Jump to content

Search the Community

Showing results for tags 'easing function'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 1 result

  1. HI guys: am trying to use customized easing function but not seeing any difference whether it has been used or not. and the CircleEase() function does not see any change any behavior. Thanks in advance. <canvas id="RenderTarget"></canvas> <script type="text/javascript"> var Canvas = document.getElementById("RenderTarget"); var Engine = new BABYLON.Engine(Canvas); var Scene = CreateScene(); Engine.runRenderLoop(function () { Scene.render(); }); window.addEventListener("resize", function () { Engine.resize(); }); function CreateScene() { var scene = new BABYLON.Scene(Engine); scene.clearColor = new BABYLON.Color3(125 / 255.0, 50 / 255.0, 0); var light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(0, 1, 0), scene); var arc = new BABYLON.ArcRotateCamera("arc", 3 * Math.PI / 2, Math.PI / 8, 40, BABYLON.Vector3.Zero(), scene); arc.attachControl(Canvas, true); var mGreen = new BABYLON.StandardMaterial("green", scene); mGreen.diffuseColor = BABYLON.Color3.Green(); mGreen.wireframe = true; var mRed = new BABYLON.StandardMaterial("red", scene); mRed.diffuseColor = BABYLON.Color3.Red(); var Ground = BABYLON.Mesh.CreateTiledGround("Ground", -20, -20, 20, 20, { h: 8, w: 8 }, { h: 1, w: 1 }, scene); Ground.material = mGreen; var box = BABYLON.Mesh.CreateBox("box", 5, scene); box.material = mRed; var animationX = new BABYLON.Animation("animx", "position.x", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE); var animationZ = new BABYLON.Animation("animz", "position.z", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE); var keysX = [{ frame: 0, value: -30 }, { frame: 100, value: 30 }, { frame: 200, value: -30 }]; var keysY = [{ frame: 0, value: -30 }, { frame: 100, value: 30 }, { frame: 200, value: -30 }]; animationX.setKeys(keysX); animationZ.setKeys(keysY); var easingFunctionX = new BABYLON.CircleEase(); var FunnyEase = (function (_super) { __extends(FunnyEase, _super); function FunnyEase() { _super.apply(this, arguments); } FunnyEase.prototype.easeInCore = function (gradient) { // Here is the core method you should change to make your own Easing Function // Gradient is the percent of value change box.material = mGreen; return Math.pow(Math.pow(gradient, 4), gradient)*1000; }; return FunnyEase; })(BABYLON.EasingFunction).EASINGMODE_EASEINOUT; easingFunctionX.setEasingMode(FunnyEase); animationX.setEasingFunction(easingFunctionX); box.animations.push(animationX); box.animations.push(animationZ); var animatable = scene.beginAnimation(box, 0, 200, true); return scene; } </script>
×
×
  • Create New...