Sin: Difference between revisions

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{{Image|Sin_example_coin_animation.png}}
{{Image|Sin_example_coin_animation.png}}
(Note that you don't have to store the input in a rotation. A number or [[Current Frame]] will do just fine.)


* Sin and [[Cos]] can be used for such back and forth animations like this. You can also multiply the output of sin or cos by a number to move it in a larger or smaller scale. If you manage to utilize this function, you can even make any type of animations very smooth (e.g. walking animation, gun Recoil animation, moving platforms, etc.)!
* Sin and [[Cos]] can be used for such back and forth animations like this. You can also multiply the output of sin or cos by a number to move it in a larger or smaller scale. If you manage to utilize this function, you can even make any type of animations very smooth (e.g. walking animation, gun Recoil animation, moving platforms, etc.)!


[[Category:Blocks]]
[[Category:Blocks]]

Latest revision as of 14:07, 3 June 2024

Sin
Sin.png
TypeScript block
ColliderNone
FolderMath
Ports
Inputs Num
Outputs Sin(Num)

Computes sine of an angle in degrees.

Notes

The output is clipped from -1 to 1. Within a full revolution, there are four points which output a whole number:

  • 0°/360° = 0
  • 90° = 1
  • 180° = 0
  • 270° = -1

Example

Ever wondered how to make those ultra smooth floating coin animations like in Roper? Here's how to do it:

Sin_example_coin_animation.png
  • Sin and Cos can be used for such back and forth animations like this. You can also multiply the output of sin or cos by a number to move it in a larger or smaller scale. If you manage to utilize this function, you can even make any type of animations very smooth (e.g. walking animation, gun Recoil animation, moving platforms, etc.)!