package com.actiontad.gameUtils {
/**
* Author: Robert Penner
*
* Easing functions by Robert Penner.
*
* AS3 ... args are to help easily account for/incorporate the few functions that take more than 4 args.
* Used in com.actiontad.gameUtils.SimpleStaticTweener.
*
*/
public class RPEase {
//Back
public static function InBack (t:Number, b:Number, c:Number, d:Number, s:Number, ... args):Number {
//if (s == undefined) s = 1.70158;
return c*(t/=d)*t*((s+1)*t - s) + b;
}
public static function OutBack (t:Number, b:Number, c:Number, d:Number, s:Number, ... args):Number {
//if (s == undefined) s = 1.70158;
return c*((t=t/d-1)*t*((s+1)*t + s) + 1) + b;
}
public static function InOutBack (t:Number, b:Number, c:Number, d:Number, s:Number, ... args):Number {
//if (s == undefined) s = 1.70158;
if ((t/=d/2) < 1) return c/2*(t*t*(((s*=(1.525))+1)*t - s)) + b;
return c/2*((t-=2)*t*(((s*=(1.525))+1)*t + s) + 2) + b;
}
//Bounce
public static function OutBounce (t:Number, b:Number, c:Number, d:Number, ... args):Number {
if ((t/=d) < (1/2.75)) {
return c*(7.5625*t*t) + b;
} else if (t < (2/2.75)) {
return c*(7.5625*(t-=(1.5/2.75))*t + .75) + b;
} else if (t < (2.5/2.75)) {
return c*(7.5625*(t-=(2.25/2.75))*t + .9375) + b;
} else {
return c*(7.5625*(t-=(2.625/2.75))*t + .984375) + b;
}
}
public static function InBounce(t:Number, b:Number, c:Number, d:Number, ... args):Number {
return c - OutBounce (d-t, 0, c, d) + b;
}
public static function InOutBounce (t:Number, b:Number, c:Number, d:Number, ... args):Number {
if (t < d/2) return InBounce (t*2, 0, c, d) * .5 + b;
else return OutBounce (t*2-d, 0, c, d) * .5 + c*.5 + b;
}
//Circ
public static function InCirc (t:Number, b:Number, c:Number, d:Number, ... args):Number {
return -c * (Math.sqrt(1 - (t/=d)*t) - 1) + b;
}
public static function OutCirc (t:Number, b:Number, c:Number, d:Number, ... args):Number {
return c * Math.sqrt(1 - (t=t/d-1)*t) + b;
}
public static function InOutCirc (t:Number, b:Number, c:Number, d:Number, ... args):Number {
if ((t/=d/2) < 1) return -c/2 * (Math.sqrt(1 - t*t) - 1) + b;
return c/2 * (Math.sqrt(1 - (t-=2)*t) + 1) + b;
}
//Cubic
public static function In (t:Number, b:Number, c:Number, d:Number, ... args):Number {
return c*(t/=d)*t*t + b;
}
public static function Out (t:Number, b:Number, c:Number, d:Number, ... args):Number {
return c*((t=t/d-1)*t*t + 1) + b;
}
public static function InOut (t:Number, b:Number, c:Number, d:Number, ... args):Number {
if ((t/=d/2) < 1) return c/2*t*t*t + b;
return c/2*((t-=2)*t*t + 2) + b;
}
//Elastic
public static function InElastic (t:Number, b:Number, c:Number, d:Number, a:Number, p:Number, ... args):Number {
if (t==0) return b; if ((t/=d)==1) return b+c; if (!p) p=d*.3;
if (!a || a < Math.abs(c)) { a=c; var s:Number =p/4; }
else s = p/(2*Math.PI) * Math.asin (c/a);
return -(a*Math.pow(2,10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )) + b;
}
public static function OutElastic (t:Number, b:Number, c:Number, d:Number, a:Number, p:Number, ... args):Number {
if (t==0) return b; if ((t/=d)==1) return b+c; if (!p) p=d*.3;
if (!a || a < Math.abs(c)) { a=c; var s:Number = p/4; }
else s = p/(2*Math.PI) * Math.asin (c/a);
return (a*Math.pow(2,-10*t) * Math.sin( (t*d-s)*(2*Math.PI)/p ) + c + b);
}
public static function InOutElastic (t:Number, b:Number, c:Number, d:Number, a:Number, p:Number, ... args):Number {
if (t==0) return b; if ((t/=d/2)==2) return b+c; if (!p) p=d*(.3*1.5);
if (!a || a < Math.abs(c)) { a=c; var s:Number = p/4; }
else s = p/(2*Math.PI) * Math.asin (c/a);
if (t < 1) return -.5*(a*Math.pow(2,10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )) + b;
return a*Math.pow(2,-10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )*.5 + c + b;
}
//Expo
public static function InExpo (t:Number, b:Number, c:Number, d:Number, ... args):Number {
return (t==0) ? b : c * Math.pow(2, 10 * (t/d - 1)) + b;
}
public static function OutExpo (t:Number, b:Number, c:Number, d:Number, ... args):Number {
return (t==d) ? b+c : c * (-Math.pow(2, -10 * t/d) + 1) + b;
}
public static function InOutExpo (t:Number, b:Number, c:Number, d:Number, ... args):Number {
if (t==0) return b;
if (t==d) return b+c;
if ((t/=d/2) < 1) return c/2 * Math.pow(2, 10 * (t - 1)) + b;
return c/2 * (-Math.pow(2, -10 * --t) + 2) + b;
}
//Linear
public static function Linear (t:Number, b:Number, c:Number, d:Number, ... args):Number {
return c*t/d + b;
}
public static function InLinear (t:Number, b:Number, c:Number, d:Number, ... args):Number {
return c*t/d + b;
}
public static function OutLinear (t:Number, b:Number, c:Number, d:Number, ... args):Number {
return c*t/d + b;
}
public static function InOutLinear (t:Number, b:Number, c:Number, d:Number, ... args):Number {
return c*t/d + b;
}
//Quad
public static function InQuad (t:Number, b:Number, c:Number, d:Number, ... args):Number {
return c*(t/=d)*t + b;
}
public static function OutQuad (t:Number, b:Number, c:Number, d:Number, ... args):Number {
return -c *(t/=d)*(t-2) + b;
}
public static function InOutQuad (t:Number, b:Number, c:Number, d:Number, ... args):Number {
if ((t/=d/2) < 1) return c/2*t*t + b;
return -c/2 * ((--t)*(t-2) - 1) + b;
}
//Quart
public static function InQuart (t:Number, b:Number, c:Number, d:Number, ... args):Number {
return c*(t/=d)*t*t*t + b;
}
public static function OutQuart (t:Number, b:Number, c:Number, d:Number, ... args):Number {
return -c * ((t=t/d-1)*t*t*t - 1) + b;
}
public static function InOutQuart (t:Number, b:Number, c:Number, d:Number, ... args):Number {
if ((t/=d/2) < 1) return c/2*t*t*t*t + b;
return -c/2 * ((t-=2)*t*t*t - 2) + b;
}
//Quint
public static function InQuint (t:Number, b:Number, c:Number, d:Number, ... args):Number {
return c*(t/=d)*t*t*t*t + b;
}
public static function OutQuint (t:Number, b:Number, c:Number, d:Number, ... args):Number {
return c*((t=t/d-1)*t*t*t*t + 1) + b;
}
public static function InOutQuint (t:Number, b:Number, c:Number, d:Number, ... args):Number {
if ((t/=d/2) < 1) return c/2*t*t*t*t*t + b;
return c/2*((t-=2)*t*t*t*t + 2) + b;
}
//Sine
public static function InSine (t:Number, b:Number, c:Number, d:Number, ... args):Number {
return -c * Math.cos(t/d * (Math.PI/2)) + c + b;
}
public static function OutSine (t:Number, b:Number, c:Number, d:Number, ... args):Number {
return c * Math.sin(t/d * (Math.PI/2)) + b;
}
public static function InOutSine (t:Number, b:Number, c:Number, d:Number, ... args):Number {
return -c/2 * (Math.cos(Math.PI*t/d) - 1) + b;
}
//... args are to help easily account for/incorporate the few functions that take more than 4 args.
}
}