213 lines
8.3 KiB
Lua
213 lines
8.3 KiB
Lua
local BGNormalBase = {}
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BGNormalBase.__index = BGNormalBase
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function BGNormalBase.new(index, path)
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local self = setmetatable({}, BGNormalBase)
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self.name = "bg_" .. index
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self.path = path or "background"
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tex.load_folder(self.path, "bg_normal/" .. self.name)
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self._id_bg = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "background") or 0
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return self
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end
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function BGNormalBase:update(current_time_ms) end
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function BGNormalBase:draw()
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tex.draw_texture(self._id_bg)
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end
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function BGNormalBase:destroy()
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tex.unload_folder(self.path, "bg_normal/" .. self.name)
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end
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-- Index 0 and 1: background + flicker overlay (animation 9)
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local BGNormal01 = setmetatable({}, {__index = BGNormalBase})
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BGNormal01.__index = BGNormal01
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function BGNormal01.new(index, path)
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local self = setmetatable({}, BGNormal01)
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local base = BGNormalBase.new(index, path)
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for k, v in pairs(base) do self[k] = v end
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self.flicker = tex.get_animation(9, "background")
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self._id_overlay = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "overlay") or 0
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return self
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end
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function BGNormal01:update(current_time_ms)
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self.flicker:update(current_time_ms)
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end
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function BGNormal01:draw()
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tex.draw_texture(self._id_bg)
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tex.draw_texture(self._id_overlay, {fade = self.flicker.attribute})
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end
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-- Index 2: stadium lights with flicker (animation 10)
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local BGNormal2 = setmetatable({}, {__index = BGNormalBase})
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BGNormal2.__index = BGNormal2
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function BGNormal2.new(index, path)
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local self = setmetatable({}, BGNormal2)
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local base = BGNormalBase.new(index, path)
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for k, v in pairs(base) do self[k] = v end
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self.flicker = tex.get_animation(10, "background")
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self._id_center = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "center") or 0
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self._id_overlay = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "overlay") or 0
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self._id_lamps = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "lamps") or 0
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self._id_light_orange = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "light_orange") or 0
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self._id_light_red = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "light_red") or 0
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self._id_light_green = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "light_green") or 0
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self._id_light_yellow = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "light_yellow") or 0
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self._id_side_l = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "side_l") or 0
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self._id_side_l_2 = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "side_l_2") or 0
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self._id_side_r = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "side_r") or 0
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return self
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end
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function BGNormal2:update(current_time_ms)
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self.flicker:update(current_time_ms)
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end
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function BGNormal2:draw()
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local f = self.flicker.attribute
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tex.draw_texture(self._id_bg)
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tex.draw_texture(self._id_center)
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tex.draw_texture(self._id_overlay)
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tex.draw_texture(self._id_lamps, {index = 0})
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tex.draw_texture(self._id_lamps, {index = 1, mirror = "horizontal"})
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tex.draw_texture(self._id_light_orange, {index = 0, fade = f})
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tex.draw_texture(self._id_light_orange, {index = 1, fade = f})
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tex.draw_texture(self._id_light_red, {fade = f})
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tex.draw_texture(self._id_light_green, {fade = f})
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tex.draw_texture(self._id_light_orange, {index = 2, fade = f})
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tex.draw_texture(self._id_light_yellow, {index = 0, fade = f})
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tex.draw_texture(self._id_light_yellow, {index = 1, fade = f})
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tex.draw_texture(self._id_side_l)
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tex.draw_texture(self._id_side_l_2)
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tex.draw_texture(self._id_side_r)
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end
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-- Index 3: cherry blossoms with turtle and petals (animations 11, 12, 13)
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local function new_petal(screen_scale, screen_width, screen_height)
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local spawn_point
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repeat
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spawn_point = math.random(0, math.floor(screen_width))
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until spawn_point < 260 or spawn_point > 540
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local duration = math.random(1400, 2000)
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local dist_x = math.random(math.floor(-300 * screen_scale), math.floor(300 * screen_scale))
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local petal = {
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spawn_point = spawn_point,
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move_x = anim.move(duration, {total_distance = dist_x}),
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move_y = anim.move(duration, {total_distance = math.floor(screen_height / 2)})
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}
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petal.move_x:start()
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petal.move_y:start()
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return petal
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end
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local BGNormal3 = setmetatable({}, {__index = BGNormalBase})
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BGNormal3.__index = BGNormal3
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function BGNormal3.new(index, path)
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local self = setmetatable({}, BGNormal3)
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local base = BGNormalBase.new(index, path)
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for k, v in pairs(base) do self[k] = v end
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self.flicker = tex.get_animation(11, "background")
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self.turtle_move = tex.get_animation(12, "background")
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self.turtle_change = tex.get_animation(13, "background")
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self.screen_scale = tex.get_screen_scale()
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self.screen_width = tex.get_screen_width()
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self.screen_height = tex.get_screen_height()
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self.petals = {}
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for _ = 1, 5 do
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table.insert(self.petals, new_petal(self.screen_scale, self.screen_width, self.screen_height))
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end
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self._id_chara = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "chara") or 0
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self._id_turtle = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "turtle") or 0
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self._id_overlay= tex.get_texture(self.path .. "/" .. self.name .. "/" .. "overlay") or 0
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self._id_petal = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "petal") or 0
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return self
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end
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function BGNormal3:update(current_time_ms)
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self.flicker:update(current_time_ms)
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self.turtle_move:update(current_time_ms)
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self.turtle_change:update(current_time_ms)
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for i = #self.petals, 1, -1 do
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local petal = self.petals[i]
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petal.move_x:update(current_time_ms)
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petal.move_y:update(current_time_ms)
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if petal.move_y.is_finished then
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table.remove(self.petals, i)
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table.insert(self.petals, new_petal(self.screen_scale, self.screen_width, self.screen_height))
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end
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end
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end
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function BGNormal3:draw()
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tex.draw_texture(self._id_bg)
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tex.draw_texture(self._id_chara)
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tex.draw_texture(self._id_turtle, {
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frame = self.turtle_change.attribute,
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x = self.turtle_move.attribute
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})
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tex.draw_texture(self._id_overlay)
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for _, petal in ipairs(self.petals) do
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tex.draw_texture(self._id_petal, {
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x = petal.spawn_point + petal.move_x.attribute,
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y = self.screen_height / 2 + petal.move_y.attribute,
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fade = 0.75
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})
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end
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end
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-- Index 4: paper lanterns with flicker (animation 14)
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local BGNormal4 = setmetatable({}, {__index = BGNormalBase})
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BGNormal4.__index = BGNormal4
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function BGNormal4.new(index, path)
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local self = setmetatable({}, BGNormal4)
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local base = BGNormalBase.new(index, path)
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for k, v in pairs(base) do self[k] = v end
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self.flicker = tex.get_animation(14, "background")
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self._id_paper_lamp = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "paper_lamp") or 0
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self._id_light_overlay= tex.get_texture(self.path .. "/" .. self.name .. "/" .. "light_overlay") or 0
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self._id_overlay = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "overlay") or 0
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self._id_lamp_overlay = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "lamp_overlay") or 0
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self._id_lamp = tex.get_texture(self.path .. "/" .. self.name .. "/" .. "lamp") or 0
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return self
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end
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function BGNormal4:update(current_time_ms)
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self.flicker:update(current_time_ms)
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end
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function BGNormal4:draw()
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local f = self.flicker.attribute
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tex.draw_texture(self._id_bg)
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for i = 0, 9 do
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tex.draw_texture(self._id_paper_lamp, {frame = 9 - i, index = i})
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end
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for i = 0, 9 do
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tex.draw_texture(self._id_light_overlay, {index = i, fade = f})
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end
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tex.draw_texture(self._id_overlay, {fade = 0.75})
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tex.draw_texture(self._id_lamp_overlay, {index = 0, fade = 0.75})
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tex.draw_texture(self._id_lamp_overlay, {index = 1, fade = 0.75})
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tex.draw_texture(self._id_lamp, {index = 0})
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tex.draw_texture(self._id_lamp, {index = 1})
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end
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local BGNormal = {}
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BGNormal.Base = BGNormalBase
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BGNormal.BGNormal2 = BGNormal2
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function BGNormal.create(index, path)
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local map = {BGNormal01, BGNormal01, BGNormal2, BGNormal3, BGNormal4}
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return map[index + 1].new(index, path)
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end
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return BGNormal
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