//weird birds
//smooth engines
//Marlon barrios solano
//take on Tinapple'code
//I understood his way of set the counters and the functions

// some initial variables
var time = 0;
var wave_a_x = 0;
var wave_a_y = 0;
var wave_b_x = 0;
var wave_b_y = 0;

// some initial conditions

//
// define a function to perform updates to the stage
function updateFrame() {
time = time + .05 // relative time

wave_a_x = (25 * Math.sin(time));// wave
wave_a_y = (25 * Math.cos(time));
wave_b_x = (25 * Math.sin(time)/4);// smaller wave
wave_b_y = (25 * Math.cos(time)/4);

////////////different instances

circle._alpha = (wave_a_x *4);

circle._x = 100 + (wave_a_x + wave_b_x); // waves upon waves
circle._y = 100 + (wave_a_y + wave_b_y);
circle._yscale = wave_a_x * 5 ;
circle._xscale = wave_a_x * 5 ;
////////////

circle2._yscale = wave_a_y * 6 ;
circle2._xscale = wave_b_x * 6 ;
//////////////
circle3._x = 100+ (wave_a_y + wave_b_x);
circle3._y = 100+ (wave_a_x + wave_b_x);
circle3._yscale=wave_a_x * 4;
/////////////
circle4._x = 100+ (wave_a_x + wave_b_x);
circle4._y = 100+ (wave_b_x + wave_b_x);
circle4._xscale=wave_a_x * 6;
/////////////
circle5._y=Math.cos(time)*150;
circle5._yscale=Math.sin (time)*100;
/////////

circle6._yscale=wave_a_x * 2;

/////////////

circle7._x=(Math.cos (time)+ Math.sin(time))*150;


}
// associate a function with the enterFrame event
circle.onEnterFrame = updateFrame;
//