diff --git a/dist/shattered_sword_assets/sounds/bgm1.mp3 b/dist/shattered_sword_assets/sounds/bgm1.mp3 new file mode 100644 index 0000000..be15dd6 Binary files /dev/null and b/dist/shattered_sword_assets/sounds/bgm1.mp3 differ diff --git a/src/shattered_sword/Scenes/GameLevel.ts b/src/shattered_sword/Scenes/GameLevel.ts index e28cd0c..835d372 100644 --- a/src/shattered_sword/Scenes/GameLevel.ts +++ b/src/shattered_sword/Scenes/GameLevel.ts @@ -160,6 +160,7 @@ export default class GameLevel extends Scene { this.load.audio("hurt", "shattered_sword_assets/sounds/hurt.wav"); this.load.audio("die", "shattered_sword_assets/sounds/die.wav"); this.load.audio("level_up","shattered_sword_assets/sounds/level_up.wav"); + this.load.audio("level_music","shattered_sword_assets/sounds/bgm1.mp3") this.load.image("knife", "shattered_sword_assets/sprites/knife.png"); @@ -253,12 +254,11 @@ export default class GameLevel extends Scene { this.levelTransitionScreen.tweens.play("fadeOut"); */ - //TODO - uncomment when done testing - // Initially disable player movement - //Input.disableInput(); this.gameStateStack = new Stack(); this.setGameState(GameState.GAMING); InputWrapper.enableInput(); + + this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "level_music", loop: true, holdReference: true}); }