Local cx:Float = SelectedMob.x Local cy:Float = SelectedMob.y Local vx:Float = cx + SelectedVertex.x Local vy:Float = cy + SelectedVertex.y SelectedMob.Angle = ATan2( my-cy, mx-cx ) - ATan2( vy-cy, vx-cx ) Print SelectedMob.Angle
verts are local so I add them to the center pos of the "box" so their coords are global.
Thats it. There's nothing complex about it... tried printing vx,vy,cx,cy and they are all in the right places. There's something up with Atan2.