COS() and SIN() expect radians instead of angles, so you can use _D2R to convert from Degrees to Radians:
. . .
There's a better way to make a leakproof circle than using a constant to determine the number of steps. 2pi*radius gives you the minimum number of steps necessary to generate a circle that does not leak when painted or flood-filled, although there are faster methods than both of these to do this.
To move in spiral around a point do the same as circle only change the radius with the angle for the x, y points. Spiral out by adding to radius and spiral in by subtracting from radius.
I don't understand why it's OK for Ang to to past 360, but the result is pretty cool.
I don't understand why it's OK for Ang to to past 360, but the result is pretty cool.
Spin 360 degrees... You’ve made a complete circle.
Now spin 720 degrees. You’ve rotated in place twice, making 2 circles...
1080 degrees.... 3 complete rotations...
It is pretty amazing how powerful this stuff can be in gaming / graphics. I just ran Mark's "Boing" code today and frankly, I did not expect such good quality with so few lines of code. Good luck Joe with your game, too.
Pete