Difference between revisions of "Math.atan2"

From GiderosMobile
m (Text replacement - "<source" to "<syntaxhighlight")
m (Text replacement - "</source>" to "</syntaxhighlight>")
 
Line 7: Line 7:
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
 
(number) = math.atan2(v1,v2)
 
(number) = math.atan2(v1,v2)
</source>
+
</syntaxhighlight>
  
 
=== Parameters ===
 
=== Parameters ===
Line 26: Line 26:
 
missile:setPosition(15 * math.cos(angle), 15 * math.sin(angle))
 
missile:setPosition(15 * math.cos(angle), 15 * math.sin(angle))
 
-- ...
 
-- ...
</source>
+
</syntaxhighlight>
  
 
(can be handy: https://math.stackexchange.com/a/2587852)
 
(can be handy: https://math.stackexchange.com/a/2587852)
  
 
{{Math}}
 
{{Math}}

Latest revision as of 14:30, 13 July 2023

Available since: Gideros 2011.6
Class: math

Description

Returns the arc tangent of v1/v2 (in radians), but uses the signs of both parameters to find the quadrant of the result (it also handles correctly the case of v2 being zero).

(number) = math.atan2(v1,v2)

Parameters

v1: (number) first value
v2: (number) second value

Return values

Returns (number) the angle in radian

Example

Aiming at an enemy

local playerX, playerY = player:getPosition()
local nmeX, nmeY = nme:getPosition()
-- here we get the nme angle relative to the player
local angle = math.atan2(nmeY - playerY, nmeX - playerX) -- the Ys first!
-- now we can target the nme
missile:setPosition(15 * math.cos(angle), 15 * math.sin(angle))
-- ...

(can be handy: https://math.stackexchange.com/a/2587852)