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📄 easing.js

📁 这是一个ajax的例子大家好好的看看就是一个鱼眼的效果
💻 JS
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if(!dojo._hasResource["dojox.fx.easing"]){ //_hasResource checks added by build. Do not use _hasResource directly in your code.dojo._hasResource["dojox.fx.easing"] = true;dojo.provide("dojox.fx.easing");/*	dojox.fx.easing is in this little file so you don't need dojox.fx to utilize this.	dojox.fx has a lot of fun animations, but this module is optimized for size ... */dojox.fx.easing = {	// summary: Collection of easing functions to use beyond the default dojo._defaultEasing	// 	// description:	//	Easing functions are used to manipulate the iteration through	//	an _Animation's _Line. _Line being the properties of an Animation,	//	and the easing function progresses through that Line determing	//	how quickly (or slowly) it should go. Or more accurately: modify	//	the value of the _Line based on the percentage of animation completed.	//		//	example:	//	|	dojo.require("dojox.fx.easing");	//	|	var anim = dojo.fadeOut({	//	|		node: 'node',		//	|		duration: 2000,	//	|		easing: dojox.fx.easing.quadIn	//	|	}).play();	//		linear: function(/* Decimal? */n){		// summary: A linear easing function		return n;	},	quadIn: function(/* Decimal? */n){		return Math.pow(n, 2);	},	quadOut: function(/* Decimal? */n){		return n * (n-2) * -1;	},	quadInOut: function(/* Decimal? */n){		n=n*2;		if(n<1){ return Math.pow(n, 2) / 2; }		return -1 * ((--n)*(n-2) - 1) / 2;	},	cubicIn: function(/* Decimal? */n){		return Math.pow(n, 3);	},	cubicOut: function(/* Decimal? */n){		return Math.pow(n-1, 3) + 1;	},	cubicInOut: function(/* Decimal? */n){		n=n*2;		if(n<1){ return Math.pow(n, 3) / 2; }		n-=2;		return (Math.pow(n, 3) + 2) / 2;	},	quartIn: function(/* Decimal? */n){		return Math.pow(n, 4);	},	quartOut: function(/* Decimal? */n){		return -1 * (Math.pow(n-1, 4) - 1);	},	quartInOut: function(/* Decimal? */n){		n=n*2;		if(n<1){ return Math.pow(n, 4) / 2; }		n-=2;		return -1/2 * (Math.pow(n, 4) - 2);	},	quintIn: function(/* Decimal? */n){		return Math.pow(n, 5);	},	quintOut: function(/* Decimal? */n){		return Math.pow(n-1, 5) + 1;	},	quintInOut: function(/* Decimal? */n){		n=n*2;		if(n<1){ return Math.pow(n, 5) / 2; };		n-=2;		return (Math.pow(n, 5) + 2) / 2;	},	sineIn: function(/* Decimal? */n){		return -1 * Math.cos(n * (Math.PI/2)) + 1;	},	sineOut: function(/* Decimal? */n){		return Math.sin(n * (Math.PI/2));	},	sineInOut: function(/* Decimal? */n){		return -1 * (Math.cos(Math.PI*n) - 1) / 2;	},	expoIn: function(/* Decimal? */n){		return (n==0) ? 0 : Math.pow(2, 10 * (n - 1));	},	expoOut: function(/* Decimal? */n){		return (n==1) ? 1 : (-1 * Math.pow(2, -10 * n) + 1);	},	expoInOut: function(/* Decimal? */n){		if(n==0){ return 0; }		if(n==1){ return 1; }		n = n*2;		if(n<1){ return Math.pow(2, 10 * (n-1)) / 2; }		--n;		return (-1 * Math.pow(2, -10 * n) + 2) / 2;	},	circIn: function(/* Decimal? */n){		return -1 * (Math.sqrt(1 - Math.pow(n, 2)) - 1);	},	circOut: function(/* Decimal? */n){		n = n-1;		return Math.sqrt(1 - Math.pow(n, 2));	},	circInOut: function(/* Decimal? */n){		n = n*2;		if(n<1){ return -1/2 * (Math.sqrt(1 - Math.pow(n, 2)) - 1); }		n-=2;		return 1/2 * (Math.sqrt(1 - Math.pow(n, 2)) + 1);	},	backIn: function(/* Decimal? */n){		var s = 1.70158;		return Math.pow(n, 2) * ((s+1)*n - s);	},	backOut: function(/* Decimal? */n){		// summary: an easing function that pops past the range briefly, and 		// 	slowly comes back. 		n = n - 1;		var s = 1.70158;		return Math.pow(n, 2) * ((s + 1) * n + s) + 1;	},	backInOut: function(/* Decimal? */n){		var s = 1.70158 * 1.525;		n = n*2;		if(n < 1){ return (Math.pow(n, 2)*((s+1)*n - s))/2; }		n-=2;		return (Math.pow(n, 2)*((s+1)*n + s) + 2)/2;	},	elasticIn: function(/* Decimal? */n){		if(n==0){ return 0; }		if(n==1){ return 1; }		var p = .3;		var s = p/4;		n = n - 1;		return -1 * Math.pow(2,10*n) * Math.sin((n-s)*(2*Math.PI)/p);	},	elasticOut: function(/* Decimal? */n){		// summary: An easing function that elasticly snaps around the target value, near the end of the Animation		if(n==0) return 0;		if(n==1) return 1;		var p = .3;		var s = p/4;		return Math.pow(2,-10*n) * Math.sin((n-s)*(2*Math.PI)/p) + 1;	},	elasticInOut: function(/* Decimal? */n){		// summary: An easing function that elasticly snaps around the value, near the beginning and end of the Animation				if(n==0) return 0;		n = n*2;		if(n==2) return 1;		var p = .3*1.5;		var s = p/4;		if(n<1){			n-=1;			return -.5*(Math.pow(2,10*n) * Math.sin((n-s)*(2*Math.PI)/p));		}		n-=1;		return .5*(Math.pow(2,-10*n) * Math.sin((n-s)*(2*Math.PI)/p)) + 1;	},	bounceIn: function(/* Decimal? */n){		// summary: An easing function that "bounces" near the beginning of an Animation		return (1 - dojox.fx.easing.bounceOut(1-n)); // Decimal	},	bounceOut: function(/* Decimal? */n){		// summary: An easing function that "bounces" near the end of an Animation		var s=7.5625;		var p=2.75;		var l; 		if(n < (1 / p)){			l = s*Math.pow(n, 2);		}else if(n < (2 / p)){			n -= (1.5 / p);			l = s * Math.pow(n, 2) + .75;		}else if(n < (2.5 / p)){			n -= (2.25 / p);			l = s * Math.pow(n, 2) + .9375;		}else{			n -= (2.625 / p);			l = s * Math.pow(n, 2) + .984375;		}		return l;	},	bounceInOut: function(/* Decimal? */n){		// summary: An easing function that "bounces" at the beginning and end of the Animation		if(n<0.5){ return dojox.fx.easing.bounceIn(n*2) / 2; }		return (dojox.fx.easing.bounceOut(n*2-1) / 2) + 0.5; // Decimal	}};}

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