for one of my projects, I have two arrays, one storing X coordinates, and one with Y coordinates.

my goal is to sort the X coordinates from least to greatest using the “sort” function. the problem is, then none of the X coordinates no longer correspond to the correct Y cords. my current plan is to write my own sorting function that’s easier to customize.

the code is pretty messy, and it’ll take a while to explain.

```
int reps = 6; //the total ammount of bezier curves (rounds up to nearest even number)
float vDist = 20;
float dx = 50; //horizontal distance from the control point to the anchor point
float dy = 30; //vertical distance from the control point to the anchor point
float xScale = 175; //amount of pixels from the left to the right of the ellipse
float yScale = 50; //amount of pixels from the left to the right of the ellipse
float pointX = 0; //the X cord of the tip of the ghosts head
float pointY = -200; //the Y cord of the tip of the ghosts head
int res = 4; //the ammount of points per bezier to find
int circleR = 30;
float [] circleX = new float [reps*res]; //array used to find x cords of lines at semi-circle
float [] circleY = new float [reps*res]; //array used to find y cords of lines at semi-circle
float [] lineX = new float [reps*res]; //array used to find x cords of lines at bezier
float [] lineY = new float [reps*res]; //array used to find y cords of lines at bezier
float [] lineXs = new float [reps*res]; //sorted (least to greatist) version of lineX array
float [] lineYs = new float [reps*res]; //sorted (least to greatist) version of lineY array
float small = 3/4;
void setup() {
size(512, 720);
colorMode (HSB);
background(255);
smooth(8);
resetMatrix();
stroke(0,0,0,10);
strokeWeight(1);
strokeWeight(1);
stroke(0);
background(255);
translate(width/2, height/4*3); // changes the origin to near the center.
noFill();
for (int i = 1; i <= reps; i++) {
float xPos = cos(i*PI/(reps/2));
float yPos = sin(i*PI/(reps/2));
float xPos1 = cos(((i-1)*PI)/(reps/2));
float yPos1 = sin(((i-1)*PI)/(reps/2));
//float xPos2 = cos(((i+1)*PI)/(reps/2));
//float yPos2 = sin(((i+1)*PI)/(reps/2));
float x1 = xPos*xScale;
float x2 = xPos*xScale+dx;
float x3 = xPos1*xScale-dx;
float x4 = xPos1*xScale;
float y1 = yPos*yScale;
float y2 = yPos*yScale+dy;
float y3 = yPos1*yScale-dy;
float y4 = yPos1*yScale;
ellipse (x1, y1, 1, 1); // anchor point
ellipse (x3, y3, 1, 1); // left control point
ellipse (x2, y2, 1, 1); // right control point
bezier (x1, y1, x2, y2, x3, y3, x4, y4); //drawing the curve
for (int u = 1; u <= res; u++) {
float t = u / float(res);
lineX[res*(i-1)+(u-1)] = bezierPoint(x1, x2, x3, x4, t); //storing the x position for every point on bezier
lineY[res*(i-1)+(u-1)] = bezierPoint(y1, y2, y3, y4, t); //storing the y position for every point on bezier
}
lineXs = sort (lineX);
printArray(lineX);
print("\n");
printArray(lineXs);
}
for (int o = 0; o < res * reps; o++) {
float pY = circleY[o]*circleR+pointY; //instance of x cord on the bezier
float pX = circleX[o]*circleR+pointX; //instance of y cord on the bezier
line(pX, pY, lineXs[o], lineYs[o]); //ploting the current instance
}
}
```

should I just write my own sorting function that is compatible with what I am trying to do, or is there an easier way?