js缓动公式

公式一:

 

var Tween = {

	Linear: function(t, b, c, d) {

		return c * t / d + b;

	},

	Quad: {

		easeIn: function(t, b, c, d) {

			return c * (t /= d) * t + b;

		},

		easeOut: function(t, b, c, d) {

			return - c * (t /= d) * (t - 2) + b;

		},

		easeInOut: function(t, b, c, d) {

			if ((t /= d / 2) < 1) return c / 2 * t * t + b;

			return - c / 2 * ((--t) * (t - 2) - 1) + b;

		}

	},

	Cubic: {

		easeIn: function(t, b, c, d) {

			return c * (t /= d) * t * t + b;

		},

		easeOut: function(t, b, c, d) {

			return c * ((t = t / d - 1) * t * t + 1) + b;

		},

		easeInOut: 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;

		}

	},

	Quart: {

		easeIn: function(t, b, c, d) {

			return c * (t /= d) * t * t * t + b;

		},

		easeOut: function(t, b, c, d) {

			return - c * ((t = t / d - 1) * t * t * t - 1) + b;

		},

		easeInOut: 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;

		}

	},

	Quint: {

		easeIn: function(t, b, c, d) {

			return c * (t /= d) * t * t * t * t + b;

		},

		easeOut: function(t, b, c, d) {

			return c * ((t = t / d - 1) * t * t * t * t + 1) + b;

		},

		easeInOut: 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;

		}

	},

	Sine: {

		easeIn: function(t, b, c, d) {

			return - c * Math.cos(t / d * (Math.PI / 2)) + c + b;

		},

		easeOut: function(t, b, c, d) {

			return c * Math.sin(t / d * (Math.PI / 2)) + b;

		},

		easeInOut: function(t, b, c, d) {

			return - c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;

		}

	},

	Expo: {

		easeIn: function(t, b, c, d) {

			return (t == 0) ? b: c * Math.pow(2, 10 * (t / d - 1)) + b;

		},

		easeOut: function(t, b, c, d) {

			return (t == d) ? b + c: c * ( - Math.pow(2, -10 * t / d) + 1) + b;

		},

		easeInOut: 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;

		}

	},

	Circ: {

		easeIn: function(t, b, c, d) {

			return - c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;

		},

		easeOut: function(t, b, c, d) {

			return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;

		},

		easeInOut: 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;

		}

	},

	Elastic: {

		easeIn: 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;

		},

		easeOut: 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);

		},

		easeInOut: 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;

		}

	},

	Back: {

		easeIn: function(t, b, c, d, s) {

			if (s == undefined) s = 1.70158;

			return c * (t /= d) * t * ((s + 1) * t - s) + b;

		},

		easeOut: 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;

		},

		easeInOut: 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;

		}

	},

	Bounce: {

		easeIn: function(t, b, c, d) {

			return c - Tween.Bounce.easeOut(d - t, 0, c, d) + b;

		},

		easeOut: 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;

			}

		},

		easeInOut: function(t, b, c, d) {

			if (t < d / 2) return Tween.Bounce.easeIn(t * 2, 0, c, d) * .5 + b;

			else return Tween.Bounce.easeOut(t * 2 - d, 0, c, d) * .5 + c * .5 + b;

		}

	}

}

 

公式二:

 

var tween = {

	easeInQuad: function(pos) {

		return Math.pow(pos, 2);

	},

	easeOutQuad: function(pos) {

		return - (Math.pow((pos - 1), 2) - 1);

	},

	easeInOutQuad: function(pos) {

		if ((pos /= 0.5) < 1) return 0.5 * Math.pow(pos, 2);

		return - 0.5 * ((pos -= 2) * pos - 2);

	},

	easeInCubic: function(pos) {

		return Math.pow(pos, 3);

	},

	easeOutCubic: function(pos) {

		return (Math.pow((pos - 1), 3) + 1);

	},

	easeInOutCubic: function(pos) {

		if ((pos /= 0.5) < 1) return 0.5 * Math.pow(pos, 3);

		return 0.5 * (Math.pow((pos - 2), 3) + 2);

	},

	easeInQuart: function(pos) {

		return Math.pow(pos, 4);

	},

	easeOutQuart: function(pos) {

		return - (Math.pow((pos - 1), 4) - 1)

	},

	easeInOutQuart: function(pos) {

		if ((pos /= 0.5) < 1) return 0.5 * Math.pow(pos, 4);

		return - 0.5 * ((pos -= 2) * Math.pow(pos, 3) - 2);

	},

	easeInQuint: function(pos) {

		return Math.pow(pos, 5);

	},

	easeOutQuint: function(pos) {

		return (Math.pow((pos - 1), 5) + 1);

	},

	easeInOutQuint: function(pos) {

		if ((pos /= 0.5) < 1) return 0.5 * Math.pow(pos, 5);

		return 0.5 * (Math.pow((pos - 2), 5) + 2);

	},

	easeInSine: function(pos) {

		return - Math.cos(pos * (Math.PI / 2)) + 1;

	},

	easeOutSine: function(pos) {

		return Math.sin(pos * (Math.PI / 2));

	},

	easeInOutSine: function(pos) {

		return ( - .5 * (Math.cos(Math.PI * pos) - 1));

	},

	easeInExpo: function(pos) {

		return (pos == 0) ? 0 : Math.pow(2, 10 * (pos - 1));

	},

	easeOutExpo: function(pos) {

		return (pos == 1) ? 1 : -Math.pow(2, -10 * pos) + 1;

	},

	easeInOutExpo: function(pos) {

		if (pos == 0) return 0;

		if (pos == 1) return 1;

		if ((pos /= 0.5) < 1) return 0.5 * Math.pow(2, 10 * (pos - 1));

		return 0.5 * ( - Math.pow(2, -10 * --pos) + 2);

	},

	easeInCirc: function(pos) {

		return - (Math.sqrt(1 - (pos * pos)) - 1);

	},

	easeOutCirc: function(pos) {

		return Math.sqrt(1 - Math.pow((pos - 1), 2))

	},

	easeInOutCirc: function(pos) {

		if ((pos /= 0.5) < 1) return - 0.5 * (Math.sqrt(1 - pos * pos) - 1);

		return 0.5 * (Math.sqrt(1 - (pos -= 2) * pos) + 1);

	},

	easeOutBounce: function(pos) {

		if ((pos) < (1 / 2.75)) {

			return (7.5625 * pos * pos);

		} else if (pos < (2 / 2.75)) {

			return (7.5625 * (pos -= (1.5 / 2.75)) * pos + .75);

		} else if (pos < (2.5 / 2.75)) {

			return (7.5625 * (pos -= (2.25 / 2.75)) * pos + .9375);

		} else {

			return (7.5625 * (pos -= (2.625 / 2.75)) * pos + .984375);

		}

	},

	easeInBack: function(pos) {

		var s = 1.70158;

		return (pos) * pos * ((s + 1) * pos - s);

	},

	easeOutBack: function(pos) {

		var s = 1.70158;

		return (pos = pos - 1) * pos * ((s + 1) * pos + s) + 1;

	},

	easeInOutBack: function(pos) {

		var s = 1.70158;

		if ((pos /= 0.5) < 1) return 0.5 * (pos * pos * (((s *= (1.525)) + 1) * pos - s));

		return 0.5 * ((pos -= 2) * pos * (((s *= (1.525)) + 1) * pos + s) + 2);

	},

	elastic: function(pos) {

		return - 1 * Math.pow(4, -8 * pos) * Math.sin((pos * 6 - 1) * (2 * Math.PI) / 2) + 1;

	},

	swingFromTo: function(pos) {

		var s = 1.70158;

		return ((pos /= 0.5) < 1) ? 0.5 * (pos * pos * (((s *= (1.525)) + 1) * pos - s)) : 0.5 * ((pos -= 2) * pos * (((s *= (1.525)) + 1) * pos + s) + 2);

	},

	swingFrom: function(pos) {

		var s = 1.70158;

		return pos * pos * ((s + 1) * pos - s);

	},

	swingTo: function(pos) {

		var s = 1.70158;

		return (pos -= 1) * pos * ((s + 1) * pos + s) + 1;

	},

	bounce: function(pos) {

		if (pos < (1 / 2.75)) {

			return (7.5625 * pos * pos);

		} else if (pos < (2 / 2.75)) {

			return (7.5625 * (pos -= (1.5 / 2.75)) * pos + .75);

		} else if (pos < (2.5 / 2.75)) {

			return (7.5625 * (pos -= (2.25 / 2.75)) * pos + .9375);

		} else {

			return (7.5625 * (pos -= (2.625 / 2.75)) * pos + .984375);

		}

	},

	bouncePast: function(pos) {

		if (pos < (1 / 2.75)) {

			return (7.5625 * pos * pos);

		} else if (pos < (2 / 2.75)) {

			return 2 - (7.5625 * (pos -= (1.5 / 2.75)) * pos + .75);

		} else if (pos < (2.5 / 2.75)) {

			return 2 - (7.5625 * (pos -= (2.25 / 2.75)) * pos + .9375);

		} else {

			return 2 - (7.5625 * (pos -= (2.625 / 2.75)) * pos + .984375);

		}

	},

	easeFromTo: function(pos) {

		if ((pos /= 0.5) < 1) return 0.5 * Math.pow(pos, 4);

		return - 0.5 * ((pos -= 2) * Math.pow(pos, 3) - 2);

	},

	easeFrom: function(pos) {

		return Math.pow(pos, 4);

	},

	easeTo: function(pos) {

		return Math.pow(pos, 0.25);

	},

	linear: function(pos) {

		return pos

	},

	sinusoidal: function(pos) {

		return ( - Math.cos(pos * Math.PI) / 2) + 0.5;

	},

	reverse: function(pos) {

		return 1 - pos;

	},

	mirror: function(pos, transition) {

		transition = transition || tween.sinusoidal;

		if (pos < 0.5) return transition(pos * 2);

		else return transition(1 - (pos - 0.5) * 2);

	},

	flicker: function(pos) {

		var pos = pos + (Math.random() - 0.5) / 5;

		return tween.sinusoidal(pos < 0 ? 0 : pos > 1 ? 1 : pos);

	},

	wobble: function(pos) {

		return ( - Math.cos(pos * Math.PI * (9 * pos)) / 2) + 0.5;

	},

	pulse: function(pos, pulses) {

		return ( - Math.cos((pos * ((pulses || 5) - .5) * 2) * Math.PI) / 2) + .5;

	},

	blink: function(pos, blinks) {

		return Math.round(pos * (blinks || 5)) % 2;

	},

	spring: function(pos) {

		return 1 - (Math.cos(pos * 4.5 * Math.PI) * Math.exp( - pos * 6));

	},

	none: function(pos) {

		return 0

	},

	full: function(pos) {

		return 1

	}

}

 

应用:

 

<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">

<html xmlns="http://www.w3.org/1999/xhtml">

<head>

<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />

<title>无标题文档</title>

<style type="text/css">

#box {

	width:400px;

	height:50px;

	background:#000;

	color:#fff;

	line-height:50px;

}

</style>

<script type="text/javascript" src="tween.js"></script>

<script type="text/javascript">

function ani() {

	this.init.apply(this, arguments)

}

ani.prototype = {

	init: function(el) {

		el = typeof el == 'string' ? document.getElementById(el) : el;

		this.fx(100, 600,

		function(x) {

			el.style.width = x + 'px';

		},

		function() {

			alert('oh yeah');

		});

	},

	fx: function(f, t, fn, callback) {

		var D = Date,

		d = new D,

		e, T = 500,

		F = function(x) {

			return tween.bounce(x);

		}

		return e = setInterval(function() {

			var z = Math.min(1, (new D - d) / T);

			if (false === fn( + f + (t - f) * F(z)) || z == 1) {

				if (callback && typeof callback == 'function') callback();

				clearInterval(e);

			}

		},

		10);

	},

	fx2: function(b, c, fn, callback) {

		var d = 50,

		t = 0,

		F = function(t, b, c, d) {

			return Tween.Bounce.easeOut(t, b, c, d)

		}

		var e = setInterval(function() {

			t++;

			if (false === fn(F(t, b, c, d)) || t == d) {

				if (callback && typeof callback == 'function') callback();

				clearInterval(e)

			}

		},

		10);

	}

}

window.onload = function() {

	var box = document.getElementById('box');

	box.onclick = function() {

		new ani(this);

	}

}

</script>

</head>

<body>

<div id="box">轻轻的点我一下。</div>

</body>

</html>

PS:这里有两个tween类.两个公式的效果差不多,只不过他们传得参数不一样,我简单的写了个应用,统一了一下用法。如果数学不好的话,公式就不要去研究了,就像我一样,直接拿来用就可以了。

 

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