Lunar Lander Knob and Button

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2 collaborators

Headshot Tristan Sokol (Author)
Default-person Bryan Guo (Author)

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Model group LS426_2013 | Visible to everyone | Changeable by everyone
Model was written in NetLogo 5.0.3 • Viewed 204 times • Downloaded 31 times • Run 0 times
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WHAT IS IT?

This model is based on the arcade game, Lunar Lander. The object of the game is to land the red lunar module on the blue landing pad on the surface of the moon without crashing or breaking the module.

The lunar module is fragile, so you have to be moving extremely slowly to prevent damage when you touch down. You have one thruster that exerts a force depending on the tilt of the module. You have the ability to tilt right and left.

HOW TO USE IT

Buttons: SETUP starts the game over by creating a new surface for you to navigate and poising your module above that surface, ready for descent. GO starts the game. Be ready; the module will start descending fairly quickly. LEFT and RIGHT tilt the module back and forth THRUST fires your rockets according to your current tilt.

Sliders: PLATFORM-WIDTH controls the width of the blue landing pad created at setup, a wider landing pad makes an easier target. TERRAIN-BUMPINESS controls the variation in the elevation of the lunar surface. More bumpiness may mean you will have large obstacles to maneuver around. THRUST-AMOUNT controls the magnitude of the force of your rockets.

THINGS TO NOTICE

When terrain-bumpiness is very high some of the randomly generated surfaces are not navigable.

THINGS TO TRY

Try to land the module with the fewest adjustments.

Increase the THRUST-AMOUNT to make the game harder.

EXTENDING THE MODEL

Add one or more plots to the model. For example, you might plot the position, velocity, and/or acceleration of the module, in the plane or just on the Y axis.

Currently, collisions with the edges of the module are not detected, so you can graze the side of a peak with the edge of the module without crashing. It would be more realistic if these crashes were detected.

Add levels to the game by continually making the terrain bumpier, the platform smaller, or by some other method of making the game more difficult, perhaps alien spaceships.

Try to write a robot pilot that will automatically land the module safely.

NETLOGO FEATURES

This model uses the random-poisson reporter to create the terrain. See its entry in the NetLogo Dictionary, and also http://mathworld.wolfram.com/PoissonDistribution.html.

The frame rate setting is used to control the speed of the game.

RELATED MODELS

  • Projectile Attack
  • Gravitation

HOW TO CITE

If you mention this model in a publication, we ask that you include these citations for the model itself and for the NetLogo software:

COPYRIGHT AND LICENSE

Copyright 2005 Uri Wilensky.

CC BY-NC-SA 3.0

This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford, California 94305, USA.

Commercial licenses are also available. To inquire about commercial licenses, please contact Uri Wilensky at uri@northwestern.edu.

Comments and Questions

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Click to Run Model

extensions [gogo]

globals [
  serial-port
  platform     ;; the x coordinate of the center of the platform
  vol
  button
]

turtles-own [
  xvel yvel    ;; x and y components of the lander's velocity
]

to connect
  set serial-port user-one-of "Select a port" gogo:ports
  gogo:open serial-port
end 

to setup
  clear-all
  setup-terrain
  crt 1 [
    set shape "lander"
    set color red
    set size 10
    setxy (platform + max-pxcor)
          (max-pycor - size / 2)
    set heading 0
  ]
  reset-ticks
end 

to setup-terrain
  let terrain-color gray
  set platform platform-width
               + random (world-width - 2 * platform-width)
               + min-pxcor
  ;; first use a turtle to draw the surface of the moon
  ;; including the landing platform
  crt 1 [
    set color gray
    setxy min-pxcor
          floor (min-pycor / 2)
    set heading 90
    repeat world-width [
      set pcolor color
      fd 1
      ;; draw the platform in blue
      if pxcor = platform - (platform-width / 2) [
        set heading 90
        set color blue
      ]
      ;; everything else is moon surface and should be gray
      if pxcor = platform + (platform-width / 2) [
        set color gray
      ]
      ;; and if it isn't the platform it should also be
      ;; jagged so vary ycor by the terrain-bumpiness
      if color != blue [
        ;; random-poisson usually gives small variations, occasionally
        ;; larger ones
        let y ( ycor + one-of [1 -1] * random-poisson ( terrain-bumpiness ) )
        ;; prevent the drawing turtle from wrapping vertically
        ;; while contouring the terrain
          if patch-at 0 (y - ycor) != nobody
          [ set ycor y ]
      ]
    ]
    die
  ]

  ;; then use more turtles to make solid gray below the gray line
  ask patches with [pcolor != black] [
    sprout 1 [
      set heading 180
      ;; if the drawing turtle is already at the bottom it should not continue
      if not can-move? 1 [ die ]
      fd 1
      set pcolor gray
      fd 1
      while [ can-move? 1 ]
      [
        set pcolor gray
        fd 1
      ]
      set pcolor gray
      die
    ]
  ]
end 

to go
  set vol gogo:sensor 2
    set button gogo:sensor 3
  
  
  if (not any? turtles) or ([color] of one-of turtles != red)
    [ stop ]
  ask turtles [
    ;; if the module is about to wrap vertically
    ;; stop its ascent
    ifelse ycor + yvel > max-pycor
    [ set xcor (xcor + xvel)
      set yvel 0 ]
    [ setxy (xcor + xvel) (ycor + yvel) ]
    ;; exert the force of gravity
    set yvel yvel - 0.001
    ;; detect crashes and insufficiently soft landings
    if [pcolor] of patch-at 0 -2 != black [
      ifelse (abs yvel > 0.08) or
             (abs xvel > 0.04) or
             (heading != 0) or
             ((pxcor - platform) >= platform-width / 2)
      [ game-over ]
      [ set color green - 1 ]
    ]
    ;; switch back to the shape without the thrusters on
    if shape = "lander2" and timer > 0.3
      [ set shape "lander" ]
  ]
  ask turtles [set heading (60 - 0.5 * vol)]
  if button < 500 [ask turtles [thrust]]
  tick
end 

to game-over  ;; turtle procedure
  set shape "skull"
  set color white
  set heading 0
end 

to rotate-left  ;; turtle procedure
  if shape = "lander" [
    lt 5
  ]
end 

to rotate-right  ;; turtle procedure
  if shape = "lander" [
    rt 5
  ]
end 

to thrust  ;; turtle procedure
  if shape = "lander" [
    set xvel xvel + thrust-amount * dx
    set yvel yvel + thrust-amount * dy
    ;; lander2 has a visual indication that the thrusters are on
    set shape "lander2"
    reset-timer
  ]
end 


; Copyright 2005 Uri Wilensky.
; See Info tab for full copyright and license.

There are 3 versions of this model.

Uploaded by When Description Download
Tristan Sokol almost 12 years ago New heading mapping Download this version
Bryan Guo almost 12 years ago with gogo board externally control the lander by a knob and a button Download this version
Bryan Guo almost 12 years ago Initial upload Download this version

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