zombie-escape 1.3.1__tar.gz → 1.3.6__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.
Files changed (32) hide show
  1. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/PKG-INFO +11 -4
  2. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/README.md +10 -3
  3. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/src/zombie_escape/__about__.py +1 -1
  4. zombie_escape-1.3.6/src/zombie_escape/colors.py +166 -0
  5. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/src/zombie_escape/config.py +0 -2
  6. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/src/zombie_escape/constants.py +54 -48
  7. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/src/zombie_escape/entities.py +98 -18
  8. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/src/zombie_escape/gameplay/logic.py +318 -64
  9. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/src/zombie_escape/level_blueprints.py +1 -1
  10. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/src/zombie_escape/locales/ui.en.json +30 -7
  11. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/src/zombie_escape/locales/ui.ja.json +30 -7
  12. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/src/zombie_escape/models.py +36 -5
  13. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/src/zombie_escape/render.py +295 -61
  14. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/src/zombie_escape/render_assets.py +1 -2
  15. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/src/zombie_escape/screens/__init__.py +6 -6
  16. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/src/zombie_escape/screens/game_over.py +47 -21
  17. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/src/zombie_escape/screens/gameplay.py +78 -35
  18. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/src/zombie_escape/screens/settings.py +40 -44
  19. zombie_escape-1.3.6/src/zombie_escape/screens/title.py +363 -0
  20. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/src/zombie_escape/zombie_escape.py +4 -3
  21. zombie_escape-1.3.1/src/zombie_escape/colors.py +0 -26
  22. zombie_escape-1.3.1/src/zombie_escape/screens/title.py +0 -185
  23. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/.gitignore +0 -0
  24. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/LICENSE.txt +0 -0
  25. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/pyproject.toml +0 -0
  26. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/src/zombie_escape/__init__.py +0 -0
  27. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/src/zombie_escape/assets/fonts/Silkscreen-Regular.ttf +0 -0
  28. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/src/zombie_escape/assets/fonts/misaki_gothic.ttf +0 -0
  29. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/src/zombie_escape/font_utils.py +0 -0
  30. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/src/zombie_escape/gameplay/__init__.py +0 -0
  31. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/src/zombie_escape/localization.py +0 -0
  32. {zombie_escape-1.3.1 → zombie_escape-1.3.6}/src/zombie_escape/rng.py +0 -0
@@ -1,6 +1,6 @@
1
1
  Metadata-Version: 2.4
2
2
  Name: zombie-escape
3
- Version: 1.3.1
3
+ Version: 1.3.6
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>
@@ -48,6 +48,7 @@ This game is a simple 2D top-down action game where the player aims to escape by
48
48
  - **Quit Game:** `ESC` key
49
49
  - **Restart:** `R` key (on Game Over/Clear screen)
50
50
  - **Window Scale (title/settings only):** `[` to shrink, `]` to enlarge
51
+ - **Time Acceleration:** Hold either `Shift` key to run the entire world 4x faster; release to return to normal speed.
51
52
 
52
53
  ## Settings (Title Screen)
53
54
 
@@ -56,7 +57,6 @@ Open **Settings** from the title to toggle gameplay assists:
56
57
  - **Footprints:** Leave breadcrumb trails so you can backtrack in the dark.
57
58
  - **Fast zombies:** Allow faster zombie variants; each zombie rolls a random speed between the normal and fast ranges.
58
59
  - **Car hint:** After a delay, show a small triangle pointing toward the fuel (Stage 2 before pickup) or the car.
59
- - **Flashlight pickups:** Enable flashlight spawns that expand your visible radius when collected.
60
60
  - **Steel beams:** Adds tougher single-cell obstacles (5% density) that block movement; hidden when stacked with an inner wall until that wall is destroyed.
61
61
 
62
62
  ### Shared Seeds
@@ -73,6 +73,7 @@ At the title screen you can pick a stage:
73
73
  - **Stage 2: Fuel Run** — you start with no fuel; find a fuel can first, pick it up, then find the car and escape.
74
74
  - **Stage 3: Rescue Buddy** — same fuel hunt as Stage 2 (you begin empty) plus grab your buddy, pick them up with the car, then escape together.
75
75
  - **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.
76
+ - **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.
76
77
 
77
78
  An objective reminder is shown at the top-left during play.
78
79
 
@@ -88,8 +89,8 @@ An objective reminder is shown at the top-left during play.
88
89
  - 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).
89
90
  - **Walls:** Outer walls are gray; inner walls are beige.
90
91
  - **Outer Walls:** Walls surrounding the stage that are nearly indestructible. Each side has at least three openings (exits).
91
- - **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. The car cannot break walls.
92
- - **Flashlight:** Picking one up boosts your visible radius by 35%.
92
+ - **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.
93
+ - **Flashlight:** Each pickup expands your visible radius by about 20% (grab two to reach the max boost).
93
94
  - **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.
94
95
  - **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.
95
96
  - **Buddy (Stage 3):** A green circle survivor who spawns somewhere in the building and waits.
@@ -104,8 +105,10 @@ An objective reminder is shown at the top-left during play.
104
105
  ### Win/Lose Conditions
105
106
 
106
107
  - **Win Condition:** Escape the stage (level) boundaries while inside the car.
108
+ - Stage 1 and Stage 4 follow the base rule: find the car (already fueled) and drive out.
107
109
  - Stage 2 also requires that you have collected the fuel can before driving out.
108
110
  - Stage 3 requires both fuel and having picked up your buddy with the car before driving out.
111
+ - Stage 5 has no working cars; survive until dawn, then walk out through an exterior opening on foot.
109
112
  - **Lose Condition:**
110
113
  - The player is touched by a zombie while *not* inside a car.
111
114
  - In Stage 3, if your buddy is caught (when visible), it's game over.
@@ -133,6 +136,10 @@ Launch using the following command line:
133
136
  zombie-escape
134
137
  ```
135
138
 
139
+ ### Debug Mode
140
+
141
+ <!-- For Stage 5 balancing or capture needs, run `zombie-escape --debug`. This hides the pause overlay and starts survival stages with 3 minutes remaining so you can immediately test late-night behavior. -->
142
+
136
143
  ## License
137
144
 
138
145
  This project is licensed under the MIT License - see the [LICENSE.txt](LICENSE.txt) file for details.
@@ -27,6 +27,7 @@ This game is a simple 2D top-down action game where the player aims to escape by
27
27
  - **Quit Game:** `ESC` key
28
28
  - **Restart:** `R` key (on Game Over/Clear screen)
29
29
  - **Window Scale (title/settings only):** `[` to shrink, `]` to enlarge
30
+ - **Time Acceleration:** Hold either `Shift` key to run the entire world 4x faster; release to return to normal speed.
30
31
 
31
32
  ## Settings (Title Screen)
32
33
 
@@ -35,7 +36,6 @@ Open **Settings** from the title to toggle gameplay assists:
35
36
  - **Footprints:** Leave breadcrumb trails so you can backtrack in the dark.
36
37
  - **Fast zombies:** Allow faster zombie variants; each zombie rolls a random speed between the normal and fast ranges.
37
38
  - **Car hint:** After a delay, show a small triangle pointing toward the fuel (Stage 2 before pickup) or the car.
38
- - **Flashlight pickups:** Enable flashlight spawns that expand your visible radius when collected.
39
39
  - **Steel beams:** Adds tougher single-cell obstacles (5% density) that block movement; hidden when stacked with an inner wall until that wall is destroyed.
40
40
 
41
41
  ### Shared Seeds
@@ -52,6 +52,7 @@ At the title screen you can pick a stage:
52
52
  - **Stage 2: Fuel Run** — you start with no fuel; find a fuel can first, pick it up, then find the car and escape.
53
53
  - **Stage 3: Rescue Buddy** — same fuel hunt as Stage 2 (you begin empty) plus grab your buddy, pick them up with the car, then escape together.
54
54
  - **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.
55
+ - **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.
55
56
 
56
57
  An objective reminder is shown at the top-left during play.
57
58
 
@@ -67,8 +68,8 @@ An objective reminder is shown at the top-left during play.
67
68
  - 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).
68
69
  - **Walls:** Outer walls are gray; inner walls are beige.
69
70
  - **Outer Walls:** Walls surrounding the stage that are nearly indestructible. Each side has at least three openings (exits).
70
- - **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. The car cannot break walls.
71
- - **Flashlight:** Picking one up boosts your visible radius by 35%.
71
+ - **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.
72
+ - **Flashlight:** Each pickup expands your visible radius by about 20% (grab two to reach the max boost).
72
73
  - **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.
73
74
  - **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.
74
75
  - **Buddy (Stage 3):** A green circle survivor who spawns somewhere in the building and waits.
@@ -83,8 +84,10 @@ An objective reminder is shown at the top-left during play.
83
84
  ### Win/Lose Conditions
84
85
 
85
86
  - **Win Condition:** Escape the stage (level) boundaries while inside the car.
87
+ - Stage 1 and Stage 4 follow the base rule: find the car (already fueled) and drive out.
86
88
  - Stage 2 also requires that you have collected the fuel can before driving out.
87
89
  - Stage 3 requires both fuel and having picked up your buddy with the car before driving out.
90
+ - Stage 5 has no working cars; survive until dawn, then walk out through an exterior opening on foot.
88
91
  - **Lose Condition:**
89
92
  - The player is touched by a zombie while *not* inside a car.
90
93
  - In Stage 3, if your buddy is caught (when visible), it's game over.
@@ -112,6 +115,10 @@ Launch using the following command line:
112
115
  zombie-escape
113
116
  ```
114
117
 
118
+ ### Debug Mode
119
+
120
+ <!-- For Stage 5 balancing or capture needs, run `zombie-escape --debug`. This hides the pause overlay and starts survival stages with 3 minutes remaining so you can immediately test late-night behavior. -->
121
+
115
122
  ## License
116
123
 
117
124
  This project is licensed under the MIT License - see the [LICENSE.txt](LICENSE.txt) file for details.
@@ -1,4 +1,4 @@
1
1
  # SPDX-FileCopyrightText: 2025-present Toshihiro Kamiya <kamiya@mbj.nifty.com>
2
2
  #
3
3
  # SPDX-License-Identifier: MIT
4
- __version__ = "1.3.1"
4
+ __version__ = "1.3.6"
@@ -0,0 +1,166 @@
1
+ from __future__ import annotations
2
+
3
+ from dataclasses import dataclass
4
+
5
+ # Basic palette
6
+ WHITE: tuple[int, int, int] = (255, 255, 255)
7
+ BLACK: tuple[int, int, int] = (0, 0, 0)
8
+ RED: tuple[int, int, int] = (255, 0, 0)
9
+ GREEN: tuple[int, int, int] = (0, 255, 0)
10
+ BLUE: tuple[int, int, int] = (0, 0, 255)
11
+ GRAY: tuple[int, int, int] = (100, 100, 100)
12
+ LIGHT_GRAY: tuple[int, int, int] = (200, 200, 200)
13
+ YELLOW: tuple[int, int, int] = (255, 255, 0)
14
+ ORANGE: tuple[int, int, int] = (255, 165, 0)
15
+ DARK_RED: tuple[int, int, int] = (139, 0, 0)
16
+
17
+
18
+ @dataclass(frozen=True)
19
+ class EnvironmentPalette:
20
+ """Collection of colors that define the ambient environment."""
21
+
22
+ floor_primary: tuple[int, int, int]
23
+ floor_secondary: tuple[int, int, int]
24
+ outside: tuple[int, int, int]
25
+ inner_wall: tuple[int, int, int]
26
+ inner_wall_border: tuple[int, int, int]
27
+ outer_wall: tuple[int, int, int]
28
+ outer_wall_border: tuple[int, int, int]
29
+
30
+
31
+ def _clamp(value: float) -> int:
32
+ return max(0, min(255, int(value)))
33
+
34
+
35
+ def _adjust_color(
36
+ color: tuple[int, int, int], *, brightness: float = 1.0, saturation: float = 1.0
37
+ ) -> tuple[int, int, int]:
38
+ """Return color tinted by brightness/saturation multipliers."""
39
+
40
+ r, g, b = color
41
+ gray = 0.2126 * r + 0.7152 * g + 0.0722 * b
42
+ def mix(component: int) -> int:
43
+ value = gray + (component - gray) * saturation
44
+ value *= brightness
45
+ return _clamp(value)
46
+
47
+ return mix(r), mix(g), mix(b)
48
+
49
+
50
+ DEFAULT_AMBIENT_PALETTE_KEY = "default"
51
+ NO_FLASHLIGHT_PALETTE_KEY = "no_flashlight"
52
+ DAWN_AMBIENT_PALETTE_KEY = "dawn"
53
+
54
+ # Base palette used throughout gameplay (matches the previous constants).
55
+ _DEFAULT_ENVIRONMENT_PALETTE = EnvironmentPalette(
56
+ floor_primary=(43, 57, 70),
57
+ floor_secondary=(50, 64, 79),
58
+ outside=(32, 60, 40),
59
+ inner_wall=(125, 101, 78),
60
+ inner_wall_border=(136, 110, 85),
61
+ outer_wall=(136, 135, 128),
62
+ outer_wall_border=(147, 146, 138),
63
+ )
64
+
65
+ # Dark, desaturated palette that sells the "alone without a flashlight" vibe.
66
+ _GLOOM_ENVIRONMENT_PALETTE = EnvironmentPalette(
67
+ floor_primary=_adjust_color(
68
+ _DEFAULT_ENVIRONMENT_PALETTE.floor_primary, brightness=0.725, saturation=0.675
69
+ ),
70
+ floor_secondary=_adjust_color(
71
+ _DEFAULT_ENVIRONMENT_PALETTE.floor_secondary, brightness=0.74, saturation=0.65
72
+ ),
73
+ outside=_adjust_color(
74
+ _DEFAULT_ENVIRONMENT_PALETTE.outside, brightness=0.7, saturation=0.625
75
+ ),
76
+ inner_wall=_adjust_color(
77
+ _DEFAULT_ENVIRONMENT_PALETTE.inner_wall, brightness=0.775, saturation=0.7
78
+ ),
79
+ inner_wall_border=_adjust_color(
80
+ _DEFAULT_ENVIRONMENT_PALETTE.inner_wall_border, brightness=0.775, saturation=0.7
81
+ ),
82
+ outer_wall=_adjust_color(
83
+ _DEFAULT_ENVIRONMENT_PALETTE.outer_wall, brightness=0.75, saturation=0.675
84
+ ),
85
+ outer_wall_border=_adjust_color(
86
+ _DEFAULT_ENVIRONMENT_PALETTE.outer_wall_border, brightness=0.75, saturation=0.675
87
+ ),
88
+ )
89
+
90
+ _DAWN_ENVIRONMENT_PALETTE = EnvironmentPalette(
91
+ floor_primary=(58, 70, 84),
92
+ floor_secondary=(66, 78, 92),
93
+ outside=(118, 140, 104),
94
+ inner_wall=(125, 101, 78),
95
+ inner_wall_border=(136, 110, 85),
96
+ outer_wall=(136, 135, 128),
97
+ outer_wall_border=(147, 146, 138),
98
+ )
99
+
100
+ ENVIRONMENT_PALETTES: dict[str, EnvironmentPalette] = {
101
+ DEFAULT_AMBIENT_PALETTE_KEY: _DEFAULT_ENVIRONMENT_PALETTE,
102
+ NO_FLASHLIGHT_PALETTE_KEY: _GLOOM_ENVIRONMENT_PALETTE,
103
+ DAWN_AMBIENT_PALETTE_KEY: _DAWN_ENVIRONMENT_PALETTE,
104
+ }
105
+
106
+
107
+ def get_environment_palette(key: str | None) -> EnvironmentPalette:
108
+ """Return the color palette for the provided key (falls back to default)."""
109
+
110
+ if not key:
111
+ return ENVIRONMENT_PALETTES[DEFAULT_AMBIENT_PALETTE_KEY]
112
+ return ENVIRONMENT_PALETTES.get(key, ENVIRONMENT_PALETTES[DEFAULT_AMBIENT_PALETTE_KEY])
113
+
114
+
115
+ def ambient_palette_key_for_flashlights(count: int) -> str:
116
+ """Return the palette key for the provided flashlight inventory count."""
117
+
118
+ return (
119
+ DEFAULT_AMBIENT_PALETTE_KEY
120
+ if max(0, count) > 0
121
+ else NO_FLASHLIGHT_PALETTE_KEY
122
+ )
123
+
124
+
125
+ # World colors (default palette versions preserved for backwards compatibility).
126
+ INTERNAL_WALL_COLOR: tuple[int, int, int] = _DEFAULT_ENVIRONMENT_PALETTE.inner_wall
127
+ INTERNAL_WALL_BORDER_COLOR: tuple[int, int, int] = _DEFAULT_ENVIRONMENT_PALETTE.inner_wall_border
128
+ OUTER_WALL_COLOR: tuple[int, int, int] = _DEFAULT_ENVIRONMENT_PALETTE.outer_wall
129
+ OUTER_WALL_BORDER_COLOR: tuple[int, int, int] = _DEFAULT_ENVIRONMENT_PALETTE.outer_wall_border
130
+ FLOOR_COLOR_PRIMARY: tuple[int, int, int] = _DEFAULT_ENVIRONMENT_PALETTE.floor_primary
131
+ FLOOR_COLOR_SECONDARY: tuple[int, int, int] = _DEFAULT_ENVIRONMENT_PALETTE.floor_secondary
132
+ FLOOR_COLOR_OUTSIDE: tuple[int, int, int] = _DEFAULT_ENVIRONMENT_PALETTE.outside
133
+ FOOTPRINT_COLOR: tuple[int, int, int] = (110, 200, 255)
134
+ STEEL_BEAM_COLOR: tuple[int, int, int] = (110, 50, 50)
135
+ STEEL_BEAM_LINE_COLOR: tuple[int, int, int] = (180, 90, 90)
136
+
137
+
138
+ __all__ = [
139
+ "WHITE",
140
+ "BLACK",
141
+ "RED",
142
+ "GREEN",
143
+ "BLUE",
144
+ "GRAY",
145
+ "LIGHT_GRAY",
146
+ "YELLOW",
147
+ "ORANGE",
148
+ "DARK_RED",
149
+ "DAWN_AMBIENT_PALETTE_KEY",
150
+ "INTERNAL_WALL_COLOR",
151
+ "INTERNAL_WALL_BORDER_COLOR",
152
+ "OUTER_WALL_COLOR",
153
+ "OUTER_WALL_BORDER_COLOR",
154
+ "FLOOR_COLOR_PRIMARY",
155
+ "FLOOR_COLOR_SECONDARY",
156
+ "FLOOR_COLOR_OUTSIDE",
157
+ "FOOTPRINT_COLOR",
158
+ "STEEL_BEAM_COLOR",
159
+ "STEEL_BEAM_LINE_COLOR",
160
+ "EnvironmentPalette",
161
+ "DEFAULT_AMBIENT_PALETTE_KEY",
162
+ "NO_FLASHLIGHT_PALETTE_KEY",
163
+ "ENVIRONMENT_PALETTES",
164
+ "get_environment_palette",
165
+ "ambient_palette_key_for_flashlights",
166
+ ]
@@ -13,9 +13,7 @@ DEFAULT_CONFIG: dict[str, Any] = {
13
13
  "footprints": {"enabled": True},
14
14
  "fast_zombies": {"enabled": False, "ratio": 0.1},
15
15
  "car_hint": {"enabled": True, "delay_ms": 180_000},
16
- "flashlight": {"enabled": True, "bonus_scale": 1.35},
17
16
  "steel_beams": {"enabled": False, "chance": 0.05},
18
- "debug": {"hide_pause_overlay": False},
19
17
  }
20
18
 
21
19
 
@@ -2,23 +2,26 @@
2
2
 
3
3
  from __future__ import annotations
4
4
 
5
- from .config import DEFAULT_CONFIG
6
5
  from .level_blueprints import GRID_COLS, GRID_ROWS, TILE_SIZE
7
6
  from .render_assets import FogRing, RenderAssets
8
7
 
9
8
  # --- Screen and window configuration ---
10
- LOGICAL_SCREEN_WIDTH = 400
11
- LOGICAL_SCREEN_HEIGHT = 300
12
- RENDER_SCREEN_WIDTH = 400
13
- RENDER_SCREEN_HEIGHT = 300
9
+ SCREEN_WIDTH = 400 # Base logical render width
10
+ SCREEN_HEIGHT = 300 # Base logical render height
14
11
  DEFAULT_WINDOW_SCALE = 2.0 # Keep ~800x600 OS window while rendering at 400x300
15
12
  WINDOW_SCALE_MIN = 1.0
16
13
  WINDOW_SCALE_MAX = DEFAULT_WINDOW_SCALE * 2 # Allow up to 1600x1200 windows
17
- SCREEN_WIDTH = LOGICAL_SCREEN_WIDTH # Logical render width
18
- SCREEN_HEIGHT = LOGICAL_SCREEN_HEIGHT # Logical render height
19
14
  FPS = 60
20
15
  STATUS_BAR_HEIGHT = 18
21
16
 
17
+ # --- Survival stage settings ---
18
+ SURVIVAL_TIME_ACCEL_SUBSTEPS = 4
19
+ SURVIVAL_TIME_ACCEL_MAX_SUBSTEP = 1.0 / 30.0
20
+ SURVIVAL_FAKE_CLOCK_RATIO = 12.0 # 20 min -> 4 hr clock
21
+ SURVIVAL_NEAR_SPAWN_MIN_DISTANCE = 140
22
+ SURVIVAL_NEAR_SPAWN_MAX_DISTANCE = 280
23
+ SURVIVAL_NEAR_SPAWN_CAMERA_MARGIN = 20
24
+
22
25
  # --- Level dimensions derived from blueprint grid ---
23
26
  LEVEL_GRID_COLS = GRID_COLS
24
27
  LEVEL_GRID_ROWS = GRID_ROWS
@@ -27,18 +30,27 @@ LEVEL_WIDTH = LEVEL_GRID_COLS * CELL_SIZE
27
30
  LEVEL_HEIGHT = LEVEL_GRID_ROWS * CELL_SIZE
28
31
 
29
32
  # --- Player and companion settings ---
30
- PLAYER_RADIUS = 6
33
+ HUMANOID_RADIUS = 6
34
+ def interaction_radius(width: float, height: float) -> float:
35
+ """Approximate interaction reach for a humanoid and an object."""
36
+ return HUMANOID_RADIUS + (width + height) / 4
37
+
38
+
39
+ def car_body_radius(width: float, height: float) -> float:
40
+ """Approximate car collision radius using only its own dimensions."""
41
+ return min(width, height) / 2
42
+
43
+ PLAYER_RADIUS = HUMANOID_RADIUS
31
44
  PLAYER_SPEED = 1.4
32
- FOV_RADIUS = 80
45
+ FOV_RADIUS = 124 # approximate legacy FOV (80) * 1.55 cap
33
46
  FOG_RADIUS_SCALE = 1.2
34
- FOG_MAX_RADIUS_FACTOR = 1.55
35
47
  FOG_HATCH_PIXEL_SCALE = 2
36
- COMPANION_RADIUS = PLAYER_RADIUS
48
+ COMPANION_RADIUS = HUMANOID_RADIUS
37
49
  COMPANION_FOLLOW_SPEED = PLAYER_SPEED * 0.7
38
50
  COMPANION_COLOR = (0, 200, 70)
39
51
 
40
52
  # --- Survivor settings (Stage 4) ---
41
- SURVIVOR_RADIUS = PLAYER_RADIUS - 1
53
+ SURVIVOR_RADIUS = HUMANOID_RADIUS
42
54
  SURVIVOR_COLOR = (220, 220, 255)
43
55
  SURVIVOR_APPROACH_RADIUS = 48
44
56
  SURVIVOR_APPROACH_SPEED = PLAYER_SPEED * 0.35
@@ -56,12 +68,9 @@ SURVIVOR_CONVERSION_LINE_KEYS = [
56
68
  SURVIVOR_STAGE_WAITING_CAR_COUNT = 2
57
69
 
58
70
  # --- Flashlight settings ---
59
- DEFAULT_FLASHLIGHT_BONUS_SCALE = float(
60
- DEFAULT_CONFIG.get("flashlight", {}).get("bonus_scale", 1.35)
61
- )
71
+ FLASHLIGHT_FOG_SCALE_STEP = 0.3
62
72
  FLASHLIGHT_WIDTH = 10
63
73
  FLASHLIGHT_HEIGHT = 8
64
- FLASHLIGHT_PICKUP_RADIUS = 13
65
74
  DEFAULT_FLASHLIGHT_SPAWN_COUNT = 2
66
75
 
67
76
  # --- Footprint settings ---
@@ -74,19 +83,21 @@ FOOTPRINT_MAX = 320
74
83
  FOOTPRINT_MIN_FADE = 0.3
75
84
 
76
85
  # --- Zombie settings ---
77
- ZOMBIE_RADIUS = 6
86
+ ZOMBIE_RADIUS = HUMANOID_RADIUS
78
87
  ZOMBIE_SPEED = 0.6
79
88
  NORMAL_ZOMBIE_SPEED_JITTER = 0.15
80
- ZOMBIE_SPAWN_DELAY_MS = 5000
89
+ ZOMBIE_SPAWN_DELAY_MS = 4000
81
90
  MAX_ZOMBIES = 400
82
91
  INITIAL_ZOMBIES_INSIDE = 15
83
92
  ZOMBIE_INTERIOR_SPAWN_RATE = 0.015
84
93
  ZOMBIE_SPAWN_PLAYER_BUFFER = 140
85
94
  ZOMBIE_MODE_CHANGE_INTERVAL_MS = 5000
86
- ZOMBIE_SIGHT_RANGE = FOV_RADIUS * 2.0
95
+ ZOMBIE_SIGHT_RANGE = FOV_RADIUS * 1.2
87
96
  FAST_ZOMBIE_BASE_SPEED = PLAYER_SPEED * 0.77
88
97
  FAST_ZOMBIE_SPEED_JITTER = 0.075
89
98
  ZOMBIE_SEPARATION_DISTANCE = ZOMBIE_RADIUS * 2.2
99
+ ZOMBIE_AGING_DURATION_FRAMES = FPS * 60 * 6 # ~6 minutes at target framerate
100
+ ZOMBIE_AGING_MIN_SPEED_RATIO = 0.3
90
101
 
91
102
  # --- Car and fuel settings ---
92
103
  CAR_WIDTH = 15
@@ -98,22 +109,23 @@ CAR_ZOMBIE_DAMAGE = 1
98
109
  CAR_HINT_DELAY_MS_DEFAULT = 300000
99
110
  FUEL_CAN_WIDTH = 11
100
111
  FUEL_CAN_HEIGHT = 15
101
- FUEL_PICKUP_RADIUS = 12
102
112
  FUEL_HINT_DURATION_MS = 1600
103
113
 
104
114
  # --- Wall and beam settings ---
105
115
  INTERNAL_WALL_GRID_SNAP = CELL_SIZE
106
- INTERNAL_WALL_HEALTH = 40
107
- OUTER_WALL_HEALTH = 9999
108
- STEEL_BEAM_HEALTH = INTERNAL_WALL_HEALTH * 2
116
+ INTERNAL_WALL_HEALTH = 40 * 100
117
+ OUTER_WALL_HEALTH = 999999
118
+ STEEL_BEAM_HEALTH = int(INTERNAL_WALL_HEALTH * 1.5)
119
+ PLAYER_WALL_DAMAGE = 100
120
+ ZOMBIE_WALL_DAMAGE = 1
109
121
 
110
122
  # --- Rendering assets shared with draw routines ---
111
123
  FOG_RINGS = [
112
- FogRing(radius_factor=0.82, thickness=2),
113
- FogRing(radius_factor=0.99, thickness=4),
114
- FogRing(radius_factor=1.16, thickness=6),
115
- FogRing(radius_factor=1.33, thickness=8),
116
- FogRing(radius_factor=1.5, thickness=12),
124
+ FogRing(radius_factor=0.529, thickness=2),
125
+ FogRing(radius_factor=0.639, thickness=4),
126
+ FogRing(radius_factor=0.748, thickness=6),
127
+ FogRing(radius_factor=0.858, thickness=8),
128
+ FogRing(radius_factor=0.968, thickness=12),
117
129
  ]
118
130
 
119
131
  RENDER_ASSETS = RenderAssets(
@@ -123,7 +135,6 @@ RENDER_ASSETS = RenderAssets(
123
135
  player_radius=PLAYER_RADIUS,
124
136
  fov_radius=FOV_RADIUS,
125
137
  fog_radius_scale=FOG_RADIUS_SCALE,
126
- fog_max_radius_factor=FOG_MAX_RADIUS_FACTOR,
127
138
  fog_hatch_pixel_scale=FOG_HATCH_PIXEL_SCALE,
128
139
  fog_rings=FOG_RINGS,
129
140
  footprint_radius=FOOTPRINT_RADIUS,
@@ -131,32 +142,25 @@ RENDER_ASSETS = RenderAssets(
131
142
  footprint_lifetime_ms=FOOTPRINT_LIFETIME_MS,
132
143
  footprint_min_fade=FOOTPRINT_MIN_FADE,
133
144
  internal_wall_grid_snap=INTERNAL_WALL_GRID_SNAP,
134
- default_flashlight_bonus_scale=DEFAULT_FLASHLIGHT_BONUS_SCALE,
145
+ flashlight_bonus_step=FLASHLIGHT_FOG_SCALE_STEP,
135
146
  )
136
147
 
137
148
  __all__ = [
138
- "LOGICAL_SCREEN_WIDTH",
139
- "LOGICAL_SCREEN_HEIGHT",
140
- "RENDER_SCREEN_WIDTH",
141
- "RENDER_SCREEN_HEIGHT",
142
149
  "DEFAULT_WINDOW_SCALE",
143
150
  "WINDOW_SCALE_MIN",
144
151
  "WINDOW_SCALE_MAX",
145
152
  "SCREEN_WIDTH",
146
153
  "SCREEN_HEIGHT",
147
154
  "FPS",
148
- "STATUS_BAR_HEIGHT",
149
155
  "LEVEL_GRID_COLS",
150
156
  "LEVEL_GRID_ROWS",
151
157
  "CELL_SIZE",
152
158
  "LEVEL_WIDTH",
153
159
  "LEVEL_HEIGHT",
160
+ "HUMANOID_RADIUS",
161
+ "interaction_radius",
154
162
  "PLAYER_RADIUS",
155
163
  "PLAYER_SPEED",
156
- "FOV_RADIUS",
157
- "FOG_RADIUS_SCALE",
158
- "FOG_MAX_RADIUS_FACTOR",
159
- "FOG_HATCH_PIXEL_SCALE",
160
164
  "COMPANION_RADIUS",
161
165
  "COMPANION_FOLLOW_SPEED",
162
166
  "COMPANION_COLOR",
@@ -172,18 +176,18 @@ __all__ = [
172
176
  "SURVIVOR_MESSAGE_DURATION_MS",
173
177
  "SURVIVOR_CONVERSION_LINE_KEYS",
174
178
  "SURVIVOR_STAGE_WAITING_CAR_COUNT",
175
- "DEFAULT_FLASHLIGHT_BONUS_SCALE",
179
+ "SURVIVAL_TIME_ACCEL_SUBSTEPS",
180
+ "SURVIVAL_TIME_ACCEL_MAX_SUBSTEP",
181
+ "SURVIVAL_FAKE_CLOCK_RATIO",
182
+ "SURVIVAL_NEAR_SPAWN_MIN_DISTANCE",
183
+ "SURVIVAL_NEAR_SPAWN_MAX_DISTANCE",
184
+ "SURVIVAL_NEAR_SPAWN_CAMERA_MARGIN",
176
185
  "FLASHLIGHT_WIDTH",
177
186
  "FLASHLIGHT_HEIGHT",
178
- "FLASHLIGHT_PICKUP_RADIUS",
179
187
  "DEFAULT_FLASHLIGHT_SPAWN_COUNT",
180
- "FOOTPRINT_RADIUS",
181
- "FOOTPRINT_OVERVIEW_RADIUS",
182
188
  "FOOTPRINT_COLOR",
183
189
  "FOOTPRINT_STEP_DISTANCE",
184
- "FOOTPRINT_LIFETIME_MS",
185
190
  "FOOTPRINT_MAX",
186
- "FOOTPRINT_MIN_FADE",
187
191
  "ZOMBIE_RADIUS",
188
192
  "ZOMBIE_SPEED",
189
193
  "NORMAL_ZOMBIE_SPEED_JITTER",
@@ -197,6 +201,9 @@ __all__ = [
197
201
  "FAST_ZOMBIE_BASE_SPEED",
198
202
  "FAST_ZOMBIE_SPEED_JITTER",
199
203
  "ZOMBIE_SEPARATION_DISTANCE",
204
+ "ZOMBIE_AGING_DURATION_FRAMES",
205
+ "ZOMBIE_AGING_MIN_SPEED_RATIO",
206
+ "car_body_radius",
200
207
  "CAR_WIDTH",
201
208
  "CAR_HEIGHT",
202
209
  "CAR_SPEED",
@@ -206,12 +213,11 @@ __all__ = [
206
213
  "CAR_HINT_DELAY_MS_DEFAULT",
207
214
  "FUEL_CAN_WIDTH",
208
215
  "FUEL_CAN_HEIGHT",
209
- "FUEL_PICKUP_RADIUS",
210
216
  "FUEL_HINT_DURATION_MS",
211
- "INTERNAL_WALL_GRID_SNAP",
212
217
  "INTERNAL_WALL_HEALTH",
213
218
  "OUTER_WALL_HEALTH",
214
219
  "STEEL_BEAM_HEALTH",
215
- "FOG_RINGS",
220
+ "PLAYER_WALL_DAMAGE",
221
+ "ZOMBIE_WALL_DAMAGE",
216
222
  "RENDER_ASSETS",
217
223
  ]