lua的缓动函数列表

下面以一个完整的lua缓动函数


-- 最简单的线性变化,即匀速运动
function Linear(t,b,c,d)
    return c*t/d + b;
end
--==========================================
-- 二次方缓动
Quad = {}
function Quad.easeIn(t,b,c,d)
    t = t / d;
    return c*(t)*t + b;
end
function Quad.easeOut(t,b,c,d)
    t = t / d;
    return -c *(t)*(t-2) + b; 
end
function Quad.easeInOut(t,b,c,d)
    t = t/(d * 0.5)
    if ((t) < 1) then
        return c/2*t*t + b;
    end
    t = t - 1;
    return -c/2 * ((t)*(t-2) - 1) + b;
end

--==========================================
-- 三次方缓动
Cubic =  {}
function Cubic.easeIn(t,b,c,d)
    t = t / d
    return c*(t)*t*t + b;
end
function Cubic.easeOut(t,b,c,d)
    t = t/d - 1
    return c*((t)*t*t + 1) + b;
end
function Cubic.easeInOut(t,b,c,d)
    t = t / (d * 0.5)
    if ((t) < 1) then
        return c/2*t*t*t + b;
    end
    t = t - 2;
    return c/2*((t)*t*t + 2) + b;
end
--==========================================
-- 四次方缓动
Quart = {}
function Quart.easeIn(t,b,c,d)
    t = t / d
    return c*(t)*t*t*t + b;
end
function Quart.easeOut(t,b,c,d)
    t = t / d - 1
    return -c * ((t)*t*t*t - 1) + b;
end
function Quart.easeInOut(t,b,c,d)
    t = t / d * 0.5
    if ((t) < 1) then
        return c/2*t*t*t*t + b;
    end
    t = t - 2
    return -c/2 * ((t)*t*t*t - 2) + b;
end

--==========================================
-- 五次方缓动
Quint = {};
function Quint.easeIn(t,b,c,d)
    t = t / d
    return c*(t)*t*t*t*t + b;
end
function Quint.easeOut(t,b,c,d)
    t = t / d - 1
    return c*((t)*t*t*t*t + 1) + b;
end
function Quint.easeInOut(t,b,c,d)
    t = t / d * 0.5
    if ((t) < 1) then
        return c/2*t*t*t*t*t + b;
    end
    t = t - 2
    return c/2*((t)*t*t*t*t + 2) + b;
end

--==========================================
-- 正弦曲线缓动
Sine = {};
function Sine.easeIn(t,b,c,d)
    return -c * math.cos(t/d * (math.pi/2)) + c + b;
end
function Sine.easeOut(t,b,c,d)
    return c * math.sin(t/d * (math.pi/2)) + b;
end
function Sine.easeInOut(t,b,c,d)
    return -c/2 * (math.cos(math.pi*t/d) - 1) + b;
end

--==========================================
-- 指数曲线缓动
Expo = {}
function Expo.easeIn(t,b,c,d)
    if (t == 0) then
        return b;
    else
        return c * math.pow(2, 10 * (t/d - 1)) + b;
    end
    --return (t==0) ? b : c * math.pow(2, 10 * (t/d - 1)) + b;
end
function Expo.easeOut(t,b,c,d)
    if (t == d) then
        return b + c;
    else
        return c * (-math.pow(2, -10 * t/d) + 1) + b;
    end
    --return (t==d) ? b+c : c * (-math.pow(2, -10 * t/d) + 1) + b;
end
function Expo.easeInOut(t,b,c,d)
    if (t == 0) then 
        return b;
    end
    if (t == d) then
        return b+c;
    end
    t = t / d * 0.5;
    if ((t) < 1) then
        return c/2 * math.pow(2, 10 * (t - 1)) + b;
    end
    t = t - 1
    return c/2 * (-math.pow(2, -10 * t) + 2) + b;
end

--==========================================
-- 圆形曲线缓动
Circ = {}
function Circ.easeIn(t,b,c,d)
    t = t / d
    return -c * (math.sqrt(1 - (t)*t) - 1) + b;
end
function Circ.easeOut(t,b,c,d)
    t = t / d - 1
    return c * math.sqrt(1 - (t)*t) + b;
end
function Circ.easeInOut(t,b,c,d)
    t = t / d * 0.5
    if ((t) < 1) then
        return -c/2 * (math.sqrt(1 - t*t) - 1) + b;
    end
    t = t - 2
    return c/2 * (math.sqrt(1 - (t)*t) + 1) + b;
end

--==========================================
-- 指数衰减的正弦曲线缓动
Elastic = {}
function Elastic.easeIn(t,b,c,d,a,p)
    if (t==0) then
        return b;  
    end
    t = t / d
    if ((t)==1) then
        return b+c;  
    end
    if (not p) then
        p=d*.3;
    end
    if (not a or a < math.abs(c)) then
        a=c; 
        local s=p/4; 
    else 
        local s = p/(2*math.pi) * math.asin (c/a);
    end
    t = t - 1
    return -(a*math.pow(2,10*(t)) * math.sin((t*d-s)*(2*math.pi)/p )) + b;
end
function Elastic.easeOut(t,b,c,d,a,p)
    if (t==0) then 
        return b;  
    end
    t = t / d;
    if ((t)==1) then
        return b+c;  
    else
        if (not p) then
            p= d * 0.3;
        end
    end
    if (not a or a < math.abs(c)) then
        a=c; 
        local s=p/4; 
    else 
        local s = p/(2*math.pi) * math.asin (c/a);
    end
    return (a*math.pow(2,-10*t) * math.sin( (t*d-s)*(2*math.pi)/p ) + c + b);
end
function Elastic.easeInOut(t,b,c,d,a,p)
    if (t==0) then
        return b;
    end
    t = t / d * 0.5
    if (t == 2) then
        return b+c;  
    end
    if (not p) then
        p = d*(.3*1.5);
    end
    if (not a or a < math.abs(c)) then
         a=c; 
         local s = p / 4;
    else 
        local s = p/(2*math.pi) * math.asin (c/a);
    end
    if (t < 1) then
        t = t - 1
        return -.5*(a*math.pow(2,10*(t)) * math.sin( (t*d-s)*(2*math.pi)/p )) + b;
    end
    t = t - 1;
    return a*math.pow(2,-10*(t)) * math.sin( (t*d-s)*(2*math.pi)/p )*.5 + c + b;
end

--==========================================
-- 返回
Back = {}
function Back.easeIn(t,b,c,d,s)
    if (s == nil) then
        s = 1.70158;
    end
    t = t / d
    return c*(t)*t*((s+1)*t - s) + b;
end
function Back.easeOut(t,b,c,d,s)
    if (s == nil) then
        s = 1.70158;
    end
    t = t / d - 1
    return c*((t)*t*((s+1)*t + s) + 1) + b;
end
function Back.easeInOut(t,b,c,d,s)
    if (s == nil) then
        s = 1.70158; 
    end
    t = t / d * 0.5
    if ((t) < 1) then
        s = s * 1.525
        return c/2*(t*t*(((s)+1)*t - s)) + b;
    end
    t = t - 2
    s = s * 1.525
    return c/2*((t)*t*(((s)+1)*t + s) + 2) + b;
end


--==========================================
-- 弹跳
Bounce = {}
function Bounce.easeIn(t,b,c,d)
    return c - Bounce.easeOut(d-t, 0, c, d) + b;
end
function Bounce.easeOut(t,b,c,d)
    t = t / d
    if (t < (1/2.75)) then
        return c*(7.5625*t*t) + b;
    elseif (t < (2/2.75)) then
        t = t - 1.5/2.75
        return c*(7.5625*(t)*t + 0.75) + b;
    elseif (t < (2.5/2.75)) then
        t = t - 2.25/2.75
        return c*(7.5625*(t)*t + 0.9375) + b;
    else 
        t = t - 2.625/2.75
        return c*(7.5625*(t)*t + 0.984375) + b;
    end
end
function Bounce.easeInOut(t,b,c,d)
    if (t < d/2) then
        return Bounce.easeIn(t*2, 0, c, d) * 0.5 + b;
    else 
        return Bounce.easeOut(t*2-d, 0, c, d) * 0.5 + c*0.5 + b;
    end
end

-- @param vars {from:,to:,update:, ease:, complete:}
function ThatTween:ToValue(obj, duration, vars)
    local tb = {obj = obj, duration = duration, from = vars["from"], to = vars["to"], vars = vars, time = 0}
    if (vars["ease"] == nil) then
        vars["ease"] = Linear;
    end
    table.insert(self.tweenlist, tb)
    return tb;
end

function ThatTween:Update(timeStep)
    local deltb = {};
    for i,v in ipairs(self.tweenlist) do
        v.time = v.time + timeStep;

        local tend = v.time >= v.duration;
        local func = v.vars["update"]; 
        if (func ~= nil) then
            local ease = v.vars["ease"];
            local val = ease(v.time, 0, 1, v.duration);
            if (tend) then
                val = 1.0;
            end

            local tval = val;
            if (v.from and v.to) then
                tval = val * (v.to - v.from) + v.from;
            end
            --print(tval);
            func(tval);
        end

        if (tend) then
            table.insert(deltb, i);
            local func = v.vars["complete"];
            if (func ~= nil) then
                func(v);
            end
        end

    end

    table.sort(deltb, function(a,b) return a > b; end);
    for i, v in ipairs(deltb) do
        table.remove(self.tweenlist, v);
    end
end
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