## Moving on a Vector

Moving between two points is handy, but sometimes you don’t have a point to move to, only a point to start from. In cases like this, it can be very useful to create a `vector` as a means to move your object.

A vector is a quantity in physics that has both magnitude and direction. For our purposes, the magnitude will be the `speed` value of the moving object, and the direction will be an `angle` value that the object will move upon.

The good news is that moving on a vector is very similar to moving between two points. In `canvasApp()`, we first set our `speed` value (magnitude). This is the number of pixels the object will move on every call to `drawScreen()`. We will set this to `5`. We will also set the starting point (`p1`) for the object to `20`,`20`:

````var` `speed` `=` `5``;`
`var` `p1` `=` `{``x``:``20``,``y``:``20``};````

Now, we will set the `angle` value (direction) of movement for our object to `45` degrees. In mathematics, a flat, straight line usually represents the 0 angle, which means a vector with an angle of 45 degrees would be down and to the right on the canvas.

With our angle set, we now need to convert it to radians. Radians are a standard unit of angle measurement, and most mathematical calculations require you to convert an angle into radians before you can use it.

So why not just use radians and forget degrees altogether? Because it is much easier to understand movement in degrees when working with vectors and moving objects on a 2D surface. While a circle has 360 degrees, it has just about 6 radians, which ...

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