---
title: "Phaser.Math.Angle"
docs: "Phaser v4.0.0"
url: https://phaser.io/oss/docs/api-documentation/4.0.0/namespace/math-angle
site: Phaser - https://phaser.io
---

> This page is about the open-source Phaser framework, for writing a game's code by hand. To make a game with AI, use Phaser AE (https://phaser.io/): the desk's tools work with Web MCP, and the CLI works with your own coding agent. See "For AI agents: Phaser AE" at the end of this page.

# Phaser.Math.Angle

Scope: 
static
> Source: [src/math/angle/index.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/math/angle/index.js#L7)  


## Static functions

### Between

#### \<static> Between(x1, y1, x2, y2)


**Description:**

Find the angle of a segment from (x1, y1) -> (x2, y2).

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| x1 | number | No | The x coordinate of the first point. |
| y1 | number | No | The y coordinate of the first point. |
| x2 | number | No | The x coordinate of the second point. |
| y2 | number | No | The y coordinate of the second point. |


**Returns:** number - The angle in radians.


> Source: [src/math/angle/Between.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/math/angle/Between.js#L7)  
Since: 3.0.0


---

### BetweenPoints

#### \<static> BetweenPoints(point1, point2)


**Description:**

Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).

Calculates the angle of the vector from the first point to the second point.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| point1 | [Phaser.Types.Math.Vector2Like](https://phaser.io/oss/docs/api-documentation/4.0.0/typedef/types-math.md#Vector2Like) | No | The first point. |
| point2 | [Phaser.Types.Math.Vector2Like](https://phaser.io/oss/docs/api-documentation/4.0.0/typedef/types-math.md#Vector2Like) | No | The second point. |


**Returns:** number - The angle in radians.


> Source: [src/math/angle/BetweenPoints.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/math/angle/BetweenPoints.js#L7)  
Since: 3.0.0


---

### BetweenPointsY

#### \<static> BetweenPointsY(point1, point2)


**Description:**

Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).

Unlike [Phaser.Math.Angle.BetweenPoints](https://phaser.io/oss/docs/api-documentation/4.0.0/namespace/math-angle.md#BetweenPoints), this function measures the angle from the positive Y axis (pointing downward in screen space) rather than the positive X axis. This means an angle of 0 radians points straight down the screen, making it useful for game objects whose default facing direction is upward (i.e. toward decreasing y).

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| point1 | [Phaser.Types.Math.Vector2Like](https://phaser.io/oss/docs/api-documentation/4.0.0/typedef/types-math.md#Vector2Like) | No | The first point. |
| point2 | [Phaser.Types.Math.Vector2Like](https://phaser.io/oss/docs/api-documentation/4.0.0/typedef/types-math.md#Vector2Like) | No | The second point. |


**Returns:** number - The angle in radians.


> Source: [src/math/angle/BetweenPointsY.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/math/angle/BetweenPointsY.js#L7)  
Since: 3.0.0


---

### BetweenY

#### \<static> BetweenY(x1, y1, x2, y2)


**Description:**

Find the angle of a segment from (x1, y1) -> (x2, y2).

The difference between this method and [Phaser.Math.Angle.Between](https://phaser.io/oss/docs/api-documentation/4.0.0/namespace/math-angle.md#Between) is that it measures the angle from the Y axis rather than the X axis. This means a result of zero indicates the segment points straight down (along the positive Y axis), making it suitable for use with sprites that face upward by default.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| x1 | number | No | The x coordinate of the first point. |
| y1 | number | No | The y coordinate of the first point. |
| x2 | number | No | The x coordinate of the second point. |
| y2 | number | No | The y coordinate of the second point. |


**Returns:** number - The angle in radians.


> Source: [src/math/angle/BetweenY.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/math/angle/BetweenY.js#L7)  
Since: 3.0.0


---

### CounterClockwise

#### \<static> CounterClockwise(angle)


**Description:**

Takes an angle in Phaser's default clockwise format and converts it so that 0 is North, 90 is West, 180 is South and 270 is East, therefore running counter-clockwise instead of clockwise.

You can pass in the angle from a Game Object using:

```javascript

var converted = CounterClockwise(gameobject.rotation);

```

All values for this function are in radians.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| angle | number | No | The angle to convert, in radians. |


**Returns:** number - The converted angle, in radians.


> Source: [src/math/angle/CounterClockwise.js#L9](https://github.com/phaserjs/phaser/blob/v4.0.0/src/math/angle/CounterClockwise.js#L9)  
Since: 3.16.0


---

### GetClockwiseDistance

#### \<static> GetClockwiseDistance(angle1, angle2)


**Description:**

Gets the clockwise (nonnegative) angular distance from angle1 to angle2.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| angle1 | number | No | The starting angle in radians. |
| angle2 | number | No | The target angle in radians. |


**Returns:** number - The distance in radians, in the range [0, 2pi).


> Source: [src/math/angle/GetClockwiseDistance.js#L9](https://github.com/phaserjs/phaser/blob/v4.0.0/src/math/angle/GetClockwiseDistance.js#L9)  
Since: 4.0.0


---

### GetCounterClockwiseDistance

#### \<static> GetCounterClockwiseDistance(angle1, angle2)


**Description:**

Returns the counter-clockwise angular distance from `angle1` to `angle2`, expressed as a non-positive value in radians. Counter-clockwise rotation is represented as negative, so the result is always in the range (-2π, 0]. A result of 0 means the angles are equal or differ by a full rotation. Use this when you need to measure how far to rotate counter-clockwise to reach a target angle.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| angle1 | number | No | The starting angle in radians. |
| angle2 | number | No | The target angle in radians. |


**Returns:** number - The counter-clockwise distance in radians, in the range (-2π, 0].


> Source: [src/math/angle/GetCounterClockwiseDistance.js#L12](https://github.com/phaserjs/phaser/blob/v4.0.0/src/math/angle/GetCounterClockwiseDistance.js#L12)  
Since: 4.0.0


---

### GetShortestDistance

#### \<static> GetShortestDistance(angle1, angle2)


**Description:**

Gets the shortest signed angular distance from angle1 to angle2. A positive distance is a clockwise rotation. A negative distance is a counter-clockwise rotation.

For calculation in degrees use [Phaser.Math.Angle.ShortestBetween](https://phaser.io/oss/docs/api-documentation/4.0.0/namespace/math-angle.md#ShortestBetween) instead.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| angle1 | number | No | The first angle in radians. |
| angle2 | number | No | The second angle in radians. |


**Returns:** number - The distance in radians, in the range [-pi, pi).


> Source: [src/math/angle/GetShortestDistance.js#L9](https://github.com/phaserjs/phaser/blob/v4.0.0/src/math/angle/GetShortestDistance.js#L9)  
Since: 4.0.0


---

### Normalize

#### \<static> Normalize(angle)


**Description:**

Normalize an angle to the [0, 2pi] range.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| angle | number | No | The angle to normalize, in radians. |


**Returns:** number - The normalized angle, in radians.


> Source: [src/math/angle/Normalize.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/math/angle/Normalize.js#L7)  
Since: 3.0.0


---

### Random

#### \<static> Random()


**Description:**

Returns a random angle in the range [-pi, pi].


**Returns:** number - The angle, in radians.


> Source: [src/math/angle/Random.js#L10](https://github.com/phaserjs/phaser/blob/v4.0.0/src/math/angle/Random.js#L10)  
Since: 3.23.0


---

### RandomDegrees

#### \<static> RandomDegrees()


**Description:**

Returns a random angle in the range [-180, 180].


**Returns:** number - The angle, in degrees.


> Source: [src/math/angle/RandomDegrees.js#L10](https://github.com/phaserjs/phaser/blob/v4.0.0/src/math/angle/RandomDegrees.js#L10)  
Since: 3.23.0


---

### Reverse

#### \<static> Reverse(angle)


**Description:**

Reverses the given angle by adding π radians (180 degrees) to it, then normalizing the result to the range of [0, 2π). This returns the angle pointing in the exact opposite direction to the one provided.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| angle | number | No | The angle to reverse, in radians. |


**Returns:** number - The reversed angle, in radians.


> Source: [src/math/angle/Reverse.js#L9](https://github.com/phaserjs/phaser/blob/v4.0.0/src/math/angle/Reverse.js#L9)  
Since: 3.0.0


---

### RotateTo

#### \<static> RotateTo(currentAngle, targetAngle, [lerp])


**Description:**

Rotates `currentAngle` towards `targetAngle`, taking the shortest rotation distance. The `lerp` argument is the amount to rotate by in this call.

**Parameters:**
| name | type | optional | default | description |
| ---- | ---- | -------- | ------- | ----------- |
| currentAngle | number | No |  | The current angle, in radians. |
| targetAngle | number | No |  | The target angle to rotate to, in radians. |
| lerp | number | Yes | 0.05 | The step size, in radians, to rotate by in this call. The angle will be rotated by this amount towards the target, either added or subtracted depending on the shortest rotation direction. |


**Returns:** number - The adjusted angle.


> Source: [src/math/angle/RotateTo.js#L9](https://github.com/phaserjs/phaser/blob/v4.0.0/src/math/angle/RotateTo.js#L9)  
Since: 3.0.0


---

### ShortestBetween

#### \<static> ShortestBetween(angle1, angle2)


**Description:**

Gets the shortest angle between `angle1` and `angle2`.

Both angles must be in the range -180 to 180, which is the same clamped range that `sprite.angle` uses, so you can pass in two sprite angles to this method and get the shortest angle back between the two of them.

The angle returned will be in the same range. If the returned angle is greater than 0 then it's a counter-clockwise rotation, if < 0 then it's a clockwise rotation.

For calculation in radians use [Phaser.Math.Angle.GetShortestDistance](https://phaser.io/oss/docs/api-documentation/4.0.0/namespace/math-angle.md#GetShortestDistance) instead.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| angle1 | number | No | The first angle in the range -180 to 180. |
| angle2 | number | No | The second angle in the range -180 to 180. |


**Returns:** number - The shortest angle, in degrees. If greater than zero it's a counter-clockwise rotation.


> Source: [src/math/angle/ShortestBetween.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/math/angle/ShortestBetween.js#L7)  
Since: 3.0.0


---

### Wrap

#### \<static> Wrap(angle)


**Description:**

Wrap an angle.

Wraps the angle to a value in the range of -PI to PI.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| angle | number | No | The angle to wrap, in radians. |


**Returns:** number - The wrapped angle, in radians.


> Source: [src/math/angle/Wrap.js#L9](https://github.com/phaserjs/phaser/blob/v4.0.0/src/math/angle/Wrap.js#L9)  
Since: 3.0.0


---

### WrapDegrees

#### \<static> WrapDegrees(angle)


**Description:**

Wrap an angle in degrees.

Wraps the angle to a value in the range of -180 to 180.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| angle | number | No | The angle to wrap, in degrees. |


**Returns:** number - The wrapped angle, in degrees.


> Source: [src/math/angle/WrapDegrees.js#L9](https://github.com/phaserjs/phaser/blob/v4.0.0/src/math/angle/WrapDegrees.js#L9)  
Since: 3.0.0


---

---

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