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I am developing a game that is being played on a board with the top first tile having the coordinates [0,0], the next one has [0,1], second row has [1,0]... and so on (most likely this would be a standard but im not sure...).

When an object is to move around the board, it should first rotate to a specific angle - meaning if it is moving north North - it should point to the default angle 0, NE is 45, E is 90, and so on.

How would I get this angle based on where the object is moving, but using 1 formula?

So if an object is to move NW (up and left), on the grid that would mean the destination is [y-1, x-1] in reference to where it is now [y,x] ( [row, column] ).

I know I could use 8 statements and say if destination == [y-1, x-1] then angle = 315, but I was wondering if there is a specific formula for this? Im guessing yes but I never loved trigonometry...

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1 Answer 1

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Your movement vector is obtained substracting source position to target position

and the angle usually in radians is

  Vector2 V = Target - Source; 
  angle = Math.Atan2(V.Y, V.X)
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  • \$\begingroup\$ This isn't really a single formula, since you'd still need to use some kind of lookup table to get the Target and Source angles. \$\endgroup\$
    – House
    Aug 6, 2013 at 0:11
  • \$\begingroup\$ Target and source are not angles... are cell positions.. you dont need a lookup table.. you need to know where you go ;) \$\endgroup\$
    – Blau
    Aug 6, 2013 at 0:29
  • \$\begingroup\$ Ah I see. I'm not sure why I thought it was something different. \$\endgroup\$
    – House
    Aug 6, 2013 at 0:34

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