added sword sound
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								dist/shattered_sword_assets/sounds/sword_ding.m4a
									
									
									
									
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					@ -19,6 +19,7 @@ export default class BattleManager {
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            if(this.enemies.length != 0){
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					            if(this.enemies.length != 0){
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                for (let enemy of this.enemies) {
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					                for (let enemy of this.enemies) {
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                    if (weapon.hits(enemy.owner)) {
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					                    if (weapon.hits(enemy.owner)) {
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                        let player = (<PlayerController>this.players[0]);
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					                        let player = (<PlayerController>this.players[0]);
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                        if(player.fullHpBonus){
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					                        if(player.fullHpBonus){
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					@ -7,7 +7,7 @@ import BattleManager from "../BattleManager";
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import Item from "./Item";
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					import Item from "./Item";
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import WeaponType from "./WeaponTypes/WeaponType";
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					import WeaponType from "./WeaponTypes/WeaponType";
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import Vec2 from "../../../Wolfie2D/DataTypes/Vec2";
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					import Vec2 from "../../../Wolfie2D/DataTypes/Vec2";
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					import { GameEventType } from "../../../Wolfie2D/Events/GameEventType";
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export default class Weapon extends Item {
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					export default class Weapon extends Item {
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    /** The type of this weapon */
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					    /** The type of this weapon */
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					@ -74,6 +74,8 @@ export default class Weapon extends Item {
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        // Reset the cooldown timer
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					        // Reset the cooldown timer
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        this.cooldownTimer.start();
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					        this.cooldownTimer.start();
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					        //TODO - may have to move elsewhere
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					        this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "sword", loop: false, holdReference: false});
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        return true;
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					        return true;
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    }
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					    }
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					@ -37,6 +37,7 @@ export default class Slice extends WeaponType {
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        // Play the slice animation w/o loop, but queue the normal animation
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					        // Play the slice animation w/o loop, but queue the normal animation
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        sliceSprite.animation.play("SLICE");
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					        sliceSprite.animation.play("SLICE");
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        sliceSprite.animation.queue("NORMAL", true);
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					        sliceSprite.animation.queue("NORMAL", true);
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    }
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					    }
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    createRequiredAssets(scene: Scene): [AnimatedSprite] {
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					    createRequiredAssets(scene: Scene): [AnimatedSprite] {
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					@ -236,6 +236,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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            // If there is an item in the current slot, use it
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					            // If there is an item in the current slot, use it
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            if (item) {
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					            if (item) {
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                item.use(this.owner, "player", this.lookDirection);
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					                item.use(this.owner, "player", this.lookDirection);
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					                //this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "sword", loop: false, holdReference: false});
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            }
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					            }
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        }
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					        }
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					@ -161,8 +161,8 @@ export default class GameLevel extends Scene {
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        this.load.audio("die", "shattered_sword_assets/sounds/die.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_up","shattered_sword_assets/sounds/level_up.wav");
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        //神社(じんじゃ)祭(まつり) by Second Dimension Imagination Group
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					        //神社(じんじゃ)祭(まつり) by Second Dimension Imagination Group
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        this.load.audio("level_music","shattered_sword_assets/sounds/bgm1.mp3")
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					        this.load.audio("level_music","shattered_sword_assets/sounds/bgm1.mp3");
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					        this.load.audio("sword","shattered_sword_assets/sounds/sword_ding.m4a");
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        this.load.image("knife", "shattered_sword_assets/sprites/knife.png");
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					        this.load.image("knife", "shattered_sword_assets/sprites/knife.png");
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        this.load.image("inventorySlot", "shattered_sword_assets/sprites/inventory.png");
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					        this.load.image("inventorySlot", "shattered_sword_assets/sprites/inventory.png");
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