diff options
Diffstat (limited to 'src/screens/UScreenCredits.pas')
-rw-r--r-- | src/screens/UScreenCredits.pas | 1466 |
1 files changed, 0 insertions, 1466 deletions
diff --git a/src/screens/UScreenCredits.pas b/src/screens/UScreenCredits.pas deleted file mode 100644 index b1333b4a..00000000 --- a/src/screens/UScreenCredits.pas +++ /dev/null @@ -1,1466 +0,0 @@ -{* UltraStar Deluxe - Karaoke Game - * - * UltraStar Deluxe is the legal property of its developers, whose names - * are too numerous to list here. Please refer to the COPYRIGHT - * file distributed with this source distribution. - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; see the file COPYING. If not, write to - * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, - * Boston, MA 02110-1301, USA. - * - * $URL$ - * $Id$ - *} - -unit UScreenCredits; - -interface - -{$IFDEF FPC} - {$MODE Delphi} -{$ENDIF} - -{$I switches.inc} - -uses - SysUtils, - SDL, - SDL_Image, - gl, - UMenu, - UDisplay, - UTexture, - UMusic, - UFiles, - UThemes, - UPath, - 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: TTexture; - credits_entry_dx: 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; - - Fadeout: boolean; - constructor Create; override; - function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; - function Draw: boolean; override; - procedure OnShow; override; - procedure OnHide; override; - procedure DrawCredits; - procedure Draw_FunkyText; - end; - -const - Funky_Text: string = - 'Grandma Deluxe has arrived! Thanks to Corvus5 for the massive work on UltraStar, Wome for the nice tune you are hearing, '+ - 'all the people who put massive effort and work in new songs (do not 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,..'; - - CRDTS_BG_FILE = 'credits_v5_bg.png'; - CRDTS_OVL_FILE = 'credits_v5_overlay.png'; - CRDTS_blindguard_FILE = 'names_blindguard.png'; - CRDTS_blindy_FILE = 'names_blindy.png'; - CRDTS_canni_FILE = 'names_canni.png'; - CRDTS_commandio_FILE = 'names_commandio.png'; - CRDTS_lazyjoker_FILE = 'names_lazyjoker.png'; - CRDTS_mog_FILE = 'names_mog.png'; - CRDTS_mota_FILE = 'names_mota.png'; - CRDTS_skillmaster_FILE = 'names_skillmaster.png'; - CRDTS_whiteshark_FILE = 'names_whiteshark.png'; - INTRO_L01_FILE = 'intro-l-01.png'; - INTRO_L02_FILE = 'intro-l-02.png'; - INTRO_L03_FILE = 'intro-l-03.png'; - INTRO_L04_FILE = 'intro-l-04.png'; - INTRO_L05_FILE = 'intro-l-05.png'; - INTRO_L06_FILE = 'intro-l-06.png'; - INTRO_L07_FILE = 'intro-l-07.png'; - INTRO_L08_FILE = 'intro-l-08.png'; - INTRO_L09_FILE = 'intro-l-09.png'; - OUTRO_BG_FILE = 'outro-bg.png'; - OUTRO_ESC_FILE = 'outro-esc.png'; - OUTRO_EXD_FILE = 'outro-exit-dark.png'; - - Timings: array[0..21] of cardinal=( - 20, // 0 Delay before Start - - 149, // 1 End first Intro Zoom - 155, // 2 Start 2. Action in Intro - 170, // 3 End Separation in Intro - 271, // 4 beginning Zoomout in Intro - 0, // 5 unused - 261, // 6 Start fade-to-white in Intro - - 271, // 7 Start Main Part - 280, // 8 Start On-Beat-Star 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 in intro - -implementation - -uses - Math, - ULog, - UGraphic, - UMain, - UIni, - USongs, - Textgl, - ULanguage, - UCommon, - UPathUtils; - -function TScreenCredits.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; 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; -var - CreditsPath: IPath; -begin - inherited Create; - - CreditsPath := ResourcesPath.Append('credits', pdAppend); - - credits_bg_tex := Texture.LoadTexture(CreditsPath.Append(CRDTS_BG_FILE), TEXTURE_TYPE_PLAIN, 0); - credits_bg_ovl := Texture.LoadTexture(CreditsPath.Append(CRDTS_OVL_FILE), TEXTURE_TYPE_TRANSPARENT, 0); - - credits_blindguard := Texture.LoadTexture(CreditsPath.Append(CRDTS_blindguard_FILE), TEXTURE_TYPE_TRANSPARENT, 0); - credits_blindy := Texture.LoadTexture(CreditsPath.Append(CRDTS_blindy_FILE), TEXTURE_TYPE_TRANSPARENT, 0); - credits_canni := Texture.LoadTexture(CreditsPath.Append(CRDTS_canni_FILE), TEXTURE_TYPE_TRANSPARENT, 0); - credits_commandio := Texture.LoadTexture(CreditsPath.Append(CRDTS_commandio_FILE), TEXTURE_TYPE_TRANSPARENT, 0); - credits_lazyjoker := Texture.LoadTexture(CreditsPath.Append(CRDTS_lazyjoker_FILE), TEXTURE_TYPE_TRANSPARENT, 0); - credits_mog := Texture.LoadTexture(CreditsPath.Append(CRDTS_mog_FILE), TEXTURE_TYPE_TRANSPARENT, 0); - credits_mota := Texture.LoadTexture(CreditsPath.Append(CRDTS_mota_FILE), TEXTURE_TYPE_TRANSPARENT, 0); - credits_skillmaster := Texture.LoadTexture(CreditsPath.Append(CRDTS_skillmaster_FILE), TEXTURE_TYPE_TRANSPARENT, 0); - credits_whiteshark := Texture.LoadTexture(CreditsPath.Append(CRDTS_whiteshark_FILE), TEXTURE_TYPE_TRANSPARENT, 0); - - intro_layer01 := Texture.LoadTexture(CreditsPath.Append(INTRO_L01_FILE), TEXTURE_TYPE_TRANSPARENT, 0); - intro_layer02 := Texture.LoadTexture(CreditsPath.Append(INTRO_L02_FILE), TEXTURE_TYPE_TRANSPARENT, 0); - intro_layer03 := Texture.LoadTexture(CreditsPath.Append(INTRO_L03_FILE), TEXTURE_TYPE_TRANSPARENT, 0); - intro_layer04 := Texture.LoadTexture(CreditsPath.Append(INTRO_L04_FILE), TEXTURE_TYPE_TRANSPARENT, 0); - intro_layer05 := Texture.LoadTexture(CreditsPath.Append(INTRO_L05_FILE), TEXTURE_TYPE_TRANSPARENT, 0); - intro_layer06 := Texture.LoadTexture(CreditsPath.Append(INTRO_L06_FILE), TEXTURE_TYPE_TRANSPARENT, 0); - intro_layer07 := Texture.LoadTexture(CreditsPath.Append(INTRO_L07_FILE), TEXTURE_TYPE_TRANSPARENT, 0); - intro_layer08 := Texture.LoadTexture(CreditsPath.Append(INTRO_L08_FILE), TEXTURE_TYPE_TRANSPARENT, 0); - intro_layer09 := Texture.LoadTexture(CreditsPath.Append(INTRO_L09_FILE), TEXTURE_TYPE_TRANSPARENT, 0); - - outro_bg := Texture.LoadTexture(CreditsPath.Append(OUTRO_BG_FILE), TEXTURE_TYPE_PLAIN, 0); - outro_esc := Texture.LoadTexture(CreditsPath.Append(OUTRO_ESC_FILE), TEXTURE_TYPE_TRANSPARENT, 0); - outro_exd := Texture.LoadTexture(CreditsPath.Append(OUTRO_EXD_FILE), TEXTURE_TYPE_TRANSPARENT, 0); - - CRDTS_Stage:=InitialDelay; -end; - -function TScreenCredits.Draw: boolean; -begin - DrawCredits; - Draw := true; -end; - -procedure TScreenCredits.OnShow; -begin - inherited; - - CRDTS_Stage := InitialDelay; - Credits_X := 580; - deluxe_slidein := 0; - Credits_Alpha := 0; -// Music.SetLoop(true); loop loops not, shit - AudioPlayback.Open(soundpath.Append('wome-credits-tune.mp3')); // thank you wetue -// Music.Play; - CTime := 0; -// setlength(CTime_hold,0); -end; - -procedure TScreenCredits.OnHide; -begin - AudioPlayback.Stop; -end; - -Procedure TScreenCredits.Draw_FunkyText; -var - S: integer; - X, Y, A: real; - visibleText: string; -begin - SetFontSize(30); - - // 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 := Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd); - - for S := 1 to length(visibleText) do - begin - Y := abs(sin((Credits_X + X) * 0.93 { * (((Credits_X + X)) / 1200) } / 100 * pi)); - SetFontPos(Credits_X + X, 538 - Y * (Credits_X + X) * (Credits_X + X) * (Credits_X + X) / 1000000); - - if (Credits_X + X > 32) then - A := 17 - else if (Credits_X + X >= 15) then - A := Credits_X + X - 15 - else - A := 0; - - glColor4f(230 / 255 - 40 / 255 + Y * (Credits_X + X)/ 900, - 200 / 255 - 30 / 255 + Y * (Credits_X + X)/ 1000, - 155 / 255 - 20 / 255 + Y * (Credits_X + X)/ 1100, - A / 17); - glPrint(visibleText[S]); - X := X + glTextWidth(visibleText[S]); - end; - - if (Credits_X < 0) and (CurrentScrollStart < length(Funky_Text)) then - begin - Credits_X := Credits_X + glTextWidth(Funky_Text[CurrentScrollStart]); - inc(CurrentScrollStart); - end; - - visibleText := 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(27); - glColor4f(1, 1, 1, 1); - for S := 0 to high(CTime_hold) do - begin - visibleText := inttostr(CTime_hold[S]); - SetFontPos (500, X); - glPrint(visibleText[0]); - X := X + 20; - end; -} -end; - -procedure Start3D; -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: cardinal; - Data: TFFTData; - j, k, l: cardinal; - f, g: real; - STime: cardinal; - Delay: cardinal; - myScale: real; - myAngle: real; -const - myLogoCoords: array[0..27,0..1] of cardinal = ( - ( 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 to be translated :-) - AudioPlayback.GetFFTData(Data); - - Log.LogStatus('', ' JB-1'); - - T := SDL_GetTicks() 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 (rotate in from upper left, rotate out to lower right) - 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 - glrotatef((CTime - STime) * 9 + 270, 0, 0, 1); - gltranslatef(223, 0, 0); - if CTime >= STime + Delay - 10 then - if CTime <= STime + Delay then - begin - gltranslatef(223, 0, 0); - glrotatef((integer(CTime) - (integer(STime + Delay) - 10)) * -9, 0, 0, 1); - gltranslatef(-223, 0, 0); - end; - 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 from 0 to full size and rotation, zoom zo doubble size and shift to upper right) - STime := Timings[10] - 10; - Delay := Timings[11] - Timings[10] + 5; - 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 (shift in from left, shift out to upper right) - 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 (flip in from down, flip out to upper right) - 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 (flip in from right, flip out to lower right) - 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 (rotate in from upper right, shift out to lower left while shrinking and rotateing) - 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 (shift in from lower right, rotate out to upper right) - 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 (flip in from lower left, flip out to upper right) - 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) and (CTime <= STime + Delay) then - begin - j := CTime - (STime + Delay - 10); - g := 32.6 * j; - end - else - begin - g := 0; - end; - - 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.Append('credits-outro-tune.mp3')); - AudioPlayback.SetVolume(0.2); - AudioPlayback.SetLoop(true); - AudioPlayback.Play; - 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(27); - SetFontPos (5, 5); - glColor4f(1, 1, 1, 1); -// RuntimeStr := 'CTime: ' + inttostr(floor(CTime / 30.320663991914489602156136106092)) + '.' + inttostr(floor(CTime / 3.0320663991914489602156136106092) - floor(CTime / 30.320663991914489602156136106092) * 10); - RuntimeStr := 'CTime: ' + inttostr(CTime); - glPrint (RuntimeStr[1]); -} - - // make the stars shine - GoldenRec.Draw; -end; - -end. |