项目作者: UstymUkhman

项目描述 :
:goberserk: Yet Another Zombie Horror :video_game:
高级语言: TypeScript
项目地址: git://github.com/UstymUkhman/YetAnotherZombieHorror.git
创建时间: 2019-10-15T19:02:52Z
项目社区:https://github.com/UstymUkhman/YetAnotherZombieHorror

开源协议:MIT License

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Yet Another Zombie Horror

or simply **YAZH** [jɑːʒ], is a first / third person zombie survival shooter.


GitHub deployments
GitHub Workflow Status (branch)
GitHub repo size
GitHub package.json version
GitHub

Gameplay Trailer

Download

  1. git clone https://github.com/UstymUkhman/YetAnotherZombieHorror.git
  2. cd YetAnotherZombieHorror
  3. pnpm i

Develop

  1. pnpm run setup # Config physics engine and compile shaders
  2. pnpm start:web # Run in development in a default browser
  3. pnpm start:app # Run in development in Electron application

Lint

  1. pnpm lint:js # TS, JS and Svelte files
  2. pnpm lint:css # SCSS, CSS and Svelte files

Build

  1. pnpm build:web # Build for browsers
  2. pnpm build:app # Build as Electron app
  3. pnpm serve:web # Preview builded web version

Distribute

  1. pnpm pack:app
  2. pnpm dist:app -l # for Linux, or:
  3. pnpm dist:app -w # for Windows desktops

Controls

Action Desktop
Move Forward W
Move Left A
Move Backward S
Move Right D
Run Left Shift
Shoot Mouse Left Button
Aim Mouse Right Button
Previous Weapon Q or Mouse Wheel Up
Next Weapon E or Mouse Wheel Down
Reload R
Change Camera C
Change Shoulder V

Settings

Physics

Option Type Default Value
Engine *”ammo” \ “bvh”* "bvh"

Note: This option can only be changed manually in src/settings/physics.json before launching the game. Every time this setting is updated, you will need to run pnpm run setup in order to use the corresponding physics engine in here. If set to:

Visuals

Option Type Default Value Description
Bullet Boolean true Whether there will be visible projectile meshes. Setting this to false may lead to slightly better performance.
Bullet Path Boolean false Whether there will be visible bullet’s trajectory from the barrel of the weapon to the projectile. Setting this to true may lead to slightly worse performance on low-end devices.
Bullet Holes Boolean false Whether there will be visible bullets holes on buildings, walls and ground. Setting this to true may lead to slightly worse performance on low-end devices.
Fog Boolean true Whether there will be fog on the level.
Volumetric Fog Boolean false Whether to use Volumetric Fog instead of the exponential squared on the level. Setting this to true will lead to worse performance on low-end devices. Can be true only if fog is true.
Raining Boolean true Whether it will be raining on the level. Setting this to false will lead to better performance.
Raindrops Boolean false Whether there will be an overlay of raindrops on the camera. Setting this to true will lead to slightly worse performance on low-end devices. Can be true only if raining is true.
Soft Particles Boolean false Whether to use Soft Particles effect on raindrops on the level. Setting this to true may lead to slightly worse performance on low-end devices. Can be true only if raining is true.
Clouds Number 0 Amount of cloud sprites that will be covering the skybox. Incrementing this number may lead to slightly worse performance on low-end devices. Min value is 0; max value is 300.
Dynamic Clouds Boolean false Whether clouds will be rotating. Setting this to true may lead to slightly worse performance on low-end devices. Can be true only if clouds is greater than 0.
Lighting Boolean false Whether there will be lightning strikes on the level. Setting this to true may lead to slightly worse performance on low-end devices. Can be true only if clouds is greater than 0.
Physical Lights Boolean false Whether to use physically correct lighting mode. Setting this to true will lead to worse performance on low-end devices.