zombie-escape 1.14.4__tar.gz → 1.15.2__tar.gz
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-1.14.4 → zombie_escape-1.15.2}/PKG-INFO +24 -24
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/README.md +23 -23
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/pyproject.toml +3 -2
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/__about__.py +1 -1
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/config.py +1 -0
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/entities.py +126 -199
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/entities_constants.py +11 -1
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/export_images.py +4 -4
- zombie_escape-1.15.2/src/zombie_escape/font_utils.py +92 -0
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/gameplay/__init__.py +2 -1
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/gameplay/constants.py +4 -0
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/gameplay/interactions.py +83 -16
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/gameplay/layout.py +9 -15
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/gameplay/movement.py +45 -29
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/gameplay/spawn.py +15 -29
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/gameplay/state.py +62 -7
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/gameplay/survivors.py +61 -10
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/gameplay/utils.py +33 -0
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/level_blueprints.py +35 -31
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/level_constants.py +2 -2
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/locales/ui.en.json +19 -8
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/locales/ui.ja.json +19 -8
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/localization.py +7 -1
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/models.py +21 -6
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/render/__init__.py +2 -2
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/render/core.py +113 -81
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/render/hud.py +112 -40
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/render/overview.py +93 -2
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/render/shadows.py +2 -2
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/render_constants.py +12 -0
- zombie_escape-1.15.2/src/zombie_escape/screens/__init__.py +54 -0
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/screens/game_over.py +8 -21
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/screens/gameplay.py +71 -26
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/screens/settings.py +114 -43
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/screens/title.py +128 -47
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/stage_constants.py +37 -8
- zombie_escape-1.15.2/src/zombie_escape/windowing.py +508 -0
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/world_grid.py +7 -5
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/zombie_escape.py +26 -13
- zombie_escape-1.14.4/src/zombie_escape/font_utils.py +0 -45
- zombie_escape-1.14.4/src/zombie_escape/screens/__init__.py +0 -237
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/.gitignore +0 -0
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/LICENSE.txt +0 -0
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/__init__.py +0 -0
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/__main__.py +0 -0
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/assets/fonts/Silkscreen-Regular.ttf +0 -0
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/assets/fonts/misaki_gothic.ttf +0 -0
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/colors.py +0 -0
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/gameplay/ambient.py +0 -0
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/gameplay/footprints.py +0 -0
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/gameplay_constants.py +0 -0
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/input_utils.py +0 -0
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/progress.py +0 -0
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/render_assets.py +0 -0
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/rng.py +0 -0
- {zombie_escape-1.14.4 → zombie_escape-1.15.2}/src/zombie_escape/screen_constants.py +0 -0
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Metadata-Version: 2.4
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Name: zombie-escape
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Version: 1.
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Version: 1.15.2
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Summary: Top-down zombie survival game built with pygame.
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Project-URL: Homepage, https://github.com/tos-kamiya/zombie-escape
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Author-email: Toshihiro Kamiya <kamiya@mbj.nifty.com>
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- **Pause:** `P`/Start or `ESC`/Select
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- **Quit Game:** `ESC`/Select (from pause)
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- **Restart:** `R` key (on Game Over/Clear screen)
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- **Window/Fullscreen:** `[` to shrink, `]` to enlarge, `F` to toggle fullscreen
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- **Window/Fullscreen:** `[` to shrink by one step (400x300), `]` to enlarge by one step, `F` to toggle fullscreen
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- **FPS Overlay:** Launch with `--show-fps` (implied by `--debug`)
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- **Time Acceleration:** Hold either `Shift` key or `R1` to run the entire world 4x faster; release to return to normal speed.
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At the title screen you can pick a stage:
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- **Stage 1: Find the Car** —
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- **Stage 1: Find the Car** — you already start with fuel; find the car and escape.
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- **Stage 2: Fuel Run** — you start with no fuel; find a fuel can first, pick it up, then find the car and escape.
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- **Stage 3: Rescue Buddy** — same fuel hunt as Stage 2 (you begin empty) plus
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- **Stage 4: Evacuate Survivors** — start fueled, find the car, gather
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- **Stage 5: Survive Until Dawn** — every car is
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- **Stage 3: Rescue Buddy** — same fuel hunt as Stage 2 (you begin empty) plus locate your buddy, pick them up with the car, then escape together.
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- **Stage 4: Evacuate Survivors** — start fueled, find the car, gather survivors, and escape before zombies reach them. The stage includes extra parked cars; ramming one while driving fully repairs your current ride and adds five seats each time.
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- **Stage 5: Survive Until Dawn** — every car is empty. Endure until sunrise while the horde presses in from every direction. Once dawn hits and outdoor zombies carbonize, walk out through an existing exterior gap to win; cars remain unusable.
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Stages 6+ unlock after clearing Stages 1–5. On the title screen, use left/right to select later stages.
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Open the Stage 6+ description: [docs/stages-6plus.md](docs/stages-6plus.md)
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An objective reminder is shown at the top-left during play.
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### Win/Lose Conditions
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- **Win Condition:** Escape the stage (level) boundaries while inside the car.
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- Stage 1 and Stage 4 follow the base rule: drive out of the building by car.
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- Stage 2 also requires that you have collected the fuel can before driving out.
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- Stage 3 requires meeting up with your buddy and escaping the building by car.
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- Stage 5 has no working cars; survive until dawn, then walk out through an exterior opening on foot.
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- **Lose Condition:**
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- The player is touched by a zombie while *not* inside a car.
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- In Stage 3, if your buddy is caught (when visible), it's game over.
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- (Note: In the current implementation, the game does not end immediately when the car is destroyed. The player can search for another car and continue trying to escape.)
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### Shared Seeds
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The title screen also lets you enter a numeric **seed**. Type digits (or pass `--seed <number>` on the CLI) to lock the procedural layout, wall placement, and pickups; share that seed with a friend and you will both play the exact same stage even on different machines. The current seed is shown at the bottom right of the title screen and in-game HUD. Backspace reverts to an automatically generated value so you can quickly roll a fresh challenge.
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- **Footprints:** Leave breadcrumb trails so you can backtrack in the dark.
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- **Fast zombies:** Allow faster zombie variants; each zombie rolls a random speed between the normal and fast ranges.
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- **Car hint:** After a delay, show a small triangle pointing toward the fuel (Stage 2 before pickup) or the car.
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- **Steel beams:** Adds tougher single-cell obstacles (5% density) that block movement
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- **Steel beams:** Adds tougher single-cell obstacles (about 5% density) that block movement.
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## Game Rules
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<tr>
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<td>Car</td>
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<td><img src="https://raw.githubusercontent.com/tos-kamiya/zombie-escape/main/imgs/exports/car.png" width="64"></td>
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<td>Driveable escape vehicle
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<td>Driveable escape vehicle; touch to enter. Durability drops from wall hits and running over zombies; if it reaches 0, the car breaks. Capacity starts at five. Ramming a parked car while driving restores health and adds +5 capacity. After ~5 minutes, a small triangle points to the current objective.</td>
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</tr>
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<tr>
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<td>Buddy (Stage 3)</td>
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<tr>
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<td>Survivors (Stage 4)</td>
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<td><img src="https://raw.githubusercontent.com/tos-kamiya/zombie-escape/main/imgs/exports/survivor.png" width="64"></td>
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<td>Civilians to evacuate by car; they idle until approached, then follow at ~1/3 speed. On-screen zombie contact converts them.
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<td>Civilians to evacuate by car; they idle until approached, then follow at ~1/3 speed. On-screen zombie contact converts them. If you exceed the car's capacity, the car is damaged and everyone disembarks.</td>
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</tr>
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</tbody>
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</table>
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<tr>
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<td>Flashlight</td>
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<td><img src="https://raw.githubusercontent.com/tos-kamiya/zombie-escape/main/imgs/exports/flashlight.png" width="64"></td>
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<td>Each pickup expands your visible radius by about 20
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<td>Each pickup expands your visible radius by about 20%.</td>
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</tr>
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<tr>
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<td>Fuel Can (Stages 2 & 3)</td>
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<td><img src="https://raw.githubusercontent.com/tos-kamiya/zombie-escape/main/imgs/exports/fuel.png" width="64"></td>
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<td>Appears only in stages that begin without fuel; pick it up to unlock driving.</td>
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</tr>
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<tr>
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<td>Steel Beam (optional)</td>
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<td><img src="https://raw.githubusercontent.com/tos-kamiya/zombie-escape/main/imgs/exports/steel-beam.png" width="64"></td>
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<td>
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<td>Striped obstacle with the same collision as inner walls, but 1.5x durability. Can also appear after an inner wall is destroyed.</td>
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</tr>
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</tbody>
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</table>
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</tbody>
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</table>
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### Win/Lose Conditions
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- **Win Condition:** Escape the stage (level) boundaries while inside the car.
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- Stage 1 and Stage 4 follow the base rule: find the car (already fueled) and drive out.
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- Stage 2 also requires that you have collected the fuel can before driving out.
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- Stage 3 requires both fuel and having picked up your buddy with the car before driving out.
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- Stage 5 has no working cars; survive until dawn, then walk out through an exterior opening on foot.
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- **Lose Condition:**
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- The player is touched by a zombie while *not* inside a car.
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- In Stage 3, if your buddy is caught (when visible), it's game over.
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## How to Run
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**Requirements: Python 3.10 or higher**
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- **Pause:** `P`/Start or `ESC`/Select
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- **Quit Game:** `ESC`/Select (from pause)
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- **Restart:** `R` key (on Game Over/Clear screen)
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- **Window/Fullscreen:** `[` to shrink, `]` to enlarge, `F` to toggle fullscreen
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- **Window/Fullscreen:** `[` to shrink by one step (400x300), `]` to enlarge by one step, `F` to toggle fullscreen
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- **FPS Overlay:** Launch with `--show-fps` (implied by `--debug`)
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- **Time Acceleration:** Hold either `Shift` key or `R1` to run the entire world 4x faster; release to return to normal speed.
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At the title screen you can pick a stage:
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- **Stage 1: Find the Car** —
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- **Stage 1: Find the Car** — you already start with fuel; find the car and escape.
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- **Stage 2: Fuel Run** — you start with no fuel; find a fuel can first, pick it up, then find the car and escape.
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- **Stage 3: Rescue Buddy** — same fuel hunt as Stage 2 (you begin empty) plus
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- **Stage 4: Evacuate Survivors** — start fueled, find the car, gather
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- **Stage 5: Survive Until Dawn** — every car is
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- **Stage 3: Rescue Buddy** — same fuel hunt as Stage 2 (you begin empty) plus locate your buddy, pick them up with the car, then escape together.
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- **Stage 4: Evacuate Survivors** — start fueled, find the car, gather survivors, and escape before zombies reach them. The stage includes extra parked cars; ramming one while driving fully repairs your current ride and adds five seats each time.
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- **Stage 5: Survive Until Dawn** — every car is empty. Endure until sunrise while the horde presses in from every direction. Once dawn hits and outdoor zombies carbonize, walk out through an existing exterior gap to win; cars remain unusable.
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Stages 6+ unlock after clearing Stages 1–5. On the title screen, use left/right to select later stages.
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Open the Stage 6+ description: [docs/stages-6plus.md](docs/stages-6plus.md)
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An objective reminder is shown at the top-left during play.
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### Win/Lose Conditions
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- **Win Condition:** Escape the stage (level) boundaries while inside the car.
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- Stage 1 and Stage 4 follow the base rule: drive out of the building by car.
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- Stage 2 also requires that you have collected the fuel can before driving out.
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- Stage 3 requires meeting up with your buddy and escaping the building by car.
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- Stage 5 has no working cars; survive until dawn, then walk out through an exterior opening on foot.
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- **Lose Condition:**
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- The player is touched by a zombie while *not* inside a car.
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- In Stage 3, if your buddy is caught (when visible), it's game over.
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- (Note: In the current implementation, the game does not end immediately when the car is destroyed. The player can search for another car and continue trying to escape.)
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### Shared Seeds
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The title screen also lets you enter a numeric **seed**. Type digits (or pass `--seed <number>` on the CLI) to lock the procedural layout, wall placement, and pickups; share that seed with a friend and you will both play the exact same stage even on different machines. The current seed is shown at the bottom right of the title screen and in-game HUD. Backspace reverts to an automatically generated value so you can quickly roll a fresh challenge.
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- **Footprints:** Leave breadcrumb trails so you can backtrack in the dark.
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- **Fast zombies:** Allow faster zombie variants; each zombie rolls a random speed between the normal and fast ranges.
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- **Car hint:** After a delay, show a small triangle pointing toward the fuel (Stage 2 before pickup) or the car.
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- **Steel beams:** Adds tougher single-cell obstacles (5% density) that block movement
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- **Steel beams:** Adds tougher single-cell obstacles (about 5% density) that block movement.
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## Game Rules
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<tr>
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<td>Car</td>
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<td><img src="https://raw.githubusercontent.com/tos-kamiya/zombie-escape/main/imgs/exports/car.png" width="64"></td>
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<td>Driveable escape vehicle
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<td>Driveable escape vehicle; touch to enter. Durability drops from wall hits and running over zombies; if it reaches 0, the car breaks. Capacity starts at five. Ramming a parked car while driving restores health and adds +5 capacity. After ~5 minutes, a small triangle points to the current objective.</td>
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</tr>
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<tr>
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<td>Buddy (Stage 3)</td>
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<tr>
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<td>Survivors (Stage 4)</td>
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<td><img src="https://raw.githubusercontent.com/tos-kamiya/zombie-escape/main/imgs/exports/survivor.png" width="64"></td>
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<td>Civilians to evacuate by car; they idle until approached, then follow at ~1/3 speed. On-screen zombie contact converts them.
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<td>Civilians to evacuate by car; they idle until approached, then follow at ~1/3 speed. On-screen zombie contact converts them. If you exceed the car's capacity, the car is damaged and everyone disembarks.</td>
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</tr>
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</tbody>
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</table>
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<tr>
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<td>Flashlight</td>
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<td><img src="https://raw.githubusercontent.com/tos-kamiya/zombie-escape/main/imgs/exports/flashlight.png" width="64"></td>
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-
<td>Each pickup expands your visible radius by about 20
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+
<td>Each pickup expands your visible radius by about 20%.</td>
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</tr>
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<tr>
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<td>Fuel Can (Stages 2 & 3)</td>
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<td><img src="https://raw.githubusercontent.com/tos-kamiya/zombie-escape/main/imgs/exports/fuel.png" width="64"></td>
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<td>
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+
<td>Appears only in stages that begin without fuel; pick it up to unlock driving.</td>
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</tr>
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<tr>
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<td>Steel Beam (optional)</td>
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<td><img src="https://raw.githubusercontent.com/tos-kamiya/zombie-escape/main/imgs/exports/steel-beam.png" width="64"></td>
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<td>
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+
<td>Striped obstacle with the same collision as inner walls, but 1.5x durability. Can also appear after an inner wall is destroyed.</td>
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</tr>
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</tbody>
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</table>
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@@ -175,18 +187,6 @@ Open **Settings** from the title to toggle gameplay assists:
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</tbody>
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</table>
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-
### Win/Lose Conditions
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- **Win Condition:** Escape the stage (level) boundaries while inside the car.
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-
- Stage 1 and Stage 4 follow the base rule: find the car (already fueled) and drive out.
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-
- Stage 2 also requires that you have collected the fuel can before driving out.
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-
- Stage 3 requires both fuel and having picked up your buddy with the car before driving out.
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-
- Stage 5 has no working cars; survive until dawn, then walk out through an exterior opening on foot.
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-
- **Lose Condition:**
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-
- The player is touched by a zombie while *not* inside a car.
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-
- In Stage 3, if your buddy is caught (when visible), it's game over.
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-
- (Note: In the current implementation, the game does not end immediately when the car is destroyed. The player can search for another car and continue trying to escape.)
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-
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## How to Run
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|
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**Requirements: Python 3.10 or higher**
|
|
@@ -11,6 +11,7 @@ APP_NAME = "ZombieEscape"
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11
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|
DEFAULT_CONFIG: dict[str, Any] = {
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"language": "en",
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"footprints": {"enabled": True},
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|
+
"visual": {"shadows": {"enabled": True}},
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"fast_zombies": {"enabled": False, "ratio": 0.1},
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"car_hint": {"enabled": True, "delay_ms": 180_000},
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"steel_beams": {"enabled": False, "chance": 0.05},
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