/* jshint curly: false */ /** * @author Richard Davey * @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. * @return {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. * @return {number} k^2. */ In: function ( k ) { return k * k; }, /** * Ease-out. * * @method Phaser.Easing.Quadratic#Out * @param {number} k - The value to be tweened. * @return {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. * @return {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. * @return {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. * @return {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. * @return {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. * @return {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. * @return {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. * @return {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. * @return {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. * @return {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. * @return {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. * @return {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. * @return {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. * @return {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. * @return {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. * @return {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. * @return {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. * @return {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. * @return {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. * @return {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. * @return {number} The tweened value. */ In: function ( k ) { var s, a = 0.1, p = 0.4; if ( k === 0 ) return 0; if ( k === 1 ) return 1; if ( !a || a < 1 ) { a = 1; s = p / 4; } else s = p * Math.asin( 1 / a ) / ( 2 * Math.PI ); 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. * @return {number} The tweened value. */ Out: function ( k ) { var s, a = 0.1, p = 0.4; if ( k === 0 ) return 0; if ( k === 1 ) return 1; if ( !a || a < 1 ) { a = 1; s = p / 4; } else s = p * Math.asin( 1 / a ) / ( 2 * Math.PI ); 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. * @return {number} The tweened value. */ InOut: function ( k ) { var s, a = 0.1, p = 0.4; if ( k === 0 ) return 0; if ( k === 1 ) return 1; if ( !a || a < 1 ) { a = 1; s = p / 4; } else s = p * Math.asin( 1 / a ) / ( 2 * Math.PI ); 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. * @return {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. * @return {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. * @return {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. * @return {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. * @return {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. * @return {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;