waves/public/assets/g/wbwwb/js/scenes/Scene_Credits.js
2025-04-09 17:11:14 -05:00

111 lines
2.5 KiB
JavaScript

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);
});
});
});
});
});
});
});
});
}