Sorry should have quoted:
Now there's a good question!
I would say you have Sin() associated with X coordinate and Cos() with Y coordinate. Not saying it's wrong but not the convention I use or come from, just reverse newX uses the Cos() and newY uses the Sin().
We all would agree Sin(0) = 0 and Cos(0) = 1 if you make x the vertical axis your coordinate system could work but all of Basic graphics assumes x is the horizontal axis and y the vertical, it's usually f(x) or y as a function of x, x is horizontal and increasing going right is convention.
We are arguing conventions, you say tamoto I say tomato.
WINDOW does allow any way you want it! So if you want it like you learn in math and physics use WINDOW but then you need conversion functions to go from standard Basic screen with "upside down" y axis to y axis going up as Y values increase.
Quote:Wait a minute.... how are you getting zero degrees to point to the right along the x axis? When I pop 0 degrees into sin and cos I end up with it going along the Y axis.
OH CRUD. Have I been failing to account for the top left corner being 0,0 on the standard screen?
I've been doing:
newX= oldx+range*sin(angle)
newY= oldy+range*cos(angle)
which of couse works but 0 degress points straight "down" the screen along the Y axis.
Now there's a good question!
I would say you have Sin() associated with X coordinate and Cos() with Y coordinate. Not saying it's wrong but not the convention I use or come from, just reverse newX uses the Cos() and newY uses the Sin().
We all would agree Sin(0) = 0 and Cos(0) = 1 if you make x the vertical axis your coordinate system could work but all of Basic graphics assumes x is the horizontal axis and y the vertical, it's usually f(x) or y as a function of x, x is horizontal and increasing going right is convention.
We are arguing conventions, you say tamoto I say tomato.
WINDOW does allow any way you want it! So if you want it like you learn in math and physics use WINDOW but then you need conversion functions to go from standard Basic screen with "upside down" y axis to y axis going up as Y values increase.
b = b + ...