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Posted to commits@royale.apache.org by pu...@apache.org on 2020/09/21 17:47:14 UTC

[royale-asjs] branch develop updated: Create Elastic.as

This is an automated email from the ASF dual-hosted git repository.

pushminakazi pushed a commit to branch develop
in repository https://gitbox.apache.org/repos/asf/royale-asjs.git


The following commit(s) were added to refs/heads/develop by this push:
     new c7e21af  Create Elastic.as
c7e21af is described below

commit c7e21afac3374893e53a2151b544ab58e2b6a293
Author: pashminakazi <42...@users.noreply.github.com>
AuthorDate: Mon Sep 21 22:47:08 2020 +0500

    Create Elastic.as
---
 .../src/main/royale/mx/effects/easing/Elastic.as   | 206 +++++++++++++++++++++
 1 file changed, 206 insertions(+)

diff --git a/frameworks/projects/MXRoyale/src/main/royale/mx/effects/easing/Elastic.as b/frameworks/projects/MXRoyale/src/main/royale/mx/effects/easing/Elastic.as
new file mode 100644
index 0000000..2c006b6
--- /dev/null
+++ b/frameworks/projects/MXRoyale/src/main/royale/mx/effects/easing/Elastic.as
@@ -0,0 +1,206 @@
+////////////////////////////////////////////////////////////////////////////////
+//
+//  Licensed to the Apache Software Foundation (ASF) under one or more
+//  contributor license agreements.  See the NOTICE file distributed with
+//  this work for additional information regarding copyright ownership.
+//  The ASF licenses this file to You under the Apache License, Version 2.0
+//  (the "License"); you may not use this file except in compliance with
+//  the License.  You may obtain a copy of the License at
+//
+//      http://www.apache.org/licenses/LICENSE-2.0
+//
+//  Unless required by applicable law or agreed to in writing, software
+//  distributed under the License is distributed on an "AS IS" BASIS,
+//  WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+//  See the License for the specific language governing permissions and
+//  limitations under the License.
+//
+////////////////////////////////////////////////////////////////////////////////
+
+package mx.effects.easing
+{
+
+/**
+ *  The Elastc class defines three easing functions to implement 
+ *  motion with Flex effect classes, where the motion is defined by 
+ *  an exponentially decaying sine wave. 
+ *
+ *  For more information, see http://www.robertpenner.com/profmx.
+ *  
+ *  @langversion 3.0
+ *  @playerversion Flash 9
+ *  @playerversion AIR 1.1
+ *  @productversion Flex 3
+ */  
+public class Elastic
+{
+	//include "../../core/Version.as";
+
+	//--------------------------------------------------------------------------
+	//
+	//  Class methods
+	//
+	//--------------------------------------------------------------------------
+
+    /**
+     *  The <code>easeIn()</code> method starts motion slowly, 
+     *  and then accelerates motion as it executes. 
+     *
+     *  @param t Specifies time.
+	 *
+     *  @param b Specifies the initial position of a component.
+	 *
+     *  @param c Specifies the total change in position of the component.
+	 *
+     *  @param d Specifies the duration of the effect, in milliseconds.
+     *
+     *  @param a Specifies the amplitude of the sine wave.
+     *
+     *  @param p Specifies the period of the sine wave.
+     *
+     *  @return Number corresponding to the position of the component.
+     *  
+     *  @langversion 3.0
+     *  @playerversion Flash 9
+     *  @playerversion AIR 1.1
+     *  @productversion Flex 3
+     */  
+	public static function easeIn(t:Number, b:Number,
+								  c:Number, d:Number,
+								  a:Number = 0, p:Number = 0):Number
+	{
+		if (t == 0)
+			return b;
+		
+		if ((t /= d) == 1)
+			return b + c;
+		
+		if (!p)
+			p = d * 0.3;
+		
+		var s:Number;
+		if (!a || a < Math.abs(c))
+		{
+			a = c;
+			s = 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;
+	}
+
+    /**
+     *  The <code>easeOut()</code> method starts motion fast, 
+     *  and then decelerates motion as it executes. 
+     *
+     *  @param t Specifies time.
+	 *
+     *  @param b Specifies the initial position of a component.
+	 *
+     *  @param c Specifies the total change in position of the component.
+	 *
+     *  @param d Specifies the duration of the effect, in milliseconds.
+     *
+     *  @param a Specifies the amplitude of the sine wave.
+     *
+     *  @param p Specifies the period of the sine wave.
+     *
+     *  @return Number corresponding to the position of the component.
+     *  
+     *  @langversion 3.0
+     *  @playerversion Flash 9
+     *  @playerversion AIR 1.1
+     *  @productversion Flex 3
+     */  
+	public static function easeOut(t:Number, b:Number,
+								   c:Number, d:Number,
+								   a:Number = 0, p:Number = 0):Number
+	{
+		if (t == 0)
+			return b;
+			
+		if ((t /= d) == 1)
+			return b + c;
+		
+		if (!p)
+			p = d * 0.3;
+
+		var s:Number;
+		if (!a || a < Math.abs(c))
+		{
+			a = c;
+			s = 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;
+	}
+
+    /**
+     *  The <code>easeInOut()</code> method combines the motion
+     *  of the <code>easeIn()</code> and <code>easeOut()</code> methods
+	 *  to start the motion slowly, accelerate motion, then decelerate. 
+     *
+     *  @param t Specifies time.
+	 *
+     *  @param b Specifies the initial position of a component.
+	 *
+     *  @param c Specifies the total change in position of the component.
+	 *
+     *  @param d Specifies the duration of the effect, in milliseconds.
+     *
+     *  @param a Specifies the amplitude of the sine wave.
+     *
+     *  @param p Specifies the period of the sine wave.
+     *
+     *  @return Number corresponding to the position of the component.
+     *  
+     *  @langversion 3.0
+     *  @playerversion Flash 9
+     *  @playerversion AIR 1.1
+     *  @productversion Flex 3
+     */  
+	public static function easeInOut(t:Number, b:Number,
+									 c:Number, d:Number,
+									 a:Number = 0, p:Number = 0):Number
+	{
+		if (t == 0)
+			return b;
+			
+		if ((t /= d / 2) == 2)
+			return b + c;
+			
+		if (!p)
+			p = d * (0.3 * 1.5);
+
+		var s:Number;
+		if (!a || a < Math.abs(c))
+		{
+			a = c;
+			s = p / 4;
+		}
+		else
+		{
+			s = p / (2 * Math.PI) * Math.asin(c / a);
+		}
+
+		if (t < 1)
+		{
+			return -0.5 * (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 ) * 0.5 + c + b;
+	}
+}
+
+}