Creators – Flying Over Dynamic Terrain

 

This week we creating a game where a tiny plane flies over dynamically generated terrain picking up as many boxes as possible. The player scores a point for every box, but that also makes the plane fly faster, making the game more challenging.

Perlin Noise

Normal random-number generators produce values that jump around all over the place. Perlin noise is different. It is also random, but it varies smoothly. This makes it great for mimicking the sort of randomness we see in nature.

1D Perlin Noise Landscape

Our smooth and changing landscape is generated using a one-dimensional Perlin noise value generated by the P5.js function noise(xoff).

We start with a loop that goes across from 0 -> width across the screen. We’re looking to generate a set of [xy] points that define our shape.

We use these values:

  1. xstart: A starting value for xoff
  2. xinc: An amount to increment xoff by for every new location
  3. ymin: The smallest y value we want for our landscape – something a little below the top of the screen
  4. ymax: The largest y value we want for our landscape – something a little above the bottom of the screen

Each call to noise() generates a single value in the range 0-1. We use the P5.js function map() to change this value in the range 0-1 into a value in the range ymin-ymax.

Changing the size of xinc controls how choppy or smooth the landscape is. We tune it to a value that gives approximately two peaks and two valleys across the screen, and looks right for our game.

Moving the Landscape

Moving the landscape is achieved by changing the starting value of xoff (aka. xstart) each time we update the screen. By making it a little larger each time, the effect is that the landscape seems to scroll from right to left.

Other Parts of the Game

The other parts of the game are very standard. We define a simple plane shape (drawn using rect() calls)  that can move up or down in response to the arrow keys.

We define “cargo” containers that are randomly generated on the surface of the landscape and move right-to-left at the same speed.

The cargo containers have an active property that is false if they move beyond the left-edge of the screen or get sufficiently close to the plane to be “picked up”.

We added a function to the landscape class (Ground.js) that checks for a given [x, y] location to see if that point us under the ground by checking what the height of the landscape is at that x value. If the plane is below the ground we consider it crashed.

We added a simple scoring mechanism that tracks how many boxes were collected and makes the plane move faster (really – the ground scroll faster) every time a box is collected.

Download

The files for this week can be found on our GitHub repository.

Scratch Intermediate & Advanced Challenge 17: Learn about Painting!

CDA-S2-Challenge17-LearnAboutPainting

This week, Martha led a great session in which she showed  the ninjas how to use a painting program. There are of course lots of reasons why this is useful for coding:

  • For animation, as we have been working on in recent weeks
  • For graphics for websites, including logo design as the HTML group are working on
  • For buttons, icons, and other graphics in other apps and programs

The specific program that Martha used is Paint.NET. This is free (though not open-source) and is pretty easy to use, while being quite a bit more advanced than either the Paint editor in Scratch or Microsoft Paint that is installed in Windows by default.

You can download Paint.NET here: http://www.getpaint.net/download.html

Paint.NET works on Windows only:  if you have a Linux or Mac laptop, many of the same functions are available in other painting packages, and the mentors will help you bridge the gap. One good alternative is Pinta Paint, which is multi-platform and its functionality is based on that of Paint.NET.

Here are the notes from the day (PDF format): CDA-S2-Challenge17-LearnAboutPainting.pdf

As usual, get in touch on Twitter or in the comments if you would like the PowerPoint version of the notes.

Also this week, our ninjas demonstrated models they had built in plasticine and graphics they had created – follow this link to see them!