Fixed sample rate for sounds. Removed debug statement for info for survival mode.
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sounds/_edge.ogg
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sounds/_edge.ogg
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sounds/_finish_level.ogg
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sounds/_finish_level.ogg
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sounds/black_cat.ogg
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sounds/black_cat.ogg
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sounds/black_cat_dies.ogg
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sounds/black_cat_dies.ogg
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sounds/bone_dust.ogg
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sounds/bone_dust.ogg
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sounds/boogie_man.ogg
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sounds/boogie_man.ogg
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sounds/boogie_man_dies.ogg
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sounds/boogie_man_dies.ogg
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sounds/catapult.ogg
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sounds/catapult_launch.ogg
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sounds/coffin.ogg
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sounds/coffin_shatter.ogg
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sounds/coffin_shatter.ogg
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sounds/duck.ogg
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sounds/duck.ogg
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sounds/edge.ogg
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sounds/edge.ogg
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sounds/end_of_level.ogg
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sounds/end_of_level.ogg
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sounds/falling_skull1.ogg
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sounds/falling_skull1.ogg
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sounds/falling_skull2.ogg
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sounds/falling_skull2.ogg
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sounds/footstep.ogg
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sounds/footstep.ogg
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sounds/footstep_dirt_road.ogg
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sounds/footstep_dirt_road.ogg
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sounds/footstep_stone.ogg
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sounds/footstep_stone.ogg
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sounds/footstep_tall_grass.ogg
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sounds/footstep_tall_grass.ogg
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sounds/game_over.ogg
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sounds/game_over.ogg
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sounds/get_bone_dust.ogg
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sounds/get_cauldron.ogg
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sounds/get_cauldron.ogg
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sounds/get_extra_life.ogg
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sounds/get_extra_life.ogg
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sounds/get_guts.ogg
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sounds/get_guts.ogg
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sounds/get_hand_of_glory.ogg
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sounds/get_hand_of_glory.ogg
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sounds/get_jack_o_lantern.ogg
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sounds/get_jack_o_lantern.ogg
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sounds/get_nunchucks.ogg
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sounds/get_nunchucks.ogg
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sounds/get_shin_bone.ogg
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sounds/get_shin_bone.ogg
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sounds/get_witch_broom.ogg
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sounds/get_witch_broom.ogg
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sounds/ghost_is_vulnerable.ogg
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sounds/ghost_is_vulnerable.ogg
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sounds/ghoul.ogg
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sounds/ghoul.ogg
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sounds/ghoul_dies.ogg
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sounds/ghoul_dies.ogg
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sounds/goblin.ogg
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sounds/goblin_dies.ogg
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sounds/goblin_dies.ogg
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sounds/grasping_hands.ogg
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sounds/grasping_hands.ogg
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sounds/grasping_hands_end.ogg
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sounds/grasping_hands_end.ogg
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sounds/grasping_hands_start.ogg
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sounds/grasping_hands_start.ogg
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sounds/grave.ogg
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sounds/grave.ogg
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sounds/headless_horseman.ogg
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sounds/headless_horseman.ogg
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sounds/hit_spiderweb.ogg
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sounds/hit_spiderweb.ogg
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sounds/item_bounce.ogg
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sounds/item_bounce.ogg
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sounds/jump.ogg
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sounds/jump.ogg
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sounds/lose_a_life.ogg
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sounds/lose_a_life.ogg
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sounds/menu-move.ogg
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sounds/menu-move.ogg
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sounds/menu-select.ogg
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sounds/menu-select.ogg
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sounds/music_menu.ogg
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sounds/music_menu.ogg
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sounds/player_broom_attack.ogg
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sounds/player_broom_attack.ogg
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sounds/player_broom_hit.ogg
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sounds/player_broom_hit.ogg
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sounds/player_nunchuck_hit.ogg
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sounds/player_shovel_attack.ogg
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sounds/player_shovel_hit.ogg
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sounds/player_shovel_hit.ogg
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sounds/player_takes_damage.ogg
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sounds/player_takes_damage.ogg
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sounds/pumpkin_high.ogg
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sounds/pumpkin_low.ogg
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sounds/pumpkin_splat.ogg
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sounds/revenant.ogg
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sounds/revenant_dies.ogg
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sounds/revenant_dies.ogg
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sounds/save.ogg
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sounds/save.ogg
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sounds/skull_lands.ogg
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sounds/skull_lands.ogg
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sounds/skull_storm.ogg
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sounds/skull_storm.ogg
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sounds/spider.ogg
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sounds/spider.ogg
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sounds/spider_dies.ogg
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sounds/spiderweb.ogg
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sounds/spiderweb.ogg
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sounds/stand.ogg
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sounds/stand.ogg
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sounds/survivor_bonus.ogg
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sounds/survivor_bonus.ogg
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sounds/throw_jack_o_lantern.ogg
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sounds/witch.ogg
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sounds/witch.ogg
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sounds/witch_dies.ogg
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sounds/zombie.ogg
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sounds/zombie_dies.ogg
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@@ -229,6 +229,9 @@ class WickedQuest:
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if keys[pygame.K_h]:
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if keys[pygame.K_h]:
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speak(f"{player.get_health()} health of {player.get_max_health()}")
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speak(f"{player.get_health()} health of {player.get_max_health()}")
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if keys[pygame.K_i]:
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if keys[pygame.K_i]:
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if self.currentLevel.levelId == 999:
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speak(f"Wave {self.survivalWave}. {player.get_health()} health of {player.get_max_health()}. {int(self.currentLevel.levelScore)} points on this level so far. {player.get_lives()} lives remaining.")
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else:
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speak(f"Level {self.currentLevel.levelId}, {self.currentLevel.levelName}. {player.get_health()} health of {player.get_max_health()}. {int(self.currentLevel.levelScore)} points on this level so far. {player.get_lives()} lives remaining.")
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speak(f"Level {self.currentLevel.levelId}, {self.currentLevel.levelName}. {player.get_health()} health of {player.get_max_health()}. {int(self.currentLevel.levelScore)} points on this level so far. {player.get_lives()} lives remaining.")
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if keys[pygame.K_l]:
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if keys[pygame.K_l]:
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speak(f"{player.get_lives()} lives")
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speak(f"{player.get_lives()} lives")
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