Vector used for 2D math using integer coordinates. 2-element structure that can be used to represent positions in 2D space or any other pair of numeric values. It uses integer coordinates and is therefore preferable to [Vector2] when exact precision is required. [b]Note:[/b] In a boolean context, a Vector2i will evaluate to [code]false[/code] if it's equal to [code]Vector2i(0, 0)[/code]. Otherwise, a Vector2i will always evaluate to [code]true[/code]. https://docs.godotengine.org/en/latest/tutorials/math/index.html https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab Constructs a default-initialized [Vector2i] with all components set to [code]0[/code]. Constructs a [Vector2i] as a copy of the given [Vector2i]. Constructs a new [Vector2i] from [Vector2]. The floating point coordinates will be truncated. Constructs a new [Vector2i] from the given [code]x[/code] and [code]y[/code]. Returns a new vector with all components in absolute values (i.e. positive). Returns the ratio of [member x] to [member y]. Returns a new vector with all components clamped between the components of [code]min[/code] and [code]max[/code], by running [method @GlobalScope.clamp] on each component. Returns the vector with each component set to one or negative one, depending on the signs of the components. The vector's X component. Also accessible by using the index position [code][0][/code]. The vector's Y component. Also accessible by using the index position [code][1][/code]. Enumerated value for the X axis. Enumerated value for the Y axis. Zero vector, a vector with all components set to [code]0[/code]. One vector, a vector with all components set to [code]1[/code]. Left unit vector. Represents the direction of left. Right unit vector. Represents the direction of right. Up unit vector. Y is down in 2D, so this vector points -Y. Down unit vector. Y is down in 2D, so this vector points +Y.