Packageorg.as3lib.kitchensync.easing
Classpublic class Oscillate

Oscillate is slightly different from the other easing classes. The functions in this class cause motion that oscillates at a specified frequency based on the timeElapsed. The values will continue to oscilate between 0.0 and 1.0 without reaching an end point. However, if snapping is set to true, the functions will return a 1.0 when the duration has elapsed.

The easing classes provide static methods for interpolating the change between two values over time. Each class handles the interpolation, or easing, differently. Each class typically contains three methods - easeIn(), easeOut() and easeInOut() - which vary the rate of change of the values. Most of the easing functions produce values as a percentage - a number between 0.0 and 1.0

See also

EasingUtil


Public Properties
 PropertyDefined by
  defaultFrequency : Number = 1
[static]
Oscillate
  defaultPulseWidth : Number = 0.5
[static]
Oscillate
  snapping : Boolean = false
[static]
Oscillate
Public Methods
 MethodDefined by
  
absoluteSine(timeElapsed:Number, duration:Number, frequency:Number):Number
[static] Oscillates between 0 and 1.0 (starting with 0 and ending with 1.0) for as long as the duration lasts in an absolute sinusoidal (half-wave) motion.
Oscillate
  
pulse(timeElapsed:Number, duration:Number, frequency:Number, pulseWidth:Number):Number
[static] Oscillates between 0 and 1.0 (starting with 0 and ending with 1.0) for as long as the duration lasts in square or pulse wave motion.
Oscillate
  
sawtooth(timeElapsed:Number, duration:Number, frequency:Number):Number
[static] Oscillates between 0 and 1.0 (starting with 0 and ending with 1.0) for as long as the duration lasts in linear motion.
Oscillate
  
sine(timeElapsed:Number, duration:Number, frequency:Number):Number
[static] Oscillates between 0 and 1.0 (starting with 0 and ending with 1.0) for as long as the duration lasts in a sinusoidal motion.
Oscillate
  
triangle(timeElapsed:Number, duration:Number, frequency:Number):Number
[static] Oscillates between 0 and 1.0 (starting with 0 and ending with 1.0) for as long as the duration lasts in linear motion.
Oscillate
Property detail
defaultFrequencyproperty
public static var defaultFrequency:Number = 1
defaultPulseWidthproperty 
public static var defaultPulseWidth:Number = 0.5
snappingproperty 
public static var snapping:Boolean = false
Method detail
absoluteSine()method
public static function absoluteSine(timeElapsed:Number, duration:Number, frequency:Number):Number

Oscillates between 0 and 1.0 (starting with 0 and ending with 1.0) for as long as the duration lasts in an absolute sinusoidal (half-wave) motion. The subject will appear to be bouncing. The position will be based on the timeElapsed and frequency.

Parameters
timeElapsed:Number — - Specifies the time since the tween began in milliseconds or frames.
 
duration:Number — - Specifies the duration of the tween, in milliseconds or frames.
 
frequency:Number — - The frequency of the sine wave in hertz. Higher is faster. 1/frequency = wavelength

Returns
Number — Number - between 0.0 and 1.0 based on the time and frequency. Returns 1.0 if duration is elapsed and snapping is turned on.
pulse()method 
public static function pulse(timeElapsed:Number, duration:Number, frequency:Number, pulseWidth:Number):Number

Oscillates between 0 and 1.0 (starting with 0 and ending with 1.0) for as long as the duration lasts in square or pulse wave motion. The subject will appear to alternate between the start and end points. The position will be based on the timeElapsed and frequency.

Parameters
timeElapsed:Number — - Specifies the time since the tween began in milliseconds or frames.
 
duration:Number — - Specifies the duration of the tween, in milliseconds or frames.
 
frequency:Number — - The frequency of the sine wave in hertz. Higher is faster. 1/frequency = wavelength
 
pulseWidth:Number — - The width of the upside of the square wave as a percentage. 0.5 is half up, half down. 0.0 is all down, 1.0 is all up.

Returns
Number — Number - between 0.0 and 1.0 based on the time and frequency. Returns 1.0 if duration is elapsed and snapping is turned on.
sawtooth()method 
public static function sawtooth(timeElapsed:Number, duration:Number, frequency:Number):Number

Oscillates between 0 and 1.0 (starting with 0 and ending with 1.0) for as long as the duration lasts in linear motion. The position will be based on the timeElapsed and frequency.

Parameters
timeElapsed:Number — - Specifies the time since the tween began in milliseconds or frames.
 
duration:Number — - Specifies the duration of the tween, in milliseconds or frames.
 
frequency:Number — - The frequency of the sine wave in hertz. Higher is faster. 1/frequency = wavelength

Returns
Number — Number - between 0.0 and 1.0 based on the time and frequency. Returns 1.0 if duration is elapsed and snapping is turned on.
sine()method 
public static function sine(timeElapsed:Number, duration:Number, frequency:Number):Number

Oscillates between 0 and 1.0 (starting with 0 and ending with 1.0) for as long as the duration lasts in a sinusoidal motion. The position will be based on the timeElapsed and frequency.

Parameters
timeElapsed:Number — - Specifies the time since the tween began in milliseconds or frames.
 
duration:Number — - Specifies the duration of the tween, in milliseconds or frames.
 
frequency:Number — - The frequency of the sine wave in hertz. Higher is faster. 1/frequency = wavelength

Returns
Number — Number - between 0.0 and 1.0 based on the time and frequency. Returns 1.0 if duration is elapsed and snapping is turned on.
triangle()method 
public static function triangle(timeElapsed:Number, duration:Number, frequency:Number):Number

Oscillates between 0 and 1.0 (starting with 0 and ending with 1.0) for as long as the duration lasts in linear motion. The position will be based on the timeElapsed and frequency.

Parameters
timeElapsed:Number — - Specifies the time since the tween began in milliseconds or frames.
 
duration:Number — - Specifies the duration of the tween, in milliseconds or frames.
 
frequency:Number — - The frequency of the sine wave in hertz. Higher is faster. 1/frequency = wavelength

Returns
Number — Number - between 0.0 and 1.0 based on the time and frequency. Returns 1.0 if duration is elapsed and snapping is turned on.