1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
|
{* 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 UGraphicClasses;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses
UTexture,
SDL;
const
DelayBetweenFrames : cardinal = 60;
type
TParticleType = (GoldenNote, PerfectNote, NoteHitTwinkle, PerfectLineTwinkle, ColoredStar, Flare);
TColour3f = record
r, g, b: real;
end;
TParticle = class
X, Y : real; //Position
Screen : integer;
W, H : cardinal; //dimensions of particle
Col : array of TColour3f; // Colour(s) of particle
Scale : array of real; // Scaling factors of particle layers
Frame : byte; //act. Frame
Tex : cardinal; //Tex num from Textur Manager
Live : byte; //How many Cycles before Kill
RecIndex : integer; //To which rectangle this particle belongs (only GoldenNote)
StarType : TParticleType; // GoldenNote | PerfectNote | NoteHitTwinkle | PerfectLineTwinkle
Alpha : real; // used for fading...
mX, mY : real; // movement-vector for PerfectLineTwinkle
SizeMod : real; // experimental size modifier
SurviveSentenceChange : Boolean;
constructor Create(cX, cY : real;
cScreen : integer;
cLive : byte;
cFrame : integer;
cRecArrayIndex : integer;
cStarType : TParticleType;
Player : cardinal);
destructor Destroy(); override;
procedure Draw;
procedure LiveOn;
end;
RectanglePositions = record
xTop, yTop, xBottom, yBottom : real;
TotalStarCount : integer;
CurrentStarCount : integer;
Screen : integer;
end;
PerfectNotePositions = record
xPos, yPos : real;
Screen : integer;
end;
TEffectManager = class
Particle : array of TParticle;
LastTime : cardinal;
RecArray : array of RectanglePositions;
TwinkleArray : array[0..5] of real; // store x-position of last twinkle for every player
PerfNoteArray : array of PerfectNotePositions;
FlareTex: TTexture;
constructor Create;
destructor Destroy; override;
procedure Draw;
function Spawn(X, Y: real;
Screen: integer;
Live: byte;
StartFrame: integer;
RecArrayIndex: integer; // this is only used with GoldenNotes
StarType: TParticleType;
Player: cardinal // for PerfectLineTwinkle
): cardinal;
procedure SpawnRec();
procedure Kill(index: cardinal);
procedure KillAll();
procedure SentenceChange();
procedure SaveGoldenStarsRec(Xtop, Ytop, Xbottom, Ybottom: real);
procedure SavePerfectNotePos(Xtop, Ytop: real);
procedure GoldenNoteTwinkle(Top, Bottom, Right: real; Player: integer);
procedure SpawnPerfectLineTwinkle();
end;
var
GoldenRec : TEffectManager;
implementation
uses
sysutils,
gl,
UIni,
UMain,
UThemes,
USkins,
UGraphic,
UDrawTexture,
UCommon,
math;
//TParticle
constructor TParticle.Create(cX, cY : real;
cScreen : integer;
cLive : byte;
cFrame : integer;
cRecArrayIndex : integer;
cStarType : TParticleType;
Player : cardinal);
begin
inherited Create;
// in this constructor we set all initial values for our particle
X := cX;
Y := cY;
Screen := cScreen;
Live := cLive;
Frame := cFrame;
RecIndex := cRecArrayIndex;
StarType := cStarType;
Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
SetLength(Scale,1);
Scale[0] := 1;
SurviveSentenceChange := False;
SizeMod := 1;
case cStarType of
GoldenNote:
begin
Tex := Tex_Note_Star.TexNum;
W := 20;
H := 20;
SetLength(Scale,4);
Scale[1] := 0.8;
Scale[2] := 0.4;
Scale[3] := 0.3;
SetLength(Col,4);
Col[0].r := 1;
Col[0].g := 0.7;
Col[0].b := 0.1;
Col[1].r := 1;
Col[1].g := 1;
Col[1].b := 0.4;
Col[2].r := 1;
Col[2].g := 1;
Col[2].b := 1;
Col[3].r := 1;
Col[3].g := 1;
Col[3].b := 1;
end;
PerfectNote:
begin
Tex := Tex_Note_Perfect_Star.TexNum;
W := 30;
H := 30;
SetLength(Col,1);
Col[0].r := 1;
Col[0].g := 1;
Col[0].b := 0.95;
end;
NoteHitTwinkle:
begin
Tex := Tex_Note_Star.TexNum;
Alpha := (Live/16); // linear fade-out
W := 15;
H := 15;
Setlength(Col,1);
Col[0].r := 1;
Col[0].g := 1;
Col[0].b := RandomRange(10*Live,100)/90; //0.9;
end;
PerfectLineTwinkle:
begin
Tex := Tex_Note_Star.TexNum;
W := RandomRange(10,20);
H := W;
SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
SurviveSentenceChange := True;
// assign colours according to player given
SetLength(Scale,3);
Scale[1] := 0.3;
Scale[2] := 0.2;
SetLength(Col,3);
case Player of
0: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P1Light');
1: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P2Light');
2: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P3Light');
3: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P4Light');
4: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P5Light');
5: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P6Light');
else LoadColor(Col[0].r,Col[0].g,Col[0].b,'P1Light');
end;
Col[1].r := 1;
Col[1].g := 1;
Col[1].b := 0.4;
Col[2].r := Col[0].r+0.5;
Col[2].g := Col[0].g+0.5;
Col[2].b := Col[0].b+0.5;
mX := RandomRange(-5,5);
mY := RandomRange(-5,5);
end;
ColoredStar:
begin
Tex := Tex_Note_Star.TexNum;
W := RandomRange(10,20);
H := W;
SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
SurviveSentenceChange := True;
// assign colours according to player given
SetLength(Scale,1);
SetLength(Col,1);
Col[0].b := (Player and $ff)/255;
Col[0].g := ((Player shr 8) and $ff)/255;
Col[0].r := ((Player shr 16) and $ff)/255;
mX := 0;
mY := 0;
end;
Flare:
begin
Tex := Tex_Note_Star.TexNum;
W := 7;
H := 7;
SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
mX := RandomRange(-5,5);
mY := RandomRange(-5,5);
SetLength(Scale,4);
Scale[1] := 0.8;
Scale[2] := 0.4;
Scale[3] := 0.3;
SetLength(Col,4);
Col[0].r := 1;
Col[0].g := 0.7;
Col[0].b := 0.1;
Col[1].r := 1;
Col[1].g := 1;
Col[1].b := 0.4;
Col[2].r := 1;
Col[2].g := 1;
Col[2].b := 1;
Col[3].r := 1;
Col[3].g := 1;
Col[3].b := 1;
end;
else // just some random default values
begin
Tex := Tex_Note_Star.TexNum;
Alpha := 1;
W := 20;
H := 20;
SetLength(Col,1);
Col[0].r := 1;
Col[0].g := 1;
Col[0].b := 1;
end;
end;
end;
destructor TParticle.Destroy();
begin
SetLength(Scale,0);
SetLength(Col,0);
inherited;
end;
procedure TParticle.LiveOn;
begin
//Live = 0 => Live forever <blindy> ?? but if this is 0 they would be killed in the Manager at Draw
if (Live > 0) then
Dec(Live);
// animate frames
Frame := ( Frame + 1 ) mod 16;
// make our particles do funny stuff (besides being animated)
// changes of any particle-values throughout its life are done here
case StarType of
GoldenNote:
begin
Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
end;
PerfectNote:
begin
Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
end;
NoteHitTwinkle:
begin
Alpha := (Live/10); // linear fade-out
end;
PerfectLineTwinkle:
begin
Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
// move around
X := X + mX;
Y := Y + mY;
end;
ColoredStar:
begin
Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
end;
Flare:
begin
Alpha := (-cos((Frame+1)/16*1.7*pi+0.3*pi)+1); // neat fade-in-and-out
SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
// move around
X := X + mX;
Y := Y + mY;
mY := mY+1.8;
// mX := mX/2;
end;
end;
end;
procedure TParticle.Draw;
var
L: cardinal;
begin
if ScreenAct = Screen then
// this draws (multiple) texture(s) of our particle
for L := 0 to High(Col) do
begin
glColor4f(Col[L].r, Col[L].g, Col[L].b, Alpha);
glBindTexture(GL_TEXTURE_2D, Tex);
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glBegin(GL_QUADS);
glTexCoord2f((1/16) * Frame, 0); glVertex2f(X-W*Scale[L]*SizeMod, Y-H*Scale[L]*SizeMod);
glTexCoord2f((1/16) * Frame + (1/16), 0); glVertex2f(X-W*Scale[L]*SizeMod, Y+H*Scale[L]*SizeMod);
glTexCoord2f((1/16) * Frame + (1/16), 1); glVertex2f(X+W*Scale[L]*SizeMod, Y+H*Scale[L]*SizeMod);
glTexCoord2f((1/16) * Frame, 1); glVertex2f(X+W*Scale[L]*SizeMod, Y-H*Scale[L]*SizeMod);
glEnd;
end;
glcolor4f(1,1,1,1);
end;
// end of TParticle
// TEffectManager
constructor TEffectManager.Create;
var
c: cardinal;
begin
inherited;
LastTime := SDL_GetTicks();
for c := 0 to 5 do
begin
TwinkleArray[c] := 0;
end;
end;
destructor TEffectManager.Destroy;
begin
Killall;
inherited;
end;
procedure TEffectManager.Draw;
var
I: integer;
CurrentTime: cardinal;
//const
// DelayBetweenFrames : cardinal = 100;
begin
CurrentTime := SDL_GetTicks();
//Manage particle life
if (CurrentTime - LastTime) > DelayBetweenFrames then
begin
LastTime := CurrentTime;
for I := 0 to high(Particle) do
Particle[I].LiveOn;
end;
I := 0;
//Kill dead particles
while (I <= High(Particle)) do
begin
if (Particle[I].Live <= 0) then
begin
kill(I);
end
else
begin
inc(I);
end;
end;
//Draw
for I := 0 to high(Particle) do
begin
Particle[I].Draw;
end;
end;
// this method creates just one particle
function TEffectManager.Spawn(X, Y: real; Screen: integer; Live: byte; StartFrame : integer; RecArrayIndex : integer; StarType : TParticleType; Player: cardinal): cardinal;
begin
Result := Length(Particle);
SetLength(Particle, (Result + 1));
Particle[Result] := TParticle.Create(X, Y, Screen, Live, StartFrame, RecArrayIndex, StarType, Player);
end;
// manage Sparkling of GoldenNote Bars
procedure TEffectManager.SpawnRec();
var
Xkatze, Ykatze : real;
RandomFrame : integer;
P : integer; // P as seen on TV as Positionman
begin
//Spawn a random amount of stars within the given coordinates
//RandomRange(0,14) <- this one starts at a random frame, 16 is our last frame - would be senseless to start a particle with 16, cause it would be dead at the next frame
for P := 0 to high(RecArray) do
begin
while (RecArray[P].TotalStarCount > RecArray[P].CurrentStarCount) do
begin
Xkatze := RandomRange(Ceil(RecArray[P].xTop), Ceil(RecArray[P].xBottom));
Ykatze := RandomRange(Ceil(RecArray[P].yTop), Ceil(RecArray[P].yBottom));
RandomFrame := RandomRange(0,14);
// Spawn a GoldenNote Particle
Spawn(Xkatze, Ykatze, RecArray[P].Screen, 16 - RandomFrame, RandomFrame, P, GoldenNote, 0);
inc(RecArray[P].CurrentStarCount);
end;
end;
draw;
end;
// kill one particle (with given index in our particle array)
procedure TEffectManager.Kill(Index: cardinal);
var
LastParticleIndex : integer;
begin
// delete particle indexed by Index,
// overwrite it's place in our particle-array with the particle stored at the last array index,
// shorten array
LastParticleIndex := high(Particle);
if not(LastParticleIndex = -1) then // is there still a particle to delete?
begin
if not(Particle[Index].RecIndex = -1) then // if it is a GoldenNote particle...
dec(RecArray[Particle[Index].RecIndex].CurrentStarCount); // take care of its associated GoldenRec
// now get rid of that particle
Particle[Index].Destroy;
Particle[Index] := Particle[LastParticleIndex];
SetLength(Particle, LastParticleIndex);
end;
end;
// clean up all particles and management structures
procedure TEffectManager.KillAll();
var
c: cardinal;
begin
//It's the kill all kennies rotuine
while Length(Particle) > 0 do // kill all existing particles
Kill(0);
SetLength(RecArray,0); // remove GoldenRec positions
SetLength(PerfNoteArray,0); // remove PerfectNote positions
for c := 0 to 5 do
begin
TwinkleArray[c] := 0; // reset GoldenNoteHit memory
end;
end;
procedure TEffectManager.SentenceChange();
var
c: cardinal;
begin
c := 0;
while c <= High(Particle) do
begin
if Particle[c].SurviveSentenceChange then
inc(c)
else
Kill(c);
end;
SetLength(RecArray,0); // remove GoldenRec positions
SetLength(PerfNoteArray,0); // remove PerfectNote positions
for c := 0 to 5 do
begin
TwinkleArray[c] := 0; // reset GoldenNoteHit memory
end;
end;
procedure TeffectManager.GoldenNoteTwinkle(Top, Bottom, Right: real; Player: integer);
//Twinkle stars while golden note hit
// this is called from UDraw.pas, SingDrawPlayerCzesc
var
C, P, XKatze, YKatze, LKatze: integer;
H: real;
begin
// make sure we spawn only one time at one position
if (TwinkleArray[Player] < Right) then
for P := 0 to high(RecArray) do // Are we inside a GoldenNoteRectangle?
begin
H := (Top+Bottom)/2; // helper...
with RecArray[P] do
if ((xBottom >= Right) and (xTop <= Right) and
(yTop <= H) and (yBottom >= H))
and (Screen = ScreenAct) then
begin
TwinkleArray[Player] := Right; // remember twinkle position for this player
for C := 1 to 10 do
begin
Ykatze := RandomRange(ceil(Top) , ceil(Bottom));
XKatze := RandomRange(-7,3);
LKatze := RandomRange(7,13);
Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
end;
for C := 1 to 3 do
begin
Ykatze := RandomRange(ceil(Top)-6 , ceil(Top));
XKatze := RandomRange(-5,1);
LKatze := RandomRange(4,7);
Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
end;
for C := 1 to 3 do
begin
Ykatze := RandomRange(ceil(Bottom), ceil(Bottom)+6);
XKatze := RandomRange(-5,1);
LKatze := RandomRange(4,7);
Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
end;
for C := 1 to 3 do
begin
Ykatze := RandomRange(ceil(Top)-10 , ceil(Top)-6);
XKatze := RandomRange(-5,1);
LKatze := RandomRange(1,4);
Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
end;
for C := 1 to 3 do
begin
Ykatze := RandomRange(ceil(Bottom)+6 , ceil(Bottom)+10);
XKatze := RandomRange(-5,1);
LKatze := RandomRange(1,4);
Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
end;
exit; // found a matching GoldenRec, did spawning stuff... done
end;
end;
end;
procedure TEffectManager.SaveGoldenStarsRec(Xtop, Ytop, Xbottom, Ybottom: real);
var
P : integer; // P like used in Positions
NewIndex : integer;
begin
for P := 0 to high(RecArray) do // Do we already have that "new" position?
begin
if (ceil(RecArray[P].xTop) = ceil(Xtop)) and
(ceil(RecArray[P].yTop) = ceil(Ytop)) and
(ScreenAct = RecArray[p].Screen) then
exit; // it's already in the array, so we don't have to create a new one
end;
// we got a new position, add the new positions to our array
NewIndex := Length(RecArray);
SetLength(RecArray, NewIndex + 1);
RecArray[NewIndex].xTop := Xtop;
RecArray[NewIndex].yTop := Ytop;
RecArray[NewIndex].xBottom := Xbottom;
RecArray[NewIndex].yBottom := Ybottom;
RecArray[NewIndex].TotalStarCount := ceil(Xbottom - Xtop) div 12 + 3;
RecArray[NewIndex].CurrentStarCount := 0;
RecArray[NewIndex].Screen := ScreenAct;
end;
procedure TEffectManager.SavePerfectNotePos(Xtop, Ytop: real);
var
P : integer; // P like used in Positions
NewIndex : integer;
RandomFrame : integer;
Xkatze, Ykatze : integer;
begin
for P := 0 to high(PerfNoteArray) do // Do we already have that "new" position?
begin
with PerfNoteArray[P] do
if (ceil(xPos) = ceil(Xtop)) and (ceil(yPos) = ceil(Ytop)) and
(Screen = ScreenAct) then
exit; // it's already in the array, so we don't have to create a new one
end; //for
// we got a new position, add the new positions to our array
NewIndex := Length(PerfNoteArray);
SetLength(PerfNoteArray, NewIndex + 1);
PerfNoteArray[NewIndex].xPos := Xtop;
PerfNoteArray[NewIndex].yPos := Ytop;
PerfNoteArray[NewIndex].Screen := ScreenAct;
for P := 0 to 2 do
begin
Xkatze := RandomRange(ceil(Xtop) - 5 , ceil(Xtop) + 10);
Ykatze := RandomRange(ceil(Ytop) - 5 , ceil(Ytop) + 10);
RandomFrame := RandomRange(0,14);
Spawn(Xkatze, Ykatze, ScreenAct, 16 - RandomFrame, RandomFrame, -1, PerfectNote, 0);
end; //for
end;
procedure TEffectManager.SpawnPerfectLineTwinkle();
var
P, I, Life: cardinal;
Left, Right, Top, Bottom: cardinal;
cScreen: integer;
begin
// calculation of coordinates done with hardcoded values like in UDraw.pas
// might need to be adjusted if drawing of SingScreen is modified
// coordinates may still be a bit weird and need adjustment
if Ini.SingWindow = 0 then
begin
Left := 130;
end
else
begin
Left := 30;
end;
Right := 770;
// spawn effect for every player with a perfect line
for P := 0 to PlayersPlay-1 do
if Player[P].LastSentencePerfect then
begin
// calculate area where notes of this player are drawn
case PlayersPlay of
1: begin
Bottom := Skin_P2_NotesB+10;
Top := Bottom-105;
cScreen := 1;
end;
2,4: begin
case P of
0,2: begin
Bottom := Skin_P1_NotesB+10;
Top := Bottom-105;
end;
else begin
Bottom := Skin_P2_NotesB+10;
Top := Bottom-105;
end;
end;
case P of
0,1: cScreen := 1;
else cScreen := 2;
end;
end;
3,6: begin
case P of
0,3: begin
Top := 130;
Bottom := Top+85;
end;
1,4: begin
Top := 255;
Bottom := Top+85;
end;
2,5: begin
Top := 380;
Bottom := Top+85;
end;
end;
case P of
0,1,2: cScreen := 1;
else cScreen := 2;
end;
end;
end;
// spawn Sparkling Stars inside calculated coordinates
for I := 0 to 80 do
begin
Life := RandomRange(8,16);
Spawn(RandomRange(Left,Right), RandomRange(Top,Bottom), cScreen, Life, 16-Life, -1, PerfectLineTwinkle, P);
end;
end;
end;
end.
|