-- Prototype: the menu intro. An explosion, the Singe dragon and name flying out of it toward the -- camera, and the tagline fading in underneath. -- -- The fire is 3D emitters rather than the 2D ones the fireball prototype used, because the logo has -- to come out THROUGH it: 2D particles are drawn with the overlay, on top of the whole scene, so -- the logo would have flown out behind its own explosion. local BLAST_Z = -30.0 -- Where the charge goes off. local REST_Z = -8.0 -- Where the logo ends up. local CAM_Z = 2.0 local FLY_START = 0.30 -- Seconds: the logo leaves the blast. local FLY_END = 1.90 -- and has settled. local TAG_START = 2.10 -- The tagline begins to appear. local TAG_END = 3.00 local SPINS = 2.0 -- Turns the logo makes on the way out. local IDLE_TURN = 7.0 -- Degrees it drifts either side once it has settled. local IDLE_RATE = 0.9 -- Radians a second of that drift. -- The dragon carries no animation, but util/dragonModel.py builds it out of named parts -- head, -- neck, wingL, wingR and the rest -- and every one of them is its own node. They all sit at the -- model's origin though, so turning a wing node would swing the wing round the dragon's middle -- rather than its shoulder. hinge() gives a part the joint it is missing. Coordinates are the -- model's own: it faces +X, +Y is up, and the wings reach out along +/-Z. local WING_JOINT = { 0.30, 4.50, 0.45 } local NECK_JOINT = { 0.30, 2.70, 0.00 } local HEAD_JOINT = { 1.00, 5.20, 0.00 } local MOUTH = { 3.55, 5.60, 0.00 } local FLAP_MAX = 34.0 -- Degrees a wing rises and falls. local FLAP_FAST = 13.0 -- Radians a second while it is flying out of the blast. local FLAP_SLOW = 3.4 -- and once it has settled. local REAR_BACK = 3.05 -- Seconds: the head starts to rear. local REAR_TOP = 3.40 -- fully back. local REAR_STRIKE = 3.58 -- and thrown forward. local BREATH_START = 3.46 local BREATH_END = 4.35 local REAR_DONE = 4.90 -- Back to where it started. local REAR_ANGLE = 34.0 -- Degrees the head tips back. local STRIKE_ANGLE = -14.0 -- and forward through the strike. local DRAGON_YAW = -32.0 -- The dragon alone is turned toward the camera, so the wingbeat is -- seen three quarters on rather than edge on; the name stays square -- to the camera because it has to be read. local TAGLINE = "SINGE Is Not a Game Emulator" local SHOT_TIMES = { 0.05, 0.25, 0.55, 0.95, 1.45, 2.00, 2.60, 3.20, 3.50, 3.70, 4.00, 4.60, 5.20 } local font = fontLoad("Singe/FreeSansBold.ttf", 30) local frames = 0 local shotAt = 1 overlaySetResolution(720, 480) fontSelect(font) fontQuality(FONT_QUALITY_BLENDED) sceneEnable(true) sceneSetBackground(0, 0, 0, 255) sceneSetAmbient(14, 12, 16) sceneSetBloom(1.2, 0.22) sceneSetTonemap(TONEMAP_ACES) -- Gives a part the joint the model does not have: a hinge node at the joint, with the part hung -- off it and pushed back by the same amount, so the geometry stays where it was and turning the -- hinge turns the part about the joint. Returns the hinge to turn. local function hinge(root, name, joint, parent, parentJoint) local part = nodeFind(name, root) local pivot = nodeNew() nodeSetParent(pivot, parent or nodeGetParent(part)) nodeSetPosition(pivot, joint[1] - parentJoint[1], joint[2] - parentJoint[2], joint[3] - parentJoint[3]) nodeSetParent(part, pivot) nodeSetPosition(part, -joint[1], -joint[2], -joint[3]) return pivot end -- Eases out: fast off the mark, slow into the stop. local function easeOut(t) return 1 - (1 - t) * (1 - t) * (1 - t) end -- How far through a span the time is, 0 before it and 1 after. local function span(t, from, to) return math.max(math.min((t - from) / (to - from), 1), 0) end local blast = nodeNew() nodeSetPosition(blast, 0, 0, BLAST_Z) local smoke = emitterNew(blast) emitterSetMax(smoke, 400) emitterSetBlend(smoke, PARTICLE_ALPHA) emitterSetRadius(smoke, 1.6) emitterSetSpread(smoke, 360) emitterSetSpeed(smoke, 2.5, 9.0) emitterSetDrag(smoke, 1.3) emitterSetGravity(smoke, 0, 3.2, 0) emitterSetLife(smoke, 1.2, 2.4) emitterSetSize(smoke, 3.2, 12.0) emitterSetSpin(smoke, -40, 40) emitterSetColor(smoke, 64, 46, 38, 170, 10, 9, 12, 0) local core = emitterNew(blast) emitterSetMax(core, 500) emitterSetBlend(core, PARTICLE_ADD) emitterSetRadius(core, 1.1) emitterSetSpread(core, 360) emitterSetSpeed(core, 5.0, 20.0) emitterSetDrag(core, 1.7) emitterSetGravity(core, 0, 5.0, 0) emitterSetLife(core, 0.6, 1.3) emitterSetSize(core, 2.0, 8.2) emitterSetColor(core, 255, 232, 150, 255, 190, 35, 0, 0) local flash = emitterNew(blast) emitterSetMax(flash, 20) emitterSetBlend(flash, PARTICLE_ADD) emitterSetRadius(flash, 0.4) emitterSetSpread(flash, 360) emitterSetSpeed(flash, 0, 1.5) emitterSetLife(flash, 0.10, 0.22) emitterSetSize(flash, 6.0, 15.0) emitterSetColor(flash, 255, 255, 235, 255, 255, 150, 40, 0) local sparks = emitterNew(blast) emitterSetMax(sparks, 300) emitterSetBlend(sparks, PARTICLE_ADD) emitterSetRadius(sparks, 0.5) emitterSetSpread(sparks, 360) emitterSetSpeed(sparks, 12.0, 34.0) emitterSetDrag(sparks, 0.25) emitterSetGravity(sparks, 0, -15.0, 0) emitterSetLife(sparks, 0.5, 1.5) emitterSetSize(sparks, 0.30, 0.05) emitterSetSpin(sparks, -200, 200) emitterSetTrail(sparks, 8, 0.10) emitterSetColor(sparks, 255, 226, 160, 255, 255, 80, 15, 0) -- The blast's own light, so the logo is lit by the fire it comes out of. local fireLight = lightNew(LIGHT_POINT) nodeSetParent(fireLight, blast) lightSetColor(fireLight, 255, 150, 60) lightSetRange(fireLight, 60) lightSetIntensity(fireLight, 0) -- A key light for the logo once the fire has died, from over the camera's shoulder. local key = lightNew(LIGHT_DIRECTIONAL) nodeSetPosition(key, 4, 6, 10) nodeLookAt(key, 0, 0, REST_Z) lightSetIntensity(key, 1.15) -- A magenta rim from behind and to the left, the colour the grid behind the menu is drawn in, so -- the logo is not a flat white cut-out and the intro and the menu share a palette. local rim = lightNew(LIGHT_DIRECTIONAL) nodeSetPosition(rim, -7, 3, REST_Z - 9) nodeLookAt(rim, 0, 1.5, REST_Z) lightSetColor(rim, 255, 70, 200) lightSetIntensity(rim, 2.6) -- The dragon over the name, assembled the way testScripts/scene30.singe does it. local logo = nodeNew() local text = modelInstance(modelLoad("testScripts/Models/SingeText.glb")) nodeSetParent(text, logo) local dragon = modelInstance(modelLoad("testScripts/Models/DragonModel.glb")) nodeSetParent(dragon, logo) nodeSetPosition(dragon, 0, 4.85, 0) nodeSetRotation(dragon, 0, DRAGON_YAW, 0) nodeSetScale(dragon, 0.9) nodeSetScale(logo, 0.5) nodeSetVisible(logo, false) -- The rig. The head hangs off the neck so that rearing the neck carries the head with it. local ORIGIN = { 0, 0, 0 } local wingLeft = hinge(dragon, "wingL", { WING_JOINT[1], WING_JOINT[2], -WING_JOINT[3] }, nil, ORIGIN) local wingRite = hinge(dragon, "wingR", WING_JOINT, nil, ORIGIN) local neck = hinge(dragon, "neck", NECK_JOINT, nil, ORIGIN) local head = hinge(dragon, "head", HEAD_JOINT, neck, NECK_JOINT) -- The flame, on a node at the dragon's mouth so it follows the head round. local jet = nodeNew() nodeSetParent(jet, head) nodeSetPosition(jet, MOUTH[1] - HEAD_JOINT[1], MOUTH[2] - HEAD_JOINT[2], MOUTH[3] - HEAD_JOINT[3]) -- The flame's own light, so the dragon is lit by what it is breathing. local breathLight = lightNew(LIGHT_POINT) nodeSetParent(breathLight, jet) lightSetColor(breathLight, 255, 160, 60) lightSetRange(breathLight, 14) lightSetIntensity(breathLight, 0) local breath = emitterNew(jet) emitterSetMax(breath, 400) emitterSetBlend(breath, PARTICLE_ADD) emitterSetRadius(breath, 0.05) emitterSetSpread(breath, 13) emitterSetSpeed(breath, 4.5, 9.5) emitterSetDrag(breath, 3.0) emitterSetLife(breath, 0.28, 0.55) emitterSetSize(breath, 0.10, 1.30) emitterSetRate(breath, 260) emitterSetColor(breath, 255, 244, 200, 255, 235, 60, 0, 0) -- fontPrint has no centring, so the tagline is measured once through a throwaway sprite and drawn -- by hand from there; it is drawn rather than kept as a sprite because a sprite cannot be tinted, -- and the fade needs the foreground colour's alpha. local measure = fontToSprite(TAGLINE) local tagX = math.floor((overlayGetWidth() - spriteGetWidth(measure)) / 2) local tagY = math.floor(overlayGetHeight() * 0.72) spriteUnload(measure) local camera = nodeNew() nodeSetPosition(camera, 0, 1.2, CAM_Z) cameraSet(camera) function onOverlayUpdate() local t = singeGetTicks() / 1000.0 local fly = span(t, FLY_START, FLY_END) local tag = span(t, TAG_START, TAG_END) frames = frames + 1 if frames == 2 then emitterBurst(smoke, 85) emitterBurst(core, 110) emitterBurst(flash, 5) emitterBurst(sparks, 130) lightSetIntensity(fireLight, 400) end -- The fire's light dies over the first second and a half. lightSetIntensity(fireLight, 400 * (1 - span(t, 0.05, 1.5))) if fly > 0 then local e = easeOut(fly) -- Once it has arrived it keeps turning slowly, so the held frame is not a still picture. local idle = IDLE_TURN * math.sin((t - FLY_END) * IDLE_RATE) * fly local yaw = 360 * SPINS * (1 - e) + idle nodeSetVisible(logo, true) nodeSetPosition(logo, 0, 0.4 * e, BLAST_Z + (REST_Z - BLAST_Z) * e) nodeSetRotation(logo, 0, yaw, 0) -- Wings: beating hard on the way out, easing to a hover once it has arrived. local rate = FLAP_FAST + (FLAP_SLOW - FLAP_FAST) * e local flap = FLAP_MAX * math.sin(t * rate) nodeSetRotation(wingLeft, -flap, 0, 0) nodeSetRotation(wingRite, flap, 0, 0) -- The head rears back, snaps forward, and settles; the flame goes with the strike. local pitch = 0 if t < REAR_TOP then pitch = REAR_ANGLE * span(t, REAR_BACK, REAR_TOP) elseif t < REAR_STRIKE then local k = span(t, REAR_TOP, REAR_STRIKE) pitch = REAR_ANGLE + (STRIKE_ANGLE - REAR_ANGLE) * k else pitch = STRIKE_ANGLE * (1 - easeOut(span(t, REAR_STRIKE, REAR_DONE))) end nodeSetRotation(head, 0, 0, pitch) nodeSetRotation(neck, 0, 0, pitch * 0.35) -- The flame leaves the mouth along the dragon's own forward, which the whole logo has been -- turning; a 3D emitter takes its direction in world axes, so it is turned here by hand. local aim = math.rad(pitch) local spin = math.rad(yaw + DRAGON_YAW) emitterSetDirection(breath, math.cos(aim) * math.cos(spin), math.sin(aim), -math.cos(aim) * math.sin(spin)) if t >= BREATH_START and t < BREATH_END then emitterStart(breath) lightSetIntensity(breathLight, 26) else emitterStop(breath) lightSetIntensity(breathLight, 0) end end colorBackground(0, 0, 0, 0) overlayClear() if tag > 0 then colorForeground(235, 225, 240, math.floor(255 * tag)) fontPrint(tagX, tagY, TAGLINE) end if shotAt <= #SHOT_TIMES and t >= SHOT_TIMES[shotAt] then shotAt = shotAt + 1 singeScreenshot() end if t > 5.6 then singeQuit() end return OVERLAY_UPDATED end