Vector used for 2D math using floating point coordinates. 2-element structure that can be used to represent positions in 2D space or any other pair of numeric values. It uses floating-point coordinates. See [Vector2i] for its integer counterpart. [b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will always evaluate to [code]true[/code]. https://docs.godotengine.org/en/latest/tutorials/math/index.html https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab https://godotengine.org/asset-library/asset/584 https://github.com/godotengine/godot-demo-projects/tree/master/2d Constructs a default-initialized [Vector2] with all components set to [code]0[/code]. Constructs a [Vector2] as a copy of the given [Vector2]. Constructs a new [Vector2] from [Vector2i]. Constructs a new [Vector2] from the given [code]x[/code] and [code]y[/code]. 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 [code](1, 0)[/code] vector, in radians. For example, [code]Vector2.RIGHT.angle()[/code] will return zero, [code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return [code]-PI / 4[/code] (a negative eighth turn, or -45 degrees). Equivalent to the result of [method @GlobalScope.atan2] when called with the vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code]. Returns the angle to the given vector, in radians. Returns the angle between the line connecting the two points and the X axis, in radians. Returns the aspect ratio of this vector, the ratio of [member x] to [member 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 a new vector with all components clamped between the components of [code]min[/code] and [code]max[/code], by running [method @GlobalScope.clamp] on each component. Returns the cross product of this vector and [code]with[/code]. Cubically interpolates between this vector and [code]b[/code] using [code]pre_a[/code] and [code]post_b[/code] as handles, and returns the result at position [code]weight[/code]. [code]weight[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation. Returns the normalized vector pointing from this vector to [code]b[/code]. This is equivalent to using [code](b - a).normalized()[/code]. Returns the squared distance between this vector and [code]b[/code]. This method runs faster than [method 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 [code]to[/code]. Returns the dot product of this vector and [code]with[/code]. 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 [code]0[/code] 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 [code]-1.0[/code] (180 degree angle) when the vectors are facing opposite directions, and [code]1.0[/code] (0 degree angle) when the vectors are aligned. [b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]. Returns the vector with all components rounded down (towards negative infinity). Returns [code]true[/code] if this vector and [code]v[/code] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component. Returns [code]true[/code] if the vector is normalized, [code]false[/code] otherwise. Returns the length (magnitude) of this vector. Returns the squared length (squared magnitude) of this vector. This method runs faster than [method 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 [code]to[/code] by amount [code]weight[/code]. [code]weight[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation. Returns the vector with a maximum length by limiting its length to [code]length[/code]. Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] amount. Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code]. Returns a perpendicular vector rotated 90 degrees counter-clockwise compared to the original, with the same length. Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [code]mod[/code]. Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [code]modv[/code]'s components. Returns the vector projected onto the vector [code]b[/code]. Returns the vector reflected from a plane defined by the given normal. Returns the vector rotated by [code]phi[/code] radians. See also [method @GlobalScope.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, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component. Returns the result of spherical linear interpolation between this vector and [code]to[/code], by amount [code]weight[/code]. [code]weight[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation. [b]Note:[/b] 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 [code]step[/code]. This can also be used to round to an arbitrary number of decimals. The vector's X component. Also accessible by using the index position [code][0][/code]. The vector's Y component. Also accessible by using the index position [code][1][/code]. Enumerated value for the X axis. Enumerated value for the Y axis. Zero vector, a vector with all components set to [code]0[/code]. One vector, a vector with all components set to [code]1[/code]. Infinity vector, a vector with all components set to [constant @GDScript.INF]. Left unit vector. Represents the direction of left. Right unit vector. Represents the direction of right. Up unit vector. Y is down in 2D, so this vector points -Y. Down unit vector. Y is down in 2D, so this vector points +Y.