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So, I'm spawning a horizontal line of enemies that I would like to have move in a nice wave. Currently I tried:

 Enemy.position.X += Enemy.velocity.X;
 Enemy.position.Y += -(float)Math.Cos(Enemy.position.X / 200) * 5;

This...kind of works. But the wave is not a true wave. The top and bottom of one pass are not the same (e.g. 5 for the top, and -5 for the bottom (I don't mean literal points, I just meant that it's not symmetrical)).

Is there a better way to do this? I would like the whole line to move in a wave, so it looks fluid. By that, I mean that it should look like each enemy is "following" the one in front of it. The code I posted does have this fluidity to it, but like I said, it's not a perfect wave.

Any ideas?

Thanks in advance.

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  • \$\begingroup\$ Is your window size 200? \$\endgroup\$ – MichaelHouse Mar 29 '12 at 2:14
  • \$\begingroup\$ How is it not a perfect wave? Wolfram Alpha suggests your formula is just fine. Could you post a screenshot? \$\endgroup\$ – doppelgreener Mar 29 '12 at 2:15
  • \$\begingroup\$ No, no. My window size is 1280x720. I should have specified. That's just my arbitrary number to constrain the wave so it's not giant. \$\endgroup\$ – electroflame Mar 29 '12 at 2:15
  • \$\begingroup\$ This is the wave you should expect for your window size \$\endgroup\$ – MichaelHouse Mar 29 '12 at 2:24
  • \$\begingroup\$ Now that I'm looking at the functions you guys provided, it is a little strange that it doesn't work. Give me a moment to try something. EDIT: It works fine if I just spawn 1 enemy. It's only the trailing enemies that have issues. It looks like the trailing enemies are a bit "lower" to start. \$\endgroup\$ – electroflame Mar 29 '12 at 2:27
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Perhaps it's as simple as:

Enemy.position.X += Enemy.velocity.X;
Enemy.position.Y = -(float)Math.Cos(Enemy.position.X / 200) * 5;

Notice the Enemy.position.Y is just using = not +=

EDIT

Try with this instead:

Enemy.position.Y = -(float)Math.Cos(Enemy.position.X / 100);

EDIT again

With offset to put 0 at the middle of your window:

Enemy.position.Y = -(float)Math.Cos(Enemy.position.X / 100) + ScreenHeight/2;

OR

Enemy.position.Y = StartPosition.Y + (-(float)Math.Cos(position.X / 100) * 100); 

As you found that to work.

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  • \$\begingroup\$ Unfortunately, that doesn't work. That eliminates the wave entirely, and the enemies just move across the top of the screen (0 on the Y) \$\endgroup\$ – electroflame Mar 29 '12 at 2:34
  • \$\begingroup\$ That's pretty strange. Clearly the Y value couldn't equal zero, what are the Y values being set to? This is what should be happening with the new setting. \$\endgroup\$ – MichaelHouse Mar 29 '12 at 2:40
  • \$\begingroup\$ Alright, now we're getting somewhere. With the /100 I can now see that, while still being 'centered' around 0, it is still doing a very slight wave. So now maybe I need to offset it? \$\endgroup\$ – electroflame Mar 29 '12 at 2:53
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    \$\begingroup\$ Success! Here's the new line: position.Y = OriginalPosition.Y + (-(float)Math.Cos(position.X / 100) * 100); This makes a fantastic wave. Many thanks, Byte. You nudged me in the right direction. If you change your answer to relect the line I just stated, I'll mark you as the answer. ;) \$\endgroup\$ – electroflame Mar 29 '12 at 2:57
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It should be as simple as: Enemy.position.Y = -(float)Math.Sin(Enemy.position.X), no?

This assumes you have a wave of enemies that move horizontally. The path of motion would be the exact same as the plot of y = sin x, or rather Enemy.position.Y = sin(Enemy.position.X).

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