====================== The Game Board ====================== General Layout ----------------- The map is a continuous cartesian grid with nine subplots separated by a small open margin. In each subplot except the middle a randomly chosen predefined structure of walls and doors will spawn. Navigating these structures is a task left to the player. Note that the (X,Y) representation of the map follows "display" logic, where an increase in X represents a movement towards the Right but an increase in Y represents a downward movement. Also note the "backwards" degree rotation where an increase in degrees moves counter-clockwise (see movement controller). The corridors between structures are 20 units wide while structures are 140 x 140 plots seperated by the corridors. Item loot generation --------------------- Loot will be spawned at the start of the game and in three waves after the game starts. This loot spawns with the following probabilities. ================= ======================= Object Spawn Chance ================= ======================= Money 60% Upgrade 20% Gun 20% ================= ======================= This loot will spawn randomly into unoccupied locations within the death circle. The Partition Grid is a data structure built to help players efficiently find objects within the game map near the player. ================ ================= =========== Name Type Description ================ ================= =========== width int The width of the game board height int The height of the game board partition_grid PartitionGrid The partition grid object for the entire game ray_list list of rays Used in controller logic, not for you! center (int,int) tuple The (x, y) center of the game board cirlce_radius number The current radius of the safe zone ================ ================= ===========