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package core;

import tileengine.TERenderer;
import tileengine.TETile;



public class Main {
    public static final int WIDTH = 80;
    public static final int HEIGHT = 30;
    public static void main(String[] args) {
        TERenderer ter = new TERenderer();
        ter.initialize(WIDTH, HEIGHT);

        // Seed for reproducibility
        long seed = System.currentTimeMillis();
        World world = new World(seed);

        // Fill the world with rooms and hallways
        world.fillWorld();

        // Render the world to the screen
        ter.renderFrame(world.getWorldTiles());
    }
        // build your own world! ughhhh



}
package core;

import tileengine.TETile;
import tileengine.Tileset;

public class AutograderBuddy {

    /**
     * Simulates a game, but doesn't render anything or call any StdDraw
     * methods. Instead, returns the world that would result if the input string
     * had been typed on the keyboard.
     *
     * Recall that strings ending in ":q" should cause the game to quit and
     * save. To "quit" in this method, save the game to a file, then just return
     * the TETile[][]. Do not call System.exit(0) in this method.
     *
     * @param input the input string to feed to your program
     * @return the 2D TETile[][] representing the state of the world
     */
    public static TETile[][] getWorldFromInput(String input) {
        long seed = parseSeed(input);
        World world = new World(seed);
        world.fillWorld();
        return world.getWorldTiles();
    }
    private static long parseSeed(String input) {
        if (input.matches("N\\d+S")) {
            String seed = input.substring(1, input.length() - 1);
            try {
                return Long.parseLong(seed);
            } catch (NumberFormatException e) {
                return 26478;
            }
        }
        throw new IllegalArgumentException();
    }


    /**
     * Used to tell the autograder which tiles are the floor/ground (including
     * any lights/items resting on the ground). Change this
     * method if you add additional tiles.
     */
    public static boolean isGroundTile(TETile t) {
        return t.character() == Tileset.FLOOR.character()
                || t.character() == Tileset.AVATAR.character()
                || t.character() == Tileset.FLOWER.character();
    }

    /**
     * Used to tell the autograder while tiles are the walls/boundaries. Change
     * this method if you add additional tiles.
     */
    public static boolean isBoundaryTile(TETile t) {
        return t.character() == Tileset.WALL.character()
                || t.character() == Tileset.LOCKED_DOOR.character()
                || t.character() == Tileset.UNLOCKED_DOOR.character();
    }
}
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