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phaser-ce

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Phaser CE (Community Edition) is a fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A collection of easing methods defining ease-in and ease-out curves. * * @class Phaser.Easing */ Phaser.Easing = { /** * Linear easing. * * @class Phaser.Easing.Linear */ Linear: { /** * Linear Easing (no variation). * * @method Phaser.Easing.Linear#None * @param {number} k - The value to be tweened. * @returns {number} k. */ None: function (k) { return k; } }, /** * Quadratic easing. * * @class Phaser.Easing.Quadratic */ Quadratic: { /** * Ease-in. * * @method Phaser.Easing.Quadratic#In * @param {number} k - The value to be tweened. * @returns {number} k^2. */ In: function (k) { return k * k; }, /** * Ease-out. * * @method Phaser.Easing.Quadratic#Out * @param {number} k - The value to be tweened. * @returns {number} k* (2-k). */ Out: function (k) { return k * (2 - k); }, /** * Ease-in/out. * * @method Phaser.Easing.Quadratic#InOut * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ InOut: function (k) { if ((k *= 2) < 1) { return 0.5 * k * k; } return - 0.5 * (--k * (k - 2) - 1); } }, /** * Cubic easing. * * @class Phaser.Easing.Cubic */ Cubic: { /** * Cubic ease-in. * * @method Phaser.Easing.Cubic#In * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ In: function (k) { return k * k * k; }, /** * Cubic ease-out. * * @method Phaser.Easing.Cubic#Out * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ Out: function (k) { return --k * k * k + 1; }, /** * Cubic ease-in/out. * * @method Phaser.Easing.Cubic#InOut * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ InOut: function (k) { if ((k *= 2) < 1) { return 0.5 * k * k * k; } return 0.5 * ((k -= 2) * k * k + 2); } }, /** * Quartic easing. * * @class Phaser.Easing.Quartic */ Quartic: { /** * Quartic ease-in. * * @method Phaser.Easing.Quartic#In * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ In: function (k) { return k * k * k * k; }, /** * Quartic ease-out. * * @method Phaser.Easing.Quartic#Out * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ Out: function (k) { return 1 - (--k * k * k * k); }, /** * Quartic ease-in/out. * * @method Phaser.Easing.Quartic#InOut * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ InOut: function (k) { if ((k *= 2) < 1) { return 0.5 * k * k * k * k; } return - 0.5 * ((k -= 2) * k * k * k - 2); } }, /** * Quintic easing. * * @class Phaser.Easing.Quintic */ Quintic: { /** * Quintic ease-in. * * @method Phaser.Easing.Quintic#In * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ In: function (k) { return k * k * k * k * k; }, /** * Quintic ease-out. * * @method Phaser.Easing.Quintic#Out * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ Out: function (k) { return --k * k * k * k * k + 1; }, /** * Quintic ease-in/out. * * @method Phaser.Easing.Quintic#InOut * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ InOut: function (k) { if ((k *= 2) < 1) { return 0.5 * k * k * k * k * k; } return 0.5 * ((k -= 2) * k * k * k * k + 2); } }, /** * Sinusoidal easing. * * @class Phaser.Easing.Sinusoidal */ Sinusoidal: { /** * Sinusoidal ease-in. * * @method Phaser.Easing.Sinusoidal#In * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ In: function (k) { if (k === 0) { return 0; } if (k === 1) { return 1; } return 1 - Math.cos(k * Math.PI / 2); }, /** * Sinusoidal ease-out. * * @method Phaser.Easing.Sinusoidal#Out * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ Out: function (k) { if (k === 0) { return 0; } if (k === 1) { return 1; } return Math.sin(k * Math.PI / 2); }, /** * Sinusoidal ease-in/out. * * @method Phaser.Easing.Sinusoidal#InOut * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ InOut: function (k) { if (k === 0) { return 0; } if (k === 1) { return 1; } return 0.5 * (1 - Math.cos(Math.PI * k)); } }, /** * Exponential easing. * * @class Phaser.Easing.Exponential */ Exponential: { /** * Exponential ease-in. * * @method Phaser.Easing.Exponential#In * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ In: function (k) { return k === 0 ? 0 : Math.pow(1024, k - 1); }, /** * Exponential ease-out. * * @method Phaser.Easing.Exponential#Out * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ Out: function (k) { return k === 1 ? 1 : 1 - Math.pow(2, - 10 * k); }, /** * Exponential ease-in/out. * * @method Phaser.Easing.Exponential#InOut * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ InOut: function (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 easing. * * @class Phaser.Easing.Circular */ Circular: { /** * Circular ease-in. * * @method Phaser.Easing.Circular#In * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ In: function (k) { return 1 - Math.sqrt(1 - k * k); }, /** * Circular ease-out. * * @method Phaser.Easing.Circular#Out * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ Out: function (k) { return Math.sqrt(1 - (--k * k)); }, /** * Circular ease-in/out. * * @method Phaser.Easing.Circular#InOut * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ InOut: function (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 easing. * * @class Phaser.Easing.Elastic */ Elastic: { /** * Elastic ease-in. * * @method Phaser.Easing.Elastic#In * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ In: function (k) { var s, a = 1, p = 0.4; if (k === 0) { return 0; } if (k === 1) { return 1; } s = p / 4; return - (a * Math.pow(2, 10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p)); }, /** * Elastic ease-out. * * @method Phaser.Easing.Elastic#Out * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ Out: function (k) { var s, a = 1, p = 0.4; if (k === 0) { return 0; } if (k === 1) { return 1; } s = p / 4; return (a * Math.pow(2, - 10 * k) * Math.sin((k - s) * (2 * Math.PI) / p) + 1); }, /** * Elastic ease-in/out. * * @method Phaser.Easing.Elastic#InOut * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ InOut: function (k) { var s, a = 1, p = 0.4; if (k === 0) { return 0; } if (k === 1) { return 1; } s = p / 4; if ((k *= 2) < 1) { return - 0.5 * (a * Math.pow(2, 10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p)); } return a * Math.pow(2, -10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p) * 0.5 + 1; } }, /** * Back easing. * * @class Phaser.Easing.Back */ Back: { /** * Back ease-in. * * @method Phaser.Easing.Back#In * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ In: function (k) { var s = 1.70158; return k * k * ((s + 1) * k - s); }, /** * Back ease-out. * * @method Phaser.Easing.Back#Out * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ Out: function (k) { var s = 1.70158; return --k * k * ((s + 1) * k + s) + 1; }, /** * Back ease-in/out. * * @method Phaser.Easing.Back#InOut * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ InOut: function (k) { var 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 easing. * * @class Phaser.Easing.Bounce */ Bounce: { /** * Bounce ease-in. * * @method Phaser.Easing.Bounce#In * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ In: function (k) { return 1 - Phaser.Easing.Bounce.Out(1 - k); }, /** * Bounce ease-out. * * @method Phaser.Easing.Bounce#Out * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ Out: function (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; } else { return 7.5625 * (k -= (2.625 / 2.75)) * k + 0.984375; } }, /** * Bounce ease-in/out. * * @method Phaser.Easing.Bounce#InOut * @param {number} k - The value to be tweened. * @returns {number} The tweened value. */ InOut: function (k) { if (k < 0.5) { return Phaser.Easing.Bounce.In(k * 2) * 0.5; } return Phaser.Easing.Bounce.Out(k * 2 - 1) * 0.5 + 0.5; } } }; Phaser.Easing.Default = Phaser.Easing.Linear.None; Phaser.Easing.Power0 = Phaser.Easing.Linear.None; Phaser.Easing.Power1 = Phaser.Easing.Quadratic.Out; Phaser.Easing.Power2 = Phaser.Easing.Cubic.Out; Phaser.Easing.Power3 = Phaser.Easing.Quartic.Out; Phaser.Easing.Power4 = Phaser.Easing.Quintic.Out;