Better noise and tweaks
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@@ -56,14 +56,16 @@ class EnvironmentController extends CanvasController{
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Iterate over grid from 0,0 to env.num_cols,env.num_rows and create random walls using perlin noise to create a more organic shape.
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Iterate over grid from 0,0 to env.num_cols,env.num_rows and create random walls using perlin noise to create a more organic shape.
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*/
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*/
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randomizeWalls(thickness=1) {
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randomizeWalls(thickness=1) {
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var noise_threshold = 0.5;
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this.env.clearWalls();
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var noise_threshold = -0.27399911269163185;
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var avg_noise = 0;
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var avg_noise = 0;
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Perlin.seed();
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for (var r = 0; r < this.env.num_rows; r++) {
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for (var r = 0; r < this.env.num_rows; r++) {
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for (var c = 0; c < this.env.num_cols; c++) {
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for (var c = 0; c < this.env.num_cols; c++) {
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var noise = Perlin.get(c, r);
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var noise = Perlin.get(c/this.env.num_cols, r/this.env.num_rows);
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avg_noise += noise/(this.env.num_rows*this.env.num_cols);
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avg_noise += noise/(this.env.num_rows*this.env.num_cols);
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if (noise > noise_threshold && noise < noise_threshold + thickness/10) {
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if (noise > noise_threshold && noise < noise_threshold + thickness/100) {
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this.dropCellType(c, r, CellStates.wall, true);
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this.dropCellType(c, r, CellStates.wall, true);
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}
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}
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}
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}
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