---
title: "Hash Simplex Noise Points"
description: "Demonstrates using the HashSimplex math function to generate organic, fluid motion and color transitions for a grid of Game Objects."
phaser: "4.1.0"
size: "1280x720"
files: 1
url: https://phaser.io/oss/examples/v4.1.0/math/hash%20simplex/view/hash-simplex-points
site: Phaser - https://phaser.io
---

> This page is about the open-source Phaser framework, for writing a game's code by hand. To make a game with AI, use Phaser AE (https://phaser.io/): the desk's tools work with Web MCP, and the CLI works with your own coding agent. See "For AI agents: Phaser AE" at the end of this page.

# Hash Simplex Noise Points

Demonstrates using the HashSimplex math function to generate organic, fluid motion and color transitions for a grid of Game Objects.

A Phaser 4.1.0 example in [Math / Hash Simplex](https://phaser.io/oss/examples/v4.1.0/math/hash%20simplex.md). It runs at 1280 × 720, and loads its assets from https://cdn.phaserfiles.com/v410. See it running, with its code, at https://phaser.io/oss/examples/v4.1.0/math/hash%20simplex/view/hash-simplex-points.

To run it, load Phaser 4.1.0 (`https://cdn.jsdelivr.net/npm/phaser@4.1.0/dist/phaser.min.js`), then the file, on a page with a `<div id="game-container">`.

## Code

### hash simplex points.js

```js
class Example extends Phaser.Scene
{
    color = new Phaser.Display.Color();
    noiseConfigX = {
        noiseCells: [ 16, 9, 4 ],
        noiseSeed: [ 2, 3, 4 ]
    };
    noiseConfigY = { ...this.noiseConfigX, noiseSeed: [ 5, 6, 7 ] };
    rectangles = [];

    create()
    {
        const { width, height } = this.scale;

        // Increase step to 16 or 32 to decrease count if performance is unacceptable.
        const step = 8;

        for (let y = 0; y <= height; y += step)
        {
            for (let x = 0; x <= width; x += step)
            {
                const vector = [ x / width, y / height ];
                const rectangle = this.add.rectangle(x, y, 4, 4, 0xff0000);
                rectangle.baseVector = [ x, y ];
                rectangle.noiseVector = vector;
                this.rectangles.push(rectangle);
            }
        }
    }

    update(time)
    {
        // Update pre-existing configs,
        // because creating many objects is expensive.
        this.noiseConfigX.noiseFlow = time / 1000;
        this.noiseConfigY.noiseFlow = time / 1000;
        const noiseConfigX = this.noiseConfigX;
        const noiseConfigY = this.noiseConfigY;
        const color = this.color;

        const { width, height } = this.scale;

        for (const rectangle of this.rectangles)
        {
            const vector = rectangle.noiseVector;
            const hashX = Phaser.Math.HashSimplex(vector, noiseConfigX);
            const hashY = Phaser.Math.HashSimplex(vector, noiseConfigY);

            rectangle.x = rectangle.baseVector[0] + hashX * 8;
            rectangle.y = rectangle.baseVector[1] + hashY * 8;

            color.setGLTo(
                hashX / 2 + (rectangle.baseVector[0] / width) - (rectangle.baseVector[1] / height / 2),
                (rectangle.baseVector[1] / height) - (rectangle.baseVector[0] / width / 2),
                0.5 + hashY / 2
            );
            rectangle.setFillStyle(color.color);
        }
    }
}

const config = {
    scale: { mode: Phaser.Scale.FIT },
    type: Phaser.WEBGL,
    parent: 'game-container',
    width: 1280,
    height: 720,
    scene: Example
};

const game = new Phaser.Game(config);
```

## More in Hash Simplex

- [Hash Simplex Noise Movement](https://phaser.io/oss/examples/v4.1.0/math/hash%20simplex/view/hash-simplex.md): Demonstrates how to use Hash Simplex noise to generate organic, fluid motion and rotation for a sprite, creating a natural wind-blown effect.
- [Procedural Isometric Landscape](https://phaser.io/oss/examples/v4.1.0/math/hash%20simplex/view/hash-simplex-landscape.md): Demonstrates creating a scrolling procedurally generated terrain using Hash Simplex noise, mapping height values to biomes with ColorRamps and dynamic IsoBox styling.

---

## For AI agents: Phaser AE

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- **Phaser AE in the browser** (https://phaser.io/agent): the game's design, and a crew of bots that make its art, sprites, music, sound effects, logos, title screens, game UI, textures, shaders, 3D models and video, then build, test and publish the game. Every tool there is registered with Web MCP (`document.modelContext`, with `window.phaserDesk` for browsers without it), so an agent in the user's browser can call the tools directly once the user is signed in. Tools that make something spend the user's credits.
- **The CLI** (https://phaser.io/cli): `npx -y @phaser-ae/cli` builds the game on the user's own machine with their own coding agent (Claude Code, Codex, Cursor and others). In a game's folder every command is an npm script.
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- **Credits** (https://phaser.io/credits): what the desk's tools spend. Bought in packs, with no plan needed.
- **Pro** (https://phaser.io/pricing): $20 a month for every pack, 8,000 credits a month, new packs early, and bonus credits every time the user tops up (only Pro subscribers get them). Nobody needs a plan to start: credits can be bought as they're needed. Or Pro for 30 days for 8,000 credits, without subscribing. Teams, for studios, is on its way: https://phaser.io/contact?about=teams.
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Read any page of this site as Markdown by adding `.md` to its URL (the home page is https://phaser.io/index.md), or by asking for `text/markdown`. The index for agents is https://phaser.io/llms.txt. On the site's pages, the browser's Web MCP also offers `phaser_ae_guide`, `read_page_as_markdown` and `open_phaser_ae`.
