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Vector2

A two-component vector that can represent a position or direction.

Constructors

Constructor Name Return Type Description Tags
Vector2.New([number x, number y]) Vector2 Constructs a Vector2 with the given x, y values, defaults to (0, 0). None
Vector2.New(number) Vector2 Constructs a Vector2 with x, y values both set to the given value. None
Vector2.New(Vector3 v) Vector2 Constructs a Vector2 with x, y values from the given Vector3. None
Vector2.New(Vector2 v) Vector2 Constructs a Vector2 with x, y values from the given Vector2. None

Constants

Constant Name Return Type Description Tags
Vector2.ZERO Vector2 (0, 0) None
Vector2.ONE Vector2 (1, 1) None

Properties

Property Name Return Type Description Tags
x number The x component of the Vector2. Read-Write
y number The y component of the Vector2. Read-Write
size number The magnitude of the Vector2. Read-Only
sizeSquared number The squared magnitude of the Vector2. Read-Only

Functions

Function Name Return Type Description Tags
GetNormalized() Vector2 Returns a new Vector2 with size 1, but still pointing in the same direction. Returns (0, 0) if the vector is too small to be normalized. None
GetAbs() Vector2 Returns a new Vector2 with each component the absolute value of the component from this Vector2. None

Class Functions

Class Function Name Return Type Description Tags
Vector2.Lerp(Vector2 from, Vector2 to, number progress) Vector2 Linearly interpolates between two vectors by the specified progress amount and returns the resultant Vector2. None

Operators

Operator Name Return Type Description Tags
Vector2 + Vector2 Vector2 Component-wise addition. None
Vector2 + number Vector2 Adds the right-side number to each of the components in the left side and returns the resulting Vector2. None
Vector2 - Vector2 Vector2 Component-wise subtraction. None
Vector2 - number Vector2 Subtracts the right-side number from each of the components in the left side and returns the resulting Vector2. None
Vector2 * Vector2 Vector2 Component-wise multiplication. None
Vector2 * number Vector2 Multiplies each component of the Vector2 by the right-side number. None
number * Vector2 Vector2 Multiplies each component of the Vector2 by the left-side number. None
Vector2 / Vector2 Vector2 Component-wise division. None
Vector2 / number Vector2 Divides each component of the Vector2 by the right-side number. None
-Vector2 Vector2 Returns the negation of the Vector2. None
Vector2 .. Vector2 number Returns the dot product of the Vector2s. None
Vector2 ^ Vector2 number Returns the cross product of the Vector2s. None

Examples

Example using:

New

Lerp

x

y

This client script demonstrates how to animate a UI Panel to make it enter and exit the screen smoothly. By calling either Show() or Hide() we set the panel's desired position. In the Tick function we use Lerp() to update the value, which gives the animation an "ease out" behavior.

local UI_PANEL = script:GetCustomProperty("UIPanel"):WaitForObject()
local LERP_SPEED = 12

local START_POS = Vector2.New(UI_PANEL.x, UI_PANEL.y)
local destination = START_POS

function Show()
    destination = START_POS
end

function Hide()
    destination.y = START_POS.y + 800
end

function Tick(deltaTime)
    local t = CoreMath.Clamp(deltaTime * LERP_SPEED)
    local pos = Vector2.New(UI_PANEL.x, UI_PANEL.y)
    pos = Vector2.Lerp(pos, destination, t)
    UI_PANEL.x = pos.x
    UI_PANEL.y = pos.y
end

See also: CoreObject.GetCustomProperty | CoreObjectReference.WaitForObject | UIControl.x


Example using:

x

y

In this client script we listen for the player's primary action (e.g. Left mouse click) then print the position of their cursor to the event log.

function OnBindingPressed(player, action)
    if action == "ability_primary" then
        local cursorPos = UI.GetCursorPosition()
        if cursorPos then
            print("Clicked at: " .. cursorPos.x .. ", " .. cursorPos.y)
        else
            print("Clicked at an undefined position.")
        end
    end
end

local player = Game.GetLocalPlayer()
player.bindingPressedEvent:Connect(OnBindingPressed)

See also: UI.GetCursorPosition | Game.GetLocalPlayer | Player.bindingPressedEvent



Dernière mise à jour: January 13, 2022