HaxeFlixel/flixel — pull request #1167 by Gama11 (2014-06-10 15:55:01+00:00)
Title: Drastically reduced the redundancy in flixel.math

The amount of redundancy in the flixel.math package was downright ridicolous.

`FlxVector`
* moved length to FlxPoint
* removed radians, moved degrees to FlxPoint (now named angle). Flixel should be consistent about its use of angular measurement.
* moved isZero() to FlxPoint()
* moved EPSILON and EPSILON_SQUARED to FlxMath
* removed radiansBetween() and degreesBetween() -> use FlxPoint#angleBetween()
* removed dist() and distSquared() - there's FlxPoint#distanceTo()

`FlxRect`
* removed containsFlxPoint()

`FlxAngle`
* removed angleBetween(sprite1, sprite2) -> use sprite1.toPoint().angleBetween(sprite2.toPoint())
* removed angleBetweenPoint(sprite, point) -> use sprite.toPoint().angleBetween(point)
* removed angleBetweenMouse(object) -> use FlxG.mouse.toPoint().angleBetween(object)
* removed angleBetweenTouch(object, touch) -> use object.toPoint().angleBetween(touch.toPoint())
* removed getCartesianCoords() and getPolarCoords() - no longer necessary with FlxPoint length and angle properties

`FlxMath`
* removed pointInCoordinates(), pointInRectangle(), pointInFlxRect() - use FlxPoint#inRect()
* removed mouseInFlxRect() -> use FlxG.mouse.toPoint().inRect()
* removed dotProduct() -> use FlxVector#dotProduct()
* removed vectorLength() -> use FlxPoint#length()
* removed getDistance(point1, point2) -> use point1.distanceTo(point2)
* removed distanceBetween() / isDistanceWithin() functions -> the usual toPoint() trick

`FlxVelocity`
* removed moveTowardsMouse() and -Touch, use moveTowardsPoint() + toPoint()
* ^same with accelerateTowards