unit UScreenCredits; interface uses UMenu, SDL, UDisplay, UTexture, gl, UMusic, UFiles, SysUtils, UThemes, 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_blindy: TTexture; credits_canni: TTexture; credits_ggkfc: TTexture; credits_jaybinks: TTexture; credits_linnex: TTexture; credits_mog: TTexture; credits_omgdutch: TTexture; credits_skillmaster: TTexture; credits_whiteshark: TTexture; credits_brunzel: TTexture; intro_layer01: TTexture; intro_layer02: TTexture; intro_layer03: TTexture; intro_layer04: TTexture; intro_layer05: TTexture; intro_layer06: TTexture; intro_layer07: TTexture; intro_layer08: TTexture; intro_layer09: TTexture; outro_bg: TTexture; outro_esc: TTexture; outro_exd: TTexture; deluxe_slidein: cardinal; CurrentScrollText: String; NextScrollUpdate: Real; EndofLastScrollingPart: Cardinal; CurrentScrollStart, CurrentScrollEnd: Integer; CRDTS_Stage: TCreditsStages; Fadeout: boolean; constructor Create; override; function ParseInput(PressedKey: Cardinal; 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 = 'Massive thanks to all the people who have made this possible: Corvus5, for the '+ 'original program; the USDX team, for creating this deluxe version; igel457 for '+ 'developing acinerella; the translators: Thursday, UltraClaudio79 and Bruut; the '+ 'beta-testers: b4St1@fuN, bohning, Thursday and many of you who have been so '+ 'active on the German forum: ultra-star.de. Additional thanks to MezzoX, merc, gpm, '+ 'BlindGuard and MasterPhW for your contributions and to our song makers '+ 'throughout the world - without the music, none of this would be possible.'; //I hope to see the improvements in this mod implemented into the USDX version someday :) (* old one: | 'A small step in version number, a huge step for the community - USDX works '+ 'with any video format now. Thanks and greetings fly out to Mota '+ '(we miss you!), Skar (additional skins), Atlassian.com, Zanadoo.com and '+ 'WhirlWind-Records.com. Massive thanks to the translators: Jonaspaulo, '+ 'Jacobo, Bres, W0nderboy, Dadone - and our betatesters: Theril, Tyris, '+ 'Murmeltier and Lemon. Greetings to Tronic from NuubSing (you guys rule!) and Corvus5.'; *) Timings: array[0..22] 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 351, // 9 Start blindy 801, // 10 Start canni 1026, // 11 Start ggkfc 1251, // 12 Start jaybinks 1476, // 13 Start linnex 1701, // 14 Start mog 2151, // 15 Start omgdutch 2376, // 16 Start SkillMaster 2601, // 17 Start WhiteShark 2826, // 18 Ende Whiteshark 3096, // 19 Start FadeOut Mainscreen 3450, // 20 Ende Credits Tune (3366) 60, 576); // 22 start brunzel implementation uses Dialogs,Windows, UGraphic, UMain, UIni, USongs, Textgl, opengl, ULanguage, 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_blindy := Texture.LoadTexture(true, 'CRDTS_blindy', 'PNG', 'Font Black', 0); credits_canni := Texture.LoadTexture(true, 'CRDTS_canni', 'PNG', 'Font Black', 0); SDL_Delay(1); credits_ggkfc := Texture.LoadTexture(true, 'CRDTS_ggkfc', 'PNG', 'Font Black', 0); credits_jaybinks := Texture.LoadTexture(true, 'CRDTS_jaybinks', 'PNG', 'Font Black', 0); credits_linnex := Texture.LoadTexture(true, 'CRDTS_linnex', 'PNG', 'Font Black', 0); credits_mog := Texture.LoadTexture(true, 'CRDTS_mog', 'PNG', 'Font Black', 0); SDL_Delay(1); credits_omgdutch := Texture.LoadTexture(true, 'CRDTS_omgdutch', '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); credits_brunzel := Texture.LoadTexture(true, 'CRDTS_brunzel', 'PNG', 'Font Black', 0); SDL_Delay(1); 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); SDL_Delay(1); 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); SDL_Delay(1); 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', 'Plain', 0); SDL_Delay(1); CRDTS_Stage:=InitialDelay; end; function TScreenCredits.Draw: boolean; begin DrawCredits; Result := true; end; procedure TScreenCredits.onShow; begin CRDTS_Stage:=InitialDelay; Credits_X := 580; deluxe_slidein := 0; Credits_Alpha := 0; Music.Open(soundpath + 'wome-credits-tune.mp3'); //danke kleinster liebster weeeetüüüüü!! Music.SetVolume(100); //Whiteshark, you hear me now? :P CTime:=0; // setlength(CTime_hold,0); end; procedure TScreenCredits.onHide; begin Music.Stop; end; Procedure TScreenCredits.Draw_FunkyText; var S{,I, Len}: Integer; X,Y,A: Real; visibleText: PChar; visibleString: string; 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); 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]); visibleString := visibleText[S]; X := X + glTextWidth(PChar(visibleString)); end; if (Credits_X<0) and (CurrentScrollStart < length(Funky_Text)) then begin visibleString := Funky_Text[CurrentScrollStart]; Credits_X:=Credits_X + glTextWidth(PChar(visibleString)); 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; Alpha:TAlpha; 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, 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 // blindy (von links oben reindrehen, nach rechts unten rausdrehen) STime:=Timings[9]-10; Delay:=Timings[22]-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; //k:=CTime-STime; 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, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); 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((CTime-(STime+Delay-10))*-9,0,0,1); gltranslatef(-223,0,0); 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; // brunzel STime:=Timings[22]-10; Delay:=Timings[10]-Timings[22]; 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; //k:=CTime-STime; 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, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); end; glPushMatrix; if CTime <= STime+10 then begin j:=CTime-STime; glscalef(j*j/100,j*j/100,j*j/100); gltranslatef(j/10*100+123,j/10*129+200,0); glrotatef(j/10*180+180,0,-1,1); end else gltranslatef(223,329,0); if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin j := (CTime-(STime+Delay-10))*-9; glscalef(j*j/400+1,j*j/400+1,j*j/400+1); end; glBindTexture(GL_TEXTURE_2D, credits_brunzel.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 (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; //k:=CTime-STime; 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, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); 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_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; // ggkfc (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; //k:=CTime-STime; 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, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); 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_ggkfc.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; // jaybinks (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; //k:=CTime-STime; 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, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); end; glPushMatrix; gltranslatef(223,329,0); if CTime <= STime+10 then f:=258.0-25.8*(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_jaybinks.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; // linnex (just scrolls from left to right, no twinkling stars, no on-beat flashing) STime:=Timings[13]-10; Delay:=Timings[14]-Timings[13]+10; 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; //k:=CTime-STime; 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, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); 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_linnex.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; //k:=CTime-STime; 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, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); 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_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; // omgdutch (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; //k:=CTime-STime; 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, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); 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_omgdutch.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; //k:=CTime-STime; 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, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); 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); //f:=j*10.0; gltranslatef(0,-223,0); glrotatef(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; //k:=CTime-STime; 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, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5, 0); 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, 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 Alpha[0] := 1; Alpha[1] := 1; GoldenRec.Draw(Alpha); //timing hack // Draw_FunkyText; end; end.