zombie-escape 1.3.6__tar.gz → 1.5.0__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-1.3.6 → zombie_escape-1.5.0}/.gitignore +4 -0
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/PKG-INFO +23 -17
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/README.md +21 -16
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/pyproject.toml +1 -0
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/src/zombie_escape/__about__.py +1 -1
- zombie_escape-1.5.0/src/zombie_escape/entities.py +1453 -0
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/src/zombie_escape/gameplay/logic.py +153 -42
- zombie_escape-1.3.6/src/zombie_escape/constants.py → zombie_escape-1.5.0/src/zombie_escape/gameplay_constants.py +37 -88
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/src/zombie_escape/level_blueprints.py +1 -4
- zombie_escape-1.5.0/src/zombie_escape/level_constants.py +20 -0
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/src/zombie_escape/locales/ui.en.json +12 -2
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/src/zombie_escape/locales/ui.ja.json +14 -4
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/src/zombie_escape/models.py +10 -56
- zombie_escape-1.5.0/src/zombie_escape/progress.py +48 -0
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/src/zombie_escape/render.py +85 -28
- zombie_escape-1.5.0/src/zombie_escape/render_constants.py +52 -0
- zombie_escape-1.5.0/src/zombie_escape/screen_constants.py +21 -0
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/src/zombie_escape/screens/__init__.py +1 -1
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/src/zombie_escape/screens/game_over.py +5 -5
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/src/zombie_escape/screens/gameplay.py +7 -4
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/src/zombie_escape/screens/settings.py +82 -12
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/src/zombie_escape/screens/title.py +132 -65
- zombie_escape-1.5.0/src/zombie_escape/stage_constants.py +87 -0
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/src/zombie_escape/zombie_escape.py +11 -6
- zombie_escape-1.3.6/src/zombie_escape/entities.py +0 -853
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/LICENSE.txt +0 -0
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/src/zombie_escape/__init__.py +0 -0
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/src/zombie_escape/assets/fonts/Silkscreen-Regular.ttf +0 -0
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/src/zombie_escape/assets/fonts/misaki_gothic.ttf +0 -0
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/src/zombie_escape/colors.py +0 -0
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/src/zombie_escape/config.py +0 -0
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/src/zombie_escape/font_utils.py +0 -0
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/src/zombie_escape/gameplay/__init__.py +0 -0
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/src/zombie_escape/localization.py +0 -0
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/src/zombie_escape/render_assets.py +0 -0
- {zombie_escape-1.3.6 → zombie_escape-1.5.0}/src/zombie_escape/rng.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: 1.5.0
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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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@@ -14,6 +14,7 @@ Classifier: Programming Language :: Python :: 3.11
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Classifier: Programming Language :: Python :: 3.12
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Classifier: Programming Language :: Python :: Implementation :: CPython
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Requires-Python: >=3.10
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Requires-Dist: numpy
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Requires-Dist: platformdirs
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Requires-Dist: pygame
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Requires-Dist: python-i18n
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@@ -50,20 +51,7 @@ This game is a simple 2D top-down action game where the player aims to escape by
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- **Window Scale (title/settings only):** `[` to shrink, `]` to enlarge
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- **Time Acceleration:** Hold either `Shift` key to run the entire world 4x faster; release to return to normal speed.
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##
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Open **Settings** from the title to toggle gameplay assists:
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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; hidden when stacked with an inner wall until that wall is destroyed.
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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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## Game Rules
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## Title Screen
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### Stages
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- **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.
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- **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.
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**Stage names are red until cleared** and turn white after at least one clear.
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An objective reminder is shown at the top-left during play.
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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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## Settings Screen
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Open **Settings** from the title to toggle gameplay assists:
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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; hidden when stacked with an inner wall until that wall is destroyed.
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## Game Rules
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### Characters/Items
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- **Player:** A blue circle. 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.
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- **Zombie:** A red circle. Will chase the player (or car) once detected.
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- 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.).
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- Variants with different behavior have been observed.
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- **Car:** A yellow rectangle. The player can enter by making contact with it.
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- The car has durability. Durability decreases when colliding with internal walls or hitting zombies.
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- 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.
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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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- **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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- **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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- **Buddy (Stage 3):** A green circle survivor who spawns somewhere in the building and waits.
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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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- Zombies only choose to pursue the buddy if they are on-screen; otherwise they ignore them.
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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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- 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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- **Survivors (Stage 4):**
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- **Survivors (Stage 4):** Pale gray civilians with a blue outline, scattered indoors.
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- They stand still until you get close, then shuffle toward you at about one-third of player speed.
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- Zombies can convert them if both are on-screen; the survivor shouts a line and turns instantly.
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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.
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@@ -29,20 +29,7 @@ This game is a simple 2D top-down action game where the player aims to escape by
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- **Window Scale (title/settings only):** `[` to shrink, `]` to enlarge
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- **Time Acceleration:** Hold either `Shift` key to run the entire world 4x faster; release to return to normal speed.
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##
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Open **Settings** from the title to toggle gameplay assists:
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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; hidden when stacked with an inner wall until that wall is destroyed.
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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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## Game Rules
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## Title Screen
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### Stages
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@@ -54,13 +41,31 @@ At the title screen you can pick a stage:
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- **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.
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- **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.
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**Stage names are red until cleared** and turn white after at least one clear.
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An objective reminder is shown at the top-left during play.
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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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## Settings Screen
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+
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Open **Settings** from the title to toggle gameplay assists:
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55
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+
|
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56
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+
- **Footprints:** Leave breadcrumb trails so you can backtrack in the dark.
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57
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+
- **Fast zombies:** Allow faster zombie variants; each zombie rolls a random speed between the normal and fast ranges.
|
|
58
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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; hidden when stacked with an inner wall until that wall is destroyed.
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## Game Rules
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### Characters/Items
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- **Player:** A blue circle. 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.
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- **Zombie:** A red circle. Will chase the player (or car) once detected.
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- 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.).
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- Variants with different behavior have been observed.
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- **Car:** A yellow rectangle. The player can enter by making contact with it.
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- The car has durability. Durability decreases when colliding with internal walls or hitting zombies.
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- 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.
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@@ -72,11 +77,11 @@ An objective reminder is shown at the top-left during play.
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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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78
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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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- **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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- **Buddy (Stage 3):** A green circle survivor who spawns somewhere in the building and waits.
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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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- Zombies only choose to pursue the buddy if they are on-screen; otherwise they ignore them.
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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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- 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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- **Survivors (Stage 4):**
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- **Survivors (Stage 4):** Pale gray civilians with a blue outline, scattered indoors.
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- They stand still until you get close, then shuffle toward you at about one-third of player speed.
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86
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- Zombies can convert them if both are on-screen; the survivor shouts a line and turns instantly.
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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.
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