From c7f5d683c1eae49e30ee42a76557661f57311b9e Mon Sep 17 00:00:00 2001 From: k-m_schindler Date: Sat, 25 Apr 2009 10:09:59 +0000 Subject: Cosmetics. No code change git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1694 b956fd51-792f-4845-bead-9b4dfca2ff2c --- src/screens/UScreenCredits.pas | 942 +++++++++++++++++++++++------------------ 1 file changed, 538 insertions(+), 404 deletions(-) (limited to 'src/screens/UScreenCredits.pas') diff --git a/src/screens/UScreenCredits.pas b/src/screens/UScreenCredits.pas index 6e5c5ba7..2982fe24 100644 --- a/src/screens/UScreenCredits.pas +++ b/src/screens/UScreenCredits.pas @@ -34,17 +34,17 @@ interface {$I switches.inc} uses - SysUtils, - UMenu, - SDL, - SDL_Image, - UDisplay, - UTexture, - gl, - UMusic, - UFiles, - UThemes, - UGraphicClasses; + SysUtils, + UMenu, + SDL, + SDL_Image, + UDisplay, + UTexture, + gl, + UMusic, + UFiles, + UThemes, + UGraphicClasses; type TCreditsStages=(InitialDelay,Intro,MainPart,Outro); @@ -52,12 +52,12 @@ type TScreenCredits = class(TMenu) public - Credits_X: Real; - Credits_Time: Cardinal; - Credits_Alpha: Cardinal; - CTime: Cardinal; - CTime_hold: Cardinal; - ESC_Alpha: Integer; + Credits_X: real; + Credits_Time: cardinal; + Credits_Alpha: cardinal; + CTime: cardinal; + CTime_hold: cardinal; + ESC_Alpha: integer; credits_entry: TTexture; credits_entry_dx: TTexture; @@ -89,16 +89,16 @@ type deluxe_slidein: cardinal; - CurrentScrollText: String; - NextScrollUpdate: Real; - EndofLastScrollingPart: Cardinal; - CurrentScrollStart, CurrentScrollEnd: Integer; + CurrentScrollText: string; + NextScrollUpdate: real; + EndofLastScrollingPart: cardinal; + CurrentScrollStart, CurrentScrollEnd: integer; CRDTS_Stage: TCreditsStages; Fadeout: boolean; constructor Create; override; - function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; + function ParseInput(PressedKey: cardinal; CharCode: WideChar; PressedDown: boolean): boolean; override; function Draw: boolean; override; procedure onShow; override; procedure onHide; override; @@ -113,7 +113,7 @@ const 'irc helping us - eBandit and Gabari, scene ppl who really helped instead of compiling and running away. Greetings to DennisTheMenace for betatesting, '+ 'Demoscene.tv, pouet.net, KakiArts, Sourceforge,..'; - CRDTS_BG_FILE = 'credits_v5_bg.png'; + CRDTS_BG_FILE = 'credits_v5_bg.png'; CRDTS_OVL_FILE = 'credits_v5_overlay.png'; CRDTS_blindguard_FILE = 'names_blindguard.png'; CRDTS_blindy_FILE = 'names_blindy.png'; @@ -137,7 +137,7 @@ const OUTRO_ESC_FILE = 'outro-esc.png'; OUTRO_EXD_FILE = 'outro-exit-dark.png'; - Timings: array[0..21] of Cardinal=( + Timings: array[0..21] of cardinal=( 20, // 0 Delay vor Start 149, // 1 Ende erster Intro Zoom @@ -178,10 +178,10 @@ uses UCommon, UPath; -function TScreenCredits.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; +function TScreenCredits.ParseInput(PressedKey: cardinal; CharCode: WideChar; PressedDown: boolean): boolean; begin Result := true; - If (PressedDown) Then + if (PressedDown) then begin // Key Down case PressedKey of @@ -243,14 +243,14 @@ end; function TScreenCredits.Draw: boolean; begin DrawCredits; - Draw:=true; + Draw := true; end; procedure TScreenCredits.onShow; begin inherited; - CRDTS_Stage:=InitialDelay; + CRDTS_Stage := InitialDelay; Credits_X := 580; deluxe_slidein := 0; Credits_Alpha := 0; @@ -268,8 +268,8 @@ end; Procedure TScreenCredits.Draw_FunkyText; var - S: Integer; - X,Y,A: Real; + S: integer; + X,Y,A: real; visibleText: string; begin SetFontSize(30); @@ -326,46 +326,47 @@ begin { // timing hack X:=5; SetFontStyle (2); - SetFontItalic(False); + SetFontItalic(false); SetFontSize(27); glColor4f(1, 1, 1, 1); - for S:=0 to high(CTime_hold) do begin - visibleText:=inttostr(CTime_hold[S]); - SetFontPos (500, X); - glPrint (visibleText[0]); - X:=X+20; + for S:=0 to high(CTime_hold) do + begin + visibleText := inttostr(CTime_hold[S]); + SetFontPos (500, X); + glPrint(visibleText[0]); + X := X + 20; end; } end; procedure Start3D; begin - glMatrixMode(GL_PROJECTION); - glPushMatrix; - glLoadIdentity; - glFrustum(-0.3*4/3,0.3*4/3,-0.3,0.3,1,1000); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity; + 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); + glMatrixMode(GL_PROJECTION); + glPopMatrix; + glMatrixMode(GL_MODELVIEW); end; procedure TScreenCredits.DrawCredits; var - T: Cardinal; - Data: TFFTData; - j,k,l:cardinal; - f,g: Real; - STime:cardinal; - Delay:cardinal; - myScale: Real; - myAngle: Real; + T: cardinal; + Data: TFFTData; + j, k, l: cardinal; + f, g: real; + STime: cardinal; + Delay: cardinal; + myScale: real; + myAngle: real; const - myLogoCoords: Array[0..27,0..1] of Cardinal = ( + 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), @@ -389,19 +390,19 @@ begin Credits_X := Credits_X-2; Log.LogStatus('',' JB-2'); - if (CRDTS_Stage=InitialDelay) and (CTime=Timings[0]) then + if (CRDTS_Stage=InitialDelay) and (CTime = Timings[0]) then begin - //CTime:=Timings[20]; - //CRDTS_Stage:=Outro; - CRDTS_Stage:=Intro; - CTime:=0; + //CTime := Timings[20]; + //CRDTS_Stage := Outro; + CRDTS_Stage := Intro; + CTime := 0; AudioPlayback.Play; end; - if (CRDTS_Stage=Intro) and (CTime=Timings[7]) then + if (CRDTS_Stage = Intro) and (CTime = Timings[7]) then begin - CRDTS_Stage:=MainPart; + CRDTS_Stage := MainPart; end; - if (CRDTS_Stage=MainPart) and (CTime=Timings[20]) then + if (CRDTS_Stage = MainPart) and (CTime = Timings[20]) then begin CRDTS_Stage:=Outro; end; @@ -410,143 +411,150 @@ begin 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 + 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; + if CRDTS_Stage = Intro then + begin + Start3D; + glPushMatrix; - glClearColor(0,0,0,0); - glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + 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); + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); - 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; + 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); - // 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; + 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; + // 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; + end; if (CRDTS_Stage=MainPart) then // main credits screen background, scroller, logo and girl begin @@ -572,38 +580,50 @@ begin //######################################################################### // draw credits names - Log.LogStatus('',' JB-4'); // BlindGuard (rotate in from upper left, rotate out to lower right) - STime:=Timings[9]-10; - Delay:=Timings[10]-Timings[9]; + STime := Timings[9]-10; + Delay := Timings[10]-Timings[9]; if CTime > STime then begin k:=0; - ESC_Alpha:=20; + ESC_Alpha := 20; try - for j:=0 to 40 do + for j := 0 to 40 do begin - if ( j < length( Data ) ) AND - ( k < length( Data ) ) then + if (j < length(Data)) and + (k < length(Data)) then begin if Data[j] >= Data[k] then - k:=j; + 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; + 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 + 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); @@ -617,22 +637,25 @@ begin glPushMatrix; gltranslatef(0,329,0); - if CTime <= STime+10 then begin glrotatef((CTime-STime)*9+270,0,0,1);end; + if CTime <= STime + 10 then + glrotatef((CTime - STime) * 9 + 270,0,0,1); gltranslatef(223,0,0); - if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin - gltranslatef(223,0,0); - glrotatef((integer(CTime)-(integer(STime+Delay)-10))*-9,0,0,1); - gltranslatef(-223,0,0); - end; + 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); + 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); @@ -640,35 +663,47 @@ begin end; // Blindy (zoom from 0 to full size and rotation, zoom zo doubble size and shift to upper right) - STime:=Timings[10]-10; - Delay:=Timings[11]-Timings[10]+5; + STime := Timings[10] - 10; + Delay := Timings[11] - Timings[10] + 5; if CTime > STime then begin - k:=0; - ESC_Alpha:=20; + k := 0; + ESC_Alpha := 20; try - for j:=0 to 40 do + for j := 0 to 40 do begin - if ( j < length( Data ) ) AND - ( k < length( Data ) ) then + if (j < length(Data)) and + (k < length(Data)) then begin if Data[j] >= Data[k] then - k:=j; + 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; + 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 + 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); @@ -682,18 +717,21 @@ begin glPushMatrix; gltranslatef(223,329,0); - if CTime <= STime+20 then begin - j:=CTime-Stime; + 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; + 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); @@ -710,35 +748,47 @@ begin end; // Canni (shift in from left, shift out to upper right) - STime:=Timings[11]-10; - Delay:=Timings[12]-Timings[11]+5; + STime := Timings[11]-10; + Delay := Timings[12]-Timings[11]+5; if CTime > STime then begin k:=0; - ESC_Alpha:=20; + ESC_Alpha := 20; try - for j:=0 to 40 do + for j := 0 to 40 do begin - if ( j < length( Data ) ) AND - ( k < length( Data ) ) then + if (j < length(Data)) and + (k < length(Data)) then begin if Data[j] >= Data[k] then - k:=j; + 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; + 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 + 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); @@ -752,10 +802,12 @@ begin glPushMatrix; gltranslatef(223,329,0); - if CTime <= STime+10 then begin + 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 + if CTime >= STime + Delay - 10 then if CTime <= STime + Delay then + begin j:=(CTime-(STime+Delay-10))*21; gltranslatef(j,-j/2,0); end; @@ -775,35 +827,47 @@ begin end; // Commandio (flip in from down, flip out to upper right) - STime:=Timings[12]-10; - Delay:=Timings[13]-Timings[12]; + STime := Timings[12]-10; + Delay := Timings[13]-Timings[12]; if CTime > STime then begin k:=0; - ESC_Alpha:=20; + ESC_Alpha := 20; try - for j:=0 to 40 do + for j := 0 to 40 do begin - if ( j < length( Data ) ) AND - ( k < length( Data ) ) then + if (j < length(Data)) and + (k < length(Data)) then begin if Data[j] >= Data[k] then - k:=j; + 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; + 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 + 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); @@ -817,15 +881,17 @@ begin glPushMatrix; gltranslatef(223,329,0); - if CTime <= STime+10 then + 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; + 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); @@ -842,33 +908,44 @@ begin end; // lazy joker (just scrolls from left to right, no twinkling stars, no on-beat flashing) - STime:=Timings[13]-35; - Delay:=Timings[14]-Timings[13]+5; + STime := Timings[13]-35; + Delay := Timings[14]-Timings[13]+5; if CTime > STime then begin k:=0; try - for j:=0 to 40 do + for j := 0 to 40 do begin - if ( j < length( Data ) ) AND - ( k < length( Data ) ) then + if (j < length(Data)) and + (k < length(Data)) then begin if Data[j] >= Data[k] then - k:=j; + 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; + 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; + 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; @@ -889,36 +966,47 @@ begin end; // Mog (flip in from right, flip out to lower right) - STime:=Timings[14]-10; - Delay:=Timings[15]-Timings[14]+5; + STime := Timings[14]-10; + Delay := Timings[15]-Timings[14]+5; if CTime > STime then begin k:=0; - ESC_Alpha:=20; - + ESC_Alpha := 20; try - for j:=0 to 40 do + for j := 0 to 40 do begin - if ( j < length( Data ) ) AND - ( k < length( Data ) ) then + if (j < length(Data)) and + (k < length(Data)) then begin if Data[j] >= Data[k] then - k:=j; + 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; + 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 + 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); @@ -932,15 +1020,16 @@ begin glPushMatrix; gltranslatef(223,329,0); - if CTime <= STime+10 then - f:=326.0-32.6*(CTime-STime) + if CTime <= STime + 10 then + f := 326.0 - 32.6 * (CTime - STime) else - f:=0; + 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; + 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); @@ -958,35 +1047,47 @@ begin end; // Mota (rotate in from upper right, shift out to lower left while shrinking and rotateing) - STime:=Timings[15]-10; - Delay:=Timings[16]-Timings[15]+5; + STime := Timings[15]-10; + Delay := Timings[16]-Timings[15]+5; if CTime > STime then begin k:=0; - ESC_Alpha:=20; + ESC_Alpha := 20; try - for j:=0 to 40 do + for j := 0 to 40 do begin - if ( j < length( Data ) ) AND - ( k < length( Data ) ) then + if (j < length(Data)) and + (k < length(Data)) then begin if Data[j] >= Data[k] then - k:=j; + 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; + 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 + 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); @@ -1000,18 +1101,21 @@ begin glPushMatrix; gltranslatef(223,329,0); - if CTime <= STime+10 then begin + 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; + 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); @@ -1028,35 +1132,47 @@ begin end; // Skillmaster (shift in from lower right, rotate out to upper right) - STime:=Timings[16]-10; - Delay:=Timings[17]-Timings[16]+5; + STime := Timings[16]-10; + Delay := Timings[17]-Timings[16]+5; if CTime > STime then begin k:=0; - ESC_Alpha:=20; + ESC_Alpha := 20; try - for j:=0 to 40 do + for j := 0 to 40 do begin - if ( j < length( Data ) ) AND - ( k < length( Data ) ) then + if (j < length(Data)) and + (k < length(Data)) then begin if Data[j] >= Data[k] then - k:=j; + 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; + 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 + 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); @@ -1070,18 +1186,21 @@ begin glPushMatrix; gltranslatef(223,329,0); - if CTime <= STime+10 then begin - j:=STime+10-CTime; - f:=j*10.0; + 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; + 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); @@ -1098,35 +1217,47 @@ begin end; // WhiteShark (flip in from lower left, flip out to upper right) - STime:=Timings[17]-10; - Delay:=Timings[18]-Timings[17]; + STime := Timings[17] - 10; + Delay := Timings[18] - Timings[17]; if CTime > STime then begin k:=0; - ESC_Alpha:=20; + ESC_Alpha := 20; try - for j:=0 to 40 do + for j := 0 to 40 do begin - if ( j < length( Data ) ) AND - ( k < length( Data ) ) then + if (j < length(Data)) and + (k < length(Data)) then begin if Data[j] >= Data[k] then - k:=j; + 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; + 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 + 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); @@ -1140,19 +1271,19 @@ begin glPushMatrix; gltranslatef(223,329,0); - if CTime <= STime+10 then - f:=326.0-32.6*(CTime-STime) + if CTime <= STime + 10 then + f := 326.0 - 32.6 * (CTime - STime) else - f:=0; + f := 0; - if (CTime >= STime+Delay-10) and (CTime <= STime+Delay) then + if (CTime >= STime + Delay - 10) and (CTime <= STime + Delay) then begin - j:=CTime-(STime+Delay-10); - g:=32.6*j; + j := CTime - (STime + Delay - 10); + g := 32.6 * j; end else begin - g:=0; + g := 0; end; glBindTexture(GL_TEXTURE_2D, credits_whiteshark.TexNum); @@ -1160,41 +1291,40 @@ begin glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(-163-f+g, -129+f/4-g/2); - glTexCoord2f(0,1);glVertex2f(-163-f/4+g, 129+g/2+f/4); - glTexCoord2f(1,1); glVertex2f(163-f*1.2+g/4, 129+f/2-g/4); - glTexCoord2f(1,0);glVertex2f(163-f*1.5+g/4, -129+f*1.5+g/4); + glTexCoord2f(0,0);glVertex2f(-163-f+g, -129+f/4-g/2); + glTexCoord2f(0,1);glVertex2f(-163-f/4+g, 129+g/2+f/4); + glTexCoord2f(1,1);glVertex2f( 163-f*1.2+g/4, 129+f/2-g/4); + glTexCoord2f(1,0);glVertex2f( 163-f*1.5+g/4, -129+f*1.5+g/4); glEnd; gldisable(gl_texture_2d); gldisable(GL_BLEND); glPopMatrix; end; - Log.LogStatus('',' JB-103'); // #################################################################### // do some twinkle stuff (kinda on beat) - if (CTime > Timings[8] ) and - (CTime < Timings[19] ) then + if (CTime > Timings[8] ) and + (CTime < Timings[19]) then begin k := 0; try - for j:=0 to 40 do + for j := 0 to 40 do begin - if ( j < length( Data ) ) AND - ( k < length( Data ) ) then + if (j < length(Data)) and + (k < length(Data)) then begin if Data[j] >= Data[k] then - k:=j; + k := j; end; end; except end; - if Data[k]>0.2 then + if Data[k] > 0.2 then begin l := RandomRange(6,16); j := RandomRange(0,27); @@ -1246,19 +1376,21 @@ begin end; end else - if (CRDTS_Stage=Outro) then + if (CRDTS_Stage = Outro) then begin - if CTime=Timings[20] then begin - CTime_hold:=0; + 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.SetLoop(true); AudioPlayback.Play; end; - if CTime_hold > 231 then begin + if CTime_hold > 231 then + begin AudioPlayback.Play; - Ctime_hold:=0; + Ctime_hold := 0; end; glClearColor(0,0,0,0); glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); @@ -1288,11 +1420,13 @@ begin 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; + 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); @@ -1311,12 +1445,12 @@ begin { // draw credits runtime counter SetFontStyle (2); - SetFontItalic(False); + SetFontItalic(false); SetFontSize(27); SetFontPos (5, 5); glColor4f(1, 1, 1, 1); - //RuntimeStr:='CTime: '+inttostr(floor(CTime/30.320663991914489602156136106092))+'.'+inttostr(floor(CTime/3.0320663991914489602156136106092)-floor(CTime/30.320663991914489602156136106092)*10); - RuntimeStr:='CTime: '+inttostr(CTime); + //RuntimeStr := 'CTime: '+inttostr(floor(CTime/30.320663991914489602156136106092))+'.'+inttostr(floor(CTime/3.0320663991914489602156136106092)-floor(CTime/30.320663991914489602156136106092)*10); + RuntimeStr := 'CTime: ' + inttostr(CTime); glPrint (RuntimeStr[1]); } -- cgit v1.2.3