---
title: "Procedural Scrolling Landscape Path"
description: "Create an infinitely scrolling landscape using dynamic Paths and Graphics. This example demonstrates extending paths with random segments and using fillPoints to render filled terrain shapes."
phaser: "4.1.0"
size: "800x600"
files: 1
url: https://phaser.io/oss/examples/v4.1.0/paths/view/landscape-path
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.

# Procedural Scrolling Landscape Path

Create an infinitely scrolling landscape using dynamic Paths and Graphics. This example demonstrates extending paths with random segments and using fillPoints to render filled terrain shapes.

A Phaser 4.1.0 example in [Paths](https://phaser.io/oss/examples/v4.1.0/paths.md). It runs at 800 × 600, 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/paths/view/landscape-path.

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

### landscape path.js

```js
class Example extends Phaser.Scene
{
    constructor ()
    {
        super();
    }

    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
        this.load.image('plane', 'assets/sprites/plane.png');
        this.load.image('sky', 'assets/skies/bigsky.png');
    }

    create ()
    {
        this.add.image(400, 300, 'sky').setScrollFactor(0);

        this.graphics = this.add.graphics();

        this.topPath = new Phaser.Curves.Path(0, Phaser.Math.Between(200, 100));
        this.bottomPath = new Phaser.Curves.Path(0, Phaser.Math.Between(400, 500));

        this.plane = this.add.image(100, 300, 'plane');

        this.input.on('pointermove', pointer => {

            this.plane.x = pointer.worldX;
            this.plane.y = pointer.worldY;

        });

        //  Create a random land which is 1000px long (800 for our screen size + 200 buffer)

        let ty = Phaser.Math.Between(200, 100);
        let by = Phaser.Math.Between(400, 500);

        for (let x = 200; x <= 1000; x += 200)
        {
            this.topPath.lineTo(x, ty);
            this.bottomPath.lineTo(x, by);

            ty = Phaser.Math.Between(200, 100);
            by = Phaser.Math.Between(400, 500);
        }

        this.offset = 0;
    }

    update ()
    {
        //  Scroll the camera at a fixed speed
        const speed = 4;

        this.cameras.main.scrollX += speed;
        this.plane.x += speed;
        this.offset += speed;

        //  Every 200 pixels we'll generate a new chunk of land
        if (this.offset >= 200)
        {
            //  We need to generate a new section of the land as we've run out
            let ty = Phaser.Math.Between(200, 100);
            let by = Phaser.Math.Between(400, 500);

            const topEnd = this.topPath.getEndPoint();
            const bottomEnd = this.bottomPath.getEndPoint();

            this.topPath.lineTo(topEnd.x + 200, ty);
            this.bottomPath.lineTo(bottomEnd.x + 200, by);

            this.offset = 0;
        }

        //  Get the position of the plane on the path
        const x = this.plane.x / (1000 + this.cameras.main.scrollX - this.offset);

        //  These vec2s contain the x/y of the plane on the path
        //  By checking the plane.y value against the top.y and bottom.y we know if it's hit the wall or not
        const top = this.topPath.getPoint(x);
        const bottom = this.bottomPath.getPoint(x);

        //  Draw it
        this.graphics.clear();

        //  This will give a debug draw style with just lines:

        // this.graphics.lineStyle(1, 0x000000, 1);
        // this.topPath.draw(this.graphics);
        // this.bottomPath.draw(this.graphics);

        //  And this will give a filled Graphics landscape:
        this.drawLand(this.topPath, 0);
        this.drawLand(this.bottomPath, 600);

        //  Draw the markers to show where on the path we are
        this.graphics.fillStyle(0x00ff00);
        this.graphics.fillRect(top.x - 2, top.y - 2, 5, 5);
        this.graphics.fillRect(bottom.x - 2, bottom.y - 2, 5, 5);
    }

    drawLand (path, offsetY)
    {
        const points = [ { x: 0, y: offsetY }];

        let lastX;

        for (let i = 0; i < path.curves.length; i++)
        {
            const curve = path.curves[i];

            points.push(curve.p0, curve.p1);

            lastX = curve.p1.x;
        }

        points.push({ x: lastX, y: offsetY });

        this.graphics.fillStyle(0x7b3a05);
        this.graphics.fillPoints(points, true, true);
    }
}

const config = {
    scale: { mode: Phaser.Scale.FIT },
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    backgroundColor: '#efefef',
    parent: 'game-container',
    scene: Example
};

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

## More in Paths

- [Circle Loop Path](https://phaser.io/oss/examples/v4.1.0/paths/view/circle-loop-path.md): Demonstrates creating a complex path by combining multiple circular curves and moving an object along the resulting path using a tween.
- [Circle Path](https://phaser.io/oss/examples/v4.1.0/paths/view/circle-path.md): Demonstrates creating a circular path using an Ellipse curve and moving a graphic along it by tweening a progress value.
- [Complex Path Bounds](https://phaser.io/oss/examples/v4.1.0/paths/view/complex-path-bounds.md): Demonstrates how to calculate and visualize the bounding rectangle of a complex path composed of multiple segment types including lines, splines, ellipses, and bezier curves.
- [Line to Ellipse Path](https://phaser.io/oss/examples/v4.1.0/paths/view/line-to-ellipse.md): Demonstrates building a complex path using a combination of straight lines and elliptical curves, with an object animated along the path.
- [Move Matter Body Along a Path](https://phaser.io/oss/examples/v4.1.0/paths/view/velocity-from-tangent-vectors.md): Demonstrates how to move a Matter.js physics body along a curve by calculating velocity vectors between points on an elliptical path.
- [Move To](https://phaser.io/oss/examples/v4.1.0/paths/view/move-to.md): Demonstrates how to use the moveTo method to reposition the path starting point for a new segment without creating a connecting line.
- [Path Bounds](https://phaser.io/oss/examples/v4.1.0/paths/view/path-bounds.md): Learn how to calculate and visualize the bounding box of a complex path containing multiple curve segments.
- [Path Line and Bezier Curve](https://phaser.io/oss/examples/v4.1.0/paths/view/path-line-and-bezier.md): Demonstrates how to construct a complex path by combining straight lines and cubic Bezier curves, and how to animate an object along the resulting path using a Tween.
- [Path with Line Segments](https://phaser.io/oss/examples/v4.1.0/paths/view/path-add-line-curve.md): Construct a multi-segment path using lineTo and animate an object moving along the path using a tween and getPoint.
- [Path with Multiple Segment Types](https://phaser.io/oss/examples/v4.1.0/paths/view/all-types.md): Demonstrates how to construct a complex path by combining splines, lines, ellipses, and cubic Bezier curves, while moving a follower along its length.
- [Simple Path and Follower](https://phaser.io/oss/examples/v4.1.0/paths/view/simple-path.md): Demonstrates creating a path from multiple line segments and using a tween to move an object along the entire path length, even if the curves are not connected.
- [Zig Zag Path](https://phaser.io/oss/examples/v4.1.0/paths/view/zig-zag-path.md): Create a custom zig-zag path using line segments and move multiple sprites along it by interpolating points based on tweened values.

---

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- **Expansion packs** (https://phaser.io/packs): 358 packs in 20 families (163 free, 195 Pro) that every game is built from, on the Phaser AE kernel (https://phaser.io/kernel).
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