I don't understand "MOD" function.
BlitzMax Forums/BlitzMax Beginners Area/I don't understand "MOD" function.| 
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| Can someone explain it to me? The wikipedia explanation makes no sense to me. | 
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| MOD returns the remainder after a division. So for example 2 goes into 10 5 times with a remainder of 0... 10 MOD 2 equals 0 2 goes into 11 5 times with a remainder of 1... 11 MOD 2 equals 1 [EDIT] Some realworld examples, Say for example you had a variable representing seconds, then MOD 60 would remove the whole minutes and return the remaining seconds... 182 MOD 60 would return 2 ( removing 3 minutes '3*60') Say for example you had a variable representing an angle, ;increment the angle angle=(angle+1) MOD 360 then MOD 360 would remove any 360 degree rotation and make the value appear to wrap around e.g. 358,359,0,1,2,3 Without MOD the above would be angle=angle+1:If angle>360 Then angle=angle-360 | 
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| Nice one Shambler Thanks :) | 
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| Now do you understand my solution to your block problem, Amon? | 
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|   Now do you understand my solution to your block problem, Amon?  I think so. :) Then again I may ask for more help because I was kindof wanting the block to move left/right-up/down according to what key I pressed. | 
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| Ah, then my solution won't help you. Though the solution you want would be equally simple. | 
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| i use the mod function for tiled maps ie. | 
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| Integer division automatically discards the remainder. So you could use tx = mousex() / tilewidth ty = mousey() / tileheightI'm assuming all those numbers are integers. | 
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| yeah.. but I think he wants the "coords" to jump in steps of tilesize, and then he can just insert them into his level array?! (I think.. :P) |