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example: add easing_ball_anim
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@ -234,6 +234,11 @@ pub fn build(b: *std.Build) !void {
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.path = "examples/shapes/draw_ring.zig",
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.desc = "Dynaically renders a ring using raygui",
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},
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.{
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.name = "easings_ball_anim",
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.path = "examples/shapes/easings_ball_anim.zig",
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.desc = "Renders a ball that demonstrates various easing functions",
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},
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.{
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.name = "following_eyes",
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.path = "examples/shapes/following_eyes.zig",
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86
examples/shapes/easings_ball_anim.zig
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86
examples/shapes/easings_ball_anim.zig
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@ -0,0 +1,86 @@
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const rl = @import("raylib");
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const reasings = @import("reasings.zig");
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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pub fn main() anyerror!void {
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// Initialization
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//--------------------------------------------------------------------------------------
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const screenWidth = 800;
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const screenHeight = 450;
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rl.initWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball anim");
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defer rl.closeWindow(); // Defer closing window and OpenGL context
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// Ball variable value to be animated with easings
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var ballPositionX: i32 = -100;
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var ballRadius: f32 = 20;
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var ballAlpha: f32 = 0;
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var state: i32 = 0;
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var framesCounter: i32 = 0;
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rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!rl.windowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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switch (state) {
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0 => { // Move ball position X with easing
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framesCounter += 1;
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ballPositionX = @intFromFloat(reasings.elasticOut(@floatFromInt(framesCounter), -100, @as(f32, @floatFromInt(screenWidth)) / 2 + 100, 120));
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if (framesCounter >= 120) {
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framesCounter = 0;
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state = 1;
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}
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},
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1 => { // Increase ball radius with easing
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framesCounter += 1;
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ballRadius = reasings.elasticIn(@floatFromInt(framesCounter), 20, 500, 200);
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if (framesCounter >= 200) {
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framesCounter = 0;
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state = 2;
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}
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},
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2 => { // Change ball alpha with easing (background color blending)
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framesCounter += 1;
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ballAlpha = reasings.cubicOut(@floatFromInt(framesCounter), 0.0, 1.0, 200);
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if (framesCounter >= 200) {
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framesCounter = 0;
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state = 3;
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}
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},
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3 => { // Reset state to play again
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if (rl.isKeyPressed(.enter)) {
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ballPositionX = -100;
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ballRadius = 20;
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ballAlpha = 0.0;
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state = 0;
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}
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},
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else => unreachable,
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}
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if (rl.isKeyPressed(.r)) framesCounter = 0;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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rl.beginDrawing();
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defer rl.endDrawing();
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rl.clearBackground(.ray_white);
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if (state >= 2) rl.drawRectangle(0, 0, screenWidth, screenHeight, .green);
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rl.drawCircle(ballPositionX, 200, ballRadius, .fade(.red, 1.0 - ballAlpha));
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if (state == 3) rl.drawText("PRESS [ENTER] TO PLAY AGAIN!", 240, 200, 20, .black);
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//----------------------------------------------------------------------------------
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}
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}
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192
examples/shapes/reasings.zig
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192
examples/shapes/reasings.zig
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@ -0,0 +1,192 @@
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const math = @import("std").math;
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// Linear Easing functions
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pub fn linearNone(t: f32, b: f32, c: f32, d: f32) f32 {
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return (c * t / d + b);
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}
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pub fn linearIn(t: f32, b: f32, c: f32, d: f32) f32 {
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return (c * t / d + b);
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}
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pub fn linearOut(t: f32, b: f32, c: f32, d: f32) f32 {
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return (c * t / d + b);
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}
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pub fn linearInOut(t: f32, b: f32, c: f32, d: f32) f32 {
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return (c * t / d + b);
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}
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pub fn sineIn(t: f32, b: f32, c: f32, d: f32) f32 {
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return (-c * math.cos(t / d * (math.pi / 2.0)) + c + b);
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}
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pub fn sineOut(t: f32, b: f32, c: f32, d: f32) f32 {
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return (c * math.sin(t / d * (math.pi / 2.0)) + b);
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}
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pub fn sineInOut(t: f32, b: f32, c: f32, d: f32) f32 {
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return (-c / 2.0 * (math.cos(math.pi * t / d) - 1.0) + b);
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}
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// Circular Easing functions
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pub fn circIn(t: f32, b: f32, c: f32, d: f32) f32 {
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const postFix = t / d;
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return (-c * (math.sqrt(1.0 - postFix * postFix) - 1.0) + b);
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}
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pub fn circOut(t: f32, b: f32, c: f32, d: f32) f32 {
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const postFix = t / d - 1.0;
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return (c * math.sqrt(1.0 - postFix * postFix) + b);
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}
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pub fn circInOut(t: f32, b: f32, c: f32, d: f32) f32 {
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var postFix = t / d;
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if ((postFix / 2.0) < 1.0) return (-c / 2.0 * (math.sqrt(1.0 - postFix * postFix) - 1.0) + b);
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postFix -= 2.0;
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return (c / 2.0 * (math.sqrt(1.0 - postFix * postFix) + 1.0) + b);
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}
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// Cubic Easing functions
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pub fn cubicIn(t: f32, b: f32, c: f32, d: f32) f32 {
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const postFix = t / d;
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return (c * postFix * postFix * postFix + b);
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}
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pub fn cubicOut(t: f32, b: f32, c: f32, d: f32) f32 {
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const postFix = t / d - 1.0;
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return (c * (postFix * postFix * postFix + 1.0) + b);
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}
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pub fn cubicInOut(t: f32, b: f32, c: f32, d: f32) f32 {
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const postFix = t / d;
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if (postFix / 2.0 < 1.0) return (c / 2.0 * postFix * postFix * postFix + b);
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postFix -= 2.0;
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return (c / 2.0 * (t * t * t + 2.0) + b);
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}
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// Quadratic Easing functions
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pub fn quadIn(t: f32, b: f32, c: f32, d: f32) f32 {
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const postfix = t / d;
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return (c * postfix * postfix + b);
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}
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pub fn quadOut(t: f32, b: f32, c: f32, d: f32) f32 {
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const postFix = t / d;
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return (-c * postFix * (postFix - 2.0) + b);
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}
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pub fn quadInOut(t: f32, b: f32, c: f32, d: f32) f32 // Ease: Quadratic In Out
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{
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const postFix = t / d;
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return if (postFix / 2 < 1)
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(((c / 2) * (postFix * postFix)) + b)
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else
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(-c / 2.0 * (((postFix - 1.0) * (postFix - 3.0)) - 1.0) + b);
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}
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// Exponential Easing functions
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pub fn expoIn(t: f32, b: f32, c: f32, d: f32) f32 {
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return if (t == 0.0) b else (c * math.pow(f32, 2.0, 10.0 * (t / d - 1.0)) + b);
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}
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pub fn expoOut(t: f32, b: f32, c: f32, d: f32) f32 {
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return if (t == d) (b + c) else (c * (-math.pow(f32, 2.0, -10.0 * t / d) + 1.0) + b);
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}
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pub fn expoInOut(t: f32, b: f32, c: f32, d: f32) f32 {
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if (t == 0.0) return b;
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if (t == d) return (b + c);
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const postFix = t / d;
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if ((postFix / 2.0) < 1.0) return (c / 2.0 * math.pow(f32, 2.0, 10.0 * (postFix - 1.0)) + b);
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return (c / 2.0 * (-math.pow(f32, 2.0, -10.0 * (postFix - 1.0)) + 2.0) + b);
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}
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// Back Easing functions
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pub fn backIn(t: f32, b: f32, c: f32, d: f32) f32 {
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const s = 1.70158;
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const postFix = t / d;
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return (c * (postFix) * postFix * ((s + 1.0) * postFix - s) + b);
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}
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pub fn backOut(t: f32, b: f32, c: f32, d: f32) f32 {
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const s = 1.70158;
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const postFix = t / d - 1.0;
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return (c * (postFix * postFix * ((s + 1.0) * postFix + s) + 1.0) + b);
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}
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pub fn backInOut(t: f32, b: f32, c: f32, d: f32) f32 {
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const s = 1.70158;
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t /= d;
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if (t / 2.0 < 1.0) {
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s *= 1.525;
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return (c / 2.0 * (t * t * ((s + 1.0) * t - s)) + b);
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}
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t -= 2;
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const postFix = t;
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s *= 1.525;
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return (c / 2.0 * ((postFix) * t * ((s + 1.0) * t + s) + 2.0) + b);
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}
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// Bounce Easing functions
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pub fn bounceOut(t: f32, b: f32, c: f32, d: f32) f32 {
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var tDivD = t / d;
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if (tDivD < (1.0 / 2.75)) {
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return (c * (7.5625 * tDivD * tDivD) + b);
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} else if (tDivD < (2.0 / 2.75)) {
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tDivD -= (1.5 / 2.75);
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return (c * (7.5625 * tDivD * tDivD + 0.75) + b);
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} else if (tDivD < (2.5 / 2.75)) {
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tDivD -= (2.25 / 2.75);
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return (c * (7.5625 * tDivD * tDivD + 0.9375) + b);
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} else {
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tDivD -= (2.625 / 2.75);
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return (c * (7.5625 * tDivD * tDivD + 0.984375) + b);
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}
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}
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pub fn bounceIn(t: f32, b: f32, c: f32, d: f32) f32 {
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return (c - bounceOut(d - t, 0.0, c, d) + b);
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}
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pub fn bounceInOut(t: f32, b: f32, c: f32, d: f32) f32 {
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if (t < d / 2.0) return (bounceIn(t * 2.0, 0.0, c, d) * 0.5 + b);
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return (bounceOut(t * 2.0 - d, 0.0, c, d) * 0.5 + c * 0.5 + b);
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}
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// Elastic Easing functions
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pub fn elasticIn(t: f32, b: f32, c: f32, d: f32) f32 {
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if (t == 0.0) return b;
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var tDivD = t / d;
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if (tDivD == 1.0) return (b + c);
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const p = d * 0.3;
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const a = c;
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const s = p / 4.0;
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tDivD -= 1;
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const postFix = a * math.pow(f32, 2.0, 10.0 * tDivD);
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return (-(postFix * math.sin((tDivD * d - s) * (2.0 * math.pi) / p)) + b);
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}
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pub fn elasticOut(t: f32, b: f32, c: f32, d: f32) f32 {
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if (t == 0.0) return b;
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const tDivD = t / d;
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if (tDivD == 1.0) return (b + c);
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const p = d * 0.3;
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const a = c;
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const s = p / 4.0;
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return (a * math.pow(f32, 2.0, -10.0 * tDivD) * math.sin((tDivD * d - s) * (2.0 * math.pi) / p) + c + b);
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}
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pub fn elasticInOut(t: f32, b: f32, c: f32, d: f32) f32 {
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if (t == 0.0) return b;
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const tDivD = t / d;
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if (tDivD / 2.0 == 2.0) return (b + c);
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const p = d * (0.3 * 1.5);
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const a = c;
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const s = p / 4.0;
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if (tDivD < 1.0) {
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tDivD -= 1;
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const postFix = a * math.pow(f32, 2.0, 10.0 * tDivD);
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return -0.5 * (postFix * math.sin((tDivD * d - s) * (2.0 * math.pi) / p)) + b;
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}
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tDivD -= 1;
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const postFix = a * math.pow(f32, 2.0, -10.0 * (tDivD));
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return (postFix * math.sin((tDivD * d - s) * (2.0 * math.pi) / p) * 0.5 + c + b);
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}
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