# Vector2¶

Vector used for 2D math.

## Description¶

2-element structure that can be used to represent positions in 2D space or any other pair of numeric values.

Note: In a boolean context, a Vector2 will evaluate to `false` if it's equal to `Vector2(0, 0)`. Otherwise, a Vector2 will always evaluate to `true`.

## Properties¶

 float x `0.0` float y `0.0`

## Methods¶

 Vector2 Vector2 ( float x, float y ) Vector2 abs ( ) float angle ( ) float angle_to ( Vector2 to ) float float aspect ( ) Vector2 Vector2 ceil ( ) Vector2 clamped ( float length ) float cross ( Vector2 with ) Vector2 cubic_interpolate ( Vector2 b, Vector2 pre_a, Vector2 post_b, float weight ) Vector2 float float float dot ( Vector2 with ) Vector2 floor ( ) bool bool float length ( ) float Vector2 linear_interpolate ( Vector2 to, float weight ) Vector2 move_toward ( Vector2 to, float delta ) Vector2 Vector2 posmod ( float mod ) Vector2 posmodv ( Vector2 modv ) Vector2 Vector2 Vector2 rotated ( float phi ) Vector2 round ( ) Vector2 sign ( ) Vector2 slerp ( Vector2 to, float weight ) Vector2 slide ( Vector2 n ) Vector2 snapped ( Vector2 by ) Vector2 tangent ( )

## Constants¶

• AXIS_X = 0 --- Enumerated value for the X axis.

• AXIS_Y = 1 --- Enumerated value for the Y axis.

• ZERO = Vector2( 0, 0 ) --- Zero vector, a vector with all components set to `0`.

• ONE = Vector2( 1, 1 ) --- One vector, a vector with all components set to `1`.

• INF = Vector2( inf, inf ) --- Infinity vector, a vector with all components set to @GDScript.INF.

• LEFT = Vector2( -1, 0 ) --- Left unit vector. Represents the direction of left.

• RIGHT = Vector2( 1, 0 ) --- Right unit vector. Represents the direction of right.

• UP = Vector2( 0, -1 ) --- Up unit vector. Y is down in 2D, so this vector points -Y.

• DOWN = Vector2( 0, 1 ) --- Down unit vector. Y is down in 2D, so this vector points +Y.

## Property Descriptions¶

 Default `0.0`

The vector's X component. Also accessible by using the index position `[0]`.

 Default `0.0`

The vector's Y component. Also accessible by using the index position `[1]`.

## Method Descriptions¶

Constructs a new Vector2 from the given `x` and `y`.

Returns a new vector with all components in absolute values (i.e. positive).

Returns this vector's angle with respect to the positive X axis, or `(1, 0)` vector, in radians.

For example, `Vector2.RIGHT.angle()` will return zero, `Vector2.DOWN.angle()` will return `PI / 2` (a quarter turn, or 90 degrees), and `Vector2(1, -1).angle()` will return `-PI / 4` (a negative eighth turn, or -45 degrees).

Illustration of the returned angle.

Equivalent to the result of @GDScript.atan2 when called with the vector's y and x as parameters: `atan2(y, x)`.

Returns the angle to the given vector, in radians.

Illustration of the returned angle.

Returns the angle between the line connecting the two points and the X axis, in radians.

Illustration of the returned angle.

Returns the aspect ratio of this vector, the ratio of x to y.

Returns the vector "bounced off" from a plane defined by the given normal.

Returns the vector with all components rounded up (towards positive infinity).

Returns the vector with a maximum length by limiting its length to `length`.

Returns the cross product of this vector and `with`.

Cubically interpolates between this vector and `b` using `pre_a` and `post_b` as handles, and returns the result at position `weight`. `weight` is on the range of 0.0 to 1.0, representing the amount of interpolation.

Returns the normalized vector pointing from this vector to `b`. This is equivalent to using `(b - a).normalized()`.

Returns the squared distance between this vector and `b`.

This method runs faster than distance_to, so prefer it if you need to compare vectors or need the squared distance for some formula.

Returns the distance between this vector and `to`.

Returns the dot product of this vector and `with`. This can be used to compare the angle between two vectors. For example, this can be used to determine whether an enemy is facing the player.

The dot product will be `0` for a straight angle (90 degrees), greater than 0 for angles narrower than 90 degrees and lower than 0 for angles wider than 90 degrees.

When using unit (normalized) vectors, the result will always be between `-1.0` (180 degree angle) when the vectors are facing opposite directions, and `1.0` (0 degree angle) when the vectors are aligned.

Note: `a.dot(b)` is equivalent to `b.dot(a)`.

Returns the vector with all components rounded down (towards negative infinity).

Returns `true` if this vector and `v` are approximately equal, by running @GDScript.is_equal_approx on each component.

• bool is_normalized ( )

Returns `true` if the vector is normalized, `false` otherwise.

Returns the length (magnitude) of this vector.

• float length_squared ( )

Returns the squared length (squared magnitude) of this vector.

This method runs faster than length, so prefer it if you need to compare vectors or need the squared distance for some formula.

Returns the result of the linear interpolation between this vector and `to` by amount `weight`. `weight` is on the range of 0.0 to 1.0, representing the amount of interpolation.

Moves the vector toward `to` by the fixed `delta` amount.

Returns the vector scaled to unit length. Equivalent to `v / v.length()`.

Returns a vector composed of the @GDScript.fposmod of this vector's components and `mod`.

Returns a vector composed of the @GDScript.fposmod of this vector's components and `modv`'s components.

Returns the vector projected onto the vector `b`.

Returns the vector reflected (i.e. mirrored, or symmetric) over a line defined by the given direction vector `n`.

Returns the vector rotated by `phi` radians. See also @GDScript.deg2rad.

Returns the vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.

Returns the vector with each component set to one or negative one, depending on the signs of the components. If a component is zero, it returns positive one.

Returns the result of spherical linear interpolation between this vector and `to`, by amount `weight`. `weight` is on the range of 0.0 to 1.0, representing the amount of interpolation.

Note: Both vectors must be normalized.

Returns this vector slid along a plane defined by the given normal.

Returns this vector with each component snapped to the nearest multiple of `step`. This can also be used to round to an arbitrary number of decimals.

Returns a perpendicular vector rotated 90 degrees counter-clockwise compared to the original, with the same length.