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Add candy popup sound
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public/audio/se/shing.wav
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public/audio/se/shing.wav
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@ -223,6 +223,7 @@ export class LoadingScene extends SceneBase {
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this.loadSe('sparkle');
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this.loadSe('restore');
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this.loadSe('shine');
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this.loadSe('shing');
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this.loadSe('charge');
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this.loadSe('beam');
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this.loadSe('upgrade');
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@ -69,6 +69,8 @@ export default class CandyBar extends Phaser.GameObjects.Container {
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if (this.tween)
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this.tween.stop();
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(this.scene as BattleScene).playSound('shing');
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this.tween = this.scene.tweens.add({
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targets: this,
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x: (this.scene.game.canvas.width / 6) - (this.bg.width - 5),
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@ -258,7 +258,7 @@ class SessionSlot extends Phaser.GameObjects.Container {
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async setupWithData(data: SessionSaveData) {
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this.remove(this.loadingLabel, true);
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const gameModeLabel = addTextObject(this.scene, 8, 5, `${gameModes[data.gameMode].getName()} - Wave ${data.waveIndex}`, TextStyle.WINDOW);
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const gameModeLabel = addTextObject(this.scene, 8, 5, `${gameModes[data.gameMode]?.getName() || 'Unknown'} - Wave ${data.waveIndex}`, TextStyle.WINDOW);
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this.add(gameModeLabel);
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const timestampLabel = addTextObject(this.scene, 8, 19, new Date(data.timestamp).toLocaleString(), TextStyle.WINDOW);
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