Game.addToManifest({ credits0001: "sprites/credits/credits0001.png", // nicky case credits0002: "sprites/credits/credits0002.png", // playtesters credits0003: "sprites/credits/credits0003.png", // patreon credits0004: "sprites/credits/credits0004.png", // patreon credits0005: "sprites/credits/credits0005.png", // patreon credits0006: "sprites/credits/credits0006.png", // patreon credits0007: "sprites/credits/credits0007.png", // and thank... credits0008: "sprites/credits/credits0008.png", // ...YOU! }); function Scene_Credits(){ var self = this; Scene.call(self); // Layers, yo. var cont = new PIXI.Container(); Game.stage.addChild(cont); var c = {}; for(var i=1; i<=8; i++){ c[i] = MakeSprite("credits000"+i); c[i].alpha = 0; cont.addChild(c[i]); } // TWEEN ANIM Tween_get(c[1]).wait(_s(BEAT*4)) // 0. Wait 4 beats before credits... .to({alpha:1}, _s(BEAT), Ease.quadInOut) // 1. CREATED BY! .wait(_s(BEAT*3)) .to({alpha:0}, _s(BEAT), Ease.quadInOut) .call(function(){ // 2. PLAYTESTERS Tween_get(c[2]) .to({alpha:1}, _s(BEAT), Ease.quadInOut) .wait(_s(BEAT*3)) .to({alpha:0}, _s(BEAT), Ease.quadInOut) .call(function(){ // 3. PATREONS: CUT BETWEEN THEM THEN FADE OUT Tween_get(c[3]) .to({alpha:1}, _s(BEAT), Ease.quadInOut) .wait(_s(BEAT*2)) .call(function(){ // CUT! c[3].alpha = 0; c[4].alpha = 1; Tween_get(c[4]) .wait(_s(BEAT*2)) .call(function(){ // CUT! c[4].alpha = 0; c[5].alpha = 1; Tween_get(c[5]) .wait(_s(BEAT*2)) .call(function(){ // CUT! c[5].alpha = 0; c[6].alpha = 1; Tween_get(c[6]) .wait(_s(BEAT*2)) .to({alpha:0}, _s(BEAT), Ease.quadInOut) // fade... .call(function(){ // 4. And finally... thank YOU! Tween_get(c[7]) .to({alpha:1}, _s(BEAT), Ease.quadInOut) .wait(_s(BEAT)) .call(function(){ Tween_get(c[8]) .to({alpha:1}, _s(BEAT), Ease.quadInOut) .wait(_s(BEAT*3)) .call(function(){ // 5. Fade everything out, and NIGHTTIME SOUNDS Tween_get(cont) .wait(_s(BEAT)) .to({alpha:0}, _s(BEAT), Ease.quadInOut) .call(function(){ Game.sceneManager.gotoScene("Post_Credits"); }); // Background Ambience var ambience = Game.sounds.bg_nighttime; ambience.loop(true); ambience.volume(0); ambience.play(); ambience.fade(0, 1, 2000); }); }); }); }); }); }); }); }); }