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October 6, 2022 14:44
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Methods for easing.
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package org.wisp.gatesawakened.jumping | |
/** | |
* Taken from <a href="https://github.com/mattdesl/cisc226game/blob/master/SpaceGame/src/space/engine/easing/Easing.java">Github</a> | |
* | |
* @author Robert Penner (functions) | |
* @author davedes (java port) | |
* @author Wisp (kotlin port) | |
*/ | |
object Easing { | |
object Quadratic { | |
/** | |
* Quadratic easing in - accelerating from zero velocity. | |
*/ | |
fun easeIn(time: Float, valueAtStart: Float, valueAtEnd: Float, duration: Float): Float { | |
return flipIfNeeded(time, valueAtStart, valueAtEnd, duration) { thyme, start, end, dur -> | |
var t = thyme | |
return@flipIfNeeded end * (run { t /= dur;t }) * t + start | |
} | |
} | |
/** | |
* Quadratic easing out - decelerating to zero velocity. | |
*/ | |
fun easeOut(time: Float, valueAtStart: Float, valueAtEnd: Float, duration: Float): Float { | |
return flipIfNeeded(time, valueAtStart, valueAtEnd, duration) { thyme, start, end, dur -> | |
var t = thyme | |
return@flipIfNeeded -end * (run { t /= dur;t }) * (t - 2) + start | |
} | |
} | |
/** | |
* Quadratic easing in/out - acceleration until halfway, then deceleration | |
*/ | |
fun easeInThenOut(time: Float, valueAtStart: Float, valueAtEnd: Float, duration: Float): Float { | |
return flipIfNeeded(time, valueAtStart, valueAtEnd, duration) { thyme, start, end, dur -> | |
var t = thyme | |
return@flipIfNeeded if ((run { t /= dur / 2;t }) < 1) | |
end / 2 * t * t + start; | |
else -end / 2 * ((--t) * (t - 2) - 1) + start; | |
} | |
} | |
} | |
object Linear { | |
/** | |
* Simple linear tweening - no easing. | |
*/ | |
fun tween(time: Float, valueAtStart: Float, valueAtEnd: Float, duration: Float): Float { | |
return flipIfNeeded(time, valueAtStart, valueAtEnd, duration) { thyme, start, end, dur -> | |
return@flipIfNeeded end * thyme / dur + start | |
} | |
} | |
} | |
object Cubic { | |
/** | |
* Cubic easing in - accelerating from zero velocity. | |
*/ | |
fun easeIn(time: Float, valueAtStart: Float, valueAtEnd: Float, duration: Float): Float { | |
return flipIfNeeded(time, valueAtStart, valueAtEnd, duration) { thyme, start, end, dur -> | |
var t = thyme | |
return@flipIfNeeded end * (run { t /= dur;t }) * t * t + start | |
} | |
} | |
/** | |
* Cubic easing out - decelerating to zero velocity. | |
*/ | |
fun easeOut(time: Float, valueAtStart: Float, valueAtEnd: Float, duration: Float): Float { | |
return flipIfNeeded(time, valueAtStart, valueAtEnd, duration) { thyme, start, end, dur -> | |
var t = thyme | |
return@flipIfNeeded end * ((run { t = t / dur - 1;t }) * t * t + 1) + start; | |
} | |
} | |
/** | |
* Cubic easing in/out - acceleration until halfway, then deceleration | |
*/ | |
fun easeInThenOut(time: Float, valueAtStart: Float, valueAtEnd: Float, duration: Float): Float { | |
return flipIfNeeded(time, valueAtStart, valueAtEnd, duration) { thyme, end, start, dur -> | |
var t = thyme | |
return@flipIfNeeded if ((run { t /= dur / 2;t }) < 1) | |
end / 2 * t * t * t + start | |
else end / 2 * ((run { t -= 2;t }) * t * t + 2) + start; | |
} | |
} | |
} | |
private fun flipIfNeeded( | |
time: Float, | |
valueAtStart: Float, | |
valueAtEnd: Float, | |
duration: Float, | |
easeFunction: (time: Float, valueAtStart: Float, valueAtEnd: Float, duration: Float) -> Float | |
): Float { | |
return if (valueAtStart > valueAtEnd) { | |
valueAtEnd - easeFunction(time, valueAtEnd, valueAtStart, duration) | |
} else { | |
easeFunction(time, valueAtStart, valueAtEnd, duration) | |
} | |
} | |
} |
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