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avg-core-ts

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Develop Adventure Game (or ADV, Visual Novel, Galgame, etc.) on your own!

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/*! * * @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;