\r
var\r
ease = {\r
- quadratic: {\r
+ 'quadratic' : {\r
style: 'cubic-bezier(0.25, 0.46, 0.45, 0.94)',\r
fn: function (k) {\r
return k * ( 2 - k );\r
}\r
},\r
- circular: {\r
+ 'circular' : {\r
style: 'cubic-bezier(0.1, 0.57, 0.1, 1)', // Not properly "circular" but this looks better, it should be (0.075, 0.82, 0.165, 1)\r
fn: function (k) {\r
return Math.sqrt( 1 - ( --k * k ) );\r
}\r
},\r
- back: {\r
+ 'back' : {\r
style: 'cubic-bezier(0.175, 0.885, 0.32, 1.275)',\r
fn: function (k) {\r
var b = 4;\r
return ( k = k - 1 ) * k * ( ( b + 1 ) * k + b ) + 1;\r
}\r
},\r
- bounce: {\r
+ 'bounce' : {\r
style: '',\r
fn: function (k) {\r
if ( ( k /= 1 ) < ( 1 / 2.75 ) ) {\r
}\r
}\r
},\r
- elastic: {\r
+ 'elastic' : {\r
style: '',\r
fn: function (k) {\r
var f = 0.22,\r
// 中断\r
\r
/*\r
+ * TODO : DX Anime\r
* TODO : scale, ActiveX transform, zoom, fontSizeScale\r
* TODO : rotate, ActiveX transform -> 位置補正のために size 情報が必要なので、commitUpdate 後に計算して適用\r
* TODO : matrix\r
obj = this[ '_anime' ] || ( this[ '_anime' ] = {} );\r
\r
obj.duration = 0 <= duration && X_Type_isFinite( duration ) ? duration : 500;\r
- obj.easing = ease[ easing ] || ease.circular;\r
+ obj.easing = ease[ easing ] || ease[ 'circular' ];\r
// 現在 GPUレイヤーのtop になっているか?将来については phase で判定\r
obj.gpuParent = obj.gpuParent || false;\r
obj.phase = duration === 0 ? 9 : obj.phase === 9 ? 9 : 0; //\r
obj.wait = X_Type_isFinite( wait ) ? wait : 1000;\r
\r
obj.startTime = X_Timer_now();\r
- obj.startX = ( start.x || start.x === 0 ) ? start.x : obj.x || 0;\r
- obj.startY = ( start.y || start.y === 0 ) ? start.y : obj.y || 0;\r
+ obj.startX = ( start.x || start.x === 0 ) ? start.x : obj.x || NaN;\r
+ obj.startY = ( start.y || start.y === 0 ) ? start.y : obj.y || NaN;\r
obj.startA = 0 <= start.opacity && start.opacity <= 1 ? start.opacity : obj.a || 1;\r
\r
obj.destTime = obj.startTime + obj.duration;\r
- obj.destX = ( dest.x || dest.x === 0 ) ? dest.x : obj.destX || 0;\r
- obj.destY = ( dest.y || dest.y === 0 ) ? dest.y : obj.destY || 0;\r
+ obj.destX = ( dest.x || dest.x === 0 ) ? dest.x : obj.destX || NaN;\r
+ obj.destY = ( dest.y || dest.y === 0 ) ? dest.y : obj.destY || NaN;\r
obj.destA = 0 <= dest.opacity && dest.opacity <= 1 ? dest.opacity : obj.destA || 1;\r
\r
X_Node_ANIMATIONS.indexOf( this ) === -1 &&\r
if( X_Node_Anime_hasTransform ){\r
xnode[ 'css' ]({\r
transform : 'translate(' + ( x | 0 ) + 'px,' + ( y | 0 ) + 'px)' + ( useGPU ? X_Node_Anime_translateZ : '' ),\r
- opacity : opacity\r
+ opacity : opacity === 1 ? '' : opacity\r
});\r
} else {\r
- xnode[ 'css' ]({\r
+ x === x && xnode[ 'css' ]({\r
left : ( x | 0 ) + 'px',\r
+ opacity : opacity === 1 ? '' : opacity });\r
+ y === y && xnode[ 'css' ]({\r
top : ( y | 0 ) + 'px',\r
- opacity : opacity\r
- });\r
+ opacity : opacity === 1 ? '' : opacity });\r
};\r
\r
if( X_Node_Anime_translateZ ){\r