Remove old JS files
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// These functions are taken from: https://github.com/danro/jquery-easing/blob/master/jquery.easing.js
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// (with slight modifications to the function signatures)
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function linearTweening (t, b, c, d) {
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// t = current time
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// b = start value
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// c = change in value
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// d = duration
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return ((c * t) / d) + b
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}
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function easeOutBounce (t, b, c, d) {
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if ((t /= d) < (1 / 2.75)) {
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return c * (7.5625 * t * t) + b
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} else if (t < (2 / 2.75)) {
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return c * (7.5625 * (t -= (1.5 / 2.75)) * t + 0.75) + b
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} else if (t < (2.5 / 2.75)) {
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return c * (7.5625 * (t -= (2.25 / 2.75)) * t + 0.9375) + b
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} else {
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return c * (7.5625 * (t -= (2.625 / 2.75)) * t + 0.984375) + b
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}
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}
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function easeInSine (t, b, c, d) {
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return -c * Math.cos(t / d * (Math.PI / 2)) + c + b
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}
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function easeOutSine (t, b, c, d) {
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return c * Math.sin(t / d * (Math.PI / 2)) + b
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}
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function easeInOutSine (t, b, c, d) {
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return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b
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}
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function easeInQuad (t, b, c, d) {
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return c * (t /= d) * t + b
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}
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function easeOutQuad (t, b, c, d) {
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return -c * (t /= d) * (t - 2) + b
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}
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function easeInOutQuad (t, b, c, d) {
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if ((t /= d / 2) < 1) return c / 2 * t * t + b
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return -c / 2 * ((--t) * (t - 2) - 1) + b
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}
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function easeInCubic (t, b, c, d) {
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return c * (t /= d) * t * t + b
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}
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function easeOutCubic (t, b, c, d) {
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return c * ((t = t / d - 1) * t * t + 1) + b
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}
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function easeInOutCubic (t, b, c, d) {
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if ((t /= d / 2) < 1) return c / 2 * t * t * t + b
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return c / 2 * ((t -= 2) * t * t + 2) + b
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}
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function easeInExpo (t, b, c, d) {
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return (t == 0) ? b : c * Math.pow(2, 10 * (t / d - 1)) + b
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}
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function easeOutExpo (t, b, c, d) {
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return (t == d) ? b + c : c * (-Math.pow(2, -10 * t / d) + 1) + b
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}
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function easeInOutExpo (t, b, c, d) {
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if (t == 0) return b
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if (t == d) return b + c
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if ((t /= d / 2) < 1) return c / 2 * Math.pow(2, 10 * (t - 1)) + b
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return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b
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}
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function easeInElastic (t, b, c, d) {
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var s = 1.70158; var p = 0; var a = c
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if (t == 0) return b; if ((t /= d) == 1) return b + c; if (!p) p = d * 0.3
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if (a < Math.abs(c)) { a = c; var s = p / 4 } else var s = p / (2 * Math.PI) * Math.asin(c / a)
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return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b
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}
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function easeOutElastic (t, b, c, d) {
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var s = 1.70158; var p = 0; var a = c
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if (t == 0) return b; if ((t /= d) == 1) return b + c; if (!p) p = d * 0.3
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if (a < Math.abs(c)) { a = c; var s = p / 4 } else var s = p / (2 * Math.PI) * Math.asin(c / a)
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return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b
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}
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function easeInOutElastic (t, b, c, d) {
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var s = 1.70158; var p = 0; var a = c
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if (t == 0) return b; if ((t /= d / 2) == 2) return b + c; if (!p) p = d * (0.3 * 1.5)
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if (a < Math.abs(c)) { a = c; var s = p / 4 } else var s = p / (2 * Math.PI) * Math.asin(c / a)
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if (t < 1) return -0.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b
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return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * 0.5 + c + b
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}
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function easeInCirc (t, b, c, d) {
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return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b
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}
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function easeOutCirc (t, b, c, d) {
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return c * Math.sqrt(1 - (t = t / d - 1) * t) + b
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}
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function easeInOutCirc (t, b, c, d) {
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if ((t /= d / 2) < 1) return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b
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return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b
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}
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129
js/tutorial.js
129
js/tutorial.js
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// Create the renderer
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var renderer = PIXI.autoDetectRenderer(256, 256, {antialias: true})
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// Add the canvas to the HTML document
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document.body.appendChild(renderer.view)
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// Create a container object called the `stage`
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var stage = new PIXI.Container()
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renderer.view.style.position = 'absolute'
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renderer.view.style.display = 'block'
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renderer.autoResize = true
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renderer.resize(window.innerWidth, window.innerHeight)
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var counter = 0,
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cycleDuration = 60,
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tri = {
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original: [
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[0, 0],
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[-50, 50],
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[50, 50]
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],
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target: [
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[0, 0],
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[-50, 50],
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[50, 50]
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]
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},
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triangle = new PIXI.Graphics()
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stage.addChild(triangle)
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function randomInt (min, max) {
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return Math.floor(Math.random() * (max - min + 1)) + min
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}
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function linearTweening (t, b, c, d) {
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// t = current time
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// b = start value
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// c = change in value
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// d = duration
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return ((c * t) / d) + b
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}
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function easeOutBounce (t, b, c, d) {
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if ((t /= d) < (1 / 2.75)) {
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return c * (7.5625 * t * t) + b
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} else if (t < (2 / 2.75)) {
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return c * (7.5625 * (t -= (1.5 / 2.75)) * t + 0.75) + b
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} else if (t < (2.5 / 2.75)) {
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return c * (7.5625 * (t -= (2.25 / 2.75)) * t + 0.9375) + b
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} else {
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return c * (7.5625 * (t -= (2.625 / 2.75)) * t + 0.984375) + b
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}
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}
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function easeInOutExpo (t, b, c, d) {
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if (t == 0) return b
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if (t == d) return b + c
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if ((t /= d / 2) < 1) return c / 2 * Math.pow(2, 10 * (t - 1)) + b
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return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b
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}
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function drawLine (x1, y1, x2, y2) {
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var line = new PIXI.Graphics()
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line.lineStyle(1, 0xFFFFFF, 1)
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line.moveTo(x1, y1)
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line.lineTo(x2, y2)
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line.x = x1
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line.y = y1
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stage.addChild(line)
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}
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function drawShiftingTriangle (triangle, originalPoints, targetPoints, counter, easingFn) {
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var i = 0
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if (counter === 0) {
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// Given originalPoints, randomly shifts them by some amount, draws it, and returns new array of points
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var newPoints = []
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// Start new cycle. New original is old target. New target is newly generated newPoints.
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originalPoints = targetPoints
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for (i = 0; i < originalPoints.length; i++) {
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newPoints[i] = [originalPoints[i][0] + randomInt(-10, 10),
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originalPoints[i][1] + randomInt(-10, 10)]
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}
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targetPoints = newPoints
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}
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triangle.lineStyle(1, 0xFAFAFA, 1)
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// triangle.beginFill(0x66FF33);
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for (i = 0; i < 4; i++) {
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if (i === 0) {
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triangle.moveTo(easingFn(counter, originalPoints[0][0], targetPoints[0][0] - originalPoints[0][0], cycleDuration),
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easingFn(counter, originalPoints[0][1], targetPoints[0][1] - originalPoints[0][1], cycleDuration))
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} else if (i === 3) {
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triangle.lineTo(easingFn(counter, originalPoints[0][0], targetPoints[0][0] - originalPoints[0][0], cycleDuration),
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easingFn(counter, originalPoints[0][1], targetPoints[0][1] - originalPoints[0][1], cycleDuration))
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} else {
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triangle.lineTo(easingFn(counter, originalPoints[i][0], targetPoints[i][0] - originalPoints[i][0], cycleDuration),
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easingFn(counter, originalPoints[i][1], targetPoints[i][1] - originalPoints[i][1], cycleDuration))
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}
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}
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// triangle.endFill();
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return {
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original: originalPoints,
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target: targetPoints
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}
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}
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function loop () {
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requestAnimationFrame(loop)
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triangle.clear()
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// drawLine(0, 0, counter, counter);
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tri = drawShiftingTriangle(triangle, tri.original, tri.target, counter, linearTweening)
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counter += 1
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counter = counter % cycleDuration
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var mousePosition = renderer.plugins.interaction.mouse.global
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triangle.x = mousePosition.x
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triangle.y = mousePosition.y
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// Tell the `renderer` to `render` the `stage`
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renderer.render(stage)
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}
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loop()
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