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156
variables.py
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156
variables.py
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import random
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# SCREEN/WINDOW VARIABLES
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screen_width = 1000 #the width of the window
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screen_height = 600 #the height of the window
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screen_fps = 60 #self explanatory
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ticks = 0 #oh dont change this, it counts the ticks and when they reach the fps it counts as one second
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# PLAYER VARIABLES
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active_acceleration = 7.5 #decides how fast the player moves
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player_height, player_width = 50, 50 #size of the original player sprite (not used, only in prototype) DELETE LATER
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playerX, playerY = 50, screen_height*0.5 #position of the player
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enemyreadytoattack = False
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enemychoosing = False
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walkingright = False
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lastplayerX = 50
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lastenemyX = 850
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whoseturn = 1 #1=player, 0=enemy
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enemyX, enemyY = 850, screen_height*0.5 #position of the enemy
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devmode = False
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fightingright = False
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enemyattack = random.randint(1,4)
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playername = "" #self explanatory lmao
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skincolor = 1 #just the skin color of the player
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# 1=european
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# 2=asian
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# 3=black
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hairstyle = 1 #self explanatory isnt it
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#1 bald
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#2 buzz
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#3 afro
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#4 mohawk
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#5 grandpa
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haircolor = 1 #also self explanatory lol
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#1 black
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#2 brown
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#3 blonde
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#4 ginger
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#(ENEMIES ONLY) 5 white
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stubble = 1 #basically the beard style
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#1 no beard
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#2 stubble
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#3 short mustache
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#4 mustache
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#5 goatee
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#6 full beard
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haircoloroffset = -9 #this is by how many pixels does the y level on the sprite move for the hair n stubble to change
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stubbleoffset = -4 #same thing as above just for the stubble
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haircolormodifier = 0#this multiplies the hair color offset (read comment on haircoloroffset to find out more)
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ticksanimation=10 #this is what the characters features move when being animated in level 3,
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#also it makes the animation work by multiplying by 2 and moving the sprite a bit on the other side
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canyoutypethename = False #if this is true you can type out the name in level 3
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availablepoints = 9 #this is how many points you have for skills to upgrade
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# PLAYER STATS - ALL SELF EXPLANATORY - NO COMMENTS NEEDED
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playerstrength = 1
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playeragility = 1
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playerattack = 1
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playerdefense = 1
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playervitality = 1
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playercharisma = 1
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playerstamina = 1
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playermagicka = 1
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blocked1, blocked0 = False, False
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enemyhealth, enemymana = 10, 100
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playermana = 90 + playerstamina * 20 #this is the players mana, calculated from stamina
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playerhealth = 10 + playervitality * 20 #this is the players health, calculated from vitality
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#player default stats - used for resetting
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def player_reset():
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global playerstrength, playeragility, playerattack, playerdefense, playervitality, playercharisma, playerstamina, playermagicka, availablepoints, active_acceleration, player_height, player_width, playerX, playerY, player_active, playername, skincolor, haircolor, hairstyle, stubble, stubbleoffset
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playerstrength = 1
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playeragility = 1
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playerattack = 1
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playerdefense = 1
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playervitality = 1
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playercharisma = 1
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playerstamina = 1
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playermagicka = 1
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availablepoints = 9
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player_height, player_width = 50, 50 # size of the original player sprite (not used, only in prototype) DELETE LATER
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playerX, playerY = 100, 100 # position of the player
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playername = "" # self explanatory lmao
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skincolor = 1 # just the skin color of the player
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hairstyle = 1 # self explanatory isnt it
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haircolor = 1 # also self explanatory lol
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stubble = 1 # basically the beard style
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stubbleoffset = -4 # same thing as above just for the stubble
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#sprite locations for exact player customisations
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hangingx = 1887
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blackhangingy = 1711
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asianhangingy = 1746
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whitehangingy = 1781
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blacky,whitey,asiany = 1816, 1886, 1851
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#this returns the y position on the sprite for each skin color
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def getskincolory(skincolor=skincolor):
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match skincolor:
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case 1:
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return whitey
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case 2:
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return asiany
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case 3:
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return blacky
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case _:
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return whitey
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#this returns the y position on the sprite for each skin color for the hanging pose
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def getskinhangingcolory():
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match skincolor:
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case 1:
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return whitehangingy
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case 2:
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return asianhangingy
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case 3:
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return blackhangingy
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def gethairstylex(hairstyle=hairstyle):
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match hairstyle:
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case 1:
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return None
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case 2:
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return 1869
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case 3:
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return 1857
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case 4:
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return 1845
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case 5:
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return 1833
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case _:
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return None
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def getstubblex(stubble=stubble):
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match stubble:
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case 1:
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return None
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case 2:
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return 1821
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case 3:
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return 1809
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case 4:
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return 1797
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case 5:
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return 1785
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case 6:
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return 1773
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case _:
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return None
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# DIALOGUE STUFF
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dialognum = 1 #this is which dialogue line is being shown in each level
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# GENERAL STUFF
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textcolor = (0, 0, 0) #this because for some reason I cant just use (var, var, var) cuz it doesnt let me ffs
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slowly_appearing_text = 0 #this basically goes up to 255 until its done so the text can slowly change color from black to white
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unlimited_slappeartext = 0 #same thing as above just goes above the limit but is used for timings
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clicked = False #pretty self explanatory too
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lastclickpos = (0, 0) #pretty self explanatory again
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level = 1 #current level, also self explanatory
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