPlayback.PlayOption;
+ AudioPlayback.PlaySound(SoundLib.Option);
InteractInc;
end;
end;
@@ -87,7 +87,7 @@ begin
begin
if (SelInteraction >= 0) and (SelInteraction <= 2) then
begin
- AudioPlayback.PlayOption;
+ AudioPlayback.PlaySound(SoundLib.Option);
InteractDec;
end;
end;
diff --git a/Game/Code/Screens/UScreenPartyNewRound.pas b/Game/Code/Screens/UScreenPartyNewRound.pas
index 2f07dcb0..198708cc 100644
--- a/Game/Code/Screens/UScreenPartyNewRound.pas
+++ b/Game/Code/Screens/UScreenPartyNewRound.pas
@@ -101,13 +101,13 @@ begin
SDLK_ESCAPE,
SDLK_BACKSPACE :
begin
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
CheckFadeTo(@ScreenMain,'MSG_END_PARTY');
end;
SDLK_RETURN:
begin
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
if DLLMan.Selected.LoadSong then
begin
//Select PartyMode ScreenSong
diff --git a/Game/Code/Screens/UScreenPartyOptions.pas b/Game/Code/Screens/UScreenPartyOptions.pas
index c8cb2bb5..1b5cf976 100644
--- a/Game/Code/Screens/UScreenPartyOptions.pas
+++ b/Game/Code/Screens/UScreenPartyOptions.pas
@@ -66,7 +66,7 @@ begin
SDLK_ESCAPE,
SDLK_BACKSPACE :
begin
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenMain);
end;
@@ -125,7 +125,7 @@ begin
// to-do : Party
//PartySession.StartNewParty(Rounds + 2);
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
//Go to Player Screen
FadeTo(@ScreenPartyPlayer);
end;
@@ -137,7 +137,7 @@ begin
SDLK_UP: InteractPrev;
SDLK_RIGHT:
begin
- AudioPlayback.PlayOption;
+ AudioPlayback.PlaySound(SoundLib.Option);
InteractInc;
//Change Playlist2 if Playlist is Changed
@@ -152,7 +152,7 @@ begin
end;
SDLK_LEFT:
begin
- AudioPlayback.PlayOption;
+ AudioPlayback.PlaySound(SoundLib.Option);
InteractDec;
//Change Playlist2 if Playlist is Changed
diff --git a/Game/Code/Screens/UScreenPartyPlayer.pas b/Game/Code/Screens/UScreenPartyPlayer.pas
index 3bd33a5c..68f76952 100644
--- a/Game/Code/Screens/UScreenPartyPlayer.pas
+++ b/Game/Code/Screens/UScreenPartyPlayer.pas
@@ -186,7 +186,7 @@ begin
SDLK_ESCAPE:
begin
Ini.SaveNames;
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenPartyOptions);
end;
diff --git a/Game/Code/Screens/UScreenPartyScore.pas b/Game/Code/Screens/UScreenPartyScore.pas
index 6215e65a..6b21323b 100644
--- a/Game/Code/Screens/UScreenPartyScore.pas
+++ b/Game/Code/Screens/UScreenPartyScore.pas
@@ -59,7 +59,7 @@ begin
SDLK_ESCAPE,
SDLK_BACKSPACE :
begin
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
{if (PartySession.CurRound < High(PartySession.Rounds)) then
FadeTo(@ScreenPartyNewRound)
else // to-do : Party
@@ -71,7 +71,7 @@ begin
SDLK_RETURN:
begin
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
// to-do : Party
{if (PartySession.CurRound < High(PartySession.Rounds)) then
FadeTo(@ScreenPartyNewRound)
diff --git a/Game/Code/Screens/UScreenPartyWin.pas b/Game/Code/Screens/UScreenPartyWin.pas
index d8a3bd71..5960db06 100644
--- a/Game/Code/Screens/UScreenPartyWin.pas
+++ b/Game/Code/Screens/UScreenPartyWin.pas
@@ -52,13 +52,13 @@ begin
SDLK_ESCAPE,
SDLK_BACKSPACE :
begin
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
FadeTo(@ScreenMain);
end;
SDLK_RETURN:
begin
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
FadeTo(@ScreenMain);
end;
end;
diff --git a/Game/Code/Screens/UScreenSing.pas b/Game/Code/Screens/UScreenSing.pas
index 5216477d..6a5b4e90 100644
--- a/Game/Code/Screens/UScreenSing.pas
+++ b/Game/Code/Screens/UScreenSing.pas
@@ -153,7 +153,7 @@ begin
//Sound[0].BufferLong
Finish;
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenScore);
end;
diff --git a/Game/Code/Screens/UScreenSingModi.pas b/Game/Code/Screens/UScreenSingModi.pas
index 7d2eba07..ed827ec8 100644
--- a/Game/Code/Screens/UScreenSingModi.pas
+++ b/Game/Code/Screens/UScreenSingModi.pas
@@ -75,6 +75,16 @@ type
//procedure Pause; //Pause Mod(Toggles Pause)
end;
+type
+ TCustomSoundEntry = record
+ Filename : String;
+ Stream : TAudioPlaybackStream;
+ end;
+
+var
+ //Custom Sounds
+ CustomSounds: array of TCustomSoundEntry;
+
//Procedured for Plugin
function LoadTex (const Name, Typ: PChar): TsmallTexture; stdcall;
//function Translate (const Name: PChar): PChar; stdcall;
@@ -101,7 +111,7 @@ begin
SDLK_BACKSPACE :
begin
Finish;
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenPartyScore);
end;
@@ -656,14 +666,34 @@ begin
end;
function LoadSound (const Name: PChar): Cardinal; stdcall; //Procedure that loads a Custom Sound
+var
+ S: TAudioPlaybackStream;
+ I: Integer;
+ F: String;
begin
- Result := AudioPlayback.LoadCustomSound(String(Name));
+ //Search for Sound in already loaded Sounds
+ F := UpperCase(SoundPath + FileName);
+ For I := 0 to High(CustomSounds) do
+ begin
+ if (UpperCase(CustomSounds[I].Filename) = F) then
+ begin
+ Result := I;
+ Exit;
+ end;
+ end;
+
+ S := AudioPlayback.OpenSound(SoundPath + String(Name));
+ if (S <> nil) then
+ Result := High(CustomSounds)
+ else
+ Result := 0;
end;
procedure PlaySound (const Index: Cardinal); stdcall; //Plays a Custom Sound
begin
- AudioPlayback.PlayCustomSound(Index);
+ if (Index <= High(CustomSounds)) then
+ AudioPlayback.PlaySound(CustomSounds[Index].Stream);
end;
end.
->>>>>>> .r429
+
diff --git a/Game/Code/Screens/UScreenSong.pas b/Game/Code/Screens/UScreenSong.pas
index 4773cdac..3be0be84 100644
--- a/Game/Code/Screens/UScreenSong.pas
+++ b/Game/Code/Screens/UScreenSong.pas
@@ -29,6 +29,11 @@ uses
type
TScreenSong = class(TMenu)
+ private
+ EqualizerData: TFFTData; // moved here to avoid stack overflows
+ EqualizerBands: array of Byte;
+ EqualizerTime: Cardinal;
+ EqualizerTime2: Byte;
public
TextArtist: integer;
TextTitle: integer;
@@ -52,10 +57,6 @@ type
is_jump: boolean; // Jump to Song Mod
is_jump_title:boolean; //Jump to SOng MOd-YTrue if search for Title
- EqualizerBands: array of Byte;
- EqualizerTime: Cardinal;
- EqualizerTime2: Byte;
-
//Party Mod
Mode: TSingMode;
@@ -270,7 +271,7 @@ begin
begin
SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2));
- AudioPlayback.PlayChange;
+ AudioPlayback.PlaySound(SoundLib.Change);
ChangeMusic;
SetScroll4;
@@ -291,7 +292,7 @@ begin
begin
SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2));
- AudioPlayback.PlayChange;
+ AudioPlayback.PlaySound(SoundLib.Change);
ChangeMusic;
SetScroll4;
@@ -369,7 +370,7 @@ begin
else
begin
AudioPlayback.Stop;
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenMain);
end;
@@ -379,7 +380,7 @@ begin
//When in party Mode then Ask before Close
else if (Mode = smPartyMode) then
begin
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
CheckFadeTo(@ScreenMain,'MSG_END_PARTY');
end;
end;
@@ -504,7 +505,7 @@ begin
FixSelected;
//Play Music:
- AudioPlayback.PlayChange;
+ AudioPlayback.PlaySound(SoundLib.Change);
ChangeMusic;
end;
@@ -547,7 +548,7 @@ begin
FixSelected;
//Play Music:
- AudioPlayback.PlayChange;
+ AudioPlayback.PlaySound(SoundLib.Change);
ChangeMusic;
end;
end;
@@ -559,7 +560,7 @@ begin
begin
if (Songs.SongList.Count > 0) AND (Mode = smNormal) then
begin
- AudioPlayback.PlayChange;
+ AudioPlayback.PlaySound(SoundLib.Change);
SelectNext;
// InteractNext;
// SongTarget := Interaction;
@@ -573,7 +574,7 @@ begin
SDLK_LEFT:
begin
if (Songs.SongList.Count > 0)AND (Mode = smNormal) then begin
- AudioPlayback.PlayChange;
+ AudioPlayback.PlaySound(SoundLib.Change);
SelectPrev;
ChangeMusic;
SetScroll4;
@@ -655,7 +656,7 @@ begin
begin
SkipTo(Random(CatSongs.VisibleSongs));
end;
- AudioPlayback.PlayChange;
+ AudioPlayback.PlaySound(SoundLib.Change);
ChangeMusic;
SetScroll4;
@@ -1804,7 +1805,6 @@ end;
procedure TScreenSong.DrawEqualizer;
var
- Data: TFFTData; //Audio Data
I, J: Integer;
Res: byte;
A, B: Integer;
@@ -1822,7 +1822,7 @@ begin
if (A <> EqualizerTime) then
begin
EqualizerTime := A;
- Data := AudioPlayback.GetFFTData;
+ AudioPlayback.GetFFTData(EqualizerData);
B := 0;
Pos := 0;
@@ -1850,23 +1850,23 @@ begin
end;
if I > 35 then
- Data[i] := Data[i] * 8
+ EqualizerData[i] := EqualizerData[i] * 8
else if I > 11 then
- Data[i] := Data[i] * 4.5
+ EqualizerData[i] := EqualizerData[i] * 4.5
else
- Data[i] := Data[i] * 1.1;
+ EqualizerData[i] := EqualizerData[i] * 1.1;
- if (Data[i] >= 1) then
- Data[i] := 0.9999999999999;
+ if (EqualizerData[i] >= 1) then
+ EqualizerData[i] := 0.9999999999999;
try
if ( assigned( Theme ) ) AND
( assigned( Theme.Song ) ) AND
- ( i < length( Data ) ) THEN
+ ( i < length( EqualizerData ) ) THEN
begin
- if single( Data[i] ) > 1 then
+ if single( EqualizerData[i] ) > 1 then
begin
- lTmp := Single(Data[i]) * Theme.Song.Equalizer.Length;
+ lTmp := Single(EqualizerData[i]) * Theme.Song.Equalizer.Length;
if lTmp > Pos then
Pos := lTmp;
end;
@@ -1874,7 +1874,7 @@ begin
except
{$IFDEF FPC}
on E:EInvalidOp do
- writeln( 'UScreenSong - DOH !!!! ('+inttostr(i)+' '+ inttostr( integer( Data[i] ) )+' * '+ ')' );
+ writeln( 'UScreenSong - DOH !!!! ('+inttostr(i)+' '+ inttostr( integer( EqualizerData[i] ) )+' * '+ ')' );
{$ENDIF}
end
@@ -1989,7 +1989,7 @@ begin
end;
end;
- AudioPlayback.PlayChange;
+ AudioPlayback.PlaySound(SoundLib.Change);
ChangeMusic;
SetScroll;
UpdateLCD;
@@ -2129,7 +2129,7 @@ begin
if (Songs.SongList.Count > 0) and (not CatSongs.Song[Interaction].Main) AND (Mode = smNormal) then
begin
AudioPlayback.Stop;
- AudioPlayback.PlayStart;
+ AudioPlayback.PlaySound(SoundLib.Start);
ScreenEditSub.Path := CatSongs.Song[Interaction].Path;
ScreenEditSub.FileName := CatSongs.Song[Interaction].FileName;
FadeTo(@ScreenEditSub);
diff --git a/Game/Code/Screens/UScreenSongJumpto.pas b/Game/Code/Screens/UScreenSongJumpto.pas
index 14228964..dfa90009 100644
--- a/Game/Code/Screens/UScreenSongJumpto.pas
+++ b/Game/Code/Screens/UScreenSongJumpto.pas
@@ -67,7 +67,7 @@ begin
SDLK_ESCAPE:
begin
Visible := False;
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
if (VisSongs = 0) AND (Length(Button[0].Text[0].Text) > 0) then
begin
ScreenSong.UnLoadDetailedCover;
diff --git a/Game/Code/Screens/UScreenSongMenu.pas b/Game/Code/Screens/UScreenSongMenu.pas
index 88b0de32..ae0bc9ba 100644
--- a/Game/Code/Screens/UScreenSongMenu.pas
+++ b/Game/Code/Screens/UScreenSongMenu.pas
@@ -96,7 +96,7 @@ begin
SDLK_ESCAPE,
SDLK_BACKSPACE :
begin
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
Visible := False;
end;
diff --git a/Game/Code/Screens/UScreenStatDetail.pas b/Game/Code/Screens/UScreenStatDetail.pas
index 414055f9..d793baf0 100644
--- a/Game/Code/Screens/UScreenStatDetail.pas
+++ b/Game/Code/Screens/UScreenStatDetail.pas
@@ -53,7 +53,7 @@ begin
SDLK_ESCAPE,
SDLK_BACKSPACE :
begin
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenStatMain);
end;
SDLK_RETURN:
@@ -76,7 +76,7 @@ begin
end;
if Interaction = 3 then begin
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenStatMain);
end;
end;
diff --git a/Game/Code/Screens/UScreenStatMain.pas b/Game/Code/Screens/UScreenStatMain.pas
index f7257201..53154d6e 100644
--- a/Game/Code/Screens/UScreenStatMain.pas
+++ b/Game/Code/Screens/UScreenStatMain.pas
@@ -62,7 +62,7 @@ begin
SDLK_BACKSPACE :
begin
Ini.Save;
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenMain);
end;
SDLK_RETURN:
@@ -70,12 +70,12 @@ begin
//Exit Button Pressed
if Interaction = 4 then
begin
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenMain);
end
else //One of the Stats Buttons Pressed
begin
- AudioPlayback.PlayBack;
+ AudioPlayback.PlaySound(SoundLib.Back);
ScreenStatDetail.Typ := Interaction;
FadeTo(@ScreenStatDetail);
end;