---
title: "Normalize Vector2"
description: "Demonstrates how to normalize a Vector2 to create a unit vector (length of 1) and scale it to a fixed magnitude regardless of the input distance."
phaser: "4.1.0"
size: "800x600"
files: 1
url: https://phaser.io/oss/examples/v4.1.0/math/vec2/view/normalize
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.

# Normalize Vector2

Demonstrates how to normalize a Vector2 to create a unit vector (length of 1) and scale it to a fixed magnitude regardless of the input distance.

A Phaser 4.1.0 example in [Math / Vec2](https://phaser.io/oss/examples/v4.1.0/math/vec2.md). It runs at 800 × 600, and loads its assets from https://cdn.phaserfiles.com/v410. See it running, with its code, at https://phaser.io/oss/examples/v4.1.0/math/vec2/view/normalize.

To run it, load Phaser 4.1.0 (`https://cdn.jsdelivr.net/npm/phaser@4.1.0/dist/phaser.min.js`), then the file, on a page with a `<div id="game-container">`.

## Code

### normalize.js

```js
class Example extends Phaser.Scene
{
    create ()
    {
        this.graphics = this.add.graphics({ lineStyle: { width: 3, color: 0x2266aa } });

        this.point = new Phaser.Math.Vector2(250, 0);

        this.text = this.add.text(50, 50, '');

        this.input.on('pointermove', pointer =>
        {
            //  Set relative to center
            this.point.x = pointer.x - 400;
            this.point.y = pointer.y - 300;

            this.redraw();
        });

        this.redraw();
    }

    redraw ()
    {
        this.graphics.clear();

        // normalized point will always have a magnitude of 1
        this.point.normalize();

        this.text.setText('Normalized point: ' + this.point.x + '/' + this.point.y);

        // we can multiply it with desired length to get desired magnitude
        this.point.x *= 200;
        this.point.y *= 200;

        // this will always draw a line that's 200 px long
        this.graphics.lineBetween(400, 300, 400 + this.point.x, 300 + this.point.y);
    }
}

const config = {
    scale: { mode: Phaser.Scale.FIT },
    width: 800,
    height: 600,
    type: Phaser.AUTO,
    parent: 'game-container',
    scene: Example
};

const game = new Phaser.Game(config);
```

## More in Vec2

- [Set Vector Magnitude](https://phaser.io/oss/examples/v4.1.0/math/vec2/view/set-magnitude.md): Demonstrates how to fix the length of a Vector2 to a specific value using the setLength method while maintaining its direction.
- [Vector2 Add](https://phaser.io/oss/examples/v4.1.0/math/vec2/view/add.md): Demonstrates how to add one Vector2 to another to translate a point's position in a loop.
- [Vector2 Division](https://phaser.io/oss/examples/v4.1.0/math/vec2/view/divide.md): Demonstrates dividing the components of a 2D vector to create a sequence of points based on pointer position.
- [Vector2 Dot Product](https://phaser.io/oss/examples/v4.1.0/math/vec2/view/dot.md): Demonstrates how to calculate the dot product between two vectors to determine the angle between them and their relative orientation.
- [Vector2 Multiply](https://phaser.io/oss/examples/v4.1.0/math/vec2/view/multiply.md): Demonstrates how to multiply Vector2 components iteratively to create a visual pattern based on pointer movement.
- [Vector2 Perpendicular](https://phaser.io/oss/examples/v4.1.0/math/vec2/view/perp.md): Calculate and visualize a perpendicular vector using the normalizeLeftHand method, which rotates a Vector2 by 90 degrees relative to its origin.
- [Vector2 Right Perpendicular](https://phaser.io/oss/examples/v4.1.0/math/vec2/view/rperp.md): Demonstrates how to calculate a vector perpendicular to another by rotating it 90 degrees clockwise using the normalizeRightHand method.
- [Vector2 Subtract](https://phaser.io/oss/examples/v4.1.0/math/vec2/view/subtract.md): An example of manipulating the x and y properties of Vector2 objects over time to create a scrolling wave effect.

---

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