本文整理汇总了TypeScript中src/utils.ease函数的典型用法代码示例。如果您正苦于以下问题:TypeScript ease函数的具体用法?TypeScript ease怎么用?TypeScript ease使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了ease函数的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的TypeScript代码示例。
示例1: render
/**
* Called approx 60 times a second to update and render Checker instances.
* Leave empty if it is not being rendered.
*
* @param dt - A floating point number [0, 1) which represents how far into
* the next turn that current turn we are rendering is at
* @param current - The current (most) game state, will be this.next if this.current is undefined.
* @param next - The next (most) game state, will be this.current if this.next is undefined.
* @param delta - The current (most) delta, which explains what happened.
* @param nextDelta - The the next (most) delta, which explains what happend.
*/
public render(
dt: number,
current: Immutable<ICheckerState>,
next: Immutable<ICheckerState>,
delta: Immutable<Delta>,
nextDelta: Immutable<Delta>,
): void {
super.render(dt, current, next, delta, nextDelta);
// <<-- Creer-Merge: render -->>
this.container.position.x = ease(current.x, next.x, dt);
this.container.position.y = ease(current.y, next.y, dt);
// figure out how to render our kinged sprite
let kingedAlpha = 0;
if (current.kinged && next.kinged) {
kingedAlpha = 1;
}
else if (!current.kinged && next.kinged) {
// we are getting kinged next delta, so fade in the sprite
kingedAlpha = ease(dt);
}
// else 0 is fine
this.kingedSprite.alpha = kingedAlpha * this.game.settings.kingedAlpha.get();
// <<-- /Creer-Merge: render -->>
}
示例2: render
/**
* Called approx 60 times a second to update and render WeatherStation instances.
* Leave empty if it is not being rendered.
*
* @param dt - A floating point number [0, 1) which represents how far into
* the next turn that current turn we are rendering is at
* @param current - The current (most) game state, will be this.next if this.current is undefined.
* @param next - The next (most) game state, will be this.current if this.next is undefined.
* @param delta - The current (most) delta, which explains what happened.
* @param nextDelta - The the next (most) delta, which explains what happend.
*/
public render(
dt: number,
current: Immutable<IWeatherStationState>,
next: Immutable<IWeatherStationState>,
delta: Immutable<Delta>,
nextDelta: Immutable<Delta>,
): void {
super.render(dt, current, next, delta, nextDelta);
// <<-- Creer-Merge: render -->>
if (this.rotationSprite.visible) {
const direction = this.rotationSprite.scale.x > 0 ? 1 : -1;
this.rotationSprite.rotation = direction * Math.PI * ease(dt, "cubicIn");
}
if (this.intensitySprite.visible) {
const direction = this.intensitySprite.rotation === 0 ? 1 : -1;
this.intensitySprite.y = current.y - direction * ease(dt, "cubicIn");
}
// <<-- /Creer-Merge: render -->>
}
示例3: render
/**
* Called approx 60 times a second to update and render Machine instances.
* Leave empty if it is not being rendered.
*
* @param dt - A floating point number [0, 1) which represents how far into
* the next turn that current turn we are rendering is at
* @param current - The current (most) game state, will be this.next if this.current is undefined.
* @param next - The next (most) game state, will be this.current if this.next is undefined.
* @param delta - The current (most) delta, which explains what happened.
* @param nextDelta - The the next (most) delta, which explains what happend.
*/
public render(
dt: number,
current: Immutable<IMachineState>,
next: Immutable<IMachineState>,
delta: Immutable<Delta>,
nextDelta: Immutable<Delta>,
): void {
super.render(dt, current, next, delta, nextDelta);
// <<-- Creer-Merge: render -->>
this.workBar.update(ease(current.worked, next.worked, dt));
// <<-- /Creer-Merge: render -->>
}
示例4: render
/**
* Called approx 60 times a second to update and render Projectile instances.
* Leave empty if it is not being rendered.
*
* @param dt - A floating point number [0, 1) which represents how far into
* the next turn that current turn we are rendering is at
* @param current - The current (most) game state, will be this.next if this.current is undefined.
* @param next - The next (most) game state, will be this.current if this.next is undefined.
* @param delta - The current (most) delta, which explains what happened.
* @param nextDelta - The the next (most) delta, which explains what happend.
*/
public render(
dt: number,
current: Immutable<IProjectileState>,
next: Immutable<IProjectileState>,
delta: Immutable<Delta>,
nextDelta: Immutable<Delta>,
): void {
super.render(dt, current, next, delta, nextDelta);
// <<-- Creer-Merge: render -->>
// render where the Projectile is
if (next.energy <= 0) {
this.container.visible = false;
return;
}
this.container.visible = true;
this.container.position.set(
ease(current.x, next.x, dt),
ease(current.y, next.y, dt),
);
// <<-- /Creer-Merge: render -->>
}
示例5: render
/**
* Called approx 60 times a second to update and render Unit instances.
* Leave empty if it is not being rendered.
*
* @param dt - A floating point number [0, 1) which represents how far into
* the next turn that current turn we are rendering is at
* @param current - The current (most) game state, will be this.next if this.current is undefined.
* @param next - The next (most) game state, will be this.current if this.next is undefined.
* @param delta - The current (most) delta, which explains what happened.
* @param nextDelta - The the next (most) delta, which explains what happend.
*/
public render(
dt: number,
current: Immutable<IUnitState>,
next: Immutable<IUnitState>,
delta: Immutable<Delta>,
nextDelta: Immutable<Delta>,
): void {
super.render(dt, current, next, delta, nextDelta);
// <<-- Creer-Merge: render -->>
// render where the Unit is
// No longer on the map.
if (!next.tile) {
this.container.visible = false;
return;
}
this.container.visible = true;
this.container.position.set(
ease(current.tile.x, next.tile.x, dt),
ease(current.tile.y, next.tile.y, dt),
);
this.healthBar.update(ease(current.health, next.health, dt));
pixiFade(this.container, dt, current.health, next.health);
if (this.attackingTile) {
const d = updown(dt);
const dx = (this.attackingTile.x - current.tile.x) / 2;
const dy = (this.attackingTile.y - current.tile.y) / 2;
this.container.x += dx * d;
this.container.y += dy * d;
}
// <<-- /Creer-Merge: render -->>
}
示例6: render
/**
* Called approx 60 times a second to update and render Body instances.
* Leave empty if it is not being rendered.
*
* @param dt - A floating point number [0, 1) which represents how far into
* the next turn that current turn we are rendering is at
* @param current - The current (most) game state, will be this.next if this.current is undefined.
* @param next - The next (most) game state, will be this.current if this.next is undefined.
* @param delta - The current (most) delta, which explains what happened.
* @param nextDelta - The the next (most) delta, which explains what happend.
*/
public render(
dt: number,
current: Immutable<IBodyState>,
next: Immutable<IBodyState>,
delta: Immutable<Delta>,
nextDelta: Immutable<Delta>,
): void {
super.render(dt, current, next, delta, nextDelta);
// <<-- Creer-Merge: render -->>
if (current.x !== next.x) {
this.hasMoved = true;
}
if (next.amount === 0 || this.hasMoved === false) {
this.container.visible = false;
return;
}
this.bodiesSprite.position.set(
ease(current.x, next.x, dt),
ease(current.y, next.y, dt),
);
// <<-- /Creer-Merge: render -->>
}
示例7: render
/**
* Called approx 60 times a second to update and render Web instances.
* Leave empty if it is not being rendered.
*
* @param dt - A floating point number [0, 1) which represents how far into
* the next turn that current turn we are rendering is at
* @param current - The current (most) game state, will be this.next if this.current is undefined.
* @param next - The next (most) game state, will be this.current if this.next is undefined.
* @param delta - The current (most) delta, which explains what happened.
* @param nextDelta - The the next (most) delta, which explains what happend.
*/
public render(
dt: number,
current: Immutable<IWebState>,
next: Immutable<IWebState>,
delta: Immutable<Delta>,
nextDelta: Immutable<Delta>,
): void {
super.render(dt, current, next, delta, nextDelta);
// <<-- Creer-Merge: render -->>
this.container.visible = Boolean(current.nestA || next.nestA); // do not render if snapped
this.container.alpha = !next.nestA // then it is in the process of snapping, so fade it out
? ease(1 - dt)
: 1;
// <<-- /Creer-Merge: render -->>
}
示例8: render
/**
* Called approx 60 times a second to update and render Tile instances.
* Leave empty if it is not being rendered.
*
* @param dt - A floating point number [0, 1) which represents how far into
* the next turn that current turn we are rendering is at
* @param current - The current (most) game state, will be this.next if this.current is undefined.
* @param next - The next (most) game state, will be this.current if this.next is undefined.
* @param delta - The current (most) delta, which explains what happened.
* @param nextDelta - The the next (most) delta, which explains what happend.
*/
public render(
dt: number,
current: Immutable<ITileState>,
next: Immutable<ITileState>,
delta: Immutable<Delta>,
nextDelta: Immutable<Delta>,
): void {
super.render(dt, current, next, delta, nextDelta);
// <<-- Creer-Merge: render -->>
// render resources
for (const resource of RESOURCES) {
const sprite = resource === "branches"
? this.branchesSprite
: this.foodSprite;
const currentAmount = current[resource];
const nextAmount = next[resource];
if (currentAmount === 0 && nextAmount === 0) {
sprite.visible = false;
}
else {
sprite.visible = true;
let opacity = 1;
if (currentAmount === 0) {
// fade in as it's going from 0 to N
opacity = dt;
}
else if (nextAmount === 0) {
// fade out as it's going from N to 0
opacity = 1 - dt;
}
sprite.alpha = ease(opacity, "cubicInOut");
}
}
// render the lodge
if (!current.lodgeOwner && !next.lodgeOwner) {
// don't render the lodge, it's never used
this.lodgeBottomSprite.visible = false;
this.lodgeTopSprite.visible = false;
}
else {
// the tile has a lodge on it at some point
this.lodgeBottomSprite.visible = true;
this.lodgeTopSprite.visible = true;
// and color the top (flag part) of the lodge sprite based on the player's color
const color = this.game.getPlayersColor(current.lodgeOwner || next.lodgeOwner);
this.lodgeTopSprite.tint = color.rgbNumber();
let alpha = 1;
if (!current.lodgeOwner) {
// then they are creating the lodge on the `next` state
// so fade in the lodge (fade from 0 to 1)
alpha = ease(dt, "cubicInOut");
}
else if (!next.lodgeOwner) {
// then they lost the lodge on the `next` state
// so fade it out (1 to 0)
alpha = ease(1 - dt, "cubicInOut");
}
this.lodgeBottomSprite.alpha = alpha;
this.lodgeTopSprite.alpha = alpha;
}
// <<-- /Creer-Merge: render -->>
}
示例9: render
/**
* Called approx 60 times a second to update and render Furnishing instances.
* Leave empty if it is not being rendered.
*
* @param dt - A floating point number [0, 1) which represents how far into
* the next turn that current turn we are rendering is at
* @param current - The current (most) game state, will be this.next if this.current is undefined.
* @param next - The next (most) game state, will be this.current if this.next is undefined.
* @param delta - The current (most) delta, which explains what happened.
* @param nextDelta - The the next (most) delta, which explains what happend.
*/
public render(
dt: number,
current: Immutable<IFurnishingState>,
next: Immutable<IFurnishingState>,
delta: Immutable<Delta>,
nextDelta: Immutable<Delta>,
): void {
super.render(dt, current, next, delta, nextDelta);
// <<-- Creer-Merge: render -->>
if (current.isDestroyed) {
this.container.visible = false;
if (this.musicSprite) {
this.musicSprite.visible = false;
}
// we are destroyed an invisible, so let's get out of here
return;
}
// else we are visible!
this.container.visible = true;
this.healthBar.update(ease(current.health, next.health, dt, "cubicInOut"));
// display the hit if took damage
const randomRotation = (current.tile.x + current.tile.y); // random-ish
if (current.health === next.health) {
this.hitSprite.visible = false;
}
else { // we got hit!
this.hitSprite.visible = true;
this.hitSprite.alpha = ease(1 - dt, "cubicInOut"); // fade it out
this.hitSprite.rotation = randomRotation;
}
// fade out if destroyed next turn
this.container.alpha = next.isDestroyed
? ease(1 - dt, "cubicInOut")
: 1;
if (this.musicSprite) {
if (current.isPlaying || next.isPlaying) {
this.musicSprite.visible = true;
let alpha = 1;
let y = this.y;
if (!current.isPlaying && next.isPlaying) { // music notes need to move up
alpha = ease(dt, "cubicInOut");
y -= alpha / 2;
}
else if (current.isPlaying && !next.isPlaying) { // music notes need to move down
alpha = ease(1 - dt, "cubicInOut");
y -= alpha / 2;
}
else { // current and next isPlaying
y -= 0.5;
}
this.musicSprite.alpha = alpha;
this.musicSprite.y = y;
}
else {
this.musicSprite.visible = false;
}
}
// <<-- /Creer-Merge: render -->>
}