222 lines
8.0 KiB
Lua
222 lines
8.0 KiB
Lua
-- YataiDON-HSS override of PyTaikoGreen/background/bg_collabs/imas_sidem.lua: bg tile step/scroll period use bg_texture.x2[1] (no extra *sc)
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local DonBGBase = require("background/bg_objects/donbg/base")
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local Fever = require("background/bg_objects/fever")
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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 DancerModel = require("background/bg_objects/collab_dancer_model")
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local COLLAB_PATH = "background/collab/imas_sidem"
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local MAX_DANCERS = 3
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-- Custom DonBG: 16*scale tiled background with 8x scale scroll
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local ImasSidemDonBG = setmetatable({}, { __index = DonBGBase })
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ImasSidemDonBG.__index = ImasSidemDonBG
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function ImasSidemDonBG.new(player_num)
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local self = setmetatable({}, ImasSidemDonBG)
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local base = DonBGBase.new(1, player_num, COLLAB_PATH)
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for k, v in pairs(base) do self[k] = v end
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local bg_width = self.bg_texture and self.bg_texture.x2[1] or 0
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local sc = tex.get_screen_scale()
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self.move = anim.move(3000, { total_distance = -bg_width * 8, loop = true })
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return self
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end
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function ImasSidemDonBG:draw_textures(fade, y, frame)
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local sc = tex.get_screen_scale()
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local bg_width = self.bg_texture and self.bg_texture.x2[1] or 0
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for i = 0, math.floor(16 * sc) - 1 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 * bg_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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-- BGNormal: looping 4-frame screen texture change
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local ImasSidemBGNormal = {}
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ImasSidemBGNormal.__index = ImasSidemBGNormal
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function ImasSidemBGNormal.new()
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local self = setmetatable({}, ImasSidemBGNormal)
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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.screen_change = anim.texture_change(8000, {
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{ 0, 2000, 0 }, { 2000, 4000, 1 }, { 4000, 6000, 2 }, { 6000, 8000, 3 }
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}, { loop = true })
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self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/background") or 0
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self._id_screen = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/screen") or 0
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self._id_overlay = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/overlay") or 0
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return self
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end
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function ImasSidemBGNormal:update(current_time_ms)
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self.screen_change:update(current_time_ms)
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end
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function ImasSidemBGNormal:draw()
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tex.draw_texture(self._id_bg)
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tex.draw_texture(self._id_screen, { frame = self.screen_change.attribute })
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tex.draw_texture(self._id_overlay)
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end
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function ImasSidemBGNormal:destroy()
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tex.unload_folder(COLLAB_PATH, "bg_normal/" .. self.name)
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end
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-- BGFever: same screen texture change + overlay_2; immediately transitioned
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local ImasSidemBGFever = {}
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ImasSidemBGFever.__index = ImasSidemBGFever
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function ImasSidemBGFever.new()
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local self = setmetatable({}, ImasSidemBGFever)
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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.transitioned = true
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self.screen_change = anim.texture_change(8000, {
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{ 0, 2000, 0 }, { 2000, 4000, 1 }, { 4000, 6000, 2 }, { 6000, 8000, 3 }
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}, { loop = true })
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self._id_bg = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/background") or 0
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self._id_screen = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/screen") or 0
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self._id_overlay = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/overlay") or 0
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self._id_overlay2 = tex.get_texture(COLLAB_PATH .. "/" .. self.name .. "/overlay_2") or 0
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return self
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end
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function ImasSidemBGFever:start() end -- already transitioned
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function ImasSidemBGFever:update(current_time_ms)
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self.screen_change:update(current_time_ms)
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end
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function ImasSidemBGFever:draw()
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tex.draw_texture(self._id_bg)
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tex.draw_texture(self._id_screen, { frame = self.screen_change.attribute })
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tex.draw_texture(self._id_overlay)
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tex.draw_texture(self._id_overlay2)
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end
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function ImasSidemBGFever:destroy()
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tex.unload_folder(COLLAB_PATH, "bg_fever/" .. self.name)
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end
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-- Fever: same 2-frame overlay as imas collab (2-beat cycle)
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local ImasSidemFever = setmetatable({}, { __index = Fever.Base })
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ImasSidemFever.__index = ImasSidemFever
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function ImasSidemFever.new(bpm)
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local self = setmetatable({}, ImasSidemFever)
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local base = Fever.Base.new(0, bpm, COLLAB_PATH)
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for k, v in pairs(base) do self[k] = v end
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local total = 120000 / bpm
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self.texture_change = anim.texture_change(total, {
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{ 0, total / 2, 0 },
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{ total / 2, total, 1 }
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}, { loop = true })
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return self
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end
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function ImasSidemFever:update(current_time_ms, bpm)
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Fever.Base.update(self, current_time_ms, bpm)
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self.texture_change:update(current_time_ms)
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end
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function ImasSidemFever:draw()
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local a = self:alpha()
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if a <= 0.001 then return end
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local y = self.bounce_down.attribute - self.bounce_up.attribute
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tex.draw_texture(self._id_overlay, { y = y, frame = self.texture_change.attribute, fade = a })
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end
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-- Background
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local ImasSidemBackground = {}
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ImasSidemBackground.__index = ImasSidemBackground
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function ImasSidemBackground.new(player_num, bpm)
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local self = setmetatable({}, ImasSidemBackground)
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self.donbg = ImasSidemDonBG.new(player_num)
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self.bg_normal = ImasSidemBGNormal.new()
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self.bg_fever = ImasSidemBGFever.new()
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self.footer = Footer.new(COLLAB_PATH, 0)
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self.fever = ImasSidemFever.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, 0)
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self.is_clear = false
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self.is_rainbow = false
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-- reference dance_b_* count model
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self.dancer_model = DancerModel.new(MAX_DANCERS)
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return self
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end
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function ImasSidemBackground: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.bg_fever: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 ImasSidemBackground:handle_good(player_num) self.chibi:add_chibi(player_num, false) end
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function ImasSidemBackground:handle_ok(player_num) self.chibi:add_chibi(player_num, false) end
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function ImasSidemBackground:handle_bad(player_num) self.chibi:add_chibi(player_num, true) end
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function ImasSidemBackground:handle_drumroll(player_num) self.renda:add_renda() end
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function ImasSidemBackground:handle_balloon(player_num) end
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function ImasSidemBackground:handle_gauge(player_num, progress, is_clear, is_rainbow, clear_progress)
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self.donbg:set_clear(is_clear)
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if is_clear and not self.is_clear then self.bg_fever:start() end
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if not is_clear and self.is_clear and self.bg_fever.reset then self.bg_fever:reset() end
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if is_rainbow and not self.is_rainbow then self.fever:start() end
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if not is_rainbow and self.is_rainbow and self.fever.stop then self.fever:stop() end
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self.is_clear = is_clear
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self.is_rainbow = is_rainbow
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self.dancer_model:apply(self.dancer, progress, is_clear, clear_progress)
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end
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function ImasSidemBackground:draw_back()
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if self.is_clear then
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if not self.bg_fever.transitioned then
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self.bg_normal:draw()
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self.bg_fever:draw()
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else
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self.bg_fever:draw()
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end
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else
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self.bg_normal:draw()
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end
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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.fever.is_visible and self.fever:is_visible() then self.fever:draw() end
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self.chibi:draw()
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end
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function ImasSidemBackground:draw_fore() end
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function ImasSidemBackground: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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end
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return ImasSidemBackground
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