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js.缓冲运动封装函数

js.缓冲运动封装函数

作者: 风之伤_3eed | 来源:发表于2017-10-10 12:58 被阅读0次
    //缓冲的各种公式
        var Tween = { 
            Linear: function(t, b, c, d) {
                return c * t / d + b;
            },
            //二次的
            QuadEaseIn: function(t, b, c, d) {
                return c * (t /= d) * t + b;
            },
            QuadEaseOut: function(t, b, c, d) {
                return -c * (t /= d) * (t - 2) + b;
            },
            QuadEaseInOut: function(t, b, c, d) {
                if ((t /= d / 2) < 1) return c / 2 * t * t + b;
                return -c / 2 * ((--t) * (t - 2) - 1) + b;
            },
            //三次的
            CubicEaseIn: function(t, b, c, d) {
                return c * (t /= d) * t * t + b;
            },
            CubicEaseOut: function(t, b, c, d) {
                return c * ((t = t / d - 1) * t * t + 1) + b;
            },
            CubicEaseInOut: function(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;
            },
            //四次的
            QuartEaseIn: function(t, b, c, d) {
                return c * (t /= d) * t * t * t + b;
            },
            QuartEaseOut: function(t, b, c, d) {
                return -c * ((t = t / d - 1) * t * t * t - 1) + b;
            },
            QuartEaseInOut: function(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;
            },
            QuartEaseIn: function(t, b, c, d) {
                return c * (t /= d) * t * t * t * t + b;
            },
            QuartEaseOut: function(t, b, c, d) {
                return c * ((t = t / d - 1) * t * t * t * t + 1) + b;
            },
            QuartEaseInOut: function(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;
            },
            //正弦的
            SineEaseIn: function(t, b, c, d) {
                return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;
            },
            SineEaseOut: function(t, b, c, d) {
                return c * Math.sin(t / d * (Math.PI / 2)) + b;
            },
            SineEaseInOut: function(t, b, c, d) {
                return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;
            },
            ExpoEaseIn: function(t, b, c, d) {
                return (t == 0) ? b : c * Math.pow(2, 10 * (t / d - 1)) + b;
            },
            ExpoEaseOut: function(t, b, c, d) {
                return (t == d) ? b + c : c * (-Math.pow(2, -10 * t / d) + 1) + b;
            },
            ExpoEaseInOut: function(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;
            },
            CircEaseIn: function(t, b, c, d) {
                return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;
            },
            CircEaseOut: function(t, b, c, d) {
                return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;
            },
            CircEaseInOut: function(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;
            },
            ElasticEaseIn: function(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 || 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;
            },
            ElasticEaseOut: function(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 || 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);
            },
            ElasticEaseInOut: function(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 || 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;
            },
            //冲过头系列
            BackEaseIn: function(t, b, c, d, s) {
                if (s == undefined) s = 1.70158;
                return c * (t /= d) * t * ((s + 1) * t - s) + b;
            },
            BackEaseOut: function(t, b, c, d, s ) {
                if (s == undefined) s = 1.70158;
                return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;
            },
            BackEaseInOut: function(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;
            },
            //弹跳系列
            BounceEaseIn: function(t, b, c, d) {
                return c - Tween.BounceEaseOut(d - t, 0, c, d) + b;
            },
            BounceEaseOut: function(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;
                }
            },
            BounceEaseInOut: function(t, b, c, d) {
                if (t < d / 2) return Tween.BounceEaseIn(t * 2, 0, c, d) * .5 + b;
                else return Tween.BounceEaseOut(t * 2 - d, 0, c, d) * .5 + c * .5 + b;
            }
        };
    }
    

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