Merge remote-tracking branch 'github/master'
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						commit
						435157b192
					
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					@ -322,7 +322,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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            this.MAX_EXP += 50; //increase max exp needed for level up
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					            this.MAX_EXP += 50; //increase max exp needed for level up
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            this.level++ ;
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					            this.level++ ;
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            this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "level_up", loop: false, holdReference: false});
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					            this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "level_up", loop: false, holdReference: false});
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            this.emitter.fireEvent(Player_Events.GIVE_BUFF);
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					            this.emitter.fireEvent(Player_Events.GIVE_REGULAR_BUFF);
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        }
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					        }
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    }
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					    }
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					@ -369,7 +369,9 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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        // Get sub-array of first 3 elements after shuffled
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					        // Get sub-array of first 3 elements after shuffled
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        let shuffled = PlayerController.buffPool.slice(0, 3); //3 buff categories
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					        let shuffled = PlayerController.buffPool.slice(0, 3); //3 buff categories
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        let num = parseFloat(Math.random().toPrecision(1)) * 10;    //random number from 1 to 10 if no value given
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					        //random number from 5 to 15 if no value given
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					        let num = Math.floor(Math.random() *10) +5;
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					        num = Math.round(num);
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        if(typeof val !== 'undefined'){
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					        if(typeof val !== 'undefined'){
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            num = val;
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					            num = val;
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        }
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					        }
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					@ -293,7 +293,7 @@ export default class GameLevel extends Scene {
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                        //this.emitter.fireEvent(Player_Events.GIVE_BUFF);
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					                        //this.emitter.fireEvent(Player_Events.GIVE_BUFF);
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                        break;
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					                        break;
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                    case Player_Events.GIVE_BUFF:
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					                    case Player_Events.GIVE_REGULAR_BUFF:
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                        this.buffs = (<PlayerController>this.player._ai).generateRegularBuffs();
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					                        this.buffs = (<PlayerController>this.player._ai).generateRegularBuffs();
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                        if(this.buffs[0].string === undefined){
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					                        if(this.buffs[0].string === undefined){
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                            this.buffLabel1.text = "\n\nIncrease "+this.buffs[0].type + "\n by "+this.buffs[0].value;
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					                            this.buffLabel1.text = "\n\nIncrease "+this.buffs[0].type + "\n by "+this.buffs[0].value;
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					@ -316,6 +316,33 @@ export default class GameLevel extends Scene {
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                            this.buffLabel3.text = this.buffs[2].string;
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					                            this.buffLabel3.text = this.buffs[2].string;
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                        }
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					                        }
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					                        //pause game here 
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					                        this.setGameState(GameState.BUFF);
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					                        this.buffLayer.enable();
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					                        break;
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					                    case Player_Events.GIVE_SPECIAL_BUFF:
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					                        this.buffs = (<PlayerController>this.player._ai).generateSpecialBuffs();
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					                        if(this.buffs[0].string === undefined){
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					                            this.buffLabel1.text = "\n\nIncrease "+this.buffs[0].type + "\n by "+this.buffs[0].value;
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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 = "\n\nIncrease "+this.buffs[1].type + "\n by "+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 = "\n\nIncrease "+this.buffs[2].type + "\n by "+this.buffs[2].value;
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					                        }
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					                        else{
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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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					                        //pause game here 
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                        this.setGameState(GameState.BUFF);
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					                        this.setGameState(GameState.BUFF);
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                        this.buffLayer.enable();
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					                        this.buffLayer.enable();
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					@ -497,7 +524,8 @@ export default class GameLevel extends Scene {
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            Player_Events.LEVEL_START,
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					            Player_Events.LEVEL_START,
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            Player_Events.LEVEL_END,
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					            Player_Events.LEVEL_END,
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            Player_Events.PLAYER_KILLED,
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					            Player_Events.PLAYER_KILLED,
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            Player_Events.GIVE_BUFF,
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					            Player_Events.GIVE_REGULAR_BUFF,
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					            Player_Events.GIVE_SPECIAL_BUFF
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        ]);
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					        ]);
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        this.receiver.subscribe("buff1");
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					        this.receiver.subscribe("buff1");
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        this.receiver.subscribe("buff2");
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					        this.receiver.subscribe("buff2");
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					@ -10,7 +10,8 @@ export enum Player_Events {
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    ENEMY_KILLED = "EnemyKilled",
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					    ENEMY_KILLED = "EnemyKilled",
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    PLAYER_HIT_ENEMY = "PlayerHitEnemy",
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					    PLAYER_HIT_ENEMY = "PlayerHitEnemy",
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    BOSS_KILLED = "BossKilled",
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					    BOSS_KILLED = "BossKilled",
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    GIVE_BUFF = "GiveBuff",
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					    GIVE_REGULAR_BUFF = "GiveRegularBuff",
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					    GIVE_SPECIAL_BUFF = "GiveSpecialBuff",
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    PLAYER_COLLIDE = "PlayerCollide"
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					    PLAYER_COLLIDE = "PlayerCollide"
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}
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					}
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export enum Damage_Type {
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					export enum Damage_Type {
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