Sinewave movement combines a simple line motion with a orthogonal sinewave movement. This can be used to great affect for collections of enemies in shoot' em-ups or for clever text effects. Ignore the sinewave properties and the movement can even be used for straight line point-to-point effects.
The location of the object with this movement in the frame defines the start x and y position of the movement, so
firstly position the object as needed. Then set the location of the completion point of the movement, Final X and
Final Y along with the speed of the movement. These settings define the straight line part of the movement. Next
set the sinewave properties, these include 'Amplitude' which is the size of the sine motion, 'Angular Velocity' which
is how long it takes for the sine motion to complete and if needed the initial starting or offset angle.
Use the additional 'On Completion' option to specify what the movement is to do once it reaches the final or end
point.
Figure 1: Movement properties for the Sinewave Movement.
General Properties
Move at start: Defines if the movement starts when the frame does or if the movement is initially paused.
On Completion: Defines the action when the movement reaches the end point, Stop, Reset, Bounce or Reverse
Line Properties
Speed: Speed in pixels per second (based on 50 FPS) of the line movement component.
Final X: The destination x-coordinate of the line movement component.
Final Y: The destination y-coordinate of the line movement component.
Sinewave Properties
Amplitude: Amplitude of the sinewave in pixels.
Angular Velocity: Rate at which sine component of the movement progresses.
Starting Angle: Starting angle of the sine component in degrees.