234 lines
8.3 KiB
Lua
234 lines
8.3 KiB
Lua
local DonBGBase = require("background/bg_objects/donbg/base")
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local Footer = require("background/bg_objects/footer")
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local Dancer = require("background/bg_objects/dancer")
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local RendaController = require("background/bg_objects/renda")
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local ChibiController = require("background/bg_objects/chibi")
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local COLLAB_PATH = "background/collab/mario"
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local MAX_DANCERS = 5
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local DONBG_SCALE = 184 / 64
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local MarioDonBG = setmetatable({}, { __index = DonBGBase })
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MarioDonBG.__index = MarioDonBG
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function MarioDonBG.new(index, player_num, path)
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local self = setmetatable({}, MarioDonBG)
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local base = DonBGBase.new(index, player_num, path)
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for k, v in pairs(base) do self[k] = v end
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self.tile_width = self.bg_texture.width * DONBG_SCALE
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local duration = 3000 * DONBG_SCALE * 2
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self.move = anim.move(duration, { total_distance = -self.tile_width, loop = true })
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self.move:start()
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return self
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end
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function MarioDonBG:draw_textures(fade, y, frame)
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for i = 0, 4 do
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tex.draw_texture(self._id_bg, {
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frame = frame,
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fade = fade,
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x = (i * self.tile_width) + self.move.attribute,
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y = y
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})
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end
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end
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local BGN_SCALE = 360 / 128
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local MarioBGNormal = {}
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MarioBGNormal.__index = MarioBGNormal
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function MarioBGNormal.new(move)
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local self = setmetatable({}, MarioBGNormal)
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self.name = "bg_0"
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tex.load_folder(COLLAB_PATH, "bg_normal/" .. self.name)
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self.move = move
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self.bg_texture = tex.get_texture_info(self.name, "background")
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self.tile_width = self.bg_texture.width * BGN_SCALE
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self.block_flicker = anim.texture_change(600, { { 0, 300, 0 }, { 300, 600, 1 } }, { loop = true })
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self.block_flicker:start()
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self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "background") or 0
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self._id_block_flicker = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "block_flicker") or 0
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return self
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end
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function MarioBGNormal:update(current_time_ms) self.block_flicker:update(current_time_ms) end
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function MarioBGNormal:draw()
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local w = self.tile_width
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local x = self.move.attribute % w
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for _, dx in ipairs({ x - w, x }) do
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tex.draw_texture(self._id_bg, { x = dx })
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tex.draw_texture(self._id_block_flicker, { frame = self.block_flicker.attribute, x = dx })
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end
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end
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function MarioBGNormal:destroy() tex.unload_folder(COLLAB_PATH, "bg_normal/" .. self.name) end
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local MarioBGFever = {}
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MarioBGFever.__index = MarioBGFever
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function MarioBGFever.new()
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local self = setmetatable({}, MarioBGFever)
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self.name = "bg_fever_0"
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tex.load_folder(COLLAB_PATH, "bg_fever/" .. self.name)
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self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "background") or 0
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self._id_icon1 = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "icon1") or 0
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self._id_icon2 = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "icon2") or 0
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return self
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end
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function MarioBGFever:start() end
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function MarioBGFever:update(current_time_ms) end
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function MarioBGFever:draw()
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tex.draw_texture(self._id_bg)
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tex.draw_texture(self._id_icon1)
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tex.draw_texture(self._id_icon2)
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end
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function MarioBGFever:destroy() tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name) end
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local MarioFever = {}
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MarioFever.__index = MarioFever
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function MarioFever.new(bpm)
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local self = setmetatable({}, MarioFever)
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self.name = "fever_0"
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tex.load_folder(COLLAB_PATH, "fever/" .. self.name)
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local half_beat = (60000 / bpm) / 2
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self.bounce_up = anim.move(half_beat, { total_distance = 30, ease_out = "quadratic" })
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self.bounce_down = anim.move(half_beat, { total_distance = 30, ease_in = "quadratic", delay = half_beat })
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self._id_goomba = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "goomba") or 0
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self._id_mushroom = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "mushroom") or 0
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self._id_toad = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "toad") or 0
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self._id_peach = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "peach") or 0
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self._id_koopa = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/" .. "koopa") or 0
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return self
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end
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function MarioFever:start()
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self.bounce_up:start()
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self.bounce_down:start()
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end
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function MarioFever:update(current_time_ms, bpm)
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self.bounce_up:update(current_time_ms)
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self.bounce_down:update(current_time_ms)
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if self.bounce_down.is_finished then
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local half_beat = (60000 / bpm) / 2
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self.bounce_up = anim.move(half_beat, { total_distance = 30, ease_out = "quadratic" })
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self.bounce_down = anim.move(half_beat, { total_distance = 30, ease_in = "quadratic", delay = half_beat })
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self.bounce_up:start()
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self.bounce_down:start()
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end
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end
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function MarioFever:draw()
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local y = self.bounce_down.attribute - self.bounce_up.attribute
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tex.draw_texture(self._id_goomba, { y = y })
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tex.draw_texture(self._id_mushroom, { y = y })
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tex.draw_texture(self._id_toad, { y = y })
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tex.draw_texture(self._id_peach, { y = y })
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tex.draw_texture(self._id_koopa, { y = y })
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end
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function MarioFever:destroy() tex.unload_folder(COLLAB_PATH, "fever/" .. self.name) end
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-- Background
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local MarioBackground = {}
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MarioBackground.__index = MarioBackground
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function MarioBackground.new(player_num, bpm)
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local self = setmetatable({}, MarioBackground)
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self.donbg = MarioDonBG.new(1, player_num, COLLAB_PATH)
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self.bg_normal = MarioBGNormal.new(self.donbg.move)
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self.bg_fever = MarioBGFever.new()
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self.footer = Footer.new(COLLAB_PATH, -1)
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self.fever = MarioFever.new(bpm)
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self.dancer = Dancer.BaseDancerGroup.new(0, bpm, MAX_DANCERS, COLLAB_PATH)
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self.renda = RendaController.new(COLLAB_PATH, 0)
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self.chibi = ChibiController.new(bpm, COLLAB_PATH, 1)
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self.is_clear = false
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self.is_rainbow = false
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self.last_milestone = 1
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tex.load_folder(COLLAB_PATH, "dodai")
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self._id_dodai = tex.get_texture(COLLAB_PATH .. "/" .. "dodai" .. "/" .. "dodai") or 0
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return self
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end
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function MarioBackground:update(current_ms, bpm)
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self.donbg:update(current_ms)
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self.bg_normal:update(current_ms)
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self.fever:update(current_ms, bpm)
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self.dancer:update(current_ms, bpm)
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self.renda:update(current_ms)
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self.chibi:update(current_ms, bpm)
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end
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function MarioBackground:handle_good(player_num) self.chibi:add_chibi(player_num, false) end
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function MarioBackground:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end
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function MarioBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end
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function MarioBackground:handle_drumroll(player_num) self.renda:add_renda() end
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function MarioBackground:handle_balloon(player_num) self.renda:add_renda() end
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function MarioBackground:handle_gauge(player_num, progress, is_clear, is_rainbow)
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self.donbg:set_clear(is_clear)
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if is_rainbow and not self.is_rainbow then self.fever:start() end
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self.is_clear = is_clear
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self.is_rainbow = is_rainbow
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local current_milestone
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if is_clear then
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current_milestone = MAX_DANCERS
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else
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current_milestone = math.min(MAX_DANCERS - 1, math.floor(progress * MAX_DANCERS))
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end
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if current_milestone > self.last_milestone then
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for _ = 1, current_milestone - self.last_milestone do self.dancer:add_dancer() end
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self.last_milestone = current_milestone
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elseif current_milestone < self.last_milestone then
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for _ = 1, self.last_milestone - current_milestone do self.dancer:remove_dancer() end
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self.last_milestone = current_milestone
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end
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end
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function MarioBackground:draw_back()
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if self.is_clear then
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self.bg_fever:draw()
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else
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self.bg_normal:draw()
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end
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tex.draw_texture(self._id_dodai)
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self.donbg:draw()
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self.renda:draw()
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self.dancer:draw()
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self.footer:draw()
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if self.is_rainbow then self.fever:draw() end
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self.chibi:draw()
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end
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function MarioBackground:draw_fore() end
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function MarioBackground:destroy()
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self.donbg:destroy()
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self.bg_normal:destroy()
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self.bg_fever:destroy()
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self.fever:destroy()
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self.dancer:destroy()
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self.footer:destroy()
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self.renda:destroy()
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self.chibi:destroy()
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tex.unload_folder(COLLAB_PATH, "dodai")
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end
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return MarioBackground
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