instructions are given when the green flag is clicked
The wave function collapse algorithm is used to generate procedural content by determining the properties of each tile based on its neighbors. In this case, each tile can have different attributes such as its terrain type, color, or texture. We have a 2D grid where each cell represents a tile. Initially, all the tiles are undefined and need to be filled with specific posibilities based on their neighboring tiles. Here's how the algorithm works: 1 Start with an empty grid. 2 Pick a random tile from the grid. 3 Analyze the neighboring tiles around the selected tile. Neighbors are the tiles directly above, below, to the left, and to the right of the current tile. 4 Based on the neighboring tiles, assign attributes to the current tile. For example, if the current tile is surrounded by water tiles, assign it the attribute of water. 5 Update the grid with the new attribute of the current tile. 6 Repeat steps 2-5 for all remaining undefined tiles. 7 If there are still undefined tiles left, go back to step 2 check what tile could be, replace it with one of those posibilities and repeat until all tiles are defined. This algorithm ensures that each tile's attributes are determined based on the attributes of its neighbors. The result is a coherent and consistent pattern of tiles with appropriate attributes based on the surrounding context. By repeating this process for all the tiles in the grid, we can generate a diverse and semi "realistic" landscape based on the defined rules and the context of neighboring tiles. This is a simplified explanation of the wave function collapse algorithm using a tile-based example. In reality, the algorithm is more complex and can be used for various purposes beyond generating landscapes.