Math.atan2
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). <syntaxhighlight lang="lua"> (number) = math.atan2(v1,v2) </source>
Parameters
v1: (number) first value
v2: (number) second value
Return values
Returns (number) the angle in radian
Example
Aiming at an enemy <syntaxhighlight lang="lua"> 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)) -- ... </source>
(can be handy: https://math.stackexchange.com/a/2587852)
- Math
- Math.abs
- Math.acos
- Math.asin
- Math.atan
- Math.atan2
- Math.ceil
- Math.clamp
- Math.cos
- Math.cosh
- Math.cross
- Math.deg
- Math.distance
- Math.distances
- Math.dot
- Math.edge
- Math.exp
- Math.fft
- Math.floor
- Math.fmod
- Math.frexp
- Math.ifft
- Math.inside
- Math.ldexp
- Math.length
- Math.log
- Math.log10
- Math.max
- Math.min
- Math.modf
- Math.nearest
- Math.noise
- Math.normalize
- Math.pow
- Math.rad
- Math.random
- Math.randomseed
- Math.raycast
- Math.round
- Math.sign
- Math.sin
- Math.sinh
- Math.sqrt
- Math.tan
- Math.tanh