I wanted to give bullets a maximum range after which they would "die", and I wanted it to be a fixed percentage of the distance to the point at which its path would intersect the non-square viewport.
I started out by drawing triangles and using trigonometry to compute the unknown triangle parts.
But then I realized that what I really needed to know was the time it would take the bullet to reach the viewport boundary. I wrote the four d = v * t equations for the +x, -x, +y and -y axes, and then only needed simple algebra to get the answer I needed.
That probably doesn't count as using trigonometry. :wink: