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