phaser/v2-community/docs/src_tween_Easing.js.html
2016-12-05 10:06:09 +00:00

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<li class="class-depth-0">
<a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#BUTTON">BUTTON</a>
</li>
<li class="class-depth-0">
<a href="global.html#CANVAS">CANVAS</a>
</li>
<li class="class-depth-0">
<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#CENTER">CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#CIRCLE">CIRCLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#clear">clear</a>
</li>
<li class="class-depth-0">
<a href="global.html#CREATURE">CREATURE</a>
</li>
<li class="class-depth-0">
<a href="global.html#destroyCachedSprite">destroyCachedSprite</a>
</li>
<li class="class-depth-0">
<a href="global.html#displayList">displayList</a>
</li>
<li class="class-depth-0">
<a href="global.html#DOWN">DOWN</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawCircle">drawCircle</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawEllipse">drawEllipse</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawPolygon">drawPolygon</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawRect">drawRect</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawRoundedRect">drawRoundedRect</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawShape">drawShape</a>
</li>
<li class="class-depth-0">
<a href="global.html#ELLIPSE">ELLIPSE</a>
</li>
<li class="class-depth-0">
<a href="global.html#emit">emit</a>
</li>
<li class="class-depth-0">
<a href="global.html#EMITTER">EMITTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#endFill">endFill</a>
</li>
<li class="class-depth-0">
<a href="global.html#GAMES">GAMES</a>
</li>
<li class="class-depth-0">
<a href="global.html#generateTexture">generateTexture</a>
</li>
<li class="class-depth-0">
<a href="global.html#getBounds">getBounds</a>
</li>
<li class="class-depth-0">
<a href="global.html#getLocalBounds">getLocalBounds</a>
</li>
<li class="class-depth-0">
<a href="global.html#GRAPHICS">GRAPHICS</a>
</li>
<li class="class-depth-0">
<a href="global.html#GROUP">GROUP</a>
</li>
<li class="class-depth-0">
<a href="global.html#HEADLESS">HEADLESS</a>
</li>
<li class="class-depth-0">
<a href="global.html#HORIZONTAL">HORIZONTAL</a>
</li>
<li class="class-depth-0">
<a href="global.html#IMAGE">IMAGE</a>
</li>
<li class="class-depth-0">
<a href="global.html#LANDSCAPE">LANDSCAPE</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT">LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_TOP">LEFT_TOP</a>
</li>
<li class="class-depth-0">
<a href="global.html#LINE">LINE</a>
</li>
<li class="class-depth-0">
<a href="global.html#lineStyle">lineStyle</a>
</li>
<li class="class-depth-0">
<a href="global.html#lineTo">lineTo</a>
</li>
<li class="class-depth-0">
<a href="global.html#listeners">listeners</a>
</li>
<li class="class-depth-0">
<a href="global.html#MATRIX">MATRIX</a>
</li>
<li class="class-depth-0">
<a href="global.html#mixin">mixin</a>
</li>
<li class="class-depth-0">
<a href="global.html#moveTo">moveTo</a>
</li>
<li class="class-depth-0">
<a href="global.html#NONE">NONE</a>
</li>
<li class="class-depth-0">
<a href="global.html#off">off</a>
</li>
<li class="class-depth-0">
<a href="global.html#on">on</a>
</li>
<li class="class-depth-0">
<a href="global.html#once">once</a>
</li>
<li class="class-depth-0">
<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
</li>
<li class="class-depth-2">
<a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints
return {number} The total number of PathPoints in this Path.</a>
</li>
<li class="class-depth-0">
<a href="global.html#POINT">POINT</a>
</li>
<li class="class-depth-0">
<a href="global.html#POINTER">POINTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#POLYGON">POLYGON</a>
</li>
<li class="class-depth-0">
<a href="global.html#PORTRAIT">PORTRAIT</a>
</li>
<li class="class-depth-0">
<a href="global.html#quadraticCurveTo">quadraticCurveTo</a>
</li>
<li class="class-depth-0">
<a href="global.html#RECTANGLE">RECTANGLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#removeAllListeners">removeAllListeners</a>
</li>
<li class="class-depth-0">
<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
</li>
<li class="class-depth-0">
<a href="global.html#RETROFONT">RETROFONT</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT">RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT_BOTTOM">RIGHT_BOTTOM</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT_CENTER">RIGHT_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT_TOP">RIGHT_TOP</a>
</li>
<li class="class-depth-0">
<a href="global.html#ROPE">ROPE</a>
</li>
<li class="class-depth-0">
<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#scaleModes">scaleModes</a>
</li>
<li class="class-depth-0">
<a href="global.html#SPRITE">SPRITE</a>
</li>
<li class="class-depth-0">
<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
</li>
<li class="class-depth-0">
<a href="global.html#stopImmediatePropagation">stopImmediatePropagation</a>
</li>
<li class="class-depth-0">
<a href="global.html#stopPropagation">stopPropagation</a>
</li>
<li class="class-depth-0">
<a href="global.html#TEXT">TEXT</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILEMAP">TILEMAP</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILESPRITE">TILESPRITE</a>
</li>
<li class="class-depth-0">
<a href="global.html#TOP_CENTER">TOP_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#TOP_LEFT">TOP_LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#TOP_RIGHT">TOP_RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#UP">UP</a>
</li>
<li class="class-depth-0">
<a href="global.html#updateLocalBounds">updateLocalBounds</a>
</li>
<li class="class-depth-0">
<a href="global.html#VERSION">VERSION</a>
</li>
<li class="class-depth-0">
<a href="global.html#VERTICAL">VERTICAL</a>
</li>
<li class="class-depth-0">
<a href="global.html#VIDEO">VIDEO</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL">WEBGL</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL_MULTI">WEBGL_MULTI</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
<li class="class-depth-1"><a href="Phaser.Cache.html">Cache</a></li>
<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
<li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li>
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
<li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
<li class="class-depth-2"><a href="Phaser.Weapon.html">Weapon</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
<li class="class-depth-1"><a href="Phaser.KeyCode.html">Key Codes</a></li>
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
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<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
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</li>
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span12">
<div id="main">
<h1 class="page-title">Source: src/tween/Easing.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/* jshint curly: false */
/**
* @author Richard Davey &lt;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 ) &lt; 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 ) &lt; 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 ) &lt; 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 ) &lt; 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 ) &lt; 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 ) &lt; 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 = 0.1, p = 0.4;
if ( k === 0 ) return 0;
if ( k === 1 ) return 1;
if ( !a || a &lt; 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.
* @returns {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 &lt; 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.
* @returns {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 &lt; 1 ) { a = 1; s = p / 4; }
else s = p * Math.asin( 1 / a ) / ( 2 * Math.PI );
if ( ( k *= 2 ) &lt; 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 ) &lt; 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 &lt; ( 1 / 2.75 ) ) {
return 7.5625 * k * k;
} else if ( k &lt; ( 2 / 2.75 ) ) {
return 7.5625 * ( k -= ( 1.5 / 2.75 ) ) * k + 0.75;
} else if ( k &lt; ( 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 &lt; 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;
</pre>
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