# Angle consistency.

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• 4 posts
• Why, why, why is the `Sprite.Angle` between `0` & `360` but the `8Direction.MovingAngle` between `180` and `-180`?

• One is made in that range because it’s easier to think in 0 to 360, and the other is because the angle calculation from linear velocity using atan2 gives that range.

Typically it doesn’t matter what you set the angle to. If you want to know when an angle is close to a certain angle don’t compare it’s value directly. There are angle compare conditions that handle the cyclic nature of angles for you.

If you need to rely on a certain numeric value for an angle then you can clamp the value in some way first.

0-360

((A%360)+360)%360

• OK, that makes some sense. It also explains what those angle compactors are there for.

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• It shouldn't matter, because if your math is correct, angles like 0 and 360, or -180 and 180, are equivalent. Normally people run in to problems because their math is actually wrong and it depends on treating angles as linear values, but they're cyclical.

• 4 posts