-------------
-- CREDITS --
-------------
-- Credits Constants
--Movement Constants
CREDITS_PIXELS_PER_SEC_MAX = 480
CREDITS_PIXELS_PER_SEC_MAX_PC = 480
CREDITS_PIXELS_PER_SEC_NORMAL = 50
CREDITS_PIXELS_PER_SEC_MIN = 5
-- Enum types for credits
local CREDITS_TYPE_HEADER = 0
local CREDITS_TYPE_HEADER_SUB = 1
local CREDITS_TYPE_ROLE_NAME = 2
local CREDITS_TYPE_MUSIC = 3
local CREDITS_TYPE_IMAGE = 4
local CREDITS_TYPE_CENTERED = 5
local CREDITS_FINISHED_TOKEN = 100
local Credits_finished = false
local Credit_skipped = false
local Input_tracker
--------------------------------------
--Defines spacing above each item...
--------------------------------------
local CREDIT_OBJECT_FORMATTING = {
[CREDITS_TYPE_HEADER] = {
base_grp = "credit_header_grp", -- Base group in the vint doc...
txt_objects = {"header_txt"}, -- Text object in the base group...
stacked = false, -- If the items are stacked or set side to side.
[CREDITS_TYPE_HEADER] = 70, -- Spacing to set from bottom of this item type...
[CREDITS_TYPE_HEADER_SUB] = 70,
[CREDITS_TYPE_ROLE_NAME] = 70,
[CREDITS_TYPE_MUSIC] = 70,
[CREDITS_TYPE_CENTERED] = 70,
[CREDITS_TYPE_IMAGE] = 30,
},
[CREDITS_TYPE_HEADER_SUB] = {
base_grp = "credit_header_sub_grp",
txt_objects = {"header_sub_txt"},
stacked = false,
[CREDITS_TYPE_HEADER] = 30,
[CREDITS_TYPE_HEADER_SUB] = 65,
[CREDITS_TYPE_ROLE_NAME] = 70,
[CREDITS_TYPE_MUSIC] = 70,
[CREDITS_TYPE_CENTERED] = 70,
[CREDITS_TYPE_IMAGE] = 30,
},
[CREDITS_TYPE_ROLE_NAME] = {
base_grp = "credit_role_name_grp",
txt_objects = {"role_txt", "name_txt"},
stacked = false,
[CREDITS_TYPE_HEADER] = 20,
[CREDITS_TYPE_HEADER_SUB] = 25,
[CREDITS_TYPE_ROLE_NAME] = 0,
[CREDITS_TYPE_MUSIC] = 35,
[CREDITS_TYPE_CENTERED] = 35,
[CREDITS_TYPE_IMAGE] = 30,
},
[CREDITS_TYPE_MUSIC] = {
base_grp = "credit_music_grp",
txt_objects = {"song_name_txt", "description_txt"},
stacked = true,
[CREDITS_TYPE_HEADER] = 20,
[CREDITS_TYPE_HEADER_SUB] = 25,
[CREDITS_TYPE_ROLE_NAME] = 35,
[CREDITS_TYPE_MUSIC] = 35,
[CREDITS_TYPE_CENTERED] = 35,
[CREDITS_TYPE_IMAGE] = 30,
},
[CREDITS_TYPE_IMAGE] = {
base_grp = "credit_image_grp",
img_object = "image_bmp",
[CREDITS_TYPE_HEADER] = 20,
[CREDITS_TYPE_HEADER_SUB] = 25,
[CREDITS_TYPE_ROLE_NAME] = 35,
[CREDITS_TYPE_MUSIC] = 35,
[CREDITS_TYPE_CENTERED] = 35,
[CREDITS_TYPE_IMAGE] = 30,
},
[CREDITS_TYPE_CENTERED] = {
base_grp = "credit_centered_grp",
txt_objects = {"centered_txt"},
stacked = false,
[CREDITS_TYPE_HEADER] = 20,
[CREDITS_TYPE_HEADER_SUB] = 25,
[CREDITS_TYPE_ROLE_NAME] = 35,
[CREDITS_TYPE_MUSIC] = 35,
[CREDITS_TYPE_CENTERED] = 0,
[CREDITS_TYPE_IMAGE] = 30,
},
}
--General Constants
CREDITS_HALF_SCREEN_HEIGHT = 360
CREDITS_SCREEN_LEEWAY_TOP = 50
CREDITS_SCREEN_LEEWAY_BOTTOM = 250
CREDITS_IMAGE_SCREEN_LEEWAY_TOP = 50
CREDITS_IMAGE_SCREEN_LEEWAY_BOTTOM = 250
Credits_images = {
"ui_credits_001",
"ui_credits_002",
"ui_credits_003",
"ui_credits_004",
"ui_credits_005",
"ui_credits_006",
"ui_credits_007",
"ui_credits_008",
"ui_credits_009",
"ui_credits_010",
"ui_credits_011",
"ui_credits_012",
"ui_credits_013",
"ui_credits_014",
"ui_credits_015",
"ui_credits_016",
"ui_credits_017",
"ui_credits_018",
"ui_credits_019",
"ui_credits_020",
"ui_credits_021",
"ui_credits_022",
"ui_credits_023",
"ui_credits_024",
"ui_credits_025",
"ui_credits_026",
"ui_credits_027",
"ui_credits_028",
"ui_credits_029",
"ui_credits_030",
"ui_credits_031",
"ui_credits_032",
"ui_credits_033",
"ui_credits_034",
"ui_credits_035",
"ui_credits_036",
"ui_credits_037",
"ui_credits_038",
"ui_credits_039",
"ui_credits_040",
"ui_credits_041",
"ui_credits_042",
"ui_credits_043",
"ui_credits_044",
"ui_credits_045",
"ui_credits_046",
"ui_credits_047",
"ui_credits_048",
"ui_credits_049",
"ui_credits_050",
"ui_credits_051",
"ui_credits_052",
"ui_credits_053",
"ui_credits_054",
"ui_credits_055",
"ui_credits_056",
"ui_credits_057",
"ui_credits_058",
"ui_credits_059",
"ui_credits_060",
"ui_credits_061",
"ui_credits_062",
"ui_credits_063",
"ui_credits_064",
"ui_credits_065",
"ui_credits_066",
"ui_credits_067",
"ui_credits_068",
"ui_credits_069",
"ui_credits_070",
"ui_credits_071",
"ui_credits_072",
"ui_credits_073",
"ui_credits_074",
"ui_credits_075",
"ui_credits_076",
"ui_credits_077",
"ui_credits_078",
"ui_credits_079",
"ui_credits_080",
"ui_credits_081",
"ui_credits_082",
"ui_credits_083",
"ui_credits_084",
}
--init text size globals
Credits_cur_idx = -1 --Current credit index...
Credits_oldest_idx = 0
Credits_cur_slide_pos = 400 --Position of slide... 400 starts us off the bottom of the screen...
Credits_num_items = 0 --Num Items
Credits_scroll_speed = CREDITS_PIXELS_PER_SEC_NORMAL
Credits_skip_available = true
Credits_objects = {}
Credits = {}
Credits_data = { }
--Credits Reel (aka images)
CREDITS_REEL_IMG_SPACING = 20 --Spacing between reel images...
CREDITS_REEL_IMG_HEIGHT = 169 --Height of reel image...
Credits_reel_cur_idx = -1 --Current credit index...
Credits_reel_oldest_idx = 0
Credits_reel_cur_slide_pos = 640 --Position of slide... 600 starts us a bit below the log.
Credits_reel_num_items = 0 --Num Items
Credits_reel_data = {}
local Credits_reel_load_queue = {} --Images that we are loading...
local Credits_reel_load_num = 0 --# Images that we plan to load
local Credits_reel_loaded_num = 0 --# Images that loaded...
Credits_inverse_scale = 1.0
Credits_reel_inverse_scale = 1.0
--[[
-- Comment Used as reference....
Credits_data = {
[0] = {type = CREDITS_TYPE_HEADER, data = {"Volition"}},
[1] = {type = CREDITS_TYPE_HEADER_SUB, data = {"Leads"}},
[2] = {type = CREDITS_TYPE_ROLE_NAME, data = {"Producer", "Gred Donovan"}},
[3] = {type = CREDITS_TYPE_ROLE_NAME, data = {"Product Technical Director", "Nick Lee"}},
[4] = {type = CREDITS_TYPE_ROLE_NAME, data = {"Programmer", "David Absug"}},
[5] = {type = CREDITS_TYPE_ROLE_NAME, data = {"Programmer", "Jim Brennan"}},
[6] = {type = CREDITS_TYPE_ROLE_NAME, data = {"Programmer", "John Buckley"}},
[7] = {type = CREDITS_TYPE_MUSIC, data = {"This is how we do it", "Performed by Jesus Christ Superstar. This covers any SR2 specific technical details that need to be documented. Things pertaining to how parts of the"}},
[8] = {type = CREDITS_TYPE_MUSIC, data = {"Dear Maria, Count Me In", "Performed by All Time Low. Concerts, album reviews, pop, jazz and classical music news from the Los Angeles Times."}},
[9] = {type = CREDITS_TYPE_MUSIC, data = {"Sorry", "Peformed by Buck Cherry. Check out new bands and artists on MySpace Music: Watch music videos, check out concerts and tour dates, music, news and more."}},
}
Credits_num_items = 10
]]
Credits_thread = -1 --Thread for credits processing....
Credits_reel_thread = -1 --Thread for credits processing....
Credits_is_in_game = false
function credits_init()
--Check to see if we are in game...
if vint_document_find("main_menu_common") == 0 then
Credits_is_in_game = true
else
audio_object_post_event("Credits_main_menu", nil, nil, nil, false)
end
--Dumping pause map if in game...
if Credits_is_in_game then
pause_map_dump()
end
if vint_is_std_res() then
--Must scale overides in the document
Credits_inverse_scale = 1/.55
Credits_reel_inverse_scale = 1/.48
end
Credits_objects = {}
--Build image table from out list (This just makes coding easier)
for idx, img in pairs(Credits_images) do
Credits_reel_data[Credits_reel_num_items] = { img = img }
Credits_reel_num_items = Credits_reel_num_items + 1
end
--Wipe out original credits table...
Credits_images = {}
--Template Elements
Credits_objects.credits_base_h = vint_object_find("credits_base_grp")
Credits_objects.credits_slide_h = vint_object_find("credits_slide_grp")
Credits_objects.credits_reel_slide_h = vint_object_find("credits_reel_slide_grp")
--Hide all base objects
for idx, val in pairs(CREDIT_OBJECT_FORMATTING) do
local base_grp_h = vint_object_find(val.base_grp)
vint_set_property(base_grp_h, "visible", false)
end
--Hide reel base object...
local h = vint_object_find("reel_bmp", Credits_objects.credits_reel_slide_h)
vint_set_property(h, "visible", false)
--logo img placeholder
Credits_objects.logo = vint_object_find("credit_logo")
--populate first item with image...
Credits_data[Credits_num_items] = { type = CREDITS_TYPE_IMAGE, data = {"ui_credits_logo"} }
Credits_num_items = Credits_num_items + 1
--Download 50 of the first credits...
vint_dataresponder_request("credits_grab_credits", "credits_populate", 50)
--Start thread for credits processing....
Credits_thread = thread_new("credits_process")
Credits_reel_thread = thread_new("credits_reel_process")
--hide background layers...
local background_base_bg_h = vint_object_find("background_base_bg")
local credits_bg_grp_h = vint_object_find("credits_bg_grp")
vint_set_property(background_base_bg_h, "alpha", 0)
vint_set_property(credits_bg_grp_h, "alpha", 0)
--Is the main menu loaded? if so do not delay background fade in.
if Credits_is_in_game then
--Fade in background.
local anim_h = vint_object_find("credits_bg_game_fade_in")
lua_play_anim(anim_h) --delay background fade in by 2 seconds...
else
--We are in main menu, play different anim
local anim_h = vint_object_find("credits_bg_main_menu_fade_in")
lua_play_anim(anim_h)
end
local anim = vint_object_find("credit_bg_loop_anim")
lua_play_anim(anim,0)
--Subscribe to input...
Input_tracker = Vdo_input_tracker:new()
Input_tracker:add_input("select", "credits_button_b", 50)
Input_tracker:add_input("back", "credits_button_b", 50)
Input_tracker:add_input("map", "credits_button_b", 50)
Input_tracker:add_input("inventory_y", "credits_input_stick", 50, true)
if game_get_platform() == "PC" then
Input_tracker:add_input("key_down", "credits_input_faster", 50)
Input_tracker:add_input("key_up", "credits_input_slower", 50)
end
Input_tracker:subscribe(true)
end
function credits_cleanup()
-- stop audio
audio_object_post_event("Credits_stop", nil, nil, nil, false)
---Cleanup any loaded pegs from our image reel...
for idx, val in pairs(Credits_reel_load_queue) do
if val ~= nil then
game_peg_unload(val.image_name)
end
end
-- If we are in game we need to restore the pause map...
if Credits_is_in_game then
local cte_news_doc = vint_document_find("cte_news")
if cte_news_doc == 0 then
--restore pause map...
pause_map_restore()
end
end
if Credits_thread ~= -1 then
thread_kill(Credits_thread)
end
if Credits_reel_thread ~= -1 then
thread_kill(Credits_reel_thread)
end
Input_tracker:subscribe(false)
end
-------------------------------------------------------------------------------
-- Populates the credits...
--
function credits_populate(item_type, str1, str2)
if item_type == CREDITS_FINISHED_TOKEN then
Credits_finished = true
return
end
--If string is empty skip this credit...
if str1 == "" or str1 == nil then
Credit_skipped = true
return
end
Credits_data[Credits_num_items] = { type = item_type, y = -1 }
if str2 ~= nil then
if item_type == CREDITS_TYPE_ROLE_NAME then
Credits_data[Credits_num_items].data = { str2, str1 }
else
Credits_data[Credits_num_items].data = { str1, str2 }
end
else
Credits_data[Credits_num_items].data = { str1 }
end
Credits_num_items = Credits_num_items + 1
end
--------------------------------------------------------------------------------
-- Credits process thread... used for formatting and moving the credits....
--------------------------------------------------------------------------------
function credits_process()
local move_amount = 0
local prev_item, new_item, credit_h, h, item_width, item_height, prev_height, prev_item_y, item_y
local create_new_item = false
local credits_play = true
while credits_play do
--move credits
move_amount = Credits_scroll_speed * get_frame_time()
--Slide Credits up
Credits_cur_slide_pos = Credits_cur_slide_pos - move_amount
vint_set_property(Credits_objects.credits_slide_h, "anchor", 0, Credits_cur_slide_pos)
--Is the first top item off the screen?
if Credits_cur_idx < 0 then
--Initialize always create first item...
create_new_item = true
else
--Remove first item?
local actual_slide_pos = Credits_cur_slide_pos + CREDITS_HALF_SCREEN_HEIGHT
if Credits_data[Credits_oldest_idx] ~= nil then
if actual_slide_pos < (Credits_data[Credits_oldest_idx].y + (Credits_data[Credits_oldest_idx].height * Credits_inverse_scale) + CREDITS_SCREEN_LEEWAY_TOP) * -1 then
--Lets kill it
if Credits_data[Credits_oldest_idx].credit_h ~= nil then
vint_object_destroy(Credits_data[Credits_oldest_idx].credit_h)
end
Credits_data[Credits_oldest_idx] = nil
Credits_oldest_idx = Credits_oldest_idx + 1
--Attempt to Get the next credit...
if Credits_finished ~= true then
Credit_skipped = true
while Credit_skipped == true do
Credit_skipped = false
vint_dataresponder_request("credits_grab_credits", "credits_populate", 1)
end
end
--Are credits complete?
if Credits_num_items == Credits_oldest_idx then
--Credits complete
credits_complete()
credits_play = false
end
end
end
if Credits_data[Credits_cur_idx] ~= nil then
--Build next item
local next_item_build_at = (Credits_data[Credits_cur_idx].y + Credits_data[Credits_cur_idx].height) * -1
actual_slide_pos = Credits_cur_slide_pos - CREDITS_HALF_SCREEN_HEIGHT
if actual_slide_pos < next_item_build_at + CREDITS_SCREEN_LEEWAY_BOTTOM then
create_new_item = true
end
end
end
--Should I create an item on the bottom?
if create_new_item == true then
--What is the new item going to be?
local next_index = Credits_cur_idx + 1
new_item = Credits_data[next_index]
if new_item ~= nil and next_index <= Credits_num_items then
--store new index to global.
Credits_cur_idx = next_index
--get item type, data and formatting for that item...
local item_type = new_item.type
local item_data = new_item.data
local credit_object_format = CREDIT_OBJECT_FORMATTING[item_type]
--find our base object
local base_grp = credit_object_format.base_grp
local base_grp_h = vint_object_find(base_grp)
--Clone it...
local base_grp_clone_h = vint_object_clone(base_grp_h)
local height = 0
if item_type == CREDITS_TYPE_IMAGE then
--Image Type
local image_h = vint_object_find("img_bmp", base_grp_clone_h)
local image_name = item_data[1]
vint_set_property(image_h, "image", image_name)
local image_width, image_height = element_get_actual_size(image_h)
height = image_height
else
--All other types...
local txt_objects = credit_object_format.txt_objects
local num_txt_objects = #txt_objects
for i = 1, num_txt_objects do
local txt_object = txt_objects[i]
--Find our text object...
local txt_object_h = vint_object_find(txt_object, base_grp_clone_h)
local txt_data = item_data[i]
--Set text tag...
vint_set_property(txt_object_h, "text_tag", txt_data)
--calculate height...
if txt_data ~= "" then
--only calculate height on credit items with strings in them...
local text_width, text_height = element_get_actual_size(txt_object_h)
--move name down on wrapped roles
if item_type == CREDITS_TYPE_ROLE_NAME then
if i == 1 then
local next_txt_object_h = vint_object_find(txt_objects[i+1], base_grp_clone_h)
local role_width, role_height = element_get_actual_size(txt_object_h)
local name_width, name_height = element_get_actual_size(next_txt_object_h)
if txt_object == "role_txt" and role_height > name_height then
local x, y = vint_get_property(next_txt_object_h, "anchor")
local name_move = y + (role_height - name_height)
vint_set_property(next_txt_object_h, "anchor", x, name_move)
end
end
end
if credit_object_format.stacked == true then
if i > 1 then
--get original position
local x, y = vint_get_property(txt_object_h, "anchor")
--shift y down... +3 offset for each item.
y = height + (3 * (i - 1))
--set new position
vint_set_property(txt_object_h, "anchor", x, y)
end
--stacked... add heights...
height = height + text_height
else
--Not stacked... figure out largest height...
height = max(height, text_height)
end
end
end
end
--Reassign parent and set visible...
vint_object_set_parent(base_grp_clone_h, Credits_objects.credits_slide_h)
vint_set_property(base_grp_clone_h, "visible", true)
--Calculate y from previous item data
prev_item = Credits_data[Credits_cur_idx - 1]
if prev_item == nil then
--no item, so we always start at 0.
item_y = 0
else
local prev_type = prev_item.type
local vertical_spacing = credit_object_format[prev_type] --get spacing from our previous object type...
local prev_height = prev_item.height --get height of previous item...
item_y = prev_item.y + prev_height + vertical_spacing --add previous item y + height + spacing.
end
--Position object
vint_set_property(base_grp_clone_h, "anchor", 0, item_y)
--store off the new object for processing and cleanup...
new_item.credit_h = base_grp_clone_h
new_item.height = height
new_item.type = item_type
new_item.y = item_y
end
--Do not create the next item automatically
create_new_item = false
end
thread_yield()
end
end
--------------------------------------------------------------------------------
-- Reel Slide
--------------------------------------------------------------------------------
function credits_reel_process()
local move_amount = 0
local prev_item, new_item, credit_h, h, item_width, item_height, prev_item_height, prev_item_y, item_y
local next_item_build_at = 0
local create_new_item = false
local credits_play = true
while credits_play do
--move Reel...
--Reel moves at half speed of normal credit speed...
move_amount = Credits_scroll_speed * get_frame_time() *.5
--Slide Credits up
Credits_reel_cur_slide_pos = Credits_reel_cur_slide_pos - move_amount
vint_set_property(Credits_objects.credits_reel_slide_h, "anchor", 0, Credits_reel_cur_slide_pos)
--Is the first top item off the screen?
if Credits_reel_cur_idx < 0 then
--Initialize always create first item...
create_new_item = true
else
--Remove first item?
local actual_slide_pos = Credits_reel_cur_slide_pos + CREDITS_HALF_SCREEN_HEIGHT
if Credits_reel_data[Credits_reel_oldest_idx] ~= nil then
if actual_slide_pos < (Credits_reel_data[Credits_reel_oldest_idx].y + (CREDITS_REEL_IMG_HEIGHT * Credits_reel_inverse_scale) + CREDITS_IMAGE_SCREEN_LEEWAY_TOP) * -1 then
--Lets kill it
if Credits_reel_data[Credits_reel_oldest_idx].img_h ~= nil then
local image_data = Credits_reel_data[Credits_reel_oldest_idx]
vint_object_destroy(image_data.img_h)
game_peg_unload(image_data.img)
Credits_reel_load_queue[image_data.queue_num] = nil
end
Credits_reel_data[Credits_reel_oldest_idx] = nil
Credits_reel_oldest_idx = Credits_reel_oldest_idx + 1
--Are credits complete?
if Credits_reel_num_items == Credits_reel_oldest_idx then
--Credit reel complete...
credits_play = false
end
end
end
if Credits_reel_data[Credits_reel_cur_idx] ~= nil then
actual_slide_pos = Credits_reel_cur_slide_pos - CREDITS_HALF_SCREEN_HEIGHT
if actual_slide_pos < next_item_build_at + CREDITS_IMAGE_SCREEN_LEEWAY_BOTTOM then
create_new_item = true
end
end
end
--Should I create an item on the bottom?
if create_new_item == true then
--What is the new item going to be?
local next_idx = Credits_reel_cur_idx + 1
new_item = Credits_reel_data[next_idx]
if new_item ~= nil and next_idx <= Credits_reel_num_items then
--store current index to global...
Credits_reel_cur_idx = next_idx
local image_name = Credits_reel_data[Credits_reel_cur_idx].img
--Position Image
local base_image_h = vint_object_find("reel_bmp", Credits_objects.credits_reel_slide_h)
--Clone image base
local image_clone_h = vint_object_clone(base_image_h)
vint_object_set_parent(image_clone_h, Credits_objects.credits_reel_slide_h)
vint_set_property(image_clone_h, "visible", true)
--Stream in the next image...
local queue_num = Credits_reel_load_num
game_peg_load_with_cb("credits_reel_peg_loaded", 1, image_name)
Credits_reel_load_queue[queue_num] = { image_name = image_name, image_h = image_clone_h}
Credits_reel_load_num = Credits_reel_load_num + 1
--Position it.
--Calculate y from previous item data
prev_item = Credits_reel_data[Credits_reel_cur_idx - 1]
if prev_item == nil then
--no item, so we always start at 0.
item_y = 0
else
item_y = prev_item.y + CREDITS_REEL_IMG_HEIGHT + CREDITS_REEL_IMG_SPACING --add previous item y + height + spacing.
end
--Position object
vint_set_property(image_clone_h, "anchor", 0, item_y)
--store off the new object for processing and cleanup...
new_item.img_h = image_clone_h
new_item.height = CREDITS_REEL_IMG_HEIGHT
new_item.queue_num = queue_num --Store queue number so we can remove it from the list on peg unload...
--Build next item
next_item_build_at = (item_y + CREDITS_REEL_IMG_HEIGHT) * -1
new_item.y = item_y
end
--Do not create the next item automatically
create_new_item = false
end
thread_yield()
end
end
function credits_complete()
--Unsubscribe from controls
Input_tracker:subscribe(false)
--Tell game that credits are done rolling
--TODO: Darryl needs to hook this in...
--credits_are_finished()
pop_screen()
end
----------------------------------
--Input Functions
----------------------------------
function credits_input_stick(event, value)
if event == "inventory_y" then
--Adjust credit speed
if value > 0 then
Credits_scroll_speed = CREDITS_PIXELS_PER_SEC_NORMAL + (CREDITS_PIXELS_PER_SEC_MIN - CREDITS_PIXELS_PER_SEC_NORMAL ) * value
elseif value < 0 then
Credits_scroll_speed = CREDITS_PIXELS_PER_SEC_NORMAL + (CREDITS_PIXELS_PER_SEC_MAX - CREDITS_PIXELS_PER_SEC_NORMAL) * value * -1
else
Credits_scroll_speed = CREDITS_PIXELS_PER_SEC_NORMAL
end
end
end
function credits_input_faster(event)
local slow_speed = CREDITS_PIXELS_PER_SEC_NORMAL + (CREDITS_PIXELS_PER_SEC_MIN - CREDITS_PIXELS_PER_SEC_NORMAL)
local fast_speed = CREDITS_PIXELS_PER_SEC_NORMAL + (CREDITS_PIXELS_PER_SEC_MAX_PC - CREDITS_PIXELS_PER_SEC_NORMAL)
if Credits_scroll_speed == slow_speed then
Credits_scroll_speed = CREDITS_PIXELS_PER_SEC_NORMAL
elseif Credits_scroll_speed == CREDITS_PIXELS_PER_SEC_NORMAL then
Credits_scroll_speed = fast_speed
else
--Credits_scroll_speed = slow_speed
end
end
function credits_input_slower(event)
local slow_speed = CREDITS_PIXELS_PER_SEC_NORMAL + (CREDITS_PIXELS_PER_SEC_MIN - CREDITS_PIXELS_PER_SEC_NORMAL)
local fast_speed = CREDITS_PIXELS_PER_SEC_NORMAL + (CREDITS_PIXELS_PER_SEC_MAX_PC - CREDITS_PIXELS_PER_SEC_NORMAL)
if Credits_scroll_speed == fast_speed then
Credits_scroll_speed = CREDITS_PIXELS_PER_SEC_NORMAL
elseif Credits_scroll_speed == CREDITS_PIXELS_PER_SEC_NORMAL then
Credits_scroll_speed = slow_speed
else
--Credits_scroll_speed = fast_speed
end
end
function credits_button_b(event, acceleration)
--exit credits
credits_complete()
end
function credits_reel_peg_loaded()
--after images load then we have to set the image on the bitmap handle...
local image_info = Credits_reel_load_queue[Credits_reel_loaded_num]
if image_info == nil then
return
end
local image_name = image_info.image_name
local image_h = image_info.image_h
vint_set_property(image_h, "image", image_name)
Credits_reel_loaded_num = Credits_reel_loaded_num + 1
end
--[[
OLD FUNCTIONALITY???
function credits_input_btn(event, accelleration)
if Credits_skip_available == true then
if event == "exit" then
credits_were_skipped()
elseif credits_in_cutscene() == false then
credits_complete()
end
end
end
]]