text: import random
  import math
  from Box2D import b2World, b2Vec2, b2BodyDef, b2Body, b2FixtureDef, b2PolygonShape
  from typing import List
  
  
  class Terrain:
      """
      Class that represents the terrain on which the game takes place.
      """
  
      # Default ground pieces values
      groundPieceWidth = 1.5
      groundPieceHeight = 0.15
  
      def __init__(self, world: b2World, seed: int):
          self.world = world
          self.seed = seed 
  
      def create_floor(self) -> List[b2Body]:
          """
          Creates the floor for the game.
          :return: a list containing all the ground pieces that represent the game floor
          """
          maxFloorTiles = 200
          last_tile = None
          tile_position = b2Vec2(-1, 0)
          floor_tiles = []
          random.seed(self.seed)
          for k in range(maxFloorTiles):
              last_tile = self.create_floor_tile(tile_position, (random.random() * 3 - 1.5) * 1.2 * k / maxFloorTiles)
              floor_tiles.append(last_tile)
              last_fixture = last_tile.fixtures
              # below is the fix for jagged edges: the vertex order was messed up, so sometimes the left bottom corner
              # would be connected to the top right corner of the previous tile
              if last_fixture[0].shape.vertices[3] == b2Vec2(0, 0):
                  last_world_coords = last_tile.GetWorldPoint(last_fixture[0].shape.vertices[0])
              else:
                  last_world_coords = last_tile.GetWorldPoint(last_fixture[0].shape.vertices[3])
              tile_position = last_world_coords
          return floor_tiles
  
      def create_floor_tile(self, position: b2Vec2, angle: float) -> b2Body:
          """
          Creates a floor tile.
          :param position: the position of the floor tile
          :param angle: the angle of the floor tile
          :return: the newly created floor tile
          """
          body_def = b2BodyDef()
          # body_def.position.Set(position.x, position.y)
          body_def.position = position
          body = self.world.CreateBody(body_def)
          fix_def = b2FixtureDef()
          fix_def.shape = b2PolygonShape()
          fix_def.friction = 0.5
          coords = []
          coords.append(b2Vec2(0, 0))
          coords.append(b2Vec2(0, Terrain.groundPieceHeight))
          coords.append(b2Vec2(Terrain.groundPieceWidth, Terrain.groundPieceHeight))
          coords.append(b2Vec2(Terrain.groundPieceWidth, 0))
          newcoords = self.rotate_floor_tile(coords, angle)
          fix_def.shape = b2PolygonShape(vertices=newcoords)  # setAsArray alt
  
          body.CreateFixture(fix_def)
          return body
  
      def rotate_floor_tile(self, coords: List[b2Vec2], angle: float) -> List[b2Vec2]:
          """
          Rototes q floor tile.
          :param coords: the coordinates of the floor tile to rotate
          :param angle: the angle to rotate with
          :return: the new coordinates of the floor tiles
          """
          newcoords = []
          for k in range(len(coords)):
              nc = b2Vec2(0, 0)
              nc.x = math.cos(angle) * (coords[k].x) - math.sin(angle) * (coords[k].y)
              nc.y = math.sin(angle) * (coords[k].x) + math.cos(angle) * (coords[k].y)
              newcoords.append(nc)
          return newcoords