diff options
Diffstat (limited to 'src/screens0/UScreenCredits.pas')
-rw-r--r-- | src/screens0/UScreenCredits.pas | 1398 |
1 files changed, 0 insertions, 1398 deletions
diff --git a/src/screens0/UScreenCredits.pas b/src/screens0/UScreenCredits.pas deleted file mode 100644 index f7f1fca7..00000000 --- a/src/screens0/UScreenCredits.pas +++ /dev/null @@ -1,1398 +0,0 @@ -unit UScreenCredits; - -interface - -{$IFDEF FPC} - {$MODE Delphi} -{$ENDIF} - -{$I switches.inc} - - -uses - UMenu, - SDL, - SDL_Image, - UDisplay, - UTexture, - gl, - 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; CharCode: WideChar; 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 - ULog, - UGraphic, - UMain, - UIni, - USongs, - Textgl, - ULanguage, - UCommon, - Math; - - -function TScreenCredits.ParseInput(PressedKey: Cardinal; CharCode: WideChar; 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', TEXTURE_TYPE_PLAIN, 0); - credits_bg_ovl := Texture.LoadTexture(true, 'CRDTS_OVL', TEXTURE_TYPE_TRANSPARENT, 0); - - credits_blindguard := Texture.LoadTexture(true, 'CRDTS_blindguard', TEXTURE_TYPE_TRANSPARENT, 0); - credits_blindy := Texture.LoadTexture(true, 'CRDTS_blindy', TEXTURE_TYPE_TRANSPARENT, 0); - credits_canni := Texture.LoadTexture(true, 'CRDTS_canni', TEXTURE_TYPE_TRANSPARENT, 0); - credits_commandio := Texture.LoadTexture(true, 'CRDTS_commandio', TEXTURE_TYPE_TRANSPARENT, 0); - credits_lazyjoker := Texture.LoadTexture(true, 'CRDTS_lazyjoker', TEXTURE_TYPE_TRANSPARENT, 0); - credits_mog := Texture.LoadTexture(true, 'CRDTS_mog', TEXTURE_TYPE_TRANSPARENT, 0); - credits_mota := Texture.LoadTexture(true, 'CRDTS_mota', TEXTURE_TYPE_TRANSPARENT, 0); - credits_skillmaster := Texture.LoadTexture(true, 'CRDTS_skillmaster', TEXTURE_TYPE_TRANSPARENT, 0); - credits_whiteshark := Texture.LoadTexture(true, 'CRDTS_whiteshark', TEXTURE_TYPE_TRANSPARENT, 0); - - intro_layer01 := Texture.LoadTexture(true, 'INTRO_L01', TEXTURE_TYPE_TRANSPARENT, 0); - intro_layer02 := Texture.LoadTexture(true, 'INTRO_L02', TEXTURE_TYPE_TRANSPARENT, 0); - intro_layer03 := Texture.LoadTexture(true, 'INTRO_L03', TEXTURE_TYPE_TRANSPARENT, 0); - intro_layer04 := Texture.LoadTexture(true, 'INTRO_L04', TEXTURE_TYPE_TRANSPARENT, 0); - intro_layer05 := Texture.LoadTexture(true, 'INTRO_L05', TEXTURE_TYPE_TRANSPARENT, 0); - intro_layer06 := Texture.LoadTexture(true, 'INTRO_L06', TEXTURE_TYPE_TRANSPARENT, 0); - intro_layer07 := Texture.LoadTexture(true, 'INTRO_L07', TEXTURE_TYPE_TRANSPARENT, 0); - intro_layer08 := Texture.LoadTexture(true, 'INTRO_L08', TEXTURE_TYPE_TRANSPARENT, 0); - intro_layer09 := Texture.LoadTexture(true, 'INTRO_L09', TEXTURE_TYPE_TRANSPARENT, 0); - - outro_bg := Texture.LoadTexture(true, 'OUTRO_BG', TEXTURE_TYPE_PLAIN, 0); - outro_esc := Texture.LoadTexture(true, 'OUTRO_ESC', TEXTURE_TYPE_TRANSPARENT, 0); - outro_exd := Texture.LoadTexture(true, 'OUTRO_EXD', TEXTURE_TYPE_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 - inherited; - - CRDTS_Stage:=InitialDelay; - Credits_X := 580; - deluxe_slidein := 0; - Credits_Alpha := 0; - //Music.SetLoop(true); Loop looped ned, so ne scheisse - loop loops not, shit - AudioPlayback.Open(soundpath + 'wome-credits-tune.mp3'); //danke kleinster liebster weeeetüüüüü!! - thank you wetü -// Music.Play; - CTime:=0; -// setlength(CTime_hold,0); - - mysdlimage:=IMG_Load('test.png'); - if assigned(mysdlimage) then - begin - 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'); - - 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 - showmessage('could not open file - test.png'); - -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; // Auto Removed, Unused Variable (I) // Auto Removed, Unused Variable (I) -// X: Real; // Auto Removed, Unused Variable -// Ver: PChar; // Auto Removed, Unused Variable -// RuntimeStr: AnsiString; // Auto Removed, Unused Variable - Data: TFFTData; - j,k,l:cardinal; -f,g{*, h*}: Real; // Auto Removed, Unused Variable (h) // Auto Removed, Unused Variable (h) - STime:cardinal; - Delay:cardinal; - -// myPixel: longword; // Auto Removed, Unused Variable -// myColor: Cardinal; // Auto Removed, Unused Variable - 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 := 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 (von links oben reindrehen, nach rechts unten rausdrehen) - (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 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) - (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 (von links reinschieben, nach rechts oben rausschieben) - (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 (von unten reinklappen, nach rechts oben rausklappen) - (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 (von links reinklappen, nach rechts unten rausklappen) - (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 (von rechts oben reindrehen, nach links unten rausschieben und verkleinern und dabei drehen) - (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 (von rechts unten reinschieben, nach rechts oben rausdrehen) - (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 (von links unten reinklappen, nach rechts oben rausklappen) - (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 + '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(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. |