def getTile(self, x, y) -> Tile: if (self.wrap_x and not (0 <= x < self.max_x)): x = utils.modu(x, self.max_x) if (self.wrap_y and not (0 <= y < self.max_y)): y = utils.modu(y, self.max_y) if not (0<=x<self.max_x): return self.IMPASSIBLE_TILE if not (0<=y<self.max_y): return self.IMPASSIBLE_TILE return self.tile_grid[x][y]
def getTile(self, x, y) -> Tile: if (self.wrap_x and not (0 <= x < self.max_x)): x = utils.modu(x, self.max_x) if (self.wrap_y and not (0 <= y < self.max_y)): y = utils.modu(y, self.max_y) if not (0 <= x < self.max_x): return self.IMPASSIBLE_TILE if not (0 <= y < self.max_y): return self.IMPASSIBLE_TILE return self.tile_grid[x][y]
def noise2d(self, x : int, y : int): """ #Note: If random seed changes, we have an ENTIRELY new map. #Gets our noise function for a given coordinate. MUST be an integer. #Returns the same random number for the same coordinates regardless of how many times it's called. #Returns a result that is between the lower and upper bounds of the amplitude. """ if (self.wrap_x is not None): x = utils.modu(x, self.wrap_x) if (self.wrap_y is not None): y = utils.modu(y, self.wrap_y) random.seed('' + str(x) + 'x' + str(y) + 'y' + str(self.seed)) noise = random.random()* (self.upper_bound-self.lower_bound) + self.lower_bound return noise
def noise2d(self, x: int, y: int): if (self.wrap_x is not None): x = utils.modu(x, self.wrap_x) if (self.wrap_y is not None): y = utils.modu(y, self.wrap_y) return x * 100 + y
def noise2d(self, x : int, y : int): if (self.wrap_x is not None): x = utils.modu(x, self.wrap_x) if (self.wrap_y is not None): y = utils.modu(y, self.wrap_y) return x*100 + y