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Add new assets and update image references: Introduce fingerprint kit and workstation images to the project. Update inventory CSS for improved styling and adjust image loading paths in game.js to reflect new asset locations. Comment out unused object scales in rooms.js for clarity.
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assets/objects/fingerprint_kit.png
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assets/objects/fingerprint_kit.png
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assets/objects/workstation.png
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assets/objects/workstation.png
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@@ -30,12 +30,12 @@
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min-width: 60px;
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height: 60px;
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margin: 0 5px;
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border: 1px solid rgb(111 112 135 , 0.3);
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border: 1px solid rgba(255, 255, 255, 0.3);
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display: flex;
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justify-content: center;
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align-items: center;
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position: relative;
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background: rgba(0, 0, 0, 0.8);
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background: rgb(149 157 216 / 80%);
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}
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.inventory-item {
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@@ -56,7 +56,7 @@ export function preload() {
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this.load.image('photo', 'assets/objects/picture1.png');
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this.load.image('safe', 'assets/objects/safe1.png');
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this.load.image('book', 'assets/objects/book1.png');
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this.load.image('workstation', 'assets/objects/laptop1.png');
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this.load.image('workstation', 'assets/objects/workstation.png');
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this.load.image('bluetooth_scanner', 'assets/objects/bluetooth_scanner.png');
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this.load.image('bluetooth', 'assets/objects/bluetooth.png');
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this.load.image('tablet', 'assets/objects/tablet.png');
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@@ -66,7 +66,7 @@ export function preload() {
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// Load new object sprites from Tiled map tileset
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// These are the key objects that appear in the new room_reception2.json
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this.load.image('fingerprint_kit', 'assets/objects/fingerprint-brush-red.png');
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this.load.image('fingerprint_kit', 'assets/objects/fingerprint_kit.png');
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this.load.image('bin11', 'assets/objects/bin11.png');
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this.load.image('bin10', 'assets/objects/bin10.png');
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this.load.image('bin9', 'assets/objects/bin9.png');
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@@ -98,11 +98,11 @@ function boundsOverlap(rect1, rect2) {
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// Define scale factors for different object types
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const OBJECT_SCALES = {
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'notes': 0.75,
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'key': 0.75,
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'phone': 1,
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'tablet': 0.75,
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'bluetooth_scanner': 0.7
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// 'notes': 0.75,
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// 'key': 0.75,
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// 'phone': 1,
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// 'tablet': 0.75,
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// 'bluetooth_scanner': 0.7
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};
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// Function to create door sprites based on gameScenario connections
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