Question: Function Name: whosDatPokemon Inputs: 1. (double) A 1xN vector containing the lengths of each consecutive line segment of the Pokmon 2. (double) A 1xN vector

 Function Name: whosDatPokemon Inputs: 1. (double) A 1xN vector containing thelengths of each consecutive line segment of the Pokmon 2. (double) A

Function Name: whosDatPokemon Inputs: 1. (double) A 1xN vector containing the lengths of each consecutive line segment of the Pokmon 2. (double) A 1xN vector containing the counterclockwise angles in degrees between each consecutive line segment and its previous line segment Plot Output: 1. The plotted Pokmon Background: You have taken an interest in guessing Pokmon by their outlines and wonder if MATLAB can do it for you. Just like the "Who's that Pokmon!" minigame, you will create an outline of a Pokmon as specified by the inputs Function Description: This function will take a vector of line segment lengths and angles and plot a Pokmon The drawing will start at (0,0) and each line segment will be drawn from where the last one ends. Your first input will be a vector specifying the lengths of each consecutive line segment in the Pokmon. Your second input will be a vector specifying the counterclockwise angles between consecutive line segments. Draw the Pokmon with a black line Example: The following input to whosDatPokmon will result in the hexagon below: whosDatPokemon([5, 5, 5, 5, 5, 5], [60, 60, 60, 60, 60, 60]); 60 60 60 5 60 60 6 Function Name: whosDatPokemon Inputs: 1. (double) A 1xN vector containing the lengths of each consecutive line segment of the Pokmon 2. (double) A 1xN vector containing the counterclockwise angles in degrees between each consecutive line segment and its previous line segment Plot Output: 1. The plotted Pokmon Background: You have taken an interest in guessing Pokmon by their outlines and wonder if MATLAB can do it for you. Just like the "Who's that Pokmon!" minigame, you will create an outline of a Pokmon as specified by the inputs Function Description: This function will take a vector of line segment lengths and angles and plot a Pokmon The drawing will start at (0,0) and each line segment will be drawn from where the last one ends. Your first input will be a vector specifying the lengths of each consecutive line segment in the Pokmon. Your second input will be a vector specifying the counterclockwise angles between consecutive line segments. Draw the Pokmon with a black line Example: The following input to whosDatPokmon will result in the hexagon below: whosDatPokemon([5, 5, 5, 5, 5, 5], [60, 60, 60, 60, 60, 60]); 60 60 60 5 60 60 6

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