So Math.atan2 is something that will come into play a lot when working out some logic for a wide range of different types of games where I am working out some kind of script where I want to find out an angle to an enemy so I know which way to rotate to, or visa versa when it comes to developing some kind of AI Script. This is just one of many possible applications for the atan2 method in javaSript so lets get started looking at some basic examples of Math atan2 in action.
There are a few things that a developer should be aware of in addition to the nature of the arguments passed in relation to an origin. There is also the nature of the value that is returned which is a value between PI and negative PI which is different from the results that other methods might return but this to is not to hard to convert. So lets look at some examples of the math atan2 method to help address some of these concerns.
So the Math.atan2 method is used by giving two arguments the first of which is a y coordinate followed by x. What is then returned by the method is a value between negative and positive PI, which is the angle to the given point from the origin.
So for a basic example if I where to give Math.atan2 a point that is any one to one ratio between x and y that should give me a 45 degree angle. That should at least be the case if zero degrees faces right, and I start to approach positive PI as the angle to a point moves to the left side of the screen. In other words a clockwise increase in the value of the angle.
The above example seems to correlate with that understanding of the angles returned by atan2. The point (x=83 y=83) is of course at a 45 degree angle from right side of the screen heading clock wise from the right side to the left side. In addition the point at (x=0,y=83) is at the bottom of the screen so it would be at 90 degrees.
So that being said the Math.atan2 method can be used as a way to find an angle from the origin to the point given via its two arguments. It is also possible to find the angle to any two points by just simply offsetting or normalizing the points of concern so that everything is relative to an object of concern to another object of concern rather than the upper left corner of an element or the window.
Using math.atan2 to find the angle between two points is just a matter of offsetting the points. This can be done by subtracting the values of one point from another in most cases so a code example like the following seems to work okay.
Keep in mind that the y value needs to be given first. In addition the method always gives an angle relative to 0 0 so getting the angle between two points is just a matter of using one point to adjust the other to that point and this is one way to go about doing just that.
The math atan2 method could be used as part of an expression that can then be pulled into a method. That method can then be part of a framework, or just simply a single stand alone method.
The nature of the expression can be tweaked depending on the project. The example I worked out here returns a value in depress, but in other projects I might want radians, or some other kind of value.
Now for an actual use case example of math atan2 using canvas. In this example I create a circle that will change position based on mouse movement, and another circle that is at a set position. The circle at the set position can be changed by way of a mouse down event, and at any moment a line is drawn from the set circle to the circle that can be moved by a mouse move event.