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"""Global tunables. Anything a level does not override falls back to these."""
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# --- Display -----------------------------------------------------------------
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TILE = 32 # default tile size in pixels (levels may override)
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TILE = 32 # default tile size in pixels (levels may override)
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FPS = 60
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CAPTION = "Dying Phone"
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# Debug view only: how many extra tiles to reveal beyond the level on every side,
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# so off-screen geometry (e.g. an invisible catch-wall a step off the map) is
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# visible while designing. The true play area is outlined within this margin.
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DEBUG_VIEW_MARGIN = 1 # tiles of overscan shown around the level in debug
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DEBUG_VIEW_MARGIN = 1 # tiles of overscan shown around the level in debug
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# --- Physics (pixels / second, unless noted) ---------------------------------
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GRAVITY = 2200.0 # downward acceleration
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MAX_FALL = 1400.0 # terminal velocity
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MOVE_SPEED = 320.0 # horizontal run speed
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ACCEL = 3200.0 # ground acceleration toward target speed
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AIR_ACCEL = 2200.0 # weaker control in the air
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FRICTION = 3600.0 # deceleration when no input on ground
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JUMP_SPEED = 760.0 # initial upward velocity of a jump
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JUMP_CUT = 0.45 # velocity retained when jump released early (variable height)
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COYOTE_TIME = 0.10 # seconds after leaving a ledge you can still jump
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JUMP_BUFFER = 0.10 # seconds a jump press is remembered before landing
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GRAVITY = 2200.0 # downward acceleration
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MAX_FALL = 1400.0 # terminal velocity
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MOVE_SPEED = 320.0 # horizontal run speed
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ACCEL = 3200.0 # ground acceleration toward target speed
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AIR_ACCEL = 2200.0 # weaker control in the air
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FRICTION = 3600.0 # deceleration when no input on ground
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JUMP_SPEED = 760.0 # initial upward velocity of a jump
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JUMP_CUT = 0.45 # velocity retained when jump released early (variable height)
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COYOTE_TIME = 0.10 # seconds after leaving a ledge you can still jump
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JUMP_BUFFER = 0.10 # seconds a jump press is remembered before landing
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# --- Gameplay ----------------------------------------------------------------
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DEFAULT_BATTERY = 45.0 # seconds of phone battery if a level doesn't set one
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DEFAULT_BATTERY = 45.0 # seconds of phone battery if a level doesn't set one
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DEFAULT_BATTERY_PCT = 12.0 # how full the battery *looks* at the start (visual only;
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# the phone is dying, so the bar reads near-empty)
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DEATH_PAUSE = 0.5 # seconds the corpse lingers (traps frozen) before respawn
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CHARGE_TIME = 1.0 # seconds the battery-fill animation plays on level clear
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FADE_TIME = 0.3 # seconds for each half of the fade-to-black transition
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# the phone is dying, so the bar reads near-empty)
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DEATH_PAUSE = 0.5 # seconds the corpse lingers (traps frozen) before respawn
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CHARGE_TIME = 1.0 # seconds the battery-fill animation plays on level clear
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FADE_TIME = 0.3 # seconds for each half of the fade-to-black transition
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# --- Colors (placeholder rendering) ------------------------------------------
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COLOR_BG = (24, 26, 38)
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@@ -36,17 +36,17 @@ COLOR_HUD_WARN = (240, 90, 90)
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# Fallback colors + labels for placeholder rectangles, keyed by sprite name.
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PLACEHOLDERS = {
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"player": ((90, 200, 255), "P"),
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"player_dead": ((120, 40, 40), "X"),
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"block": ((110, 120, 140), ""),
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"goal": ((90, 230, 130), "GOAL"),
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"fake_block": ((110, 120, 140), ""), # looks identical to a real block on purpose
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"spike": ((230, 80, 80), "^"),
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"moving_block": ((150, 130, 90), ""),
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"patrol_block": ((130, 100, 170), ""),
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"player": ((90, 200, 255), "P"),
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"player_dead": ((120, 40, 40), "X"),
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"block": ((110, 120, 140), ""),
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"goal": ((90, 230, 130), "GOAL"),
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"fake_block": ((110, 120, 140), ""), # looks identical to a real block on purpose
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"spike": ((230, 80, 80), "^"),
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"moving_block": ((150, 130, 90), ""),
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"patrol_block": ((130, 100, 170), ""),
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"crumble_block": ((150, 120, 100), ""),
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"arrow_shooter": ((80, 80, 95), ""),
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"arrow": ((250, 220, 90), ">"),
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"spike_block": ((150, 156, 172), "*"),
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"phase_block": ((90, 180, 210), ""),
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"arrow": ((250, 220, 90), ">"),
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"spike_block": ((150, 156, 172), "*"),
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"phase_block": ((90, 180, 210), ""),
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}
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