Merge remote-tracking branch 'github/master'
This commit is contained in:
		
						commit
						201bfccd85
					
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			@ -38,18 +38,6 @@
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            "type": "player",
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            "x": 5,
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            "y": 19
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         }, 
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         {
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            "type": "black_pudding",
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            "x": 7,
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            "y": 19,
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            "possibility": 1
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         },
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         {
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            "type": "Snake",
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            "x": 1,
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            "y": 10,
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            "possibility": 1
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         }
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      ],
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      "startCheckPoint": [25, 19, 5, 5]
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			@ -3,7 +3,7 @@
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	"spriteSheetImage": "Hiro.png",
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	"spriteWidth": 64,
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	"spriteHeight": 64,
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	"columns": 7,
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	"columns": 8,
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	"rows": 7,
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	"durationType": "time",
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	"animations": [		
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			@ -75,12 +75,12 @@
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			]
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		},
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		{
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			"name": "JUMP",
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			"name": "JUMP2",
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			"repeat": false,
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			"frames": [
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				{
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					"index": 30,
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					"duration": 10
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					"duration": 5
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				},
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				{
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					"index": 31,
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			@ -96,12 +96,12 @@
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				},
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				{
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					"index": 30,
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					"duration": 10
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					"duration": 5
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				}
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			]
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		},
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		{
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			"name": "JUMP_RIGHT",
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			"name": "JUMP",
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			"repeat": false,
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			"frames": [
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				{
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			@ -303,6 +303,32 @@
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					"duration": 10
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				}
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			]
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		},
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		{
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			"name": "DASH",
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			"repeat": false,
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			"frames": [
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				{
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					"index": 46,
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					"duration": 5
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				},
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				{
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					"index": 47,
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					"duration": 5
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				},
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				{
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					"index": 48,
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					"duration": 5
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				},
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				{
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					"index": 49,
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					"duration": 5
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				},
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				{
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					"index": 50,
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					"duration": 10
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				}
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			]
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		}
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	]
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}
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								dist/shattered_sword_assets/spritesheets/Hiro.png
									
									
									
									
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								dist/shattered_sword_assets/spritesheets/Hiro.png
									
									
									
									
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		 Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 21 KiB  | 
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			@ -282,21 +282,6 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
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        }
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        //TODO - GOAP NOT WORKING, ATTACK WORKAROUND
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        if(this.getPlayerPosition() ==  null){
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            return;
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        }
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        let distance = this.owner.position.distanceTo(this.getPlayerPosition());
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        if( distance <= 20){
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            if( this.direction ==  Math.sign(this.getPlayerPosition().x -this.owner.position.x) ){
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                let dir = this.getPlayerPosition().clone().sub(this.owner.position).normalize();
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                if(this.attackTimer.isStopped()){
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                    this.weapon.use(this.owner, "enemy", dir.scale(1,0))
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                    this.attackTimer.start();
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                }
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            }
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        }
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			@ -361,13 +361,14 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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            dotBuffs.push({type:BuffType.POISON, value:1, category: BuffCategory.DOT, string: "Your hits \napply poison"});
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        }
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        if(dotBuffs.length < 3){    //only add extra dot if at least one dot is acquired
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        //only add extra dot if at least one dot is acquired
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        for(let i=dotBuffs.length; i< 3 ; i++){
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            dotBuffs.push({type:BuffType.EXTRA_DOT, value:num, category: BuffCategory.DOT, string: "increase your \nDOT damage"});
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        }
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        let shieldBuffs : Buff[] = [
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            {type:BuffType.HEALTH, value:1, category: BuffCategory.SHIELD},
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            {type:BuffType.HEALTH, value:num, category: BuffCategory.SHIELD},
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        ];
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        //if player doesnt have shield buff, give them the option, otherwise give buff shield option
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        if(!this.hasShield){
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			@ -405,23 +406,48 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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            switch(cat){
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                case BuffCategory.ATTACK:
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                    attackBuffs.sort(() => 0.5 - Math.random());
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                    if(attackBuffs.length == 0){
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                        selected.push({type:BuffType.RANGE, value:num/10, category: BuffCategory.ATTACK});
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                    }
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                    else{
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                        selected.push(attackBuffs.pop());
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                    }
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                    break;
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                case BuffCategory.DOT:
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                    dotBuffs.sort(() => 0.5 - Math.random());
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                    if(dotBuffs.length == 0){
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                        selected.push({type:BuffType.EXTRA_DOT, value:num, category: BuffCategory.DOT, string: "increase your \nDOT damage"});
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                    }
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                    else{
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                        selected.push(dotBuffs.pop());
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                    }
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                    break;
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                case BuffCategory.EXTRA:
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                    extraBuffs.sort(() => 0.5 - Math.random());
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                    if(extraBuffs.length ==0 ){
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                        selected.push({type:BuffType.EXTRALIFE, value:1, category: BuffCategory.EXTRA, string: "Gain an \nExtra Life"});
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                    }
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                    else{
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                        selected.push(extraBuffs.pop());
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                    }
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                    break;
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                case BuffCategory.HEALTH:
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                    healthBuffs.sort(() => 0.5 - Math.random());
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                    if(healthBuffs.length == 0){
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                        selected.push({type:BuffType.DEF, value: num/10, category: BuffCategory.HEALTH, string: "decrease damage\n taken by "+num*10+"%"});
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                    }
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                    else{
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                        selected.push(healthBuffs.pop());
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                    }
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                    break;
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                case BuffCategory.SHIELD:
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                    shieldBuffs.sort(() => 0.5 - Math.random());
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                    if(shieldBuffs.length ==0 ){
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                        selected.push({type:BuffType.HEALTH, value:num, category: BuffCategory.SHIELD});
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                    }
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                    else{
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                        selected.push(shieldBuffs.pop());
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                    }
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                    break;
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            }
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        }
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			@ -519,11 +545,17 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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     */
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    getStats(): Record<string, any>{
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        let stats = {} as Record<string,any>;
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        stats.current_health = this.CURRENT_HP;
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        stats.CURRENT_HP = this.CURRENT_HP;
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        stats.CURRENT_ATK = this.CURRENT_ATK;
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        stats.CURRENT_SHIELD = this.CURRENT_SHIELD;
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        stats.CURRENT_EXP = this.CURRENT_EXP;
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        return 
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    }
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    toString(): string{
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        return "";
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    }
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}
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			@ -158,6 +158,7 @@ export default class GameLevel extends Scene {
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        this.load.audio("hurt", "shattered_sword_assets/sounds/hurt.wav");
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        this.load.audio("die", "shattered_sword_assets/sounds/die.wav");
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        this.load.audio("level_up","shattered_sword_assets/sounds/level_up.wav");
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        this.load.audio("level_music","shattered_sword_assets/sounds/bgm1.mp3")
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        this.load.image("knife", "shattered_sword_assets/sprites/knife.png");
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			@ -251,12 +252,11 @@ export default class GameLevel extends Scene {
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        this.levelTransitionScreen.tweens.play("fadeOut");
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        */
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        //TODO - uncomment when done testing
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        // Initially disable player movement
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        //Input.disableInput();
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        this.gameStateStack = new Stack();
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        this.setGameState(GameState.GAMING);
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        InputWrapper.enableInput();
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        this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "level_music", loop: true, holdReference: true});
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    }
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			@ -321,27 +321,25 @@ export default class GameLevel extends Scene {
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                    case Player_Events.GIVE_BUFF:
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                        this.buffs = (<PlayerController>this.player._ai).generateBuffs();
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                        if(this.buffs[0].string !== undefined){
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                            //this.buffButton1.text = this.buffs[0].string;
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                            this.buffLabel1.text = this.buffs[0].string;
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                        }
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                        else{
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                            //this.buffButton1.text = "Increase "+this.buffs[0].type + " by "+this.buffs[0].value;
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                        if(this.buffs[0].string === undefined){
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                            this.buffLabel1.text = "Increase "+this.buffs[0].type + "\n by \n"+this.buffs[0].value;
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                        }
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                        if(this.buffs[1].string !== undefined){
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                            this.buffLabel2.text = this.buffs[1].string;
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                        }
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                        else{
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                            this.buffLabel1.text = this.buffs[0].string;
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                        }
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                        if(this.buffs[1].string === undefined){
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                            this.buffLabel2.text = "Increase "+this.buffs[1].type + "\n by \n"+this.buffs[1].value;
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                        }
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                        else{
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                            this.buffLabel2.text = this.buffs[1].string;
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                        }
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                        if(this.buffs[2].string !== undefined){
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                            this.buffLabel3.text = this.buffs[2].string;
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                        if(this.buffs[2].string === undefined){
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                            this.buffLabel3.text = "Increase "+this.buffs[2].type + "\n by \n"+this.buffs[2].value;
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                        }
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                        else{
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                            this.buffLabel3.text = "Increase "+this.buffs[2].type + "\n by \n"+this.buffs[2].value;
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                            this.buffLabel3.text = this.buffs[2].string;
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                        }
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                        //pause game here 
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			@ -999,8 +997,6 @@ export default class GameLevel extends Scene {
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                (<PlayerController>this.player._ai).damage(10); //10 collision dmg for now
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        }
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    }
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    /**
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