{* UltraStar Deluxe - Karaoke Game * * UltraStar Deluxe is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; see the file COPYING. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, * Boston, MA 02110-1301, USA. * * $URL$ * $Id$ *} unit UScreenCredits; interface {$IFDEF FPC} {$MODE Delphi} {$ENDIF} {$I switches.inc} uses SysUtils, SDL, SDL_Image, gl, UMenu, UDisplay, UTexture, UMusic, UFiles, UThemes, UPath, UGraphicClasses; type TCreditsStages=(InitialDelay, Intro, MainPart, Outro); TScreenCredits = class(TMenu) public Credits_X: real; Credits_Time: cardinal; Credits_Alpha: cardinal; CTime: cardinal; CTime_hold: cardinal; ESC_Alpha: integer; credits_entry: TTexture; credits_entry_dx: TTexture; credits_bg_tex: TTexture; credits_bg_ovl: TTexture; //credits_bg_logo: TTexture; credits_bg_scrollbox_left: TTexture; credits_blindguard: TTexture; credits_blindy: TTexture; credits_canni: TTexture; credits_commandio: TTexture; credits_lazyjoker: TTexture; credits_mog: TTexture; credits_mota: TTexture; credits_skillmaster: TTexture; credits_whiteshark: TTexture; intro_layer01: TTexture; intro_layer02: TTexture; intro_layer03: TTexture; intro_layer04: TTexture; intro_layer05: TTexture; intro_layer06: TTexture; intro_layer07: TTexture; intro_layer08: TTexture; intro_layer09: TTexture; outro_bg: TTexture; outro_esc: TTexture; outro_exd: TTexture; deluxe_slidein: cardinal; CurrentScrollText: string; NextScrollUpdate: real; EndofLastScrollingPart: cardinal; CurrentScrollStart, CurrentScrollEnd: integer; CRDTS_Stage: TCreditsStages; Fadeout: boolean; constructor Create; override; function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; function Draw: boolean; override; procedure OnShow; override; procedure OnHide; override; procedure DrawCredits; procedure Draw_FunkyText; end; const Funky_Text: string = 'Grandma Deluxe has arrived! Thanks to Corvus5 for the massive work on UltraStar, Wome for the nice tune you are hearing, '+ 'all the people who put massive effort and work in new songs (do not forget UltraStar w/o songs would be nothing), ppl from '+ 'irc helping us - eBandit and Gabari, scene ppl who really helped instead of compiling and running away. Greetings to DennisTheMenace for betatesting, '+ 'Demoscene.tv, pouet.net, KakiArts, Sourceforge,..'; CRDTS_BG_FILE = 'credits_v5_bg.png'; CRDTS_OVL_FILE = 'credits_v5_overlay.png'; CRDTS_blindguard_FILE = 'names_blindguard.png'; CRDTS_blindy_FILE = 'names_blindy.png'; CRDTS_canni_FILE = 'names_canni.png'; CRDTS_commandio_FILE = 'names_commandio.png'; CRDTS_lazyjoker_FILE = 'names_lazyjoker.png'; CRDTS_mog_FILE = 'names_mog.png'; CRDTS_mota_FILE = 'names_mota.png'; CRDTS_skillmaster_FILE = 'names_skillmaster.png'; CRDTS_whiteshark_FILE = 'names_whiteshark.png'; INTRO_L01_FILE = 'intro-l-01.png'; INTRO_L02_FILE = 'intro-l-02.png'; INTRO_L03_FILE = 'intro-l-03.png'; INTRO_L04_FILE = 'intro-l-04.png'; INTRO_L05_FILE = 'intro-l-05.png'; INTRO_L06_FILE = 'intro-l-06.png'; INTRO_L07_FILE = 'intro-l-07.png'; INTRO_L08_FILE = 'intro-l-08.png'; INTRO_L09_FILE = 'intro-l-09.png'; OUTRO_BG_FILE = 'outro-bg.png'; OUTRO_ESC_FILE = 'outro-esc.png'; OUTRO_EXD_FILE = 'outro-exit-dark.png'; Timings: array[0..21] of cardinal=( 20, // 0 Delay before Start 149, // 1 End first Intro Zoom 155, // 2 Start 2. Action in Intro 170, // 3 End Separation in Intro 271, // 4 beginning Zoomout in Intro 0, // 5 unused 261, // 6 Start fade-to-white in Intro 271, // 7 Start Main Part 280, // 8 Start On-Beat-Star Main Part 396, // 9 Start BlindGuard 666, // 10 Start blindy 936, // 11 Start Canni 1206, // 12 Start Commandio 1476, // 13 Start LazyJoker 1746, // 14 Start Mog 2016, // 15 Start Mota 2286, // 16 Start SkillMaster 2556, // 17 Start WhiteShark 2826, // 18 Ende Whiteshark 3096, // 19 Start FadeOut Mainscreen 3366, // 20 Ende Credits Tune 60); // 21 start flare in intro implementation uses Math, ULog, UGraphic, UMain, UIni, USongs, Textgl, ULanguage, UCommon, UPathUtils; function TScreenCredits.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; begin Result := true; if (PressedDown) then begin // Key Down case PressedKey of SDLK_ESCAPE, SDLK_BACKSPACE : begin FadeTo(@ScreenMain); AudioPlayback.PlaySound(SoundLib.Back); end; { SDLK_SPACE: begin setlength(CTime_hold,length(CTime_hold)+1); CTime_hold[high(CTime_hold)]:=CTime; end; } end; // esac end; // fi end; constructor TScreenCredits.Create; var CreditsPath: IPath; begin inherited Create; CreditsPath := ResourcesPath.Append('credits', pdAppend); credits_bg_tex := Texture.LoadTexture(CreditsPath.Append(CRDTS_BG_FILE), TEXTURE_TYPE_PLAIN, 0); credits_bg_ovl := Texture.LoadTexture(CreditsPath.Append(CRDTS_OVL_FILE), TEXTURE_TYPE_TRANSPARENT, 0); credits_blindguard := Texture.LoadTexture(CreditsPath.Append(CRDTS_blindguard_FILE), TEXTURE_TYPE_TRANSPARENT, 0); credits_blindy := Texture.LoadTexture(CreditsPath.Append(CRDTS_blindy_FILE), TEXTURE_TYPE_TRANSPARENT, 0); credits_canni := Texture.LoadTexture(CreditsPath.Append(CRDTS_canni_FILE), TEXTURE_TYPE_TRANSPARENT, 0); credits_commandio := Texture.LoadTexture(CreditsPath.Append(CRDTS_commandio_FILE), TEXTURE_TYPE_TRANSPARENT, 0); credits_lazyjoker := Texture.LoadTexture(CreditsPath.Append(CRDTS_lazyjoker_FILE), TEXTURE_TYPE_TRANSPARENT, 0); credits_mog := Texture.LoadTexture(CreditsPath.Append(CRDTS_mog_FILE), TEXTURE_TYPE_TRANSPARENT, 0); credits_mota := Texture.LoadTexture(CreditsPath.Append(CRDTS_mota_FILE), TEXTURE_TYPE_TRANSPARENT, 0); credits_skillmaster := Texture.LoadTexture(CreditsPath.Append(CRDTS_skillmaster_FILE), TEXTURE_TYPE_TRANSPARENT, 0); credits_whiteshark := Texture.LoadTexture(CreditsPath.Append(CRDTS_whiteshark_FILE), TEXTURE_TYPE_TRANSPARENT, 0); intro_layer01 := Texture.LoadTexture(CreditsPath.Append(INTRO_L01_FILE), TEXTURE_TYPE_TRANSPARENT, 0); intro_layer02 := Texture.LoadTexture(CreditsPath.Append(INTRO_L02_FILE), TEXTURE_TYPE_TRANSPARENT, 0); intro_layer03 := Texture.LoadTexture(CreditsPath.Append(INTRO_L03_FILE), TEXTURE_TYPE_TRANSPARENT, 0); intro_layer04 := Texture.LoadTexture(CreditsPath.Append(INTRO_L04_FILE), TEXTURE_TYPE_TRANSPARENT, 0); intro_layer05 := Texture.LoadTexture(CreditsPath.Append(INTRO_L05_FILE), TEXTURE_TYPE_TRANSPARENT, 0); intro_layer06 := Texture.LoadTexture(CreditsPath.Append(INTRO_L06_FILE), TEXTURE_TYPE_TRANSPARENT, 0); intro_layer07 := Texture.LoadTexture(CreditsPath.Append(INTRO_L07_FILE), TEXTURE_TYPE_TRANSPARENT, 0); intro_layer08 := Texture.LoadTexture(CreditsPath.Append(INTRO_L08_FILE), TEXTURE_TYPE_TRANSPARENT, 0); intro_layer09 := Texture.LoadTexture(CreditsPath.Append(INTRO_L09_FILE), TEXTURE_TYPE_TRANSPARENT, 0); outro_bg := Texture.LoadTexture(CreditsPath.Append(OUTRO_BG_FILE), TEXTURE_TYPE_PLAIN, 0); outro_esc := Texture.LoadTexture(CreditsPath.Append(OUTRO_ESC_FILE), TEXTURE_TYPE_TRANSPARENT, 0); outro_exd := Texture.LoadTexture(CreditsPath.Append(OUTRO_EXD_FILE), TEXTURE_TYPE_TRANSPARENT, 0); CRDTS_Stage:=InitialDelay; end; function TScreenCredits.Draw: boolean; begin DrawCredits; Draw := true; end; procedure TScreenCredits.OnShow; begin inherited; CRDTS_Stage := InitialDelay; Credits_X := 580; deluxe_slidein := 0; Credits_Alpha := 0; // Music.SetLoop(true); loop loops not, shit AudioPlayback.Open(soundpath.Append('wome-credits-tune.mp3')); // thank you wetue // Music.Play; CTime := 0; // setlength(CTime_hold,0); end; procedure TScreenCredits.OnHide; begin AudioPlayback.Stop; end; Procedure TScreenCredits.Draw_FunkyText; var S: integer; X, Y, A: real; visibleText: string; begin SetFontSize(30); // init ScrollingText if (CTime = Timings[7]) then begin // set position of text Credits_X := 600; CurrentScrollStart := 1; CurrentScrollEnd := 1; end; if (CTime > Timings[7]) and (CurrentScrollStart < length(Funky_Text)) then begin X := 0; visibleText := Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd); for S := 1 to length(visibleText) do begin Y := abs(sin((Credits_X + X) * 0.93 { * (((Credits_X + X)) / 1200) } / 100 * pi)); SetFontPos(Credits_X + X, 538 - Y * (Credits_X + X) * (Credits_X + X) * (Credits_X + X) / 1000000); if (Credits_X + X > 32) then A := 17 else if (Credits_X + X >= 15) then A := Credits_X + X - 15 else A := 0; glColor4f(230 / 255 - 40 / 255 + Y * (Credits_X + X)/ 900, 200 / 255 - 30 / 255 + Y * (Credits_X + X)/ 1000, 155 / 255 - 20 / 255 + Y * (Credits_X + X)/ 1100, A / 17); glPrint(visibleText[S]); X := X + glTextWidth(visibleText[S]); end; if (Credits_X < 0) and (CurrentScrollStart < length(Funky_Text)) then begin Credits_X := Credits_X + glTextWidth(Funky_Text[CurrentScrollStart]); inc(CurrentScrollStart); end; visibleText := Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd); if (Credits_X + glTextWidth(visibleText) < 600) and (CurrentScrollEnd < length(Funky_Text)) then begin inc(CurrentScrollEnd); end; end; { // timing hack X:=5; SetFontStyle(2); SetFontItalic(false); SetFontSize(27); glColor4f(1, 1, 1, 1); for S := 0 to high(CTime_hold) do begin visibleText := inttostr(CTime_hold[S]); SetFontPos (500, X); glPrint(visibleText[0]); X := X + 20; end; } end; procedure Start3D; begin glMatrixMode(GL_PROJECTION); glPushMatrix; glLoadIdentity; glFrustum(-0.3 * 4 / 3, 0.3 * 4 / 3, -0.3, 0.3, 1, 1000); glMatrixMode(GL_MODELVIEW); glLoadIdentity; end; procedure End3D; begin glMatrixMode(GL_PROJECTION); glPopMatrix; glMatrixMode(GL_MODELVIEW); end; procedure TScreenCredits.DrawCredits; var T: cardinal; Data: TFFTData; j, k, l: cardinal; f, g: real; STime: cardinal; Delay: cardinal; myScale: real; myAngle: real; const myLogoCoords: array[0..27,0..1] of cardinal = ( ( 39,32),( 84,32),(100,16),(125,24), (154,31),(156,58),(168,32),(203,36), (258,34),(251,50),(274,93),(294,84), (232,54),(278,62),(319,34),(336,92), (347,23),(374,32),(377,58),(361,83), (385,91),(405,91),(429,35),(423,51), (450,32),(485,34),(444,91),(486,93) ); begin // dis does teh muiwk y0r to be translated :-) AudioPlayback.GetFFTData(Data); Log.LogStatus('', ' JB-1'); T := SDL_GetTicks() div 33; if T <> Credits_Time then begin Credits_Time := T; inc(CTime); inc(CTime_hold); Credits_X := Credits_X-2; Log.LogStatus('', ' JB-2'); if (CRDTS_Stage=InitialDelay) and (CTime = Timings[0]) then begin // CTime := Timings[20]; // CRDTS_Stage := Outro; CRDTS_Stage := Intro; CTime := 0; AudioPlayback.Play; end; if (CRDTS_Stage = Intro) and (CTime = Timings[7]) then begin CRDTS_Stage := MainPart; end; if (CRDTS_Stage = MainPart) and (CTime = Timings[20]) then begin CRDTS_Stage := Outro; end; end; Log.LogStatus('', ' JB-3'); // draw background if CRDTS_Stage = InitialDelay then begin glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); end else if CRDTS_Stage = Intro then begin Start3D; glPushMatrix; glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); if CTime < Timings[1] then begin myScale := 0.5 + 0.5 * (Timings[1] - CTime) / (Timings[1]); // slowly move layers together myAngle := cos((CTime) * pi / ((Timings[1]) * 2)); // and make logo face towards camera end else begin // this is the part when the logo stands still myScale := 0.5; myAngle := 0; end; if CTime > Timings[2] then begin myScale := 0.5 + 0.5 * (CTime - Timings[2]) / (Timings[3] - Timings[2]); // get some space between layers myAngle := 0; end; // if CTime > Timings[3] then myScale := 1; // keep the space between layers glTranslatef(0, 0, -5 + 0.5 * myScale); if CTime > Timings[3] then myScale := 1; // keep the space between layers if CTime > Timings[3] then begin // make logo rotate left and grow // myScale := (CTime - Timings[4]) / (Timings[7] - Timings[4]); glRotatef(20 * sqr(CTime - Timings[3]) / sqr((Timings[7] - Timings[3]) / 2), 0, 0, 1); glScalef(1 + sqr(CTime - Timings[3]) / (32 * (Timings[7] - Timings[3])), 1 + sqr(CTime - Timings[3]) / (32 * (Timings[7] - Timings[3])), 1); end; if CTime < Timings[2] then glRotatef(30 * myAngle, 0.5 * myScale + myScale, 1 + myScale, 0); // glScalef(0.5, 0.5, 0.5); glScalef(4/3, -1, 1); glColor4f(1, 1, 1, 1); glBindTexture(GL_TEXTURE_2D, intro_layer01.TexNum); glbegin(gl_quads); glTexCoord2f(0, 0); glVertex3f(-1, -1, -0.4 * myScale); glTexCoord2f(0, 1); glVertex3f(-1, 1, -0.4 * myScale); glTexCoord2f(1, 1); glVertex3f( 1, 1, -0.4 * myScale); glTexCoord2f(1, 0); glVertex3f( 1, -1, -0.4 * myScale); glEnd; glBindTexture(GL_TEXTURE_2D, intro_layer02.TexNum); glbegin(gl_quads); glTexCoord2f(0, 0); glVertex3f(-1, -1, -0.3 * myScale); glTexCoord2f(0, 1); glVertex3f(-1, 1, -0.3 * myScale); glTexCoord2f(1, 1); glVertex3f( 1, 1, -0.3 * myScale); glTexCoord2f(1, 0); glVertex3f( 1, -1, -0.3 * myScale); glEnd; glBindTexture(GL_TEXTURE_2D, intro_layer03.TexNum); glbegin(gl_quads); glTexCoord2f(0, 0); glVertex3f(-1, -1, -0.2 * myScale); glTexCoord2f(0, 1); glVertex3f(-1, 1, -0.2 * myScale); glTexCoord2f(1, 1); glVertex3f( 1, 1, -0.2 * myScale); glTexCoord2f(1, 0); glVertex3f( 1, -1, -0.2 * myScale); glEnd; glBindTexture(GL_TEXTURE_2D, intro_layer04.TexNum); glbegin(gl_quads); glTexCoord2f(0, 0); glVertex3f(-1, -1, -0.1 * myScale); glTexCoord2f(0, 1); glVertex3f(-1, 1, -0.1 * myScale); glTexCoord2f(1, 1); glVertex3f( 1, 1, -0.1 * myScale); glTexCoord2f(1, 0); glVertex3f( 1, -1, -0.1 * myScale); glEnd; glBindTexture(GL_TEXTURE_2D, intro_layer05.TexNum); glbegin(gl_quads); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0 * myScale); glTexCoord2f(0, 1); glVertex3f(-1, 1, 0 * myScale); glTexCoord2f(1, 1); glVertex3f( 1, 1, 0 * myScale); glTexCoord2f(1, 0); glVertex3f( 1, -1, 0 * myScale); glEnd; glBindTexture(GL_TEXTURE_2D, intro_layer06.TexNum); glbegin(gl_quads); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.1 * myScale); glTexCoord2f(0, 1); glVertex3f(-1, 1, 0.1 * myScale); glTexCoord2f(1, 1); glVertex3f( 1, 1, 0.1 * myScale); glTexCoord2f(1, 0); glVertex3f( 1, -1, 0.1 * myScale); glEnd; glBindTexture(GL_TEXTURE_2D, intro_layer07.TexNum); glbegin(gl_quads); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.2 * myScale); glTexCoord2f(0, 1); glVertex3f(-1, 1, 0.2 * myScale); glTexCoord2f(1, 1); glVertex3f( 1, 1, 0.2 * myScale); glTexCoord2f(1, 0); glVertex3f( 1, -1, 0.2 * myScale); glEnd; glBindTexture(GL_TEXTURE_2D, intro_layer08.TexNum); glbegin(gl_quads); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.3 * myScale); glTexCoord2f(0, 1); glVertex3f(-1, 1, 0.3 * myScale); glTexCoord2f(1, 1); glVertex3f( 1, 1, 0.3 * myScale); glTexCoord2f(1, 0); glVertex3f( 1, -1, 0.3 * myScale); glEnd; glBindTexture(GL_TEXTURE_2D, intro_layer09.TexNum); glbegin(gl_quads); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.22 * myScale); glTexCoord2f(0, 1); glVertex3f(-1, 1, 0.22 * myScale); glTexCoord2f(1, 1); glVertex3f( 1, 1, 0.22 * myScale); glTexCoord2f(1, 0); glVertex3f( 1, -1, 0.22 * myScale); glEnd; gldisable(gl_texture_2d); glDisable(GL_BLEND); glPopMatrix; End3D; // do some sparkling effects if (CTime < Timings[1]) and (CTime > Timings[21]) then begin for k:= 1 to 3 do begin l := 410 + floor((CTime - Timings[21]) / (Timings[1] - Timings[21]) * (536 - 410)) + RandomRange(-5, 5); j := floor((Timings[1] - CTime) / 22) + RandomRange(285, 301); GoldenRec.Spawn(l, j, 1, 16, 0, -1, Flare, 0); end; end; // fade to white at end if Ctime > Timings[6] then begin glColor4f(1, 1, 1, sqr(CTime - Timings[6]) * (CTime - Timings[6]) / sqr(Timings[7] - Timings[6])); glEnable(GL_BLEND); glBegin(GL_QUADS); glVertex2f( 0, 0); glVertex2f( 0, 600); glVertex2f(800, 600); glVertex2f(800, 0); glEnd; glDisable(GL_BLEND); end; end; if (CRDTS_Stage=MainPart) then // main credits screen background, scroller, logo and girl begin glEnable(GL_TEXTURE_2D); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glColor4f(1, 1, 1, 1); glBindTexture(GL_TEXTURE_2D, credits_bg_tex.TexNum); glbegin(gl_quads); glTexCoord2f( 0, 0); glVertex2f( 0, 0); glTexCoord2f( 0, 600/1024); glVertex2f( 0, 600); glTexCoord2f(800/1024, 600/1024); glVertex2f(800, 600); glTexCoord2f(800/1024, 0); glVertex2f(800, 0); glEnd; glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); // draw scroller Draw_FunkyText; //######################################################################### // draw credits names Log.LogStatus('', ' JB-4'); // BlindGuard (rotate in from upper left, rotate out to lower right) STime := Timings[9] - 10; Delay := Timings[10] - Timings[9]; if CTime > STime then begin k := 0; ESC_Alpha := 20; try for j := 0 to 40 do begin if (j < length(Data)) and (k < length(Data)) then begin if Data[j] >= Data[k] then k := j; end; end; except end; if Data[k] > 0.25 then ESC_Alpha := 5 else inc(ESC_Alpha); if ESC_Alpha > 20 then ESC_Alpha := 20; if ((CTime - STime) < 20) then ESC_Alpha := 20; if CTime <= STime + 10 then j := CTime - STime else j := 10; if (CTime >= STime + Delay - 10) then if (CTime <= STime + Delay) then j := (STime + Delay) - CTime else j := 0; glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10); if (CTime >= STime + 10) and (CTime <= STime + 12) then begin GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); end; glPushMatrix; gltranslatef(0, 329, 0); if CTime <= STime + 10 then glrotatef((CTime - STime) * 9 + 270, 0, 0, 1); gltranslatef(223, 0, 0); if CTime >= STime + Delay - 10 then if CTime <= STime + Delay then begin gltranslatef(223, 0, 0); glrotatef((integer(CTime) - (integer(STime + Delay) - 10)) * -9, 0, 0, 1); gltranslatef(-223, 0, 0); end; glBindTexture(GL_TEXTURE_2D, credits_blindguard.TexNum); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glbegin(gl_quads); glTexCoord2f(0, 0); glVertex2f(-163, -129); glTexCoord2f(0, 1); glVertex2f(-163, 129); glTexCoord2f(1, 1); glVertex2f( 163, 129); glTexCoord2f(1, 0); glVertex2f( 163, -129); glEnd; gldisable(gl_texture_2d); gldisable(GL_BLEND); glPopMatrix; end; // Blindy (zoom from 0 to full size and rotation, zoom zo doubble size and shift to upper right) STime := Timings[10] - 10; Delay := Timings[11] - Timings[10] + 5; if CTime > STime then begin k := 0; ESC_Alpha := 20; try for j := 0 to 40 do begin if (j < length(Data)) and (k < length(Data)) then begin if Data[j] >= Data[k] then k := j; end; end; except end; if Data[k] > 0.25 then ESC_Alpha := 5 else inc(ESC_Alpha); if ESC_Alpha > 20 then ESC_Alpha := 20; if ((CTime - STime) < 20) then ESC_Alpha := 20; if CTime <= STime + 10 then j := CTime - STime else j := 10; if (CTime >= STime + Delay - 10) then if (CTime <= STime + Delay) then j := (STime + Delay) - CTime else j := 0; glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10); if (CTime >= STime+20) and (CTime<=STime+22) then begin GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); end; glPushMatrix; gltranslatef(223, 329, 0); if CTime <= STime + 20 then begin j := CTime - Stime; glscalef(j * j / 400, j * j / 400, j * j / 400); glrotatef(j * 18.0, 0, 0, 1); end; if CTime >= STime + Delay - 10 then if CTime <= STime + Delay then begin j := CTime - (STime + Delay - 10); f := j * 10.0; gltranslatef(f * 3, -f, 0); glscalef(1 + j / 10, 1 + j / 10, 1 + j / 10); glrotatef(j * 9.0, 0, 0, 1); end; glBindTexture(GL_TEXTURE_2D, credits_blindy.TexNum); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glbegin(gl_quads); glTexCoord2f(0, 0); glVertex2f(-163, -129); glTexCoord2f(0, 1); glVertex2f(-163, 129); glTexCoord2f(1, 1); glVertex2f( 163, 129); glTexCoord2f(1, 0); glVertex2f( 163, -129); glEnd; gldisable(gl_texture_2d); gldisable(GL_BLEND); glPopMatrix; end; // Canni (shift in from left, shift out to upper right) STime := Timings[11] - 10; Delay := Timings[12] - Timings[11] + 5; if CTime > STime then begin k := 0; ESC_Alpha := 20; try for j := 0 to 40 do begin if (j < length(Data)) and (k < length(Data)) then begin if Data[j] >= Data[k] then k := j; end; end; except end; if Data[k] > 0.25 then ESC_Alpha := 5 else inc(ESC_Alpha); if ESC_Alpha > 20 then ESC_Alpha := 20; if ((CTime - STime) < 20) then ESC_Alpha := 20; if CTime <= STime + 10 then j := CTime - STime else j := 10; if (CTime >= STime + Delay - 10) then if (CTime <= STime + Delay) then j := (STime + Delay) - CTime else j := 0; glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10); if (CTime >= STime + 10) and (CTime <= STime + 12) then begin GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); end; glPushMatrix; gltranslatef(223, 329, 0); if CTime <= STime + 10 then begin gltranslatef(((CTime - STime) * 21.0) - 210, 0, 0); end; if CTime >= STime + Delay - 10 then if CTime <= STime + Delay then begin j := (CTime - (STime + Delay - 10)) * 21; gltranslatef(j, -j / 2, 0); end; glBindTexture(GL_TEXTURE_2D, credits_canni.TexNum); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glbegin(gl_quads); glTexCoord2f(0, 0); glVertex2f(-163, -129); glTexCoord2f(0, 1); glVertex2f(-163, 129); glTexCoord2f(1, 1); glVertex2f( 163, 129); glTexCoord2f(1, 0); glVertex2f( 163, -129); glEnd; gldisable(gl_texture_2d); gldisable(GL_BLEND); glPopMatrix; end; // Commandio (flip in from down, flip out to upper right) STime := Timings[12] - 10; Delay := Timings[13] - Timings[12]; if CTime > STime then begin k := 0; ESC_Alpha := 20; try for j := 0 to 40 do begin if (j < length(Data)) and (k < length(Data)) then begin if Data[j] >= Data[k] then k := j; end; end; except end; if Data[k] > 0.25 then ESC_Alpha := 5 else inc(ESC_Alpha); if ESC_Alpha > 20 then ESC_Alpha := 20; if ((CTime - STime) < 20) then ESC_Alpha := 20; if CTime <= STime + 10 then j := CTime - STime else j := 10; if (CTime >= STime + Delay - 10) then if (CTime <= STime + Delay) then j := (STime + Delay) - CTime else j := 0; glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10); if (CTime >= STime + 10) and (CTime <= STime + 12) then begin GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); end; glPushMatrix; gltranslatef(223, 329, 0); if CTime <= STime + 10 then f := 258.0 - 25.8 * (CTime - STime) else f := 0; g := 0; if CTime >= STime + Delay - 10 then if CTime <= STime + Delay then begin j := CTime - (STime + Delay - 10); g := 32.6 * j; end; glBindTexture(GL_TEXTURE_2D, credits_commandio.TexNum); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glbegin(gl_quads); glTexCoord2f(0, 0); glVertex2f(-163 + g - f * 1.5, -129 + f * 1.5 - g/2); glTexCoord2f(0, 1); glVertex2f(-163 + g * 1.5, 129 - (g * 1.5 * 258 / 326)); glTexCoord2f(1, 1); glVertex2f( 163 + g, 129 + g / 4); glTexCoord2f(1, 0); glVertex2f( 163 + f * 1.5 + g / 4, -129 + f * 1.5 - g / 4); glEnd; gldisable(gl_texture_2d); gldisable(GL_BLEND); glPopMatrix; end; // lazy joker (just scrolls from left to right, no twinkling stars, no on-beat flashing) STime := Timings[13] - 35; Delay := Timings[14] - Timings[13] + 5; if CTime > STime then begin k := 0; try for j := 0 to 40 do begin if (j < length(Data)) and (k < length(Data)) then begin if Data[j] >= Data[k] then k := j; end; end; except end; if Data[k] > 0.25 then ESC_Alpha := 5 else inc(ESC_Alpha); if ESC_Alpha > 20 then ESC_Alpha := 20; if ((CTime - STime) > 10) and ((CTime - STime) < 20) then ESC_Alpha := 20; ESC_Alpha := 10; f := CTime - STime; if CTime <= STime + 40 then j := CTime - STime else j := 40; if (CTime >= STime + Delay - 40) then if (CTime <= STime + Delay) then j := (STime + Delay) - CTime else j := 0; glColor4f(1, 1, 1, ESC_Alpha / 20 * j * j / 1600); glPushMatrix; gltranslatef(180 + (f - 70), 329, 0); glBindTexture(GL_TEXTURE_2D, credits_lazyjoker.TexNum); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glbegin(gl_quads); glTexCoord2f(0, 0); glVertex2f(-163, -129); glTexCoord2f(0, 1); glVertex2f(-163, 129); glTexCoord2f(1, 1); glVertex2f( 163, 129); glTexCoord2f(1, 0); glVertex2f( 163, -129); glEnd; gldisable(gl_texture_2d); gldisable(GL_BLEND); glPopMatrix; end; // Mog (flip in from right, flip out to lower right) STime := Timings[14] - 10; Delay := Timings[15] - Timings[14] + 5; if CTime > STime then begin k := 0; ESC_Alpha := 20; try for j := 0 to 40 do begin if (j < length(Data)) and (k < length(Data)) then begin if Data[j] >= Data[k] then k := j; end; end; except end; if Data[k] > 0.25 then ESC_Alpha := 5 else inc(ESC_Alpha); if ESC_Alpha > 20 then ESC_Alpha := 20; if ((CTime - STime) < 20) then ESC_Alpha := 20; if CTime <= STime + 10 then j := CTime - STime else j := 10; if (CTime >= STime + Delay - 10) then if (CTime <= STime + Delay) then j := (STime + Delay) - CTime else j := 0; glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10); if (CTime >= STime + 10) and (CTime <= STime + 12) then begin GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); end; glPushMatrix; gltranslatef(223, 329, 0); if CTime <= STime + 10 then f := 326.0 - 32.6 * (CTime - STime) else f := 0; g := 0; if CTime >= STime + Delay - 10 then if CTime <= STime + Delay then begin j := CTime - (STime + Delay - 10); g := 32.6 * j; end; glBindTexture(GL_TEXTURE_2D, credits_mog.TexNum); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glbegin(gl_quads); glTexCoord2f(0, 0); glVertex2f(-163 + g * 1.5, -129 + g * 1.5); glTexCoord2f(0, 1); glVertex2f(-163 + g * 1.2, 129 + g); glTexCoord2f(1, 1); glVertex2f( 163 - f + g / 2, 129 + f * 1.5 + g / 4); glTexCoord2f(1, 0); glVertex2f( 163 - f + g * 1.5, -129 - f * 1.5); glEnd; gldisable(gl_texture_2d); gldisable(GL_BLEND); glPopMatrix; end; // Mota (rotate in from upper right, shift out to lower left while shrinking and rotateing) STime := Timings[15] - 10; Delay := Timings[16] - Timings[15] + 5; if CTime > STime then begin k := 0; ESC_Alpha := 20; try for j := 0 to 40 do begin if (j < length(Data)) and (k < length(Data)) then begin if Data[j] >= Data[k] then k := j; end; end; except end; if Data[k] > 0.25 then ESC_Alpha := 5 else inc(ESC_Alpha); if ESC_Alpha > 20 then ESC_Alpha := 20; if ((CTime - STime) < 20) then ESC_Alpha := 20; if CTime <= STime + 10 then j := CTime - STime else j := 10; if (CTime >= STime + Delay - 10) then if (CTime <= STime + Delay) then j := (STime + Delay) - CTime else j := 0; glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10); if (CTime >= STime + 10) and (CTime <= STime + 12) then begin GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); end; glPushMatrix; gltranslatef(223, 329, 0); if CTime <= STime + 10 then begin gltranslatef(223, 0, 0); glrotatef((10 - (CTime - STime)) * 9, 0, 0, 1); gltranslatef(-223, 0, 0); end; if CTime >= STime + Delay - 10 then if CTime <= STime + Delay then begin j := CTime - (STime + Delay - 10); f := j * 10.0; gltranslatef(-f * 2, -f, 0); glscalef(1 - j / 10, 1 - j / 10, 1 - j / 10); glrotatef(-j * 9.0, 0, 0, 1); end; glBindTexture(GL_TEXTURE_2D, credits_mota.TexNum); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glbegin(gl_quads); glTexCoord2f(0, 0); glVertex2f(-163, -129); glTexCoord2f(0, 1); glVertex2f(-163, 129); glTexCoord2f(1, 1); glVertex2f( 163, 129); glTexCoord2f(1, 0); glVertex2f( 163, -129); glEnd; gldisable(gl_texture_2d); gldisable(GL_BLEND); glPopMatrix; end; // Skillmaster (shift in from lower right, rotate out to upper right) STime := Timings[16] - 10; Delay := Timings[17] - Timings[16] + 5; if CTime > STime then begin k := 0; ESC_Alpha := 20; try for j := 0 to 40 do begin if (j < length(Data)) and (k < length(Data)) then begin if Data[j] >= Data[k] then k := j; end; end; except end; if Data[k] > 0.25 then ESC_Alpha := 5 else inc(ESC_Alpha); if ESC_Alpha > 20 then ESC_Alpha := 20; if ((CTime - STime) < 20) then ESC_Alpha := 20; if CTime <= STime + 10 then j := CTime - STime else j := 10; if (CTime >= STime + Delay - 10) then if (CTime <= STime + Delay) then j := (STime + Delay) - CTime else j := 0; glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10); if (CTime >= STime + 10) and (CTime <= STime + 12) then begin GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); end; glPushMatrix; gltranslatef(223, 329, 0); if CTime <= STime + 10 then begin j := STime + 10 - CTime; f := j * 10.0; gltranslatef(+f * 2, +f / 2, 0); end; if CTime >= STime + Delay - 10 then if CTime <= STime + Delay then begin j := CTime - (STime + Delay - 10); gltranslatef(0, -223, 0); glrotatef(integer(j) * -9, 0, 0, 1); gltranslatef(0, 223, 0); glrotatef(j * 9, 0, 0, 1); end; glBindTexture(GL_TEXTURE_2D, credits_skillmaster.TexNum); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glbegin(gl_quads); glTexCoord2f(0, 0); glVertex2f(-163, -129); glTexCoord2f(0, 1); glVertex2f(-163, 129); glTexCoord2f(1, 1); glVertex2f( 163, 129); glTexCoord2f(1, 0); glVertex2f( 163, -129); glEnd; gldisable(gl_texture_2d); gldisable(GL_BLEND); glPopMatrix; end; // WhiteShark (flip in from lower left, flip out to upper right) STime := Timings[17] - 10; Delay := Timings[18] - Timings[17]; if CTime > STime then begin k := 0; ESC_Alpha := 20; try for j := 0 to 40 do begin if (j < length(Data)) and (k < length(Data)) then begin if Data[j] >= Data[k] then k := j; end; end; except end; if Data[k] > 0.25 then ESC_Alpha := 5 else inc(ESC_Alpha); if ESC_Alpha > 20 then ESC_Alpha := 20; if ((CTime - STime) < 20) then ESC_Alpha := 20; if CTime <= STime + 10 then j := CTime - STime else j := 10; if (CTime >= STime + Delay - 10) then if (CTime <= STime + Delay) then j := (STime + Delay) - CTime else j := 0; glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10); if (CTime >= STime + 10) and (CTime <= STime + 12) then begin GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); end; glPushMatrix; gltranslatef(223, 329, 0); if CTime <= STime + 10 then f := 326.0 - 32.6 * (CTime - STime) else f := 0; if (CTime >= STime + Delay - 10) and (CTime <= STime + Delay) then begin j := CTime - (STime + Delay - 10); g := 32.6 * j; end else begin g := 0; end; glBindTexture(GL_TEXTURE_2D, credits_whiteshark.TexNum); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glbegin(gl_quads); glTexCoord2f(0, 0); glVertex2f(-163 - f + g, -129 + f / 4 - g / 2); glTexCoord2f(0, 1); glVertex2f(-163 - f / 4 + g, 129 + g / 2 + f / 4); glTexCoord2f(1, 1); glVertex2f( 163 - f * 1.2 + g / 4, 129 + f / 2 - g / 4); glTexCoord2f(1, 0); glVertex2f( 163 - f * 1.5 + g / 4, -129 + f * 1.5 + g / 4); glEnd; gldisable(gl_texture_2d); gldisable(GL_BLEND); glPopMatrix; end; Log.LogStatus('', ' JB-103'); // #################################################################### // do some twinkle stuff (kinda on beat) if (CTime > Timings[8] ) and (CTime < Timings[19]) then begin k := 0; try for j := 0 to 40 do begin if (j < length(Data)) and (k < length(Data)) then begin if Data[j] >= Data[k] then k := j; end; end; except end; if Data[k] > 0.2 then begin l := RandomRange(6, 16); j := RandomRange(0, 27); GoldenRec.Spawn(myLogoCoords[j,0], myLogoCoords[j,1], 16-l, l, 0, -1, PerfectNote, 0); end; end; //################################################# // draw the rest of the main screen (girl and logo) glEnable(GL_TEXTURE_2D); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glColor4f(1, 1, 1, 1); glBindTexture(GL_TEXTURE_2D, credits_bg_ovl.TexNum); glbegin(gl_quads); glTexCoord2f( 0, 0); glVertex2f(800-393, 0); glTexCoord2f( 0, 600/1024); glVertex2f(800-393, 600); glTexCoord2f(393/512, 600/1024); glVertex2f(800, 600); glTexCoord2f(393/512, 0); glVertex2f(800, 0); glEnd; { glBindTexture(GL_TEXTURE_2D, credits_bg_logo.TexNum); glbegin(gl_quads); glTexCoord2f( 0, 0); glVertex2f( 0, 0); glTexCoord2f( 0, 112/128); glVertex2f( 0, 112); glTexCoord2f(497/512, 112/128); glVertex2f(497, 112); glTexCoord2f(497/512, 0); glVertex2f(497, 0); glEnd; } gldisable(gl_texture_2d); glDisable(GL_BLEND); // fade out at end of main part if Ctime > Timings[19] then begin glColor4f(0, 0, 0, (CTime - Timings[19]) / (Timings[20] - Timings[19])); glEnable(GL_BLEND); glBegin(GL_QUADS); glVertex2f( 0, 0); glVertex2f( 0, 600); glVertex2f(800, 600); glVertex2f(800, 0); glEnd; glDisable(GL_BLEND); end; end else if (CRDTS_Stage = Outro) then begin if CTime = Timings[20] then begin CTime_hold := 0; AudioPlayback.Stop; AudioPlayback.Open(SoundPath.Append('credits-outro-tune.mp3')); AudioPlayback.SetVolume(0.2); AudioPlayback.SetLoop(true); AudioPlayback.Play; end; if CTime_hold > 231 then begin AudioPlayback.Play; Ctime_hold := 0; end; glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); // do something useful // outro background glEnable(GL_TEXTURE_2D); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glColor4f(1, 1, 1, 1); glBindTexture(GL_TEXTURE_2D, outro_bg.TexNum); glbegin(gl_quads); glTexCoord2f( 0, 0); glVertex2f( 0, 0); glTexCoord2f( 0, 600/1024); glVertex2f( 0, 600); glTexCoord2f(800/1024, 600/1024); glVertex2f(800, 600); glTexCoord2f(800/1024, 0); glVertex2f(800, 0); glEnd; // outro overlays glColor4f(1, 1, 1, (1 + sin(CTime / 15)) / 3 + 1/3); glBindTexture(GL_TEXTURE_2D, outro_esc.TexNum); glbegin(gl_quads); glTexCoord2f( 0, 0); glVertex2f( 0, 0); glTexCoord2f( 0, 223/256); glVertex2f( 0, 223); glTexCoord2f(487/512, 223/256); glVertex2f(487, 223); glTexCoord2f(487/512, 0); glVertex2f(487, 0); glEnd; ESC_Alpha := 20; if (RandomRange(0,20) > 18) and (ESC_Alpha = 20) then ESC_Alpha := 0 else inc(ESC_Alpha); if ESC_Alpha > 20 then ESC_Alpha := 20; glColor4f(1, 1, 1, ESC_Alpha / 20); glBindTexture(GL_TEXTURE_2D, outro_exd.TexNum); glbegin(gl_quads); glTexCoord2f( 0, 0); glVertex2f(800-310, 600-247); glTexCoord2f( 0, 247/256); glVertex2f(800-310, 600 ); glTexCoord2f(310/512, 247/256); glVertex2f(800, 600 ); glTexCoord2f(310/512, 0); glVertex2f(800, 600-247); glEnd; glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); // outro scrollers? // ... end; { // draw credits runtime counter SetFontStyle (2); SetFontItalic(false); SetFontSize(27); SetFontPos (5, 5); glColor4f(1, 1, 1, 1); // RuntimeStr := 'CTime: ' + inttostr(floor(CTime / 30.320663991914489602156136106092)) + '.' + inttostr(floor(CTime / 3.0320663991914489602156136106092) - floor(CTime / 30.320663991914489602156136106092) * 10); RuntimeStr := 'CTime: ' + inttostr(CTime); glPrint (RuntimeStr[1]); } // make the stars shine GoldenRec.Draw; end; end.