mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 05:33:35 +00:00
576 lines
13 KiB
JavaScript
576 lines
13 KiB
JavaScript
/* jshint curly: false */
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* A collection of easing methods defining ease-in and ease-out curves.
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*
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* @class Phaser.Easing
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*/
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Phaser.Easing = {
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/**
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* Linear easing.
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*
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* @class Phaser.Easing.Linear
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*/
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Linear: {
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/**
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* Linear Easing (no variation).
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*
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* @method Phaser.Easing.Linear#None
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* @param {number} k - The value to be tweened.
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* @return {number} k.
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*/
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None: function ( k ) {
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return k;
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}
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},
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/**
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* Quadratic easing.
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*
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* @class Phaser.Easing.Quadratic
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*/
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Quadratic: {
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/**
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* Ease-in.
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*
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* @method Phaser.Easing.Quadratic#In
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* @param {number} k - The value to be tweened.
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* @return {number} k^2.
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*/
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In: function ( k ) {
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return k * k;
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},
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/**
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* Ease-out.
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*
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* @method Phaser.Easing.Quadratic#Out
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* @param {number} k - The value to be tweened.
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* @return {number} k* (2-k).
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*/
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Out: function ( k ) {
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return k * ( 2 - k );
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},
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/**
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* Ease-in/out.
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*
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* @method Phaser.Easing.Quadratic#InOut
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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InOut: function ( k ) {
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if ( ( k *= 2 ) < 1 ) return 0.5 * k * k;
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return - 0.5 * ( --k * ( k - 2 ) - 1 );
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}
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},
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/**
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* Cubic easing.
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*
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* @class Phaser.Easing.Cubic
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*/
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Cubic: {
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/**
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* Cubic ease-in.
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*
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* @method Phaser.Easing.Cubic#In
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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In: function ( k ) {
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return k * k * k;
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},
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/**
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* Cubic ease-out.
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*
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* @method Phaser.Easing.Cubic#Out
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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Out: function ( k ) {
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return --k * k * k + 1;
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},
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/**
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* Cubic ease-in/out.
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*
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* @method Phaser.Easing.Cubic#InOut
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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InOut: function ( k ) {
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if ( ( k *= 2 ) < 1 ) return 0.5 * k * k * k;
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return 0.5 * ( ( k -= 2 ) * k * k + 2 );
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}
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},
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/**
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* Quartic easing.
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*
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* @class Phaser.Easing.Quartic
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*/
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Quartic: {
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/**
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* Quartic ease-in.
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*
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* @method Phaser.Easing.Quartic#In
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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In: function ( k ) {
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return k * k * k * k;
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},
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/**
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* Quartic ease-out.
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*
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* @method Phaser.Easing.Quartic#Out
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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Out: function ( k ) {
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return 1 - ( --k * k * k * k );
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},
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/**
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* Quartic ease-in/out.
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*
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* @method Phaser.Easing.Quartic#InOut
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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InOut: function ( k ) {
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if ( ( k *= 2 ) < 1) return 0.5 * k * k * k * k;
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return - 0.5 * ( ( k -= 2 ) * k * k * k - 2 );
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}
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},
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/**
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* Quintic easing.
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*
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* @class Phaser.Easing.Quintic
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*/
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Quintic: {
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/**
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* Quintic ease-in.
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*
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* @method Phaser.Easing.Quintic#In
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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In: function ( k ) {
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return k * k * k * k * k;
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},
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/**
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* Quintic ease-out.
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*
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* @method Phaser.Easing.Quintic#Out
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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Out: function ( k ) {
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return --k * k * k * k * k + 1;
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},
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/**
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* Quintic ease-in/out.
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*
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* @method Phaser.Easing.Quintic#InOut
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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InOut: function ( k ) {
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if ( ( k *= 2 ) < 1 ) return 0.5 * k * k * k * k * k;
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return 0.5 * ( ( k -= 2 ) * k * k * k * k + 2 );
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}
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},
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/**
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* Sinusoidal easing.
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*
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* @class Phaser.Easing.Sinusoidal
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*/
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Sinusoidal: {
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/**
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* Sinusoidal ease-in.
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*
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* @method Phaser.Easing.Sinusoidal#In
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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In: function ( k ) {
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if (k === 0) return 0;
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if (k === 1) return 1;
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return 1 - Math.cos( k * Math.PI / 2 );
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},
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/**
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* Sinusoidal ease-out.
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*
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* @method Phaser.Easing.Sinusoidal#Out
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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Out: function ( k ) {
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if (k === 0) return 0;
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if (k === 1) return 1;
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return Math.sin( k * Math.PI / 2 );
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},
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/**
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* Sinusoidal ease-in/out.
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*
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* @method Phaser.Easing.Sinusoidal#InOut
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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InOut: function ( k ) {
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if (k === 0) return 0;
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if (k === 1) return 1;
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return 0.5 * ( 1 - Math.cos( Math.PI * k ) );
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}
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},
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/**
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* Exponential easing.
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*
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* @class Phaser.Easing.Exponential
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*/
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Exponential: {
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/**
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* Exponential ease-in.
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*
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* @method Phaser.Easing.Exponential#In
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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In: function ( k ) {
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return k === 0 ? 0 : Math.pow( 1024, k - 1 );
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},
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/**
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* Exponential ease-out.
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*
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* @method Phaser.Easing.Exponential#Out
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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Out: function ( k ) {
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return k === 1 ? 1 : 1 - Math.pow( 2, - 10 * k );
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},
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/**
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* Exponential ease-in/out.
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*
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* @method Phaser.Easing.Exponential#InOut
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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InOut: function ( k ) {
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if ( k === 0 ) return 0;
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if ( k === 1 ) return 1;
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if ( ( k *= 2 ) < 1 ) return 0.5 * Math.pow( 1024, k - 1 );
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return 0.5 * ( - Math.pow( 2, - 10 * ( k - 1 ) ) + 2 );
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}
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},
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/**
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* Circular easing.
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*
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* @class Phaser.Easing.Circular
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*/
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Circular: {
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/**
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* Circular ease-in.
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*
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* @method Phaser.Easing.Circular#In
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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In: function ( k ) {
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return 1 - Math.sqrt( 1 - k * k );
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},
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/**
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* Circular ease-out.
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*
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* @method Phaser.Easing.Circular#Out
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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Out: function ( k ) {
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return Math.sqrt( 1 - ( --k * k ) );
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},
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/**
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* Circular ease-in/out.
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*
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* @method Phaser.Easing.Circular#InOut
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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InOut: function ( k ) {
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if ( ( k *= 2 ) < 1) return - 0.5 * ( Math.sqrt( 1 - k * k) - 1);
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return 0.5 * ( Math.sqrt( 1 - ( k -= 2) * k) + 1);
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}
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},
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/**
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* Elastic easing.
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*
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* @class Phaser.Easing.Elastic
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*/
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Elastic: {
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/**
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* Elastic ease-in.
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*
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* @method Phaser.Easing.Elastic#In
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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In: function ( k ) {
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var s, a = 0.1, p = 0.4;
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if ( k === 0 ) return 0;
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if ( k === 1 ) return 1;
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if ( !a || a < 1 ) { a = 1; s = p / 4; }
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else s = p * Math.asin( 1 / a ) / ( 2 * Math.PI );
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return - ( a * Math.pow( 2, 10 * ( k -= 1 ) ) * Math.sin( ( k - s ) * ( 2 * Math.PI ) / p ) );
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},
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/**
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* Elastic ease-out.
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*
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* @method Phaser.Easing.Elastic#Out
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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Out: function ( k ) {
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var s, a = 0.1, p = 0.4;
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if ( k === 0 ) return 0;
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if ( k === 1 ) return 1;
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if ( !a || a < 1 ) { a = 1; s = p / 4; }
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else s = p * Math.asin( 1 / a ) / ( 2 * Math.PI );
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return ( a * Math.pow( 2, - 10 * k) * Math.sin( ( k - s ) * ( 2 * Math.PI ) / p ) + 1 );
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},
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/**
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* Elastic ease-in/out.
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*
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* @method Phaser.Easing.Elastic#InOut
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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InOut: function ( k ) {
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var s, a = 0.1, p = 0.4;
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if ( k === 0 ) return 0;
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if ( k === 1 ) return 1;
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if ( !a || a < 1 ) { a = 1; s = p / 4; }
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else s = p * Math.asin( 1 / a ) / ( 2 * Math.PI );
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if ( ( k *= 2 ) < 1 ) return - 0.5 * ( a * Math.pow( 2, 10 * ( k -= 1 ) ) * Math.sin( ( k - s ) * ( 2 * Math.PI ) / p ) );
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return a * Math.pow( 2, -10 * ( k -= 1 ) ) * Math.sin( ( k - s ) * ( 2 * Math.PI ) / p ) * 0.5 + 1;
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}
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},
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/**
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* Back easing.
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*
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* @class Phaser.Easing.Back
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*/
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Back: {
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/**
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* Back ease-in.
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*
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* @method Phaser.Easing.Back#In
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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In: function ( k ) {
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var s = 1.70158;
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return k * k * ( ( s + 1 ) * k - s );
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},
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/**
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* Back ease-out.
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*
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* @method Phaser.Easing.Back#Out
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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Out: function ( k ) {
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var s = 1.70158;
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return --k * k * ( ( s + 1 ) * k + s ) + 1;
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},
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/**
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* Back ease-in/out.
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*
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* @method Phaser.Easing.Back#InOut
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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InOut: function ( k ) {
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var s = 1.70158 * 1.525;
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if ( ( k *= 2 ) < 1 ) return 0.5 * ( k * k * ( ( s + 1 ) * k - s ) );
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return 0.5 * ( ( k -= 2 ) * k * ( ( s + 1 ) * k + s ) + 2 );
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}
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},
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/**
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* Bounce easing.
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*
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* @class Phaser.Easing.Bounce
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*/
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Bounce: {
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/**
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* Bounce ease-in.
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*
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* @method Phaser.Easing.Bounce#In
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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In: function ( k ) {
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return 1 - Phaser.Easing.Bounce.Out( 1 - k );
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},
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/**
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* Bounce ease-out.
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*
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* @method Phaser.Easing.Bounce#Out
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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Out: function ( k ) {
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if ( k < ( 1 / 2.75 ) ) {
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return 7.5625 * k * k;
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} else if ( k < ( 2 / 2.75 ) ) {
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return 7.5625 * ( k -= ( 1.5 / 2.75 ) ) * k + 0.75;
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} else if ( k < ( 2.5 / 2.75 ) ) {
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return 7.5625 * ( k -= ( 2.25 / 2.75 ) ) * k + 0.9375;
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} else {
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return 7.5625 * ( k -= ( 2.625 / 2.75 ) ) * k + 0.984375;
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}
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},
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/**
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* Bounce ease-in/out.
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*
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* @method Phaser.Easing.Bounce#InOut
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* @param {number} k - The value to be tweened.
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* @return {number} The tweened value.
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*/
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InOut: function ( k ) {
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if ( k < 0.5 ) return Phaser.Easing.Bounce.In( k * 2 ) * 0.5;
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return Phaser.Easing.Bounce.Out( k * 2 - 1 ) * 0.5 + 0.5;
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}
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}
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};
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Phaser.Easing.Default = Phaser.Easing.Linear.None;
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Phaser.Easing.Power0 = Phaser.Easing.Linear.None;
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Phaser.Easing.Power1 = Phaser.Easing.Quadratic.Out;
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Phaser.Easing.Power2 = Phaser.Easing.Cubic.Out;
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Phaser.Easing.Power3 = Phaser.Easing.Quartic.Out;
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Phaser.Easing.Power4 = Phaser.Easing.Quintic.Out;
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