189 lines
4.1 KiB
JavaScript
189 lines
4.1 KiB
JavaScript
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/* Take numbers from 0 to 1 and remap them to easing functions */
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var Ease = {
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linear(t) { return t; },
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in(t) { return t*t; },
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out(t) {
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var d = 1-t;
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return 1 - d*d
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},
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inout(t) {
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var d = -2*t + 2;
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return t < 0.5 ? 2 * t * t : 1 - (d * d) / 2;
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},
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};
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function make_easing_fns(num) {
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var obj = {};
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obj.in = function(t) {
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return Math.pow(t,num);
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};
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obj.out = function(t) {
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return 1 - Math.pow(1 - t, num);
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};
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var mult = Math.pow(2, num-1);
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obj.inout = function(t) {
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return t < 0.5 ? mult * Math.pow(t, num) : 1 - Math.pow(-2 * t + 2, num) / 2;
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};
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return obj;
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};
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Ease.quad = make_easing_fns(2);
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Ease.cubic = make_easing_fns(3);
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Ease.quart = make_easing_fns(4);
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Ease.quint = make_easing_fns(5);
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Ease.expo = {
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in(t) {
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return t === 0 ? 0 : Math.pow(2, 10 * t - 10);
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},
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out(t) {
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return t === 1 ? 1 : 1 - Math.pow(2, -10 * t);
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},
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inout(t) {
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return t === 0 ? 0 : t === 1 ? 1 : t < 0.5 ? Math.pow(2, 20 * t - 10) / 2 : (2 - Math.pow(2, -20 * t + 10)) / 2;
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}
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};
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Ease.bounce = {
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in(t) {
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return 1 - this.out(t - 1);
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},
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out(t) {
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var n1 = 7.5625;
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var d1 = 2.75;
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if (t < 1 / d1) { return n1 * t * t; }
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else if (t < 2 / d1) { return n1 * (t -= 1.5 / d1) * t + 0.75; }
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else if (t < 2.5 / d1) { return n1 * (t -= 2.25 / d1) * t + 0.9375; }
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else
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return n1 * (t -= 2.625 / d1) * t + 0.984375;
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},
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inout(t) {
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return t < 0.5 ? (1 - this.out(1 - 2 * t)) / 2 : (1 + this.out(2 * t - 1)) / 2;
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}
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};
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Ease.sine = {
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in(t) { return 1 - Math.cos((t * Math.PI)/2); },
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out(t) { return Math.sin((t*Math.PI)/2); },
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inout(t) { return -(Math.cos(Math.PI*t) - 1) / 2; }
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};
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Ease.elastic = {
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in(t) {
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return t === 0 ? 0 : t === 1 ? 1 : -Math.pow(2, 10*t-10) * Math.sin((t * 10 - 10.75) * this.c4);
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},
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out(t) {
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return t === 0 ? 0 : t === 1 ? 1 : Math.pow(2, -10*t) * Math.sin((t * 10 - 0.75) * this.c4) + 1;
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},
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inout(t) {
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t === 0 ? 0 : t === 1 ? 1 : t < 0.5 ?
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-(Math.pow(2, 20 * t - 10) * Math.sin((20 * t - 11.125) * this.c5)) / 2
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: (Math.pow(2, -20 * t + 10) * Math.sin((20 * t - 11.125) * this.c5)) / 2 + 1;
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},
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};
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Ease.elastic.c4 = 2*Math.PI/3;
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Ease.elastic.c5 = 2*Math.PI / 4.5;
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var Tween = {
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default: {
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loop: "restart",
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/*
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loop types
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none: when done, return to first value
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hold: hold last value of tween
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restart: restart at beginning, looping
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yoyo: go up and then back down
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circle: go up and back down, looped
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*/
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time: 1, /* seconds to do */
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ease: Ease.linear,
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whole: true, /* True if time is for the entire tween, false if each stage */
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cb: function(){},
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},
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start(obj, target, tvals, options)
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{
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var defn = Object.create(this.default);
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Object.assign(defn, options);
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if (defn.loop === 'circle')
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tvals.push(tvals[0]);
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else if (defn.loop === 'yoyo') {
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for (var i = tvals.length-2; i >= 0; i--)
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tvals.push(tvals[i]);
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}
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defn.accum = 0;
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var slices = tvals.length - 1;
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var slicelen = 1 / slices;
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defn.fn = function(dt) {
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defn.accum += dt;
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if (defn.accum >= defn.time && defn.loop === 'hold') {
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obj[target] = tvals[tvals.length-1];
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defn.pause();
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defn.cb.call(obj);
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return;
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}
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defn.pct = (defn.accum % defn.time) / defn.time;
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if (defn.loop === 'none' && defn.accum >= defn.time)
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defn.stop();
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var t = defn.whole ? defn.ease(defn.pct) : defn.pct;
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var nval = t / slicelen;
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var i = Math.trunc(nval);
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nval -= i;
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if (!defn.whole)
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nval = defn.ease(nval);
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obj[target] = tvals[i].lerp(tvals[i+1], nval);
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};
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var playing = false;
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defn.play = function() {
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if (playing) return;
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Register.update.register(defn.fn, defn);
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playing = true;
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};
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defn.restart = function() {
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defn.accum = 0;
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obj[target] = tvals[0];
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};
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defn.stop = function() { if (!playing) return; defn.pause(); defn.restart(); };
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defn.pause = function() {
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Register.update.unregister(defn.fn);
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if (!playing) return;
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playing = false;
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};
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return defn;
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},
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};
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Tween.make = Tween.start;
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