Q:

2D helicopter game, how to create corridor walls?

I'm looking into adapting the classic "helicopter" game (i.e. http://www.addictinggames.com/helicopter.html), but I haven't yet figured out how to create the walls-generation engine.
Any pointers into the pseudocode? I'm not so interested in the objects in the middle- only the methodology for generating the sides in a way which increases with difficulty (closes in more, has more unexpected curves) as the game progresses.

A:

You could use 1D Perlin noise for that. Here's an image of 2D noise. I took samples where the red line is and multiplied them with some constant to get the green line.

The constant you multiply the values  with is going to determine the height of the noise. So you could easily ramp up the difficulty. Another benefit of Perlin noise is, that it can generate tileable noise, so that you can build a seemingly endless level.
If you want to create a bottom and a ceiling, it's important that you don't generate any impassable areas. The easiest way would simply be to use the "upper" part of the noise (eg. 1.0 - noiseValue) as ceiling and the lower part (noiseValue) for the bottom (with some offset in between of course). If that's looking too dull, you could also consider two close samples, eg. imagine another red sample line one or two pixels up or down. This will give a similar, but not identical wave.

