From db82b7e30a1b58b56fdb4bfc6089b47200ca1da1 Mon Sep 17 00:00:00 2001 From: jaybinks Date: Thu, 20 Sep 2007 06:36:58 +0000 Subject: Ultrastar-DX now compiles in linux (using lazarus) Bass etc is commented out.. but it compiles, and im working through the runtime errors. git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@408 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Game/Code/Screens/UScreenCredits.pas | 2197 +++++++++++++++++----------------- 1 file changed, 1105 insertions(+), 1092 deletions(-) (limited to 'Game/Code/Screens/UScreenCredits.pas') diff --git a/Game/Code/Screens/UScreenCredits.pas b/Game/Code/Screens/UScreenCredits.pas index 3b1efc6e..b931f461 100644 --- a/Game/Code/Screens/UScreenCredits.pas +++ b/Game/Code/Screens/UScreenCredits.pas @@ -1,1092 +1,1105 @@ -unit UScreenCredits; - -interface - -uses - UMenu, SDL, 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; - - 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 - -implementation - -uses Windows, - UGraphic, - UMain, - UIni, - USongs, - Textgl, - ULanguage, - UCommon, - Math; - - -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); - Music.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; - -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 - Music.Open(soundpath + 'wome-credits-tune.mp3'); //danke kleinster liebster weeeetüüüüü!! -// Music.Play; - CTime:=0; -// setlength(CTime_hold,0); -end; - -procedure TScreenCredits.onHide; -begin - Music.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 := Music.GetFFTData; - - - - T := GetTickCount div 33; - if T <> Credits_Time then - begin - Credits_Time := T; - inc(CTime); - inc(CTime_hold); - Credits_X := Credits_X-2; - if (CRDTS_Stage=InitialDelay) and (CTime=Timings[0]) then - begin -// CTime:=Timings[20]; -// CRDTS_Stage:=Outro; - - CRDTS_Stage:=Intro; - CTime:=0; - Music.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; - - //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 - -// 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; - for j:=0 to 40 do - if Data[j]>=Data[k] then k:=j; - 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; - for j:=0 to 40 do - if Data[j]>=Data[k] then k:=j; - 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; - for j:=0 to 40 do - if Data[j]>=Data[k] then k:=j; - 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; - for j:=0 to 40 do - if Data[j]>=Data[k] then k:=j; - 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; - for j:=0 to 40 do - if Data[j]>=Data[k] then k:=j; - 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; - for j:=0 to 40 do - if Data[j]>=Data[k] then k:=j; - 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; - for j:=0 to 40 do - if Data[j]>=Data[k] then k:=j; - 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; - for j:=0 to 40 do - if Data[j]>=Data[k] then k:=j; - 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; - for j:=0 to 40 do - if Data[j]>=Data[k] then k:=j; - 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; - - -// #################################################################### -// do some twinkle stuff (kinda on beat) - if (CTime>Timings[8]) and (CTime < Timings[19]) then begin - k:=0; - for j:=0 to 40 do - if Data[j]>=Data[k] then k:=j; - 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; - Music.Stop; - Music.Open(soundpath + 'credits-outro-tune.mp3'); - Music.Play; - Music.SetVolume(20); - Music.SetLoop(True); - end; - if CTime_hold > 231 then begin - Music.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])); -} - // make the stars shine - GoldenRec.Draw; -end; - -end. +unit UScreenCredits; + +interface + +uses + UMenu, + SDL, + 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; + + 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 + +implementation + +uses {$IFDEF win32} + windows, + {$ELSE} + lclintf, + {$ENDIF} + UGraphic, + UMain, + UIni, + USongs, + Textgl, + ULanguage, + UCommon, + Math; + + +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); + Music.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; + +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 + Music.Open(soundpath + 'wome-credits-tune.mp3'); //danke kleinster liebster weeeetüüüüü!! +// Music.Play; + CTime:=0; +// setlength(CTime_hold,0); +end; + +procedure TScreenCredits.onHide; +begin + Music.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 := Music.GetFFTData; + + T := GetTickCount div 33; + if T <> Credits_Time then + begin + Credits_Time := T; + inc(CTime); + inc(CTime_hold); + Credits_X := Credits_X-2; + if (CRDTS_Stage=InitialDelay) and (CTime=Timings[0]) then + begin +// CTime:=Timings[20]; +// CRDTS_Stage:=Outro; + + CRDTS_Stage:=Intro; + CTime:=0; + Music.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; + + //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 + +// 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; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + 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; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + 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; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + 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; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + 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; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + 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; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + 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; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + 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; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + 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; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + 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; + + +// #################################################################### +// do some twinkle stuff (kinda on beat) + if (CTime>Timings[8]) and (CTime < Timings[19]) then begin + k:=0; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + 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; + Music.Stop; + Music.Open(soundpath + 'credits-outro-tune.mp3'); + Music.Play; + Music.SetVolume(20); + Music.SetLoop(True); + end; + if CTime_hold > 231 then begin + Music.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])); +} + // make the stars shine + GoldenRec.Draw; +end; + +end. -- cgit v1.2.3