# mixing waves

This chapter is all about combining multiple waves on the x- and the y-axis.

```
void draw() {
translate(width/2, height/2);
float x = sin(radians(a))*width/3;
float y = cos(radians(a))*width/3;
ellipse(x, y, 5, 5);
a = a + 2;
gif(180, 1);
}
```

This is the draw-section i've worked with to write this article.

And these two lines are all i'm going to change:

```
float x = sin(radians(a))*width/3;
float y = cos(radians(a))*width/3;
```

## combination 1

```
float x = sin(radians(a))*width/3;
float y = sin(radians(a))*width/3;
```

## combination 2

```
float x = sin(radians(a))*width/3;
float y = cos(radians(a))*width/3;
```

## combination 3

```
float x = cos(radians(a))*width/3;
float y = sin(radians(a))*width/3;
```

## combination 4

```
float x = sin(radians(a*2))*width/3;
float y = cos(radians(a))*width/3;
```

## combination 5

```
float x = sin(radians(a*2))*width/3;
float y = cos(radians(a*2))*width/3;
```

## combination 6

```
float x = sin(radians(a*10))*width/3;
float y = cos(radians(a*10))*width/3;
```

## combination 7

```
float x = sin(radians(a*1))*width/3;
float y = cos(radians(a*10))*width/3;
```

## combination 8

```
float x = sin(radians(a*1))*width/3;
float y = cos(radians(a*5))*width/3;
```

## combination 9

```
float x = sin(radians(a*1))*cos(radians(a*5))*width/3;
float y = cos(radians(a*5))*width/3;
```

## combination 10

```
float x = sin(radians(a))*cos(radians(a*2))*width/3;
float y = cos(radians(a))*width/3;
```

## combination 11

```
float x = sin(radians(a))*cos(radians(a*4))*width/3;
float y = cos(radians(a))*width/3;
```

## combination 12

```
float x = sin(radians(a))*cos(radians(a*3))*width/3;
float y = cos(radians(a))*width/3;
```

## combination 13

```
float x = sin(radians(a))*cos(radians(a*3))*width/3;
float y = cos(radians(a))*cos(radians(a*3))*width/3;
```

## combination 14

```
float x = sin(radians(a))*cos(radians(a*3))*width/3;
float y = cos(radians(a))*sin(radians(a*3))*width/3;
```

## combination 15

```
float x = sin(radians(a))*cos(radians(a*5))*width/3;
float y = cos(radians(a*3))*cos(radians(a))*width/3;
```

## combination 16

```
float x = sin(radians(a))*cos(radians(a*2))*cos(radians(a*3))*width/3;
float y = cos(radians(a*3))*cos(radians(a))*width/3;
```

## combination 17

```
float x = sin(radians(a))*cos(radians(a*2))*cos(radians(a*3))*width/3;
float y = cos(radians(a*3))*sin(radians(a))*width/3;
```

## combination 18

```
float x = sin(radians(a))*cos(radians(a*2))*cos(radians(a*3))*width/3;
float y = cos(radians(a*2))*sin(radians(a))*width/3;
```

## combination 19

```
float x = sin(radians(a))*cos(radians(a*2))*cos(radians(a*3))*width/3;
float y = cos(radians(a*3))*cos(radians(a))*sin(radians(a*3))*width/3;
```

## combination 20

```
float x = sin(radians(a))*cos(radians(a*2))*cos(radians(a*3))*width/3;
float y = cos(radians(a))*sin(radians(a*2))*cos(radians(a*4))*width/3;
```

## combination 21

```
float x = sin(radians(sin(radians(a*2))*width))*width/3;
float y = cos(radians(a))*width/3;
```

## combination 22

```
float x = sin(radians(a*a/100))*width/3*sin(radians(a+2));
float y = cos(radians(a))*width/3;
```

## combination 23

```
float x = sin(radians(a*a/400))*width/3*sin(radians(a*8));
float y = cos(radians(a*2))*width/3;
```

## combination 24

```
float x = sin(radians(a))*width/3*sin(radians(a*10));
float y = cos(radians(a))*width/3;
```

## combination 25

```
float x = sin(radians(a))*width/3*cos(radians(a*10));
float y = cos(radians(a))*width/3;
```

## combination 26

```
float x = sin(radians(a))*width/3*cos(radians(a*20));
float y = cos(radians(a))*width/3;
```

## combination 27

```
float x = sin(radians(a))*width/3*cos(radians(a*10));
float y = cos(radians(a))*width/3;
```

## combination 28

```
float x = sin(radians(a))*width/3*cos(radians(a*10));
float y = cos(radians(a*3))*width/3;
```

## combination 29

```
float x = sin(radians(a))*width/3*cos(radians(a*4));
float y = cos(radians(a/2))*width/3;
```

## combination 30

```
float x = sin(radians(a))*width/3*cos(radians(a*4));
float y = cos(radians(a/2))*width/3;
```

## combination 31

```
float x = sin(radians(a))*width/3*sin(radians(a*4));
float y = cos(radians(a/2))*width/3;
```

## combination 32

```
float x = sin(radians(a))*width/3*cos(radians(a*4));
float y = cos(radians(a/4))*width/3;
```

## combination 33

```
float x = sin(radians(a*2))*width/3*cos(radians(a*5));
float y = cos(radians(a/4))*width/3;
```

## combination 34

```
float x = sin(radians(a*2))*width/3*cos(radians(a*4));
float y = cos(radians(a/4))*width/3;
```

## combination 35

```
float x = sin(radians(a*2))*width/3*cos(radians(a*5));
float y = cos(radians(a))*width/3;
```

## combination 36

```
float x = sin(radians(a))*width/3*sin(radians(a*1.1));
float y = cos(radians(a))*width/3;
```

## combination 37

Mixing floating-point-numbers in the angle of waves creates interesting effects.

```
float x = sin(radians(a))*width/3*cos(radians(a*1.4));
float y = cos(radians(a))*width/3;
```

## combination 38

```
float x = sin(radians(a))*width/3*sin(radians(a*2.2));
float y = cos(radians(a))*width/3;
```

## combination 39

```
float x = sin(radians(a))*width/3*sin(radians(a*2.1));
float y = cos(radians(a*1.9))*width/3;
```

## combination 40

```
float x = sin(radians(a))*width/3*sin(radians(a*2));
float y = cos(radians(a*1.51))*width/3;
```

## combination 41

```
float x = sin(radians(a))*width/3*sin(radians(a*2));
float y = cos(radians(a*1.51))*width/3;
```

## combination 42

```
float x = sin(radians(a*1.03))*width/3*cos(radians(a*2));
float y = cos(radians(a*1))*width/3;
```

## combination 43

```
float x = sin(radians(a))*width/3*sin(radians(a*2.2));
float y = cos(radians(a))*width/3;
```