feat: implemented pause layer and cheat code
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			@ -76,6 +76,8 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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    MAX_SHIELD : number = 20;
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    invincible : boolean = false;
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    godMode: boolean = false;
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    tilemap: OrthogonalTilemap;
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    //for doublejumps maybe = # of jumps in air allowed
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			@ -103,6 +105,9 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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    // TODO - figure out attacker 
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    damage(damage: number, attacker?: GameNode): void {
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        if (this.godMode) {
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            return;
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        }
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        if( !this.invincible){
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            //i frame here
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            PlayerController.invincibilityTimer.start();
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			@ -34,6 +34,7 @@ import InputWrapper from "../Tools/InputWrapper";
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import Story from "../Tools/DataTypes/Story";
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import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite";
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import Platformer from "../../demos/Platformer";
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import TextInput from "../../Wolfie2D/Nodes/UIElements/TextInput";
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			@ -101,6 +102,12 @@ export default class GameLevel extends Scene {
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    buffButton3 : Button;
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    buffs: Array<Buff>;
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    //pause layer
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    pauseLayer: Layer;
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    pauseText: Label;
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    pauseInput: TextInput;
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    pauseSubmit: Label;
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    randomSeed: number;
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    startpos: Vec2; 
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			@ -127,6 +134,7 @@ export default class GameLevel extends Scene {
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        this.load.image("knife", "shattered_sword_assets/sprites/knife.png");
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        this.load.spritesheet("slice", "shattered_sword_assets/spritesheets/slice.json");
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        this.load.image("inventorySlot", "shattered_sword_assets/sprites/inventory.png");
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        this.load.image("black", "shattered_sword_assets/images/black.png");
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        this.load.spritesheet("test_dummy","shattered_sword_assets/spritesheets/test_dummy.json")
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        this.enemies = new Array();
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			@ -270,6 +278,9 @@ export default class GameLevel extends Scene {
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                        break;
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                }
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            }
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            if (event.type === "cheat") {
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                this.enableCheat();
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            }
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        }
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        if (this.gameStateStack.peek() === GameState.STORY) {
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            if (InputWrapper.isNextJustPressed() && this.gameStateStack.peek() === GameState.STORY) {
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			@ -279,9 +290,11 @@ export default class GameLevel extends Scene {
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        if (InputWrapper.isPauseJustPressed()) {
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            if (this.gameStateStack.peek() === GameState.GAMING) {
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                this.setGameState(GameState.PAUSE);
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                this.pauseLayer.enable();
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            }
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            else if (this.gameStateStack.peek() === GameState.PAUSE) {
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                this.setGameState();
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                this.setGameState();    
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                this.pauseLayer.disable();
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            }
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        }
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			@ -364,6 +377,9 @@ export default class GameLevel extends Scene {
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        this.storyLayer = this.addUILayer("story");
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        this.storyLayer.disable();
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        this.pauseLayer = this.addUILayer("pause");
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        this.pauseLayer.disable();
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        this.receiver.subscribe("loadStory");
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    }
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			@ -391,6 +407,7 @@ export default class GameLevel extends Scene {
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        this.receiver.subscribe("buff1");
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        this.receiver.subscribe("buff2");
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        this.receiver.subscribe("buff3");
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        this.receiver.subscribe("cheat");
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    }
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    // TODO - 
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			@ -514,7 +531,23 @@ export default class GameLevel extends Scene {
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        this.buffLayer.disable();
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    }
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        this.pauseText = <Label>this.add.uiElement(UIElementType.LABEL, "pause", {position: new Vec2(500, 250), text: "Game Paused"});
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        this.pauseInput = <TextInput>this.add.uiElement(UIElementType.TEXT_INPUT, "pause", {position: new Vec2(500, 300), text: ""});
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        this.pauseSubmit = <Label>this.add.uiElement(UIElementType.LABEL, "pause", {position: new Vec2(500, 350), text: "Submit"});
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        // let tmp = this.add.sprite("black", "pause");
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        this.pauseLayer.setAlpha(0.5);
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        this.pauseInput.size.set(500, 30);
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        this.pauseText.textColor = Color.BLACK;
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        this.pauseText.borderColor = Color.BLACK;
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        this.pauseText.backgroundColor = Color.WHITE;
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        this.pauseText.borderWidth = 3;
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        this.pauseSubmit.textColor = Color.BLACK;
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        this.pauseSubmit.borderColor = Color.BLACK;
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        this.pauseSubmit.backgroundColor = Color.WHITE;
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        this.pauseSubmit.onClickEventId = "cheat";
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        this.pauseSubmit.borderWidth = 3;
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}
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    //TODO - determine whether we will have weapon datatype
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    /**
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			@ -890,6 +923,38 @@ export default class GameLevel extends Scene {
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        }
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    }
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    // Cheat
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    enableCheat() {
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        if (this.pauseInput.text.toUpperCase() === "UUDDLRLRBABA") {
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            (<PlayerController>this.player._ai).godMode = true;
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            return;
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        }
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        else {
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            let commands = this.pauseInput.text.split(' ');
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            if (commands.length === 3) {
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                if (commands[0].toUpperCase() !== "SET") {
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                    switch (commands[1].toUpperCase()) {
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                        case "ATK":
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                            (<PlayerController>this.player._ai).CURRENT_ATK = parseInt(commands[2]);
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                            break;
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                        case "HP":
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                            (<PlayerController>this.player._ai).CURRENT_HP = parseInt(commands[2]);
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                            break;
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                        case "EXP":
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                            (<PlayerController>this.player._ai).CURRENT_EXP = parseInt(commands[2]);
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                            break;
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                        case "SLD":
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                            (<PlayerController>this.player._ai).CURRENT_SHIELD = parseInt(commands[2]);
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                            break;
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                        default:
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                            break;
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                    }
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                }
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            }
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            (<PlayerController>this.player._ai).godMode = false;
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        }
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    }
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}
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