package com.actiontad.gameUtils
{
	//import com.actiontad.gameUtils.RPEase;
	
	/**
	 *  Tween related math and functions. 
* The tweenArray method is similar to the SimpleStaticTweener.calcProps method. */ public class TweenMath { public static const LINEAR:String = "Linear"; public static const IN:String = "In"; public static const OUT:String = "Out"; public static const IN_OUT:String = IN + OUT; public static const IN_BOUNCE:String = IN + "Bounce"; public static const OUT_BOUNCE:String = OUT + "Bounce"; public static const IN_BACK:String = IN + "Back"; public static const OUT_BACK:String = OUT + "Back"; public static const IN_CIRC:String = IN + "Circ"; public static const OUT_CIRC:String = OUT + "Circ"; public static const IN_ELASTIC:String = IN + "Elastic"; public static const OUT_ELASTIC:String = OUT + "Elastic"; public static const IN_LINEAR:String = IN + LINEAR; public static const OUT_LINEAR:String = OUT + LINEAR; public static const IN_SINE:String = IN + "Sine"; public static const OUT_SINE:String = OUT + "Sine"; public static const IN_QUAD:String = IN + "Quad"; public static const OUT_QUAD:String = OUT + "Quad"; public static const easeOptions:Object = { "Linear":true, "InLinear":true, "OutLinear":1, "InOutLinear":1, "InElastic":1, "OutElastic":1, "InOutElastic":1, "InQuad":1, "OutQuad":1, "InOutQuad":1, "InBounce":1, "InOutBounce":1, "OutBounce":1, "InCirc":1, "InBack":1, "OutBack":1, "InOutBack":1, "InQuint":1, "OutQuint":1, "InOutQuint":1, "OutCirc":1, "InOutCirc":1, "In":1, "Out":1, "InOut":1, "InSine":1, "OutSine":1, "InOutSine":1 }; /** * Returns an Array of the numbers that will make up a tween from start to end(params) based on the how string (param).
* Usage:
* var tweenTo:Array = TweenMath.tweenArray( 0, 50, 999, TweenMath.IN_LINEAR );
* var les:LoopEventSubscriber = new LoopEventSubscriber();
* someEngine.addChild(les);
* les.addEventListener(GameObjectEvents.LOOP, tweenMe);
* private function tweenMe(e:Event):void { if (tweenTo.length >= 1) {les.x = tweenTo.shift();} }

* * @param start Starting number. * @param end Ending number. * @param interval The amount of time the tween should take in seconds or milliseconds, default is in milliseconds.
* ( you must also factor in frame rate yourself if you choose useSeconds in loopOptions )
* @param how The easing function (string name) to use from the easeOptions or static properties.
* @param loopOptions .millisecondRate - default is 1000, applies only if using milliseconds.
* .frameRate - default is 30, the frame rate of the swf file, applies only if using milliseconds.
* .useSeconds - default is 0, pass a number greater than 0 to use seconds instead of milliseconds.
* When using seconds interval stands for the exact amount of seconds you want, otherwise it stands for milliseconds,
* and milliseconds will be calculated based on a default frame rate of 30 and millisecondRate of 1000.
* */ public static function tweenArray(start:Number, end:Number, interval:Number, how:String = "Linear", loopOptions:Object = null):Array { var v:Array = []; var si:int = 0; var realHow:String = "Linear"; if (easeOptions[how]) { realHow = how; } var ending:Number = end - start; si = 0; var argsers:Array = [ ((realHow.indexOf("Back") != -1)?1.70158:0) , 0 ]; var millisecondRate:Number = ( loopOptions ? loopOptions.millisecondRate || 1000 : 1000 ); var frameRate:Number = ( loopOptions ? loopOptions.frameRate || 30 : 30 ); var useSeconds:int = ( loopOptions ? loopOptions.useSeconds || 0 : 0 ); var secondIterations:int = int( interval ); var milliRate:int = int(millisecondRate / frameRate); var millisecondIterations:int = (interval / milliRate) >= 1?int(interval / milliRate):1; var iterations:int = (useSeconds > 0?secondIterations:millisecondIterations); for (si = 0; si <= iterations; si++) { v[si] = RPEase[realHow](si, start, ending, iterations, argsers[0], argsers[1]); } return v; } public static function mergeArrays(a1:Array, a2:Array):Array { for each(var value:* in a2) { a1[a1.length] = value; } return a1; } } } /** * Easing functions by Robert Penner. * or there is also com.actiontad.gameUtils.RPEase */ class RPEase { public static const easeOptions:Object = { "Linear":true, "InLinear":true, "OutLinear":1, "InOutLinear":1, "InElastic":1, "OutElastic":1, "InOutElastic":1, "InQuad":1, "OutQuad":1, "InOutQuad":1, "InBounce":1, "InOutBounce":1, "OutBounce":1, "InCirc":1, "InBack":1, "OutBack":1, "InOutBack":1, "InQuint":1, "OutQuint":1, "InOutQuint":1, "OutCirc":1, "InOutCirc":1, "In":1, "Out":1, "InOut":1, "InSine":1, "OutSine":1, "InOutSine":1 }; //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. }