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TweenVisuals.js
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313 lines (254 loc) · 10.7 KB
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window.onload = function () {
const PI = Math.PI;
var canvas = document.getElementById("canvas"),
context = canvas.getContext("2d"),
width = (canvas.width = window.innerWidth),
height = (canvas.height = window.innerHeight),
start = { x: 100, y: height/2 },
target = { x: '', y: '' },
change = { x: '', y: '' },
startTime = new Date(),
duration = 1000,
distanceMoved=[],
prevPoint = {x:'', y:''};
document.body.addEventListener("click", function (event) {
target.x = event.clientX;
target.y = event.clientY;
change.x = target.x - start.x;
change.y = target.y - start.y;
prevPoint.x = start.x;
prevPoint.y = start.y;
distanceMoved = [];
startTime = new Date();
render();
})
function render() {
context.clearRect(0, 0, width, height);
let curTime = new Date() - startTime;
if (curTime < duration) {
let x = easeInOutBounce(curTime, start.x, change.x, duration);
let y = easeInOutBounce(curTime, start.y, change.y, duration);
distanceMoved.push(utils.distanceXY(prevPoint.x, prevPoint.y, x, y));
prevPoint.x = x;
prevPoint.y = y;
drawCircle(x, y);
requestAnimationFrame(render);
}
else {
drawCircle(target.x, target.y);
start.x = target.x;
start.y = target.y;
context.beginPath();
context.moveTo(width/2, height/2);
context.lineTo(width,height/2);
context.stroke();
context.beginPath();
context.moveTo(width/2, height/2);
context.lineTo(width/2,0);
context.stroke();
context.save();
context.translate(width/2, height/2);
context.scale(1,-1)
context.beginPath();
context.moveTo(0, distanceMoved[0]*10);
for(let i =1;i< distanceMoved.length;i++)
{
context.lineTo(i*10, distanceMoved[i]*10);
}
context.stroke();
context.restore();
}
}
/** return the current position of the object to be drawn
* @param {} t current time
* @param {} b start value (min)
* @param {} c change in value (max - min)
* @param {} d total duration
*/
function linearTween(t, b, c, d) {
//will take from start to end in given time with uniform velocity
return c * (t / d) + b;
}
///////////// QUADRATIC EASING: t^2 ///////////////////
// quadratic easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in value, d: duration
// t and d can be in frames or seconds/milliseconds
function easeInQuad(t, b, c, d) {
return c*(t/=d)*t + b;
};
// quadratic easing out - decelerating to zero velocity
function easeOutQuad(t, b, c, d) {
return -c *(t/=d)*(t-2) + b;
};
// quadratic easing in/out - acceleration until halfway, then deceleration
function easeInOutQuad(t, b, c, d) {
if ((t/=d/2) < 1) return c/2*t*t + b;
return -c/2 * ((--t)*(t-2) - 1) + b;
};
// cubic easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in value, d: duration
// t and d can be frames or seconds/milliseconds
function easeInCubic (t, b, c, d) {
return c*(t/=d)*t*t + b;
};
// cubic easing out - decelerating to zero velocity
function easeOutCubic (t, b, c, d) {
return c*((t=t/d-1)*t*t + 1) + b;
};
// cubic easing in/out - acceleration until halfway, then deceleration
function easeInOutCubic (t, b, c, d) {
if ((t/=d/2) < 1) return c/2*t*t*t + b;
return c/2*((t-=2)*t*t + 2) + b;
};
///////////// QUARTIC EASING: t^4 /////////////////////
// quartic easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in value, d: duration
// t and d can be frames or seconds/milliseconds
function easeInQuart (t, b, c, d) {
return c*(t/=d)*t*t*t + b;
};
// quartic easing out - decelerating to zero velocity
function easeOutQuart (t, b, c, d) {
return -c * ((t=t/d-1)*t*t*t - 1) + b;
};
// quartic easing in/out - acceleration until halfway, then deceleration
function easeInOutQuart (t, b, c, d) {
if ((t/=d/2) < 1) return c/2*t*t*t*t + b;
return -c/2 * ((t-=2)*t*t*t - 2) + b;
};
///////////// QUINTIC EASING: t^5 ////////////////////
// quintic easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in value, d: duration
// t and d can be frames or seconds/milliseconds
function easeInQuint (t, b, c, d) {
return c*(t/=d)*t*t*t*t + b;
};
// quintic easing out - decelerating to zero velocity
function easeOutQuint (t, b, c, d) {
return c*((t=t/d-1)*t*t*t*t + 1) + b;
};
// quintic easing in/out - acceleration until halfway, then deceleration
function easeInOutQuint (t, b, c, d) {
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;
};
///////////// SINUSOIDAL EASING: sin(t) ///////////////
// sinusoidal easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in position, d: duration
function easeInSine (t, b, c, d) {
return -c * Math.cos(t/d * (Math.PI/2)) + c + b;
};
// sinusoidal easing out - decelerating to zero velocity
function easeOutSine (t, b, c, d) {
return c * Math.sin(t/d * (Math.PI/2)) + b;
};
// sinusoidal easing in/out - accelerating until halfway, then decelerating
function easeInOutSine (t, b, c, d) {
return -c/2 * (Math.cos(Math.PI*t/d) - 1) + b;
};
///////////// EXPONENTIAL EASING: 2^t /////////////////
// exponential easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in position, d: duration
function easeInExpo (t, b, c, d) {
return (t==0) ? b : c * Math.pow(2, 10 * (t/d - 1)) + b;
};
// exponential easing out - decelerating to zero velocity
function easeOutExpo (t, b, c, d) {
return (t==d) ? b+c : c * (-Math.pow(2, -10 * t/d) + 1) + b;
};
// exponential easing in/out - accelerating until halfway, then decelerating
function easeInOutExpo (t, b, c, d) {
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;
};
/////////// CIRCULAR EASING: sqrt(1-t^2) //////////////
// circular easing in - accelerating from zero velocity
// t: current time, b: beginning value, c: change in position, d: duration
function easeInCirc (t, b, c, d) {
return -c * (Math.sqrt(1 - (t/=d)*t) - 1) + b;
};
// circular easing out - decelerating to zero velocity
function easeOutCirc (t, b, c, d) {
return c * Math.sqrt(1 - (t=t/d-1)*t) + b;
};
// circular easing in/out - acceleration until halfway, then deceleration
function easeInOutCirc (t, b, c, d) {
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;
};
/////////// ELASTIC EASING: exponentially decaying sine wave //////////////
// t: current time, b: beginning value, c: change in value, d: duration, a: amplitude (optional), p: period (optional)
// t and d can be in frames or seconds/milliseconds
function easeInElastic (t, b, c, d, a, p) {
if (t==0) return b; if ((t/=d)==1) return b+c; if (!p) p=d*.3;
if (a < Math.abs(c)) { a=c; var s=p/4; }
else var 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;
};
function easeOutElastic (t, b, c, d, a, p) {
if (t==0) return b; if ((t/=d)==1) return b+c; if (!p) p=d*.3;
if (a < Math.abs(c)) { a=c; var s=p/4; }
else var 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;
};
function easeInOutElastic (t, b, c, d, a, p) {
if (t==0) return b; if ((t/=d/2)==2) return b+c; if (!p) p=d*(.3*1.5);
if (a < Math.abs(c)) { a=c; var s=p/4; }
else var 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;
};
/////////// BACK EASING: overshooting cubic easing: (s+1)*t^3 - s*t^2 //////////////
// back easing in - backtracking slightly, then reversing direction and moving to target
// t: current time, b: beginning value, c: change in value, d: duration, s: overshoot amount (optional)
// t and d can be in frames or seconds/milliseconds
// s controls the amount of overshoot: higher s means greater overshoot
// s has a default value of 1.70158, which produces an overshoot of 10 percent
// s==0 produces cubic easing with no overshoot
function easeInBack (t, b, c, d, s) {
if (s == undefined) s = 1.70158;
return c*(t/=d)*t*((s+1)*t - s) + b;
};
// back easing out - moving towards target, overshooting it slightly, then reversing and coming back to target
function easeOutBack (t, b, c, d, s) {
if (s == undefined) s = 1.70158;
return c*((t=t/d-1)*t*((s+1)*t + s) + 1) + b;
};
// back easing in/out - backtracking slightly, then reversing direction and moving to target,
// then overshooting target, reversing, and finally coming back to target
function easeInOutBack (t, b, c, d, s) {
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 EASING: exponentially decaying parabolic bounce //////////////
// bounce easing in
// t: current time, b: beginning value, c: change in position, d: duration
function easeInBounce (t, b, c, d) {
return c - easeOutBounce (d-t, 0, c, d) + b;
};
// bounce easing out
function easeOutBounce (t, b, c, d) {
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;
}
};
// bounce easing in/out
function easeInOutBounce (t, b, c, d) {
if (t < d/2) return easeInBounce (t*2, 0, c, d) * .5 + b;
return easeOutBounce (t*2-d, 0, c, d) * .5 + c*.5 + b;
};
function drawCircle(x, y) {
context.beginPath();
context.arc(x, y, 30, 0, 2 * PI);
context.fill();
}
}