Added color setting before drawing land mask so that its color isn't influence by the drawing of other features
Added another altitude setting function as a test, which sets vertex altitude to be influenced by noise alone
Main vertex altitude setting function assignRegionVertexAltitudesFromCoast only attempts to apply noise values if noise was provided
Land objects store a reference to the world object when they are created
Check if mask image exists before attempting to findLandMarkedHexes
Removed some unnecessary lines from altitude assignment code
Created weather module with weather system class
Also created MoistureParticle class which may not be necessary
World creates a WeatherSystem
WeatherSystems generate MoistureParticles
Pyglet update loop prompts all MoistureParticle locations using their velocity
All MoistureParticles are drawn as semi-transparent white squares in a single draw call