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