// simple linear tweening - no easing, no acceleration ``` Math.linearTween = function (t, b, c, d) { return c*t/d + b; }; ```

 // quadratic easing in - accelerating from zero velocity ``` Math.easeInQuad = function (t, b, c, d) { t /= d; return c*t*t + b; }; ```

 // quadratic easing out - decelerating to zero velocity ``` Math.easeOutQuad = function (t, b, c, d) { t /= d; return -c * t*(t-2) + b; }; ```

 // quadratic easing in/out - acceleration until halfway, then deceleration ``` Math.easeInOutQuad = function (t, b, c, d) { t /= d/2; if (t < 1) return c/2*t*t + b; t--; return -c/2 * (t*(t-2) - 1) + b; }; ```

 // cubic easing in - accelerating from zero velocity ``` Math.easeInCubic = function (t, b, c, d) { t /= d; return c*t*t*t + b; }; ```

 // cubic easing out - decelerating to zero velocity ``` Math.easeOutCubic = function (t, b, c, d) { t /= d; t--; return c*(t*t*t + 1) + b; }; ```

 // cubic easing in/out - acceleration until halfway, then deceleration ``` Math.easeInOutCubic = function (t, b, c, d) { t /= d/2; if (t < 1) return c/2*t*t*t + b; t -= 2; return c/2*(t*t*t + 2) + b; }; ```

 // quartic easing in - accelerating from zero velocity ``` Math.easeInQuart = function (t, b, c, d) { t /= d; return c*t*t*t*t + b; }; ```

 // quartic easing out - decelerating to zero velocity ``` Math.easeOutQuart = function (t, b, c, d) { t /= d; t--; return -c * (t*t*t*t - 1) + b; }; ```

 // quartic easing in/out - acceleration until halfway, then deceleration ``` Math.easeInOutQuart = function (t, b, c, d) { t /= d/2; if (t < 1) return c/2*t*t*t*t + b; t -= 2; return -c/2 * (t*t*t*t - 2) + b; }; ```

 // quintic easing in - accelerating from zero velocity ``` Math.easeInQuint = function (t, b, c, d) { t /= d; return c*t*t*t*t*t + b; }; ```

 // quintic easing out - decelerating to zero velocity ``` Math.easeOutQuint = function (t, b, c, d) { t /= d; t--; return c*(t*t*t*t*t + 1) + b; }; ```

 // quintic easing in/out - acceleration until halfway, then deceleration ``` Math.easeInOutQuint = function (t, b, c, d) { t /= d/2; if (t < 1) return c/2*t*t*t*t*t + b; t -= 2; return c/2*(t*t*t*t*t + 2) + b; }; ```

 // sinusoidal easing in - accelerating from zero velocity ``` Math.easeInSine = function (t, b, c, d) { return -c * Math.cos(t/d * (Math.PI/2)) + c + b; }; ```

 // sinusoidal easing out - decelerating to zero velocity ``` Math.easeOutSine = function (t, b, c, d) { return c * Math.sin(t/d * (Math.PI/2)) + b; }; ```

 // sinusoidal easing in/out - accelerating until halfway, then decelerating ``` Math.easeInOutSine = function (t, b, c, d) { return -c/2 * (Math.cos(Math.PI*t/d) - 1) + b; }; ```

 // exponential easing in - accelerating from zero velocity ``` Math.easeInExpo = function (t, b, c, d) { return c * Math.pow( 2, 10 * (t/d - 1) ) + b; }; ```

 // exponential easing out - decelerating to zero velocity ``` Math.easeOutExpo = function (t, b, c, d) { return c * ( -Math.pow( 2, -10 * t/d ) + 1 ) + b; }; ```

 // exponential easing in/out - accelerating until halfway, then decelerating ``` Math.easeInOutExpo = function (t, b, c, d) { t /= d/2; if (t < 1) return c/2 * Math.pow( 2, 10 * (t - 1) ) + b; t--; return c/2 * ( -Math.pow( 2, -10 * t) + 2 ) + b; }; ```

 // circular easing in - accelerating from zero velocity ``` Math.easeInCirc = function (t, b, c, d) { t /= d; return -c * (Math.sqrt(1 - t*t) - 1) + b; }; ```

 // circular easing out - decelerating to zero velocity ``` Math.easeOutCirc = function (t, b, c, d) { t /= d; t--; return c * Math.sqrt(1 - t*t) + b; }; ```

 // circular easing in/out - acceleration until halfway, then deceleration ``` Math.easeInOutCirc = function (t, b, c, d) { t /= d/2; if (t < 1) return -c/2 * (Math.sqrt(1 - t*t) - 1) + b; t -= 2; return c/2 * (Math.sqrt(1 - t*t) + 1) + b; }; ```