zombie-escape 1.12.0__py3-none-any.whl → 1.13.1__py3-none-any.whl
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- zombie_escape/__about__.py +1 -1
- zombie_escape/__main__.py +7 -0
- zombie_escape/colors.py +22 -14
- zombie_escape/entities.py +756 -147
- zombie_escape/entities_constants.py +35 -14
- zombie_escape/export_images.py +296 -0
- zombie_escape/gameplay/__init__.py +2 -1
- zombie_escape/gameplay/constants.py +6 -0
- zombie_escape/gameplay/footprints.py +4 -0
- zombie_escape/gameplay/interactions.py +19 -7
- zombie_escape/gameplay/layout.py +103 -34
- zombie_escape/gameplay/movement.py +85 -5
- zombie_escape/gameplay/spawn.py +139 -90
- zombie_escape/gameplay/state.py +18 -9
- zombie_escape/gameplay/survivors.py +13 -2
- zombie_escape/gameplay/utils.py +40 -21
- zombie_escape/level_blueprints.py +256 -19
- zombie_escape/locales/ui.en.json +12 -2
- zombie_escape/locales/ui.ja.json +12 -2
- zombie_escape/models.py +14 -7
- zombie_escape/render.py +149 -37
- zombie_escape/render_assets.py +419 -124
- zombie_escape/render_constants.py +27 -0
- zombie_escape/screens/game_over.py +14 -3
- zombie_escape/screens/gameplay.py +72 -14
- zombie_escape/screens/title.py +18 -7
- zombie_escape/stage_constants.py +51 -15
- zombie_escape/zombie_escape.py +24 -1
- {zombie_escape-1.12.0.dist-info → zombie_escape-1.13.1.dist-info}/METADATA +41 -15
- zombie_escape-1.13.1.dist-info/RECORD +49 -0
- zombie_escape-1.12.0.dist-info/RECORD +0 -47
- {zombie_escape-1.12.0.dist-info → zombie_escape-1.13.1.dist-info}/WHEEL +0 -0
- {zombie_escape-1.12.0.dist-info → zombie_escape-1.13.1.dist-info}/entry_points.txt +0 -0
- {zombie_escape-1.12.0.dist-info → zombie_escape-1.13.1.dist-info}/licenses/LICENSE.txt +0 -0
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@@ -18,8 +18,10 @@ from ..input_utils import is_confirm_event, is_select_event
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from ..screens import (
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ScreenID,
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ScreenTransition,
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nudge_window_scale,
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present,
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sync_window_size,
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toggle_fullscreen,
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)
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from ..gameplay_constants import SURVIVAL_FAKE_CLOCK_RATIO
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@@ -47,9 +49,9 @@ def game_over_screen(
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while True:
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if not state.overview_created:
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level_rect = game_data.layout.
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level_width = level_rect
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level_height = level_rect
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level_rect = game_data.layout.field_rect
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level_width = level_rect.width
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level_height = level_rect.height
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overview_surface = pygame.Surface((level_width, level_height))
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footprints_to_draw = state.footprints if footprints_enabled else []
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draw_level_overview(
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@@ -174,6 +176,15 @@ def game_over_screen(
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sync_window_size(event, game_data=game_data)
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continue
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_LEFTBRACKET:
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nudge_window_scale(0.5, game_data=game_data)
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continue
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if event.key == pygame.K_RIGHTBRACKET:
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nudge_window_scale(2.0, game_data=game_data)
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continue
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if event.key == pygame.K_f:
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toggle_fullscreen(game_data=game_data)
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continue
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if event.key in (pygame.K_ESCAPE, pygame.K_SPACE):
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return ScreenTransition(ScreenID.TITLE)
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if event.key == pygame.K_r and stage is not None:
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@@ -12,6 +12,7 @@ from ..gameplay_constants import (
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SURVIVAL_TIME_ACCEL_MAX_SUBSTEP,
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)
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from ..gameplay import (
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MapGenerationError,
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apply_passenger_speed_penalty,
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check_interactions,
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cleanup_survivor_messages,
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@@ -52,8 +53,10 @@ from ..progress import record_stage_clear
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from ..screens import (
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ScreenID,
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ScreenTransition,
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nudge_window_scale,
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present,
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sync_window_size,
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toggle_fullscreen,
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)
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if TYPE_CHECKING:
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@@ -71,11 +74,24 @@ def gameplay_screen(
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seed: int | None,
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render_assets: "RenderAssets",
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debug_mode: bool = False,
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show_fps: bool = False,
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) -> ScreenTransition:
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"""Main gameplay loop that returns the next screen transition."""
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screen_width = screen.get_width()
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screen_height = screen.get_height()
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mouse_hidden = False
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def _set_mouse_hidden(hidden: bool) -> None:
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nonlocal mouse_hidden
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if mouse_hidden == hidden:
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return
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pygame.mouse.set_visible(not hidden)
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mouse_hidden = hidden
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def _finalize(transition: ScreenTransition) -> ScreenTransition:
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_set_mouse_hidden(False)
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return transition
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seed_value = seed if seed is not None else generate_seed()
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applied_seed = seed_rng(seed_value)
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@@ -83,6 +99,7 @@ def gameplay_screen(
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game_data = initialize_game_state(config, stage)
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game_data.state.seed = applied_seed
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game_data.state.debug_mode = debug_mode
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game_data.state.show_fps = show_fps
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if debug_mode and stage.endurance_stage:
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goal_ms = max(0, stage.endurance_goal_ms)
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if goal_ms > 0:
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ignore_focus_loss_until = 0
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controller = init_first_controller()
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joystick = init_first_joystick() if controller is None else None
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_set_mouse_hidden(pygame.mouse.get_focused())
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try:
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layout_data = generate_level_from_blueprint(game_data, config)
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except MapGenerationError:
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# If generation fails after retries, show error and back to title
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draw(
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render_assets,
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screen,
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game_data,
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config=config,
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hint_color=None,
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fps=fps,
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present_fn=present,
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)
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show_message(
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screen,
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tr("errors.map_generation_failed"),
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16,
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RED,
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(screen_width // 2, screen_height // 2),
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)
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present(screen)
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pygame.time.delay(3000)
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return _finalize(ScreenTransition(ScreenID.TITLE))
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layout_data = generate_level_from_blueprint(game_data, config)
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sync_ambient_palette_with_flashlights(game_data, force=True)
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initial_waiting = max(0, stage.waiting_car_target_count)
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player, waiting_cars = setup_player_and_cars(
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spawn_survivors(game_data, layout_data)
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occupied_centers: set[tuple[int, int]] = set()
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cell_size = game_data.cell_size
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if stage.requires_fuel:
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fuel_spawn_count = stage.fuel_spawn_count
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fuel_can = place_fuel_can(
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layout_data["walkable_cells"],
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layout_data["fuel_cells"] or layout_data["walkable_cells"],
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cell_size,
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player,
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cars=game_data.waiting_cars,
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reserved_centers=occupied_centers,
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occupied_centers.add(fuel_can.rect.center)
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flashlight_count = stage.initial_flashlight_count
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flashlights = place_flashlights(
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layout_data["walkable_cells"],
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layout_data["flashlight_cells"] or layout_data["walkable_cells"],
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cell_size,
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player,
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cars=game_data.waiting_cars,
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reserved_centers=occupied_centers,
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shoes_count = stage.initial_shoes_count
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shoes_list = place_shoes(
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layout_data["walkable_cells"],
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layout_data["shoes_cells"] or layout_data["walkable_cells"],
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cell_size,
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player,
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cars=game_data.waiting_cars,
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reserved_centers=occupied_centers,
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)
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present(screen)
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continue
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return
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return _finalize(
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ScreenTransition(
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ScreenID.GAME_OVER,
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stage=stage,
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game_data=game_data,
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config=config,
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)
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)
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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return ScreenTransition(ScreenID.EXIT)
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return _finalize(ScreenTransition(ScreenID.EXIT))
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if event.type in (pygame.WINDOWSIZECHANGED, pygame.VIDEORESIZE):
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sync_window_size(event, game_data=game_data)
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continue
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if joystick and not joystick.get_init():
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joystick = None
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_LEFTBRACKET:
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nudge_window_scale(0.5, game_data=game_data)
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continue
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if event.key == pygame.K_RIGHTBRACKET:
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nudge_window_scale(2.0, game_data=game_data)
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continue
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if event.key == pygame.K_f:
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toggle_fullscreen(game_data=game_data)
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continue
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if event.key == pygame.K_s and (
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pygame.key.get_mods() & pygame.KMOD_CTRL
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):
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continue
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if paused_manual:
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if event.key == pygame.K_ESCAPE:
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return ScreenTransition(ScreenID.TITLE)
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return _finalize(ScreenTransition(ScreenID.TITLE))
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if event.key == pygame.K_p:
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paused_manual = False
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continue
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if debug_mode:
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if is_select_event(event):
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return ScreenTransition(ScreenID.TITLE)
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return _finalize(ScreenTransition(ScreenID.TITLE))
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if is_start_event(event):
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paused_manual = not paused_manual
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continue
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if is_select_event(event):
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return ScreenTransition(ScreenID.TITLE)
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return _finalize(ScreenTransition(ScreenID.TITLE))
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if is_start_event(event):
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paused_manual = False
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continue
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paused_manual = True
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_set_mouse_hidden(pygame.mouse.get_focused())
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paused = paused_manual or paused_focus
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if paused:
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draw(
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# Should not reach here, but return to title if it happens
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return _finalize(ScreenTransition(ScreenID.TITLE))
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zombie_escape/screens/title.py
CHANGED
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"en": "https://github.com/tos-kamiya/zombie-escape/blob/main/README.md",
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"ja": "https://github.com/tos-kamiya/zombie-escape/blob/main/README-ja_JP.md",
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}
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STAGE6_URLS: dict[str, str] = {
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"en": "https://github.com/tos-kamiya/zombie-escape/blob/main/docs/stages-6plus.md",
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"ja": "https://github.com/tos-kamiya/zombie-escape/blob/main/docs/stages-6plus-ja_JP.md",
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}
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UNCLEARED_STAGE_COLOR: tuple[int, int, int] = (220, 80, 80)
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def _open_readme_link() -> None:
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"""Open the GitHub README for the active UI language."""
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def _open_readme_link(*, use_stage6: bool = False) -> None:
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"""Open the GitHub README or Stage 6+ guide for the active UI language."""
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language = get_language()
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if use_stage6:
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url = STAGE6_URLS.get(language, STAGE6_URLS["en"])
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else:
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url = README_URLS.get(language, README_URLS["en"])
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try:
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webbrowser.open(url, new=0, autoraise=True)
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except Exception as exc: # pragma: no cover - best effort only
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seed_is_auto=current_seed_auto,
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if current["type"] == "readme":
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_open_readme_link()
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_open_readme_link(use_stage6=current_page > 0)
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continue
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return ScreenTransition(
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_open_readme_link()
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_open_readme_link(use_stage6=current_page > 0)
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continue
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return ScreenTransition(
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if option["type"] == "settings":
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label = tr("menu.settings")
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elif option["type"] == "readme":
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label_key = "menu.readme_stage6" if current_page > 0 else "menu.readme"
|
|
486
|
+
label = f"> {tr(label_key)}"
|
|
479
487
|
else:
|
|
480
488
|
label = tr("menu.quit")
|
|
481
489
|
color = WHITE
|
|
@@ -508,7 +516,10 @@ def title_screen(
|
|
|
508
516
|
elif current["type"] == "quit":
|
|
509
517
|
help_text = tr("menu.option_help.quit")
|
|
510
518
|
elif current["type"] == "readme":
|
|
511
|
-
|
|
519
|
+
help_key = (
|
|
520
|
+
"menu.option_help.readme_stage6" if current_page > 0 else "menu.option_help.readme"
|
|
521
|
+
)
|
|
522
|
+
help_text = tr(help_key)
|
|
512
523
|
|
|
513
524
|
if help_text:
|
|
514
525
|
_blit_wrapped_text(
|
zombie_escape/stage_constants.py
CHANGED
|
@@ -85,7 +85,7 @@ STAGES: list[Stage] = [
|
|
|
85
85
|
interior_spawn_weight=0.3,
|
|
86
86
|
zombie_normal_ratio=0.4,
|
|
87
87
|
zombie_tracker_ratio=0.3,
|
|
88
|
-
|
|
88
|
+
zombie_wall_hugging_ratio=0.3,
|
|
89
89
|
zombie_aging_duration_frames=ZOMBIE_AGING_DURATION_FRAMES * 2,
|
|
90
90
|
initial_interior_spawn_rate=0.01,
|
|
91
91
|
),
|
|
@@ -101,7 +101,7 @@ STAGES: list[Stage] = [
|
|
|
101
101
|
interior_spawn_weight=0.6,
|
|
102
102
|
zombie_normal_ratio=0,
|
|
103
103
|
zombie_tracker_ratio=0.3,
|
|
104
|
-
|
|
104
|
+
zombie_wall_hugging_ratio=0.7,
|
|
105
105
|
zombie_aging_duration_frames=ZOMBIE_AGING_DURATION_FRAMES * 2,
|
|
106
106
|
initial_interior_spawn_rate=0.01,
|
|
107
107
|
),
|
|
@@ -118,7 +118,7 @@ STAGES: list[Stage] = [
|
|
|
118
118
|
waiting_car_target_count=1,
|
|
119
119
|
zombie_normal_ratio=0,
|
|
120
120
|
zombie_tracker_ratio=0.3,
|
|
121
|
-
|
|
121
|
+
zombie_wall_hugging_ratio=0.7,
|
|
122
122
|
survivor_spawn_rate=SURVIVOR_SPAWN_RATE,
|
|
123
123
|
zombie_aging_duration_frames=ZOMBIE_AGING_DURATION_FRAMES * 2,
|
|
124
124
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initial_interior_spawn_rate=0.01,
|
|
@@ -130,12 +130,12 @@ STAGES: list[Stage] = [
|
|
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130
130
|
available=True,
|
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131
131
|
rescue_stage=True,
|
|
132
132
|
tile_size=40,
|
|
133
|
-
wall_algorithm="
|
|
133
|
+
wall_algorithm="sparse_moore.10%",
|
|
134
134
|
exterior_spawn_weight=0.7,
|
|
135
135
|
interior_spawn_weight=0.3,
|
|
136
136
|
zombie_normal_ratio=0.4,
|
|
137
137
|
zombie_tracker_ratio=0.4,
|
|
138
|
-
|
|
138
|
+
zombie_wall_hugging_ratio=0.2,
|
|
139
139
|
zombie_aging_duration_frames=ZOMBIE_AGING_DURATION_FRAMES * 2,
|
|
140
140
|
initial_interior_spawn_rate=0.02,
|
|
141
141
|
waiting_car_target_count=1,
|
|
@@ -148,7 +148,7 @@ STAGES: list[Stage] = [
|
|
|
148
148
|
grid_cols=120,
|
|
149
149
|
grid_rows=7,
|
|
150
150
|
available=True,
|
|
151
|
-
wall_algorithm="
|
|
151
|
+
wall_algorithm="sparse_moore.10%",
|
|
152
152
|
exterior_spawn_weight=0.3,
|
|
153
153
|
interior_spawn_weight=0.7,
|
|
154
154
|
zombie_normal_ratio=0.5,
|
|
@@ -170,10 +170,10 @@ STAGES: list[Stage] = [
|
|
|
170
170
|
interior_spawn_weight=0.2,
|
|
171
171
|
interior_fall_spawn_weight=0.3,
|
|
172
172
|
fall_spawn_zones=[
|
|
173
|
-
(
|
|
174
|
-
(
|
|
175
|
-
(
|
|
176
|
-
(
|
|
173
|
+
(4, 4, 10, 10),
|
|
174
|
+
(4, 18, 10, 10),
|
|
175
|
+
(18, 18, 10, 10),
|
|
176
|
+
(18, 18, 10, 10),
|
|
177
177
|
],
|
|
178
178
|
initial_flashlight_count=5,
|
|
179
179
|
zombie_aging_duration_frames=ZOMBIE_AGING_DURATION_FRAMES * 2,
|
|
@@ -192,7 +192,7 @@ STAGES: list[Stage] = [
|
|
|
192
192
|
interior_fall_spawn_weight=0.3,
|
|
193
193
|
zombie_normal_ratio=0.4,
|
|
194
194
|
zombie_tracker_ratio=0.3,
|
|
195
|
-
|
|
195
|
+
zombie_wall_hugging_ratio=0.3,
|
|
196
196
|
zombie_aging_duration_frames=ZOMBIE_AGING_DURATION_FRAMES * 2,
|
|
197
197
|
initial_flashlight_count=3,
|
|
198
198
|
fall_spawn_zones=[
|
|
@@ -214,6 +214,7 @@ STAGES: list[Stage] = [
|
|
|
214
214
|
interior_spawn_weight=0.1,
|
|
215
215
|
interior_fall_spawn_weight=0.7,
|
|
216
216
|
fall_spawn_floor_ratio=0.05,
|
|
217
|
+
wall_rubble_ratio=0.35,
|
|
217
218
|
initial_flashlight_count=3,
|
|
218
219
|
zombie_aging_duration_frames=ZOMBIE_AGING_DURATION_FRAMES * 2,
|
|
219
220
|
initial_shoes_count=1,
|
|
@@ -224,8 +225,8 @@ STAGES: list[Stage] = [
|
|
|
224
225
|
description_key="stages.stage15.description",
|
|
225
226
|
available=True,
|
|
226
227
|
buddy_required_count=1,
|
|
227
|
-
grid_cols=
|
|
228
|
-
grid_rows=
|
|
228
|
+
grid_cols=64,
|
|
229
|
+
grid_rows=24,
|
|
229
230
|
tile_size=35,
|
|
230
231
|
wall_algorithm="grid_wire",
|
|
231
232
|
requires_fuel=True,
|
|
@@ -235,13 +236,48 @@ STAGES: list[Stage] = [
|
|
|
235
236
|
interior_fall_spawn_weight=0.7,
|
|
236
237
|
initial_flashlight_count=3,
|
|
237
238
|
zombie_normal_ratio=0.5,
|
|
238
|
-
|
|
239
|
+
zombie_wall_hugging_ratio=0.5,
|
|
239
240
|
fall_spawn_zones=[
|
|
240
|
-
(33, 2, 4,
|
|
241
|
+
(33, 2, 4, 18),
|
|
241
242
|
],
|
|
242
243
|
zombie_aging_duration_frames=ZOMBIE_AGING_DURATION_FRAMES * 2,
|
|
243
244
|
initial_shoes_count=1,
|
|
244
245
|
),
|
|
246
|
+
Stage(
|
|
247
|
+
id="stage16",
|
|
248
|
+
name_key="stages.stage16.name",
|
|
249
|
+
description_key="stages.stage16.description",
|
|
250
|
+
available=True,
|
|
251
|
+
requires_fuel=True,
|
|
252
|
+
wall_algorithm="sparse_moore.25%",
|
|
253
|
+
grid_cols=40,
|
|
254
|
+
grid_rows=25,
|
|
255
|
+
tile_size=60,
|
|
256
|
+
pitfall_density=0.04,
|
|
257
|
+
initial_flashlight_count=1,
|
|
258
|
+
initial_shoes_count=1,
|
|
259
|
+
initial_interior_spawn_rate=0.12,
|
|
260
|
+
exterior_spawn_weight=0.1,
|
|
261
|
+
interior_spawn_weight=0.9,
|
|
262
|
+
zombie_aging_duration_frames=ZOMBIE_AGING_DURATION_FRAMES * 2,
|
|
263
|
+
),
|
|
264
|
+
Stage(
|
|
265
|
+
id="stage17",
|
|
266
|
+
name_key="stages.stage17.name",
|
|
267
|
+
description_key="stages.stage17.description",
|
|
268
|
+
available=False,
|
|
269
|
+
requires_fuel=True,
|
|
270
|
+
wall_algorithm="grid_wire",
|
|
271
|
+
pitfall_density=0.04,
|
|
272
|
+
initial_flashlight_count=1,
|
|
273
|
+
initial_shoes_count=1,
|
|
274
|
+
initial_interior_spawn_rate=0.1,
|
|
275
|
+
exterior_spawn_weight=0.1,
|
|
276
|
+
interior_spawn_weight=0.9,
|
|
277
|
+
zombie_tracker_ratio=1.0,
|
|
278
|
+
wall_rubble_ratio=0.25,
|
|
279
|
+
zombie_aging_duration_frames=ZOMBIE_AGING_DURATION_FRAMES * 2,
|
|
280
|
+
),
|
|
245
281
|
]
|
|
246
282
|
DEFAULT_STAGE_ID = "stage1"
|
|
247
283
|
|
zombie_escape/zombie_escape.py
CHANGED
|
@@ -21,7 +21,7 @@ from .entities_constants import (
|
|
|
21
21
|
from .gameplay import calculate_car_speed_for_passengers
|
|
22
22
|
from .level_constants import DEFAULT_TILE_SIZE
|
|
23
23
|
from .localization import set_language
|
|
24
|
-
from .models import
|
|
24
|
+
from .models import Stage
|
|
25
25
|
from .render_constants import RenderAssets, build_render_assets
|
|
26
26
|
from .screen_constants import (
|
|
27
27
|
DEFAULT_WINDOW_SCALE,
|
|
@@ -43,6 +43,11 @@ def _parse_cli_args(argv: list[str]) -> Tuple[argparse.Namespace, list[str]]:
|
|
|
43
43
|
action="store_true",
|
|
44
44
|
help="Enable debugging aids for Stage 5 and hide pause overlay",
|
|
45
45
|
)
|
|
46
|
+
parser.add_argument(
|
|
47
|
+
"--show-fps",
|
|
48
|
+
action="store_true",
|
|
49
|
+
help="Show FPS overlay during gameplay",
|
|
50
|
+
)
|
|
46
51
|
parser.add_argument(
|
|
47
52
|
"--profile",
|
|
48
53
|
action="store_true",
|
|
@@ -53,6 +58,11 @@ def _parse_cli_args(argv: list[str]) -> Tuple[argparse.Namespace, list[str]]:
|
|
|
53
58
|
default="profile.prof",
|
|
54
59
|
help="cProfile output path (default: profile.prof)",
|
|
55
60
|
)
|
|
61
|
+
parser.add_argument(
|
|
62
|
+
"--export-images",
|
|
63
|
+
action="store_true",
|
|
64
|
+
help="Export documentation images to imgs/exports and exit",
|
|
65
|
+
)
|
|
56
66
|
parser.add_argument("--seed")
|
|
57
67
|
return parser.parse_known_args(argv)
|
|
58
68
|
|
|
@@ -100,10 +110,20 @@ def main() -> None:
|
|
|
100
110
|
clock = pygame.time.Clock()
|
|
101
111
|
|
|
102
112
|
debug_mode = bool(args.debug)
|
|
113
|
+
show_fps = bool(args.show_fps) or debug_mode
|
|
103
114
|
cli_seed_text, cli_seed_is_auto = _sanitize_seed_text(args.seed)
|
|
104
115
|
title_seed_text, title_seed_is_auto = cli_seed_text, cli_seed_is_auto
|
|
105
116
|
last_stage_id: str | None = None
|
|
106
117
|
|
|
118
|
+
if args.export_images:
|
|
119
|
+
from .export_images import export_images
|
|
120
|
+
|
|
121
|
+
output_dir = Path.cwd() / "imgs" / "exports"
|
|
122
|
+
saved = export_images(output_dir, cell_size=DEFAULT_TILE_SIZE)
|
|
123
|
+
print(f"Exported {len(saved)} images to {output_dir}")
|
|
124
|
+
pygame.quit()
|
|
125
|
+
return
|
|
126
|
+
|
|
107
127
|
config: dict[str, Any]
|
|
108
128
|
config, config_path = load_config()
|
|
109
129
|
if not config_path.exists():
|
|
@@ -121,6 +141,7 @@ def main() -> None:
|
|
|
121
141
|
seed: int | None,
|
|
122
142
|
render_assets: RenderAssets,
|
|
123
143
|
debug_mode: bool,
|
|
144
|
+
show_fps: bool,
|
|
124
145
|
) -> ScreenTransition:
|
|
125
146
|
import cProfile
|
|
126
147
|
import pstats
|
|
@@ -138,6 +159,7 @@ def main() -> None:
|
|
|
138
159
|
seed=seed,
|
|
139
160
|
render_assets=render_assets,
|
|
140
161
|
debug_mode=debug_mode,
|
|
162
|
+
show_fps=show_fps,
|
|
141
163
|
)
|
|
142
164
|
finally:
|
|
143
165
|
output_path = Path(args.profile_output)
|
|
@@ -206,6 +228,7 @@ def main() -> None:
|
|
|
206
228
|
seed=seed_value,
|
|
207
229
|
render_assets=render_assets,
|
|
208
230
|
debug_mode=debug_mode,
|
|
231
|
+
show_fps=show_fps,
|
|
209
232
|
)
|
|
210
233
|
except SystemExit:
|
|
211
234
|
running = False
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
Metadata-Version: 2.4
|
|
2
2
|
Name: zombie-escape
|
|
3
|
-
Version: 1.
|
|
3
|
+
Version: 1.13.1
|
|
4
4
|
Summary: Top-down zombie survival game built with pygame.
|
|
5
5
|
Project-URL: Homepage, https://github.com/tos-kamiya/zombie-escape
|
|
6
6
|
Author-email: Toshihiro Kamiya <kamiya@mbj.nifty.com>
|
|
@@ -57,7 +57,8 @@ This game is a simple 2D top-down action game where the player aims to escape by
|
|
|
57
57
|
- **Pause:** `P`/Start or `ESC`/Select
|
|
58
58
|
- **Quit Game:** `ESC`/Select (from pause)
|
|
59
59
|
- **Restart:** `R` key (on Game Over/Clear screen)
|
|
60
|
-
- **Window/Fullscreen
|
|
60
|
+
- **Window/Fullscreen:** `[` to shrink, `]` to enlarge, `F` to toggle fullscreen
|
|
61
|
+
- **FPS Overlay:** Launch with `--show-fps` (implied by `--debug`)
|
|
61
62
|
- **Time Acceleration:** Hold either `Shift` key or `R1` to run the entire world 4x faster; release to return to normal speed.
|
|
62
63
|
|
|
63
64
|
## Title Screen
|
|
@@ -72,6 +73,9 @@ At the title screen you can pick a stage:
|
|
|
72
73
|
- **Stage 4: Evacuate Survivors** — start fueled, find the car, gather nearby civilians, and escape before zombies reach them. Stage 4 sprinkles extra parked cars across the map; slamming into one while already driving fully repairs your current ride and adds five more safe seats.
|
|
73
74
|
- **Stage 5: Survive Until Dawn** — every car is bone-dry. Endure until the sun rises while the horde presses in from every direction. Once dawn hits, outdoor zombies carbonize and you must walk out through an existing exterior gap to win; cars remain unusable.
|
|
74
75
|
|
|
76
|
+
Stages 6+ unlock after clearing Stages 1–5. On the title screen, use left/right to select later stages.
|
|
77
|
+
Open the Stage 6+ description: [docs/stages-6plus.md](docs/stages-6plus.md)
|
|
78
|
+
|
|
75
79
|
**Stage names are red until cleared** and turn white after at least one clear.
|
|
76
80
|
|
|
77
81
|
An objective reminder is shown at the top-left during play.
|
|
@@ -93,30 +97,52 @@ Open **Settings** from the title to toggle gameplay assists:
|
|
|
93
97
|
|
|
94
98
|
### Characters/Items
|
|
95
99
|
|
|
96
|
-
|
|
97
|
-
|
|
98
|
-
|
|
99
|
-
|
|
100
|
-
|
|
100
|
+
#### Characters
|
|
101
|
+
|
|
102
|
+
| Name | Image | Notes |
|
|
103
|
+
| --- | --- | --- |
|
|
104
|
+
| Player | <img src="https://raw.githubusercontent.com/tos-kamiya/zombie-escape/main/imgs/exports/player.png" width="64"> | Blue circle with small hands. |
|
|
105
|
+
| Zombie (Normal) | <img src="https://raw.githubusercontent.com/tos-kamiya/zombie-escape/main/imgs/exports/zombie-normal.png" width="64"> | Chases the player once detected. |
|
|
106
|
+
| Car | <img src="https://raw.githubusercontent.com/tos-kamiya/zombie-escape/main/imgs/exports/car.png" width="64"> | Driveable escape vehicle with durability. |
|
|
107
|
+
| Buddy (Stage 3) | <img src="https://raw.githubusercontent.com/tos-kamiya/zombie-escape/main/imgs/exports/buddy.png" width="64"> | A green survivor you can rescue. |
|
|
108
|
+
| Survivors (Stage 4) | <img src="https://raw.githubusercontent.com/tos-kamiya/zombie-escape/main/imgs/exports/survivor.png" width="64"> | Civilians to evacuate by car. |
|
|
109
|
+
|
|
110
|
+
- **Player:** Controlled with the WASD or arrow keys. When carrying fuel a tiny yellow square appears near the sprite so you can immediately see whether you're ready to drive.
|
|
111
|
+
- **Zombie:** When out of sight, the zombie's movement mode will randomly switch every certain time (moving horizontally/vertically only, side-to-side movement, random movement, etc.).
|
|
112
|
+
- **Car:**
|
|
101
113
|
- The car has durability. Durability decreases when colliding with internal walls or hitting zombies.
|
|
102
114
|
- If durability reaches 0, the car is destroyed and you are dumped on foot; you must track down another parked car hidden in the level.
|
|
103
115
|
- When you're already driving, ramming a parked car instantly restores your current car's health. On Stage 4 this also increases the safe passenger limit by five.
|
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104
116
|
- After roughly 5 minutes of play, a small triangle near the player points toward the objective: fuel first (Stage 2 before pickup), car after fuel is collected (Stage 2/3), or car directly (Stage 1/4).
|
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105
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-
-
|
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106
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-
- **Outer Walls:** Walls surrounding the stage that are nearly indestructible. Each side has at least three openings (exits).
|
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107
|
-
- **Inner Walls:** Beige walls randomly placed inside the building. Inner wall segments each have durability. **The player can break these walls** by repeatedly colliding with a segment to reduce its durability; when it reaches 0, the segment is destroyed and disappears. Zombies can also wear down walls, but far more slowly. The car cannot break walls.
|
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108
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-
- **Flashlight:** Each pickup expands your visible radius by about 20% (grab two to reach the max boost).
|
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109
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-
- **Steel Beam (optional):** A square post with crossed diagonals; same collision as inner walls but with triple durability. Spawns independently of inner walls (may overlap them). If an inner wall covers a beam, the beam appears once the wall is destroyed.
|
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110
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-
- **Fuel Can (Stages 2 & 3):** A yellow jerrycan that only spawns on the fuel-run stages. Pick it up before driving the car; once collected the on-player indicator appears until you refuel the car.
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111
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-
- **Buddy (Stage 3):** A green circle survivor with a blue outline who spawns somewhere in the building and waits.
|
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+
- **Buddy (Stage 3):**
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118
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- Zombies only choose to pursue the buddy if they are on-screen; otherwise they ignore them.
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113
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- If a zombie tags the buddy off-screen, the buddy quietly respawns somewhere else instead of ending the run.
|
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114
120
|
- Touch the buddy on foot to make them follow you (at 70% of player speed). Touch them while driving to pick them up.
|
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115
|
-
-
|
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121
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+
- If you bash an inner wall or steel beam, the buddy will drift toward that spot and help chip away at it.
|
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122
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+
- **Survivors (Stage 4):**
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123
|
- They stand still until you get close, then shuffle toward you at about one-third of player speed.
|
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124
|
- Zombies can convert them if both are on-screen; the survivor shouts a line and turns instantly.
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125
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- They only board the car; your safe capacity starts at five but grows by five each time you sideswipe a parked car while already driving. Speed loss is based on how full the car is relative to that capacity, so extra slots mean quicker getaways.
|
|
119
126
|
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127
|
+
#### Items
|
|
128
|
+
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129
|
+
| Name | Image | Notes |
|
|
130
|
+
| --- | --- | --- |
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131
|
+
| Flashlight | <img src="https://raw.githubusercontent.com/tos-kamiya/zombie-escape/main/imgs/exports/flashlight.png" width="64"> | Each pickup expands your visible radius by about 20% (grab two to reach the max boost). |
|
|
132
|
+
| Fuel Can (Stages 2 & 3) | <img src="https://raw.githubusercontent.com/tos-kamiya/zombie-escape/main/imgs/exports/fuel.png" width="64"> | Must be collected before driving the car in fuel-run stages. |
|
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133
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+
| Steel Beam (optional) | <img src="https://raw.githubusercontent.com/tos-kamiya/zombie-escape/main/imgs/exports/steel-beam.png" width="64"> | Same collision as inner walls but with triple durability. |
|
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134
|
+
|
|
135
|
+
#### Environment
|
|
136
|
+
|
|
137
|
+
| Name | Image | Notes |
|
|
138
|
+
| --- | --- | --- |
|
|
139
|
+
| Outer Wall | <img src="https://raw.githubusercontent.com/tos-kamiya/zombie-escape/main/imgs/exports/wall-outer.png" width="64"> | Nearly indestructible; each side has exits. |
|
|
140
|
+
| Inner Wall | <img src="https://raw.githubusercontent.com/tos-kamiya/zombie-escape/main/imgs/exports/wall-inner.png" width="64"> | Breakable by the player; zombies chip away slowly. |
|
|
141
|
+
|
|
142
|
+
- **Walls:** Outer walls are gray; inner walls are beige.
|
|
143
|
+
- **Outer Walls:** Walls surrounding the stage that are nearly indestructible. Each side has at least three openings (exits).
|
|
144
|
+
- **Inner Walls:** Beige walls randomly placed inside the building. Inner wall segments each have durability. **The player can break these walls** by repeatedly colliding with a segment to reduce its durability; when it reaches 0, the segment is destroyed and disappears. Zombies can also wear down walls, but far more slowly. The car cannot break walls.
|
|
145
|
+
|
|
120
146
|
### Win/Lose Conditions
|
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147
|
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|
122
148
|
- **Win Condition:** Escape the stage (level) boundaries while inside the car.
|
|
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