feat: add store audio effects and rebalance card stats
- Added new audio files for store interactions: `buy.mp3`, `card.mp3`, and `card-bonus.mp3`. - Updated `BootScene` to preload the new sound effects. - Implemented sound triggers in `StoreScene`: - Plays `sfx_store_buy` upon purchasing cards. - Plays `sfx_store_card` when revealing a card. - Plays `sfx_store_card_bonus` for rare, epic, and legendary cards. - Rebalanced `data/cards.json` to adjust game mechanics: - Set `attack` to `0` for all legendary card levels. - Reduced `health` values across all card tiers. - Standardized `delay` values to `0` or `1` for most cards, removing high delay values.
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data/cards.json
662
data/cards.json
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@ -66,6 +66,9 @@ export class BootScene extends Phaser.Scene {
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this.load.audio('sfx_rupture', 'assets/audio/fx/rupture.mp3');
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this.load.audio('sfx_rupture_effect', 'assets/audio/fx/rupture-effect.mp3');
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this.load.audio('sfx_fortify', 'assets/audio/fx/fortify.mp3');
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this.load.audio('sfx_store_buy', 'assets/audio/fx/buy.mp3');
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this.load.audio('sfx_store_card', 'assets/audio/fx/card.mp3');
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this.load.audio('sfx_store_card_bonus', 'assets/audio/fx/card-bonus.mp3');
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this.load.audio('music_main_menu', 'assets/audio/music/main_menu.mp3');
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@ -234,6 +234,8 @@ export class StoreScene extends Phaser.Scene {
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return;
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}
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this.sound.play('sfx_store_buy', { volume: 0.8 });
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// Add cards to collection
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cards.forEach(card => SaveManager.addCard(this.save, card.id));
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this.registry.set('save', this.save);
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@ -347,6 +349,7 @@ export class StoreScene extends Phaser.Scene {
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ease: 'Quad.In',
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onComplete: () => {
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back.setVisible(false);
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this.sound.play('sfx_store_card', { volume: 0.8 });
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// Show front, flip in
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cardObj.setAlpha(1);
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@ -356,6 +359,11 @@ export class StoreScene extends Phaser.Scene {
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duration: 150,
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ease: 'Quad.Out',
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onComplete: () => {
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// Bonus sound for rare, epic, legendary
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if (['rare', 'epic', 'legendary'].includes(card.rarity)) {
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this.sound.play('sfx_store_card_bonus', { volume: 0.9 });
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}
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// Pop effect
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this.tweens.add({
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targets: cardObj,
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