Shipped with TRX as data/trx/ship/games/tr4/scripts/title.lua.
local logo = require("tr4.logo")
-- The logo sits across the top of the menu at the size the original engine
-- gives it.
local LOGO_WIDTH = 512
local LOGO_HEIGHT = 256
local function show_logo()
trx.ui.regions.place(
trx.ui.Region.TOP_CENTER,
trx.ui.widgets.Image({
path = logo.path,
w = LOGO_WIDTH,
h = LOGO_HEIGHT,
})
)
end
-- The title screen alternates flyby sequences with cutscenes: a trigger along
-- a flyby's path starts one, and the cutscene hands over to the next sequence
-- when it ends. The last one wraps to the first and lets every scene in the
-- cycle run again, so it repeats for as long as the menu is up. Each step
-- pairs the cutscene a trigger starts with the flyby that follows it.
local CYCLE = {
{ cutscene_num = 28, next_flyby_num = 2 },
{ cutscene_num = 29, next_flyby_num = 3 },
{ cutscene_num = 30, next_flyby_num = 1 },
}
-- title.tr4 numbers its flyby sequences from 1; sequence 0 has no cameras.
local FIRST_FLYBY_NUM = 1
local function cycle_step(cutscene_num)
for index, step in ipairs(CYCLE) do
if step.cutscene_num == cutscene_num then
return step, index
end
end
return nil
end
-- The doors the flyby triggers open would otherwise stay open, and every later
-- pass would begin on a room already unlocked. Rewinding them as the cycle
-- opens gives each pass the same picture to start from, which is what the
-- original engine does here too.
local DOORS = trx.catalog.objects.animating_6
local function rewind_doors()
for _, item in ipairs(trx.items.query:of_object(DOORS):matches()) do
item.anim_num = 0
item.frame_num = 0
item.trigger_mask = 0
end
end
-- A trigger a flyby crosses antitriggers one of the ground flames, and the
-- level holds none that lights it again, so every pass after the first is
-- missing it. Putting the trigger back as it fires leaves the flame burning,
-- which is what dropping the trigger from the level data would do.
local FLAMES = trx.catalog.objects.flame_emitter_tr4_ground
trx.events.on_trigger(function(item, trigger)
if
item.object_id == FLAMES
and trigger.type == trx.items.TriggerType.ANTITRIGGER
then
item.is_reversed = true
end
end)
-- Places blood where the mummy lands on the spikes.
local BLOOD_CUTSCENE_NUM = CYCLE[3].cutscene_num
local BLOOD_FIRST_FRAME = 349
local BLOOD_LAST_FRAME = 357
local BLOOD_Z = 76209
trx.cutscenes[BLOOD_CUTSCENE_NUM]:on_frame(function(_, frame_num)
if
frame_num < BLOOD_FIRST_FRAME
or frame_num > BLOOD_LAST_FRAME
or frame_num % 2 == 0
then
return
end
trx.fx.blood({
pos = {
x = 6799 - trx.random.draw:randint(0, 255),
y = trx.random.draw:randint(0, 511) - 768,
z = BLOOD_Z,
},
strength = 7,
})
end)
-- Lara is one of a cutscene's actors, and has no business being on screen
-- between them. The level script runs before the level exists, so she is only
-- ever reached from a handler.
local function set_lara_visible(visible)
local item = trx.lara.item
if item ~= nil then
item.mesh_bits = visible and 0xFFFFFFFF or 0
end
end
trx.events.on_title_start(function()
show_logo()
trx.cutscenes.forget_played()
set_lara_visible(false)
trx.camera.play_flyby(FIRST_FLYBY_NUM)
end)
-- The menu always needs a camera of its own, so a sequence that runs out
-- without a cutscene to follow it plays again.
trx.events.on_flyby_end(function(sequence_num)
trx.camera.play_flyby(sequence_num)
end)
trx.events.on_cutscene_start(function(cutscene)
set_lara_visible(true)
if cutscene.num == CYCLE[1].cutscene_num then
rewind_doors()
end
end)
trx.events.on_cutscene_end(function(cutscene)
set_lara_visible(false)
local step, index = cycle_step(cutscene.num)
if step == nil then
return
end
if index == #CYCLE then
trx.cutscenes.forget_played()
end
trx.camera.play_flyby(step.next_flyby_num)
end)