Simulation Controls and info


<b>Zombie Infection Simulation</b>
Zombie Infection Simulation v2.3

Kevan Davis, Aug 03

Fight/Flight code and other additions by Matt Cordes, Aug 03
Click here for Kevan Davis' original version.

  • Press space to uninfect all but one zombie.
  • Press 'z' to draw and populate a new city.
  • Press 'p' to toggle complete panic (as in v1).
  • Press 's' to alter the simulation speed.
(You'll need to click on the Java window before it'll accept keypresses.)

Zombies are green, move very slowly and change direction randomly and frequently unless they can see something moving in front of them, in which case they start walking towards it. After a while they get bored and wander randomly again.  If a zombie finds a human directly in front of it, it tries to kill them. They will succeed, unless the human  population is low. In that case, there is a chance the human will expect the zombie, and have a chance to attack first!

Dead Humans are red and will either die peacefully or become a zombie. Humans destined to permenantly expire will simply fade out, while humans slowly transforming into zombies will change color to green and becomes a full-fleged zombie when it finishes.


Humans are pink and run about twice as fast as zombies,
occasionally changing direction at random. If they see a zombie directly in front of them, they make a "fight or flight" decision.


If they fight, there's a 50/50 shot of them killing the zombie, otherwise they do not harm the zombie (and the zombie will most likely infect them next turn). Dead zombies are shown as red pixels.
As the remaining human population grows smaller, their odds of killing a zombie increase (up to 90%).
If the human chooses flight, they become "panicked".  Humans cannot fight if they are panicked.


Panicked humans are bright pink and run twice as fast as other humans. If a human sees another panicked human, it starts panicking as well. If there are no humans or no zombies left, the simulation will freeze until you restart it by starting a new city (z) or resetting the current city (space).