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COMMUNITY QUESTION

Draw a sine wave in a Gui using math.sin()?

Is it possible to draw a sine wave in Roblox Lua inside a Gui without using Decals? Here's the setup:

num = 50
f = 20
fs = 100
y = math.sin(2 * math.pi * f * num / fs)


For reference, I have a C++ program that displays it in a window, like this (sorry, I used the Lua encoder):

#include <Windows.h>
#include <math.h>

#define screen_width 800
#define screen_height 600
#define pi 3.14159

COLORREF blue = RGB(0, 0, 255);

double _freq = 50;
int _sTime = 5, _amp = 100;

LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
void wavefunc(HWND, HDC);

int WINAPI WinMain(HINSTANCE hInstance,
                   HINSTANCE hPrevInstance,
                   LPSTR lpCmdLine,
                   int nCmdShow)
{
	HWND hWnd;
	WNDCLASSEX wc;
	HDC hDC;

	ZeroMemory(&wc, sizeof(WNDCLASSEX));

	wc.cbSize = sizeof(WNDCLASSEX);
	wc.style = CS_HREDRAW | CS_VREDRAW;
	wc.lpfnWndProc = WindowProc;
	wc.hInstance = hInstance;
	wc.hCursor = LoadCursor(NULL, IDC_ARROW);
	wc.hIcon = (HICON)LoadImage(NULL, "C:\\Visual Studio 2010\\Icons\\Smiley.ico", IMAGE_ICON, 0, 0, LR_LOADFROMFILE);
	wc.lpszClassName = "SineWave";

	RegisterClassEx(&wc);

	hWnd = CreateWindowEx(NULL,
                          "SineWave", "Wave",
                          WS_SYSMENU,
                          0, 45,
                          screen_width, screen_height,
                          NULL, NULL,
                          hInstance,
                          NULL);

	ShowWindow(hWnd, nCmdShow);
	hDC = GetDC(hWnd);

	MSG msg;

	while(TRUE)
	{
		while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
		{DispatchMessage(&msg);}

		if(msg.message == WM_QUIT)
			break;
		
		wavefunc(hWnd, hDC);
	}

	return msg.wParam;
}

LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	switch(message)
	{
		case WM_DESTROY:
		{
			PostQuitMessage(0);
			return 0;
		} break;
		case WM_KEYDOWN:
		{
			switch (wParam)
			{
			case VK_NUMPAD4:
				_freq--;
				if(_freq < 1.0)
					_freq = 1;
				break;
			case VK_NUMPAD6:
				_freq++;
				break;
			case VK_NUMPAD8:
				_amp++;
				if(_amp > 200)
					_amp = 200;
				break;
			case VK_NUMPAD2:
				_amp--;
				if(_amp < 0)
					_amp = 0;
				break;
			case VK_SUBTRACT:
				_sTime++;
				if(_sTime > 50)
					_sTime = 50;
				break;
			case VK_ADD:
				_sTime--;
				if(_sTime < 0)
					_sTime = 0;
				break;
			}
			return 0;
		} break;
     }
     return DefWindowProc(hWnd, message, wParam, lParam);
 }

void wavefunc(HWND hWnd, HDC hDC)
{
	double full = 2 * pi * _freq;
	static double _x = 0;
	int _y = (sin(_x/_freq)*_amp) + 300;
	if (_x >= full)
		_x -= full;
	SetPixel(hDC, 600, _y, blue);
	ScrollWindow(hWnd, -1, 0, NULL, NULL);
	Sleep(_sTime);
	_x++;
}

But how would I do that in Roblox Lua?

1 answer

I'm not sure if the calculation is right (I'm not that boy who knows everything about math. :D But, I can tell you that you could maybe do instance.new and create a textlabel, then set the size to: Udim2.new(0,1,0,1) (The smallest that I recommend you.)

And set the position to another Udim2 value. However, if you want to do this, take note of the following things:

  • You need a lot of points of your wave, you could auto calculate them
  • There will be a lot of TextLabels, so you can expect a lot of lag.

I think this is the only option if you do not want to use decals.

2 comments

0

I want a response from somebody who has actually taken Calculus AP, thank you.

0

Ok. If I would know what it was. :)

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