thx for this, finally beginning to understand sin and cos:)
Code archives/Algorithms/Sin() and Cos() demo
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| Displays X (Sin) and Y(Cos) components and the resulting movement direction and speed as lines on the screen. Heavily commented. |
[code] ;============================================ ; Demostration of Sin() and Cos() = ; (good for ship movement like in) = ; ASTEROOIDS! = ;============================================ Graphics 640,480 shipspeed#=0 shipangle#=0 orig_x#=GraphicsWidth()/2 ; get center of screen for everything orig_y#=GraphicsHeight()/2 ship_x#=orig_x# ship_y#=orig_y# SetBuffer BackBuffer() Repeat Cls If KeyDown(200) Then ; up arrow shipspeed#=shipspeed#+1 If shipspeed#>200 Then shipspeed#=200 ElseIf KeyDown(208) Then ; down arrow shipspeed#=shipspeed#-1 If shipspeed#<0 Then shipspeed#=0 EndIf ;================================================ ; Ship Angle = ; The first thing you have to do is give your = ; ship a rotation. You rotate in a circle so = ; you need a number between 0 and 359. Wrap the = ; value by adding or subtracting 360 from it = ; when it goes out of range. The example below = ; only steps by 1s so its would work if I just = ; made it go to 359 if it was less than zero = ; but, you'll probably be using floats so it = ; wouldn't work quite right. Better this way = ;================================================ If KeyDown(203) Then ; left arrow shipangle#=shipangle#-1 If shipangle#<0 Then shipangle#=shipangle#+360 ElseIf KeyDown(205) Then ; right arrow shipangle#=shipangle#+1 If shipangle#>359 Then shipangle#=shipangle#-360 EndIf ; Now that we have a ship angle, we know where its ; pointing. Look at the chart below. If the ship is ; at 45 degrees, it would be pointing down and to ; the left. To move in that direction you need a ; negative change in its X coord and a positive ; change in its Y coord. This is where Sin() and ; Cos() come in. In your windows calculator (in ; start menu/programs/accessories), choose ; scientific mode. Near the lower left side are ; Sin and Cos buttons. Type in 45 then hit the ; Sin button. This will give you the change in ; X you'll need. Now do the same for Cos - which ; is the change in Y. You'll see its the same ; value. Both are about .707. Thats the amount ; you'd have to change each coordinate by to move ; 1 unit of distance at 45 degrees. Try some ; other angles. You'll notice that this chart and ; those numbers disagree about the sign of the ; Sin results. Where this chart shows negative, ; the calculator shows positive etc. Thats ; because computer graphics are the opposite ; in how they number horizontaly. Thats why the ; formula below subtracts Sin and adds Cos. ; ; Anyway, an angle of 45 degrees would need to ; move -.707 in the X sin(45) and +0.707 in the ; y Cos(45) planes. Imagine a little arrow ; from 0,0 to -0.707,0.707. That would be what ; people refer to as a "vector". If you measured ; its length, you'd see it was exactly the same ; length as it would be If it went +1 at 90 ; degrees. ; Here's the world according to 2D graphics ; 180 degrees ; -x,-y | -y +x,-y ; | ; | ; | ; -x | +x ;90 degrees ------------+------------ 270 degrees ; | ; | ; | ; | ; -x,+y | +y +x,+y ; 0/360 Degrees ; Sin() Returns the horizontal component of an angle ; Cos() Returns the vertical component of an angle component_x#=Sin(shipangle#) component_y#=Cos(shipangle#) ; Now that you know how much you need to move in each ; direction, multiply that by the speed of your ship. ; Lets assume you're going speed 10 at 120 degrees. displaced_x#=component_x#*shipspeed# ; 0.866 * 10 = 8.66 displaced_y#=component_y#*shipspeed# ; -0.5 * 10 = -5 speeddir_x#=orig_x#-displaced_x# ; Now subtract from the ship's X position speeddir_y#=orig_y#+displaced_y# ; and add to the Y position ; Now to show things on the screen. Color 255,255,255 Line orig_x#,orig_y#,speeddir_x#,speeddir_y# ; Shows direction and speed of ship Text speeddir_x#,speeddir_y#,"Ship speed: "+Int shipspeed# ; Draw X component size If displaced_x#<0 Then Color 0,0,255 Else Color 255,0,0 Line orig_x#,orig_y#,speeddir_x#,orig_y# Color 255,255,255 Text speeddir_x#,orig_y#,"DX "+Int (0-displaced_x#) ; Int them, too many numbers flying around =) ; Draw Y component size If displaced_y#>0 Then Color 0,0,255 Else Color 255,0,0 Line orig_x#,orig_y#,orig_x#,speeddir_y# Color 255,255,255 Text orig_x#,speeddir_y#,"YX "+ Int displaced_y# Color 255,255,255 Text 20,GraphicsHeight()-40,"Ship angle: "+shipangle#+" Sin: "+Sin(shipangle#)+" Cos: "+Cos(shipangle#) Flip Until KeyDown(1) End [/code] |
Comments
Here is the updated code for BlitzMax
Rem
;============================================
; Demostration of Sin() And Cos() =
; (good For ship movement like in) =
; ASTEROOIDS! =
;============================================
EndRem
Const ScreenX=800, ScreenY=600
Graphics ScreenX,ScreenY
shipspeed#=0
shipangle#=0
orig_x#=ScreenX/2 ' get center of screen For everything
orig_y#=ScreenY/2
ship_x#=orig_x#
ship_y#=orig_y#
Repeat
Cls
If KeyDown(KEY_UP) Then ' up arrow
shipspeed#=shipspeed#+1
If shipspeed#>200 Then shipspeed#=200
ElseIf KeyDown(KEY_DOWN) Then ' down arrow
shipspeed#=shipspeed#-1
If shipspeed#<0 Then shipspeed#=0
EndIf
Rem
;================================================
; Ship Angle =
; The first thing you have To do is give your =
; ship a rotation. You rotate in a circle so =
; you need a number between 0 And 359. Wrap the =
; value by adding Or subtracting 360 from it =
; when it goes out of range. The example below =
; only steps by 1s so its would work If I just =
; made it go To 359 If it was less than zero =
; but, you'll probably be using floats so it =
; wouldn't work quite right. Better this way =
;================================================
EndRem
If KeyDown(KEY_LEFT) Then ' Left arrow
shipangle#=shipangle#-1
If shipangle#<0 Then shipangle#=shipangle#+360
ElseIf KeyDown(KEY_RIGHT) Then ' Right arrow
shipangle#=shipangle#+1
If shipangle#>359 Then shipangle#=shipangle#-360
EndIf
Rem
; Now that we have a ship angle, we know where its
; pointing. Look at the chart below. If the ship is
; at 45 degrees, it would be pointing down And To
; the left. To move in that direction you need a
; negative change in its X coord And a positive
; change in its Y coord. This is where Sin() And
; Cos() come in. In your windows calculator (in
; start menu/programs/accessories), choose
; scientific mode. Near the Lower Left side are
; Sin And Cos buttons. Type in 45 Then hit the
; Sin button. This will give you the change in
; X you'll need. Now do the same for Cos - which
; is the change in Y. You'll see its the same
; value. Both are about .707. Thats the amount
; you'd have to change each coordinate by to move
; 1 unit of distance at 45 degrees. Try some
; other angles. You'll notice that this chart and
; those numbers disagree about the sign of the
; Sin results. Where this chart shows negative,
; the calculator shows positive etc. Thats
; because computer Graphics are the opposite
; in how they number horizontaly. Thats why the
; formula below subtracts Sin And adds Cos.
;
; Anyway, an angle of 45 degrees would need To
; move -.707 in the X Sin(45) And +0.707 in the
; y Cos(45) planes. Imagine a little arrow
; from 0,0 To -0.707,0.707. That would be what
; people refer To as a "vector". If you measured
; its length, you'd see it was exactly the same
; length as it would be If it went +1 at 90
; degrees.
; Here's the world according to 2D graphics
; 180 degrees
; -x,-y | -y +x,-y
; |
; |
; |
; -x | +x
;90 degrees ------------+------------ 270 degrees
; |
; |
; |
; |
; -x,+y | +y +x,+y
; 0/360 Degrees
; Sin() Returns the horizontal component of an angle
; Cos() Returns the vertical component of an angle
EndRem
component_x#=Sin(shipangle#)
component_y#=Cos(shipangle#)
Rem
; Now that you know how much you need To move in each
; direction, multiply that by the speed of your ship.
; Lets assume you're going speed 10 at 120 degrees.
EndRem
displaced_x#=component_x#*shipspeed# ' 0.866 * 10 = 8.66
displaced_y#=component_y#*shipspeed# ' -0.5 * 10 = -5
speeddir_x#=orig_x#-displaced_x# ' Now subtract from the ship's X position
speeddir_y#=orig_y#+displaced_y# ' And add To the Y position
' Now To show things on the screen.
SetColor 255,255,255
DrawLine(orig_x#,orig_y#,speeddir_x#,speeddir_y#) ' Shows direction And speed of ship
DrawText("Ship speed: "+Int shipspeed#,speeddir_x#,speeddir_y#)
' Draw X component size
If displaced_x#<0 Then SetColor 0,0,255 Else SetColor 255,0,0
DrawLine(orig_x#,orig_y#,speeddir_x#,orig_y#)
SetColor 255,255,255
DrawText("DX "+Int (0-displaced_x#),speeddir_x#,orig_y#) ' Int them, too many numbers flying around =)
' Draw Y component size
If displaced_y#>0 Then SetColor 0,0,255 Else SetColor 255,0,0
DrawLine(orig_x#,orig_y#,orig_x#,speeddir_y#)
SetColor 255,255,255
DrawText("YX "+ Int displaced_y#,orig_x#,speeddir_y#)
SetColor 255,255,255
DrawText("Ship angle: "+shipangle#+" Sin: "+Sin(shipangle#)+" Cos: "+Cos(shipangle#),20,ScreenY-40)
Flip
Until KeyDown(KEY_ESCAPE)
End
Rem
;============================================
; Demostration of Sin() And Cos() =
; (good For ship movement like in) =
; ASTEROOIDS! =
;============================================
EndRem
Const ScreenX=800, ScreenY=600
Graphics ScreenX,ScreenY
shipspeed#=0
shipangle#=0
orig_x#=ScreenX/2 ' get center of screen For everything
orig_y#=ScreenY/2
ship_x#=orig_x#
ship_y#=orig_y#
Repeat
Cls
If KeyDown(KEY_UP) Then ' up arrow
shipspeed#=shipspeed#+1
If shipspeed#>200 Then shipspeed#=200
ElseIf KeyDown(KEY_DOWN) Then ' down arrow
shipspeed#=shipspeed#-1
If shipspeed#<0 Then shipspeed#=0
EndIf
Rem
;================================================
; Ship Angle =
; The first thing you have To do is give your =
; ship a rotation. You rotate in a circle so =
; you need a number between 0 And 359. Wrap the =
; value by adding Or subtracting 360 from it =
; when it goes out of range. The example below =
; only steps by 1s so its would work If I just =
; made it go To 359 If it was less than zero =
; but, you'll probably be using floats so it =
; wouldn't work quite right. Better this way =
;================================================
EndRem
If KeyDown(KEY_LEFT) Then ' Left arrow
shipangle#=shipangle#-1
If shipangle#<0 Then shipangle#=shipangle#+360
ElseIf KeyDown(KEY_RIGHT) Then ' Right arrow
shipangle#=shipangle#+1
If shipangle#>359 Then shipangle#=shipangle#-360
EndIf
Rem
; Now that we have a ship angle, we know where its
; pointing. Look at the chart below. If the ship is
; at 45 degrees, it would be pointing down And To
; the left. To move in that direction you need a
; negative change in its X coord And a positive
; change in its Y coord. This is where Sin() And
; Cos() come in. In your windows calculator (in
; start menu/programs/accessories), choose
; scientific mode. Near the Lower Left side are
; Sin And Cos buttons. Type in 45 Then hit the
; Sin button. This will give you the change in
; X you'll need. Now do the same for Cos - which
; is the change in Y. You'll see its the same
; value. Both are about .707. Thats the amount
; you'd have to change each coordinate by to move
; 1 unit of distance at 45 degrees. Try some
; other angles. You'll notice that this chart and
; those numbers disagree about the sign of the
; Sin results. Where this chart shows negative,
; the calculator shows positive etc. Thats
; because computer Graphics are the opposite
; in how they number horizontaly. Thats why the
; formula below subtracts Sin And adds Cos.
;
; Anyway, an angle of 45 degrees would need To
; move -.707 in the X Sin(45) And +0.707 in the
; y Cos(45) planes. Imagine a little arrow
; from 0,0 To -0.707,0.707. That would be what
; people refer To as a "vector". If you measured
; its length, you'd see it was exactly the same
; length as it would be If it went +1 at 90
; degrees.
; Here's the world according to 2D graphics
; 180 degrees
; -x,-y | -y +x,-y
; |
; |
; |
; -x | +x
;90 degrees ------------+------------ 270 degrees
; |
; |
; |
; |
; -x,+y | +y +x,+y
; 0/360 Degrees
; Sin() Returns the horizontal component of an angle
; Cos() Returns the vertical component of an angle
EndRem
component_x#=Sin(shipangle#)
component_y#=Cos(shipangle#)
Rem
; Now that you know how much you need To move in each
; direction, multiply that by the speed of your ship.
; Lets assume you're going speed 10 at 120 degrees.
EndRem
displaced_x#=component_x#*shipspeed# ' 0.866 * 10 = 8.66
displaced_y#=component_y#*shipspeed# ' -0.5 * 10 = -5
speeddir_x#=orig_x#-displaced_x# ' Now subtract from the ship's X position
speeddir_y#=orig_y#+displaced_y# ' And add To the Y position
' Now To show things on the screen.
SetColor 255,255,255
DrawLine(orig_x#,orig_y#,speeddir_x#,speeddir_y#) ' Shows direction And speed of ship
DrawText("Ship speed: "+Int shipspeed#,speeddir_x#,speeddir_y#)
' Draw X component size
If displaced_x#<0 Then SetColor 0,0,255 Else SetColor 255,0,0
DrawLine(orig_x#,orig_y#,speeddir_x#,orig_y#)
SetColor 255,255,255
DrawText("DX "+Int (0-displaced_x#),speeddir_x#,orig_y#) ' Int them, too many numbers flying around =)
' Draw Y component size
If displaced_y#>0 Then SetColor 0,0,255 Else SetColor 255,0,0
DrawLine(orig_x#,orig_y#,orig_x#,speeddir_y#)
SetColor 255,255,255
DrawText("YX "+ Int displaced_y#,orig_x#,speeddir_y#)
SetColor 255,255,255
DrawText("Ship angle: "+shipangle#+" Sin: "+Sin(shipangle#)+" Cos: "+Cos(shipangle#),20,ScreenY-40)
Flip
Until KeyDown(KEY_ESCAPE)
End