added background music
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da1f86628d
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dist/shattered_sword_assets/sounds/bgm1.mp3
vendored
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BIN
dist/shattered_sword_assets/sounds/bgm1.mp3
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@ -160,6 +160,7 @@ 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("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("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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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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this.load.image("knife", "shattered_sword_assets/sprites/knife.png");
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@ -253,12 +254,11 @@ export default class GameLevel extends Scene {
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this.levelTransitionScreen.tweens.play("fadeOut");
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this.levelTransitionScreen.tweens.play("fadeOut");
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*/
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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.gameStateStack = new Stack();
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this.setGameState(GameState.GAMING);
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this.setGameState(GameState.GAMING);
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InputWrapper.enableInput();
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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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}
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