Commit 55dc7108 authored by Viktor Lidholt's avatar Viktor Lidholt

Merge pull request #1351 from vlidholt/master

Renames pointQuickDist in GameMath
parents 91cb07f6 0cb811ef
......@@ -19,7 +19,7 @@ abstract class GameObject extends Node {
..setStyle(sky.PaintingStyle.stroke);
bool collidingWith(GameObject obj) {
return (GameMath.pointQuickDist(position, obj.position)
return (GameMath.distanceBetweenPoints(position, obj.position)
< radius + obj.radius);
}
......
......@@ -105,7 +105,7 @@ class EffectLine extends Node {
while(_points.length > 0 && _pointAges[0] > (fadeDuration + fadeAfterDelay)) {
// Update scroll if it isn't the last and only point that is about to removed
if (_points.length > 1 && textureLoopLength != null) {
double dist = GameMath.pointQuickDist(_points[0], _points[1]);
double dist = GameMath.distanceBetweenPoints(_points[0], _points[1]);
_offset = (_offset - (dist / textureLoopLength)) % 1.0;
if (_offset < 0.0) _offset += 1;
}
......@@ -167,7 +167,7 @@ class EffectLine extends Node {
if (points.length > 0 && point.x == points[points.length - 1].x && point.y == points[points.length - 1].y)
return;
if (simplify && points.length >= 2 && GameMath.pointQuickDist(point, points[points.length - 2]) < 10.0) {
if (simplify && points.length >= 2 && GameMath.distanceBetweenPoints(point, points[points.length - 2]) < 10.0) {
// Check if we should remove last point before adding the new one
// Calculate the square distance from the middle point to the line of the
......
......@@ -196,7 +196,7 @@ class TexturedLinePainter {
Point intersection = GameMath.lineIntersection(oldVertex0, oldVertex1, vertex0, vertex1);
if (intersection != null) {
if (GameMath.pointQuickDist(vertex0, intersection) < GameMath.pointQuickDist(vertex1, intersection)) {
if (GameMath.distanceBetweenPoints(vertex0, intersection) < GameMath.distanceBetweenPoints(vertex1, intersection)) {
vertex0 = oldVertex0;
} else {
vertex1 = oldVertex1;
......@@ -220,7 +220,7 @@ class TexturedLinePainter {
Point lastPoint = _points[i - 1];
Point currentPoint = _points[i];
double dist = GameMath.pointQuickDist(lastPoint, currentPoint);
double dist = GameMath.distanceBetweenPoints(lastPoint, currentPoint);
length += dist;
stops.add(length);
}
......
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