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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JavaScript
/**
* @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;