avg-core-ts
Version:
Develop Adventure Game (or ADV, Visual Novel, Galgame, etc.) on your own!
351 lines (209 loc) • 5.2 kB
JavaScript
/*!
*
* @file https://github.com/tweenjs/tween.js/blob/bfb739b8224e1e575307719872ea3c65fa7a9e6a/src/Tween.js
*
* The MIT License
*
* Copyright (c) 2010-2012 Tween.js authors.
*
* Easing equations Copyright (c) 2001 Robert Penner http://robertpenner.com/easing/
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
/* eslint-disable */
const Easing = {
Linear: {
None(k) {
return k;
}
},
Quadratic: {
In(k) {
return k * k;
},
Out(k) {
return k * (2 - k);
},
InOut(k) {
if ((k *= 2) < 1) {
return 0.5 * k * k;
}
return -0.5 * (--k * (k - 2) - 1);
}
},
Cubic: {
In(k) {
return k * k * k;
},
Out(k) {
return --k * k * k + 1;
},
InOut(k) {
if ((k *= 2) < 1) {
return 0.5 * k * k * k;
}
return 0.5 * ((k -= 2) * k * k + 2);
}
},
Quartic: {
In(k) {
return k * k * k * k;
},
Out(k) {
return 1 - (--k * k * k * k);
},
InOut(k) {
if ((k *= 2) < 1) {
return 0.5 * k * k * k * k;
}
return -0.5 * ((k -= 2) * k * k * k - 2);
}
},
Quintic: {
In(k) {
return k * k * k * k * k;
},
Out(k) {
return --k * k * k * k * k + 1;
},
InOut(k) {
if ((k *= 2) < 1) {
return 0.5 * k * k * k * k * k;
}
return 0.5 * ((k -= 2) * k * k * k * k + 2);
}
},
Sinusoidal: {
In(k) {
return 1 - Math.cos(k * Math.PI / 2);
},
Out(k) {
return Math.sin(k * Math.PI / 2);
},
InOut(k) {
return 0.5 * (1 - Math.cos(Math.PI * k));
}
},
Exponential: {
In(k) {
return k === 0 ? 0 : Math.pow(1024, k - 1);
},
Out(k) {
return k === 1 ? 1 : 1 - Math.pow(2, -10 * k);
},
InOut(k) {
if (k === 0) {
return 0;
}
if (k === 1) {
return 1;
}
if ((k *= 2) < 1) {
return 0.5 * Math.pow(1024, k - 1);
}
return 0.5 * (-Math.pow(2, -10 * (k - 1)) + 2);
}
},
Circular: {
In(k) {
return 1 - Math.sqrt(1 - k * k);
},
Out(k) {
return Math.sqrt(1 - (--k * k));
},
InOut(k) {
if ((k *= 2) < 1) {
return -0.5 * (Math.sqrt(1 - k * k) - 1);
}
return 0.5 * (Math.sqrt(1 - (k -= 2) * k) + 1);
}
},
Elastic: {
In(k) {
if (k === 0) {
return 0;
}
if (k === 1) {
return 1;
}
return -Math.pow(2, 10 * (k - 1)) * Math.sin((k - 1.1) * 5 * Math.PI);
},
Out(k) {
if (k === 0) {
return 0;
}
if (k === 1) {
return 1;
}
return Math.pow(2, -10 * k) * Math.sin((k - 0.1) * 5 * Math.PI) + 1;
},
InOut(k) {
if (k === 0) {
return 0;
}
if (k === 1) {
return 1;
}
k *= 2;
if (k < 1) {
return -0.5 * Math.pow(2, 10 * (k - 1)) * Math.sin((k - 1.1) * 5 * Math.PI);
}
return 0.5 * Math.pow(2, -10 * (k - 1)) * Math.sin((k - 1.1) * 5 * Math.PI) + 1;
}
},
Back: {
In(k) {
const s = 1.70158;
return k * k * ((s + 1) * k - s);
},
Out(k) {
const s = 1.70158;
return --k * k * ((s + 1) * k + s) + 1;
},
InOut(k) {
const s = 1.70158 * 1.525;
if ((k *= 2) < 1) {
return 0.5 * (k * k * ((s + 1) * k - s));
}
return 0.5 * ((k -= 2) * k * ((s + 1) * k + s) + 2);
}
},
Bounce: {
In(k) {
return 1 - Easing.Bounce.Out(1 - k);
},
Out(k) {
if (k < (1 / 2.75)) {
return 7.5625 * k * k;
} else if (k < (2 / 2.75)) {
return 7.5625 * (k -= (1.5 / 2.75)) * k + 0.75;
} else if (k < (2.5 / 2.75)) {
return 7.5625 * (k -= (2.25 / 2.75)) * k + 0.9375;
}
return 7.5625 * (k -= (2.625 / 2.75)) * k + 0.984375;
},
InOut(k) {
if (k < 0.5) {
return Easing.Bounce.In(k * 2) * 0.5;
}
return Easing.Bounce.Out(k * 2 - 1) * 0.5 + 0.5;
}
}
};
export default Easing;