Sine and Cosine waves!

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Sine and Cosine waves!

Postby Hblade » Mon Jul 12, 2010 8:55 pm

Hey everyone, me again :D And whoooo, look what I made xD (I know the code is sloppy but if you can make it shorter, please do xD all I know is it gets the job done :P)

This is Sine and Cosine waves, for if you want to make a bullet or an enemy that follows a sine or cosine wave.

Usage:
sinWav(speed, time);
cosWav(speed, time);

Speed is how fast it moves, time is how long it stays going in 1 direction :3
IMPORTANT!!!
You must click "Variabels", then click "Add", and make an actor variable named "a", to prevent glitches

Code: Select all
void sinWav(double vel, double heights)
{
    a++;
    if (a>=heights*2){
        a = 0 - (heights / 1.5);
                   }
    if (a<heights/1.5 && yvelocity>-vel)
    {
        yvelocity-=(vel/2);
    }
    else if (a>=heights/1.5 && yvelocity<vel)
    {
        yvelocity+=(vel/2);
    }
}
void cosWav(double vel, double heights)
{
    a++;
    if (a>=heights*2){
        a = 0 - (heights / 1.5);
                   }
    if (a<heights/1.5 && xvelocity>-vel)
    {
        xvelocity-=(vel/2);
    }
    else if (a>=heights/1.5 && xvelocity<vel)
    {
        xvelocity+=(vel/2);
    }
}


ENJOY :D!

Video:


Screenshot:
function_scrn.JPG
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Hblade
 
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Re: Sine and Cosine waves!

Postby BloodRedDragon » Fri Dec 06, 2013 1:51 pm

Does not work. Getting errors.
Current projects:
Techno-Tank Arena: on hold
Techno-Tank SuperPortal (working title): 0.1%
Bowels of Galaxies: 35% (was a bit too optimistic)
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Re: Sine and Cosine waves!

Postby lcl » Fri Dec 06, 2013 6:13 pm

You have to put the code to 'Global Code' and then call it from en event of an actor.
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