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* anime.js v3.2.1\n * (c) 2020 Julian Garnier\n * Released under the MIT license\n * animejs.com\n */\n\n// Defaults\n\nvar defaultInstanceSettings = {\n update: null,\n begin: null,\n loopBegin: null,\n changeBegin: null,\n change: null,\n changeComplete: null,\n loopComplete: null,\n complete: null,\n loop: 1,\n direction: 'normal',\n autoplay: true,\n timelineOffset: 0\n};\n\nvar defaultTweenSettings = {\n duration: 1000,\n delay: 0,\n endDelay: 0,\n easing: 'easeOutElastic(1, .5)',\n round: 0\n};\n\nvar validTransforms = ['translateX', 'translateY', 'translateZ', 'rotate', 'rotateX', 'rotateY', 'rotateZ', 'scale', 'scaleX', 'scaleY', 'scaleZ', 'skew', 'skewX', 'skewY', 'perspective', 'matrix', 'matrix3d'];\n\n// Caching\n\nvar cache = {\n CSS: {},\n springs: {}\n};\n\n// Utils\n\nfunction minMax(val, min, max) {\n return Math.min(Math.max(val, min), max);\n}\n\nfunction stringContains(str, text) {\n return str.indexOf(text) > -1;\n}\n\nfunction applyArguments(func, args) {\n return func.apply(null, args);\n}\n\nvar is = {\n arr: function (a) { return Array.isArray(a); },\n obj: function (a) { return stringContains(Object.prototype.toString.call(a), 'Object'); },\n pth: function (a) { return is.obj(a) && a.hasOwnProperty('totalLength'); },\n svg: function (a) { return a instanceof SVGElement; },\n inp: function (a) { return a instanceof HTMLInputElement; },\n dom: function (a) { return a.nodeType || is.svg(a); },\n str: function (a) { return typeof a === 'string'; },\n fnc: function (a) { return typeof a === 'function'; },\n und: function (a) { return typeof a === 'undefined'; },\n nil: function (a) { return is.und(a) || a === null; },\n hex: function (a) { return /(^#[0-9A-F]{6}$)|(^#[0-9A-F]{3}$)/i.test(a); },\n rgb: function (a) { return /^rgb/.test(a); },\n hsl: function (a) { return /^hsl/.test(a); },\n col: function (a) { return (is.hex(a) || is.rgb(a) || is.hsl(a)); },\n key: function (a) { return !defaultInstanceSettings.hasOwnProperty(a) && !defaultTweenSettings.hasOwnProperty(a) && a !== 'targets' && a !== 'keyframes'; },\n};\n\n// Easings\n\nfunction parseEasingParameters(string) {\n var match = /\\(([^)]+)\\)/.exec(string);\n return match ? match[1].split(',').map(function (p) { return parseFloat(p); }) : [];\n}\n\n// Spring solver inspired by Webkit Copyright © 2016 Apple Inc. All rights reserved. https://webkit.org/demos/spring/spring.js\n\nfunction spring(string, duration) {\n\n var params = parseEasingParameters(string);\n var mass = minMax(is.und(params[0]) ? 1 : params[0], .1, 100);\n var stiffness = minMax(is.und(params[1]) ? 100 : params[1], .1, 100);\n var damping = minMax(is.und(params[2]) ? 10 : params[2], .1, 100);\n var velocity = minMax(is.und(params[3]) ? 0 : params[3], .1, 100);\n var w0 = Math.sqrt(stiffness / mass);\n var zeta = damping / (2 * Math.sqrt(stiffness * mass));\n var wd = zeta < 1 ? w0 * Math.sqrt(1 - zeta * zeta) : 0;\n var a = 1;\n var b = zeta < 1 ? (zeta * w0 + -velocity) / wd : -velocity + w0;\n\n function solver(t) {\n var progress = duration ? (duration * t) / 1000 : t;\n if (zeta < 1) {\n progress = Math.exp(-progress * zeta * w0) * (a * Math.cos(wd * progress) + b * Math.sin(wd * progress));\n } else {\n progress = (a + b * progress) * Math.exp(-progress * w0);\n }\n if (t === 0 || t === 1) { return t; }\n return 1 - progress;\n }\n\n function getDuration() {\n var cached = cache.springs[string];\n if (cached) { return cached; }\n var frame = 1/6;\n var elapsed = 0;\n var rest = 0;\n while(true) {\n elapsed += frame;\n if (solver(elapsed) === 1) {\n rest++;\n if (rest >= 16) { break; }\n } else {\n rest = 0;\n }\n }\n var duration = elapsed * frame * 1000;\n cache.springs[string] = duration;\n return duration;\n }\n\n return duration ? solver : getDuration;\n\n}\n\n// Basic steps easing implementation https://developer.mozilla.org/fr/docs/Web/CSS/transition-timing-function\n\nfunction steps(steps) {\n if ( steps === void 0 ) steps = 10;\n\n return function (t) { return Math.ceil((minMax(t, 0.000001, 1)) * steps) * (1 / steps); };\n}\n\n// BezierEasing https://github.com/gre/bezier-easing\n\nvar bezier = (function () {\n\n var kSplineTableSize = 11;\n var kSampleStepSize = 1.0 / (kSplineTableSize - 1.0);\n\n function A(aA1, aA2) { return 1.0 - 3.0 * aA2 + 3.0 * aA1 }\n function B(aA1, aA2) { return 3.0 * aA2 - 6.0 * aA1 }\n function C(aA1) { return 3.0 * aA1 }\n\n function calcBezier(aT, aA1, aA2) { return ((A(aA1, aA2) * aT + B(aA1, aA2)) * aT + C(aA1)) * aT }\n function getSlope(aT, aA1, aA2) { return 3.0 * A(aA1, aA2) * aT * aT + 2.0 * B(aA1, aA2) * aT + C(aA1) }\n\n function binarySubdivide(aX, aA, aB, mX1, mX2) {\n var currentX, currentT, i = 0;\n do {\n currentT = aA + (aB - aA) / 2.0;\n currentX = calcBezier(currentT, mX1, mX2) - aX;\n if (currentX > 0.0) { aB = currentT; } else { aA = currentT; }\n } while (Math.abs(currentX) > 0.0000001 && ++i < 10);\n return currentT;\n }\n\n function newtonRaphsonIterate(aX, aGuessT, mX1, mX2) {\n for (var i = 0; i < 4; ++i) {\n var currentSlope = getSlope(aGuessT, mX1, mX2);\n if (currentSlope === 0.0) { return aGuessT; }\n var currentX = calcBezier(aGuessT, mX1, mX2) - aX;\n aGuessT -= currentX / currentSlope;\n }\n return aGuessT;\n }\n\n function bezier(mX1, mY1, mX2, mY2) {\n\n if (!(0 <= mX1 && mX1 <= 1 && 0 <= mX2 && mX2 <= 1)) { return; }\n var sampleValues = new Float32Array(kSplineTableSize);\n\n if (mX1 !== mY1 || mX2 !== mY2) {\n for (var i = 0; i < kSplineTableSize; ++i) {\n sampleValues[i] = calcBezier(i * kSampleStepSize, mX1, mX2);\n }\n }\n\n function getTForX(aX) {\n\n var intervalStart = 0;\n var currentSample = 1;\n var lastSample = kSplineTableSize - 1;\n\n for (; currentSample !== lastSample && sampleValues[currentSample] <= aX; ++currentSample) {\n intervalStart += kSampleStepSize;\n }\n\n --currentSample;\n\n var dist = (aX - sampleValues[currentSample]) / (sampleValues[currentSample + 1] - sampleValues[currentSample]);\n var guessForT = intervalStart + dist * kSampleStepSize;\n var initialSlope = getSlope(guessForT, mX1, mX2);\n\n if (initialSlope >= 0.001) {\n return newtonRaphsonIterate(aX, guessForT, mX1, mX2);\n } else if (initialSlope === 0.0) {\n return guessForT;\n } else {\n return binarySubdivide(aX, intervalStart, intervalStart + kSampleStepSize, mX1, mX2);\n }\n\n }\n\n return function (x) {\n if (mX1 === mY1 && mX2 === mY2) { return x; }\n if (x === 0 || x === 1) { return x; }\n return calcBezier(getTForX(x), mY1, mY2);\n }\n\n }\n\n return bezier;\n\n})();\n\nvar penner = (function () {\n\n // Based on jQuery UI's implemenation of easing equations from Robert Penner (http://www.robertpenner.com/easing)\n\n var eases = { linear: function () { return function (t) { return t; }; } };\n\n var functionEasings = {\n Sine: function () { return function (t) { return 1 - Math.cos(t * Math.PI / 2); }; },\n Circ: function () { return function (t) { return 1 - Math.sqrt(1 - t * t); }; },\n Back: function () { return function (t) { return t * t * (3 * t - 2); }; },\n Bounce: function () { return function (t) {\n var pow2, b = 4;\n while (t < (( pow2 = Math.pow(2, --b)) - 1) / 11) {}\n return 1 / Math.pow(4, 3 - b) - 7.5625 * Math.pow(( pow2 * 3 - 2 ) / 22 - t, 2)\n }; },\n Elastic: function (amplitude, period) {\n if ( amplitude === void 0 ) amplitude = 1;\n if ( period === void 0 ) period = .5;\n\n var a = minMax(amplitude, 1, 10);\n var p = minMax(period, .1, 2);\n return function (t) {\n return (t === 0 || t === 1) ? t : \n -a * Math.pow(2, 10 * (t - 1)) * Math.sin((((t - 1) - (p / (Math.PI * 2) * Math.asin(1 / a))) * (Math.PI * 2)) / p);\n }\n }\n };\n\n var baseEasings = ['Quad', 'Cubic', 'Quart', 'Quint', 'Expo'];\n\n baseEasings.forEach(function (name, i) {\n functionEasings[name] = function () { return function (t) { return Math.pow(t, i + 2); }; };\n });\n\n Object.keys(functionEasings).forEach(function (name) {\n var easeIn = functionEasings[name];\n eases['easeIn' + name] = easeIn;\n eases['easeOut' + name] = function (a, b) { return function (t) { return 1 - easeIn(a, b)(1 - t); }; };\n eases['easeInOut' + name] = function (a, b) { return function (t) { return t < 0.5 ? easeIn(a, b)(t * 2) / 2 : \n 1 - easeIn(a, b)(t * -2 + 2) / 2; }; };\n eases['easeOutIn' + name] = function (a, b) { return function (t) { return t < 0.5 ? (1 - easeIn(a, b)(1 - t * 2)) / 2 : \n (easeIn(a, b)(t * 2 - 1) + 1) / 2; }; };\n });\n\n return eases;\n\n})();\n\nfunction parseEasings(easing, duration) {\n if (is.fnc(easing)) { return easing; }\n var name = easing.split('(')[0];\n var ease = penner[name];\n var args = parseEasingParameters(easing);\n switch (name) {\n case 'spring' : return spring(easing, duration);\n case 'cubicBezier' : return applyArguments(bezier, args);\n case 'steps' : return applyArguments(steps, args);\n default : return applyArguments(ease, args);\n }\n}\n\n// Strings\n\nfunction selectString(str) {\n try {\n var nodes = document.querySelectorAll(str);\n return nodes;\n } catch(e) {\n return;\n }\n}\n\n// Arrays\n\nfunction filterArray(arr, callback) {\n var len = arr.length;\n var thisArg = arguments.length >= 2 ? arguments[1] : void 0;\n var result = [];\n for (var i = 0; i < len; i++) {\n if (i in arr) {\n var val = arr[i];\n if (callback.call(thisArg, val, i, arr)) {\n result.push(val);\n }\n }\n }\n return result;\n}\n\nfunction flattenArray(arr) {\n return arr.reduce(function (a, b) { return a.concat(is.arr(b) ? flattenArray(b) : b); }, []);\n}\n\nfunction toArray(o) {\n if (is.arr(o)) { return o; }\n if (is.str(o)) { o = selectString(o) || o; }\n if (o instanceof NodeList || o instanceof HTMLCollection) { return [].slice.call(o); }\n return [o];\n}\n\nfunction arrayContains(arr, val) {\n return arr.some(function (a) { return a === val; });\n}\n\n// Objects\n\nfunction cloneObject(o) {\n var clone = {};\n for (var p in o) { clone[p] = o[p]; }\n return clone;\n}\n\nfunction replaceObjectProps(o1, o2) {\n var o = cloneObject(o1);\n for (var p in o1) { o[p] = o2.hasOwnProperty(p) ? o2[p] : o1[p]; }\n return o;\n}\n\nfunction mergeObjects(o1, o2) {\n var o = cloneObject(o1);\n for (var p in o2) { o[p] = is.und(o1[p]) ? o2[p] : o1[p]; }\n return o;\n}\n\n// Colors\n\nfunction rgbToRgba(rgbValue) {\n var rgb = /rgb\\((\\d+,\\s*[\\d]+,\\s*[\\d]+)\\)/g.exec(rgbValue);\n return rgb ? (\"rgba(\" + (rgb[1]) + \",1)\") : rgbValue;\n}\n\nfunction hexToRgba(hexValue) {\n var rgx = /^#?([a-f\\d])([a-f\\d])([a-f\\d])$/i;\n var hex = hexValue.replace(rgx, function (m, r, g, b) { return r + r + g + g + b + b; } );\n var rgb = /^#?([a-f\\d]{2})([a-f\\d]{2})([a-f\\d]{2})$/i.exec(hex);\n var r = parseInt(rgb[1], 16);\n var g = parseInt(rgb[2], 16);\n var b = parseInt(rgb[3], 16);\n return (\"rgba(\" + r + \",\" + g + \",\" + b + \",1)\");\n}\n\nfunction hslToRgba(hslValue) {\n var hsl = /hsl\\((\\d+),\\s*([\\d.]+)%,\\s*([\\d.]+)%\\)/g.exec(hslValue) || /hsla\\((\\d+),\\s*([\\d.]+)%,\\s*([\\d.]+)%,\\s*([\\d.]+)\\)/g.exec(hslValue);\n var h = parseInt(hsl[1], 10) / 360;\n var s = parseInt(hsl[2], 10) / 100;\n var l = parseInt(hsl[3], 10) / 100;\n var a = hsl[4] || 1;\n function hue2rgb(p, q, t) {\n if (t < 0) { t += 1; }\n if (t > 1) { t -= 1; }\n if (t < 1/6) { return p + (q - p) * 6 * t; }\n if (t < 1/2) { return q; }\n if (t < 2/3) { return p + (q - p) * (2/3 - t) * 6; }\n return p;\n }\n var r, g, b;\n if (s == 0) {\n r = g = b = l;\n } else {\n var q = l < 0.5 ? l * (1 + s) : l + s - l * s;\n var p = 2 * l - q;\n r = hue2rgb(p, q, h + 1/3);\n g = hue2rgb(p, q, h);\n b = hue2rgb(p, q, h - 1/3);\n }\n return (\"rgba(\" + (r * 255) + \",\" + (g * 255) + \",\" + (b * 255) + \",\" + a + \")\");\n}\n\nfunction colorToRgb(val) {\n if (is.rgb(val)) { return rgbToRgba(val); }\n if (is.hex(val)) { return hexToRgba(val); }\n if (is.hsl(val)) { return hslToRgba(val); }\n}\n\n// Units\n\nfunction getUnit(val) {\n var split = /[+-]?\\d*\\.?\\d+(?:\\.\\d+)?(?:[eE][+-]?\\d+)?(%|px|pt|em|rem|in|cm|mm|ex|ch|pc|vw|vh|vmin|vmax|deg|rad|turn)?$/.exec(val);\n if (split) { return split[1]; }\n}\n\nfunction getTransformUnit(propName) {\n if (stringContains(propName, 'translate') || propName === 'perspective') { return 'px'; }\n if (stringContains(propName, 'rotate') || stringContains(propName, 'skew')) { return 'deg'; }\n}\n\n// Values\n\nfunction getFunctionValue(val, animatable) {\n if (!is.fnc(val)) { return val; }\n return val(animatable.target, animatable.id, animatable.total);\n}\n\nfunction getAttribute(el, prop) {\n return el.getAttribute(prop);\n}\n\nfunction convertPxToUnit(el, value, unit) {\n var valueUnit = getUnit(value);\n if (arrayContains([unit, 'deg', 'rad', 'turn'], valueUnit)) { return value; }\n var cached = cache.CSS[value + unit];\n if (!is.und(cached)) { return cached; }\n var baseline = 100;\n var tempEl = document.createElement(el.tagName);\n var parentEl = (el.parentNode && (el.parentNode !== document)) ? el.parentNode : document.body;\n parentEl.appendChild(tempEl);\n tempEl.style.position = 'absolute';\n tempEl.style.width = baseline + unit;\n var factor = baseline / tempEl.offsetWidth;\n parentEl.removeChild(tempEl);\n var convertedUnit = factor * parseFloat(value);\n cache.CSS[value + unit] = convertedUnit;\n return convertedUnit;\n}\n\nfunction getCSSValue(el, prop, unit) {\n if (prop in el.style) {\n var uppercasePropName = prop.replace(/([a-z])([A-Z])/g, '$1-$2').toLowerCase();\n var value = el.style[prop] || getComputedStyle(el).getPropertyValue(uppercasePropName) || '0';\n return unit ? convertPxToUnit(el, value, unit) : value;\n }\n}\n\nfunction getAnimationType(el, prop) {\n if (is.dom(el) && !is.inp(el) && (!is.nil(getAttribute(el, prop)) || (is.svg(el) && el[prop]))) { return 'attribute'; }\n if (is.dom(el) && arrayContains(validTransforms, prop)) { return 'transform'; }\n if (is.dom(el) && (prop !== 'transform' && getCSSValue(el, prop))) { return 'css'; }\n if (el[prop] != null) { return 'object'; }\n}\n\nfunction getElementTransforms(el) {\n if (!is.dom(el)) { return; }\n var str = el.style.transform || '';\n var reg = /(\\w+)\\(([^)]*)\\)/g;\n var transforms = new Map();\n var m; while (m = reg.exec(str)) { transforms.set(m[1], m[2]); }\n return transforms;\n}\n\nfunction getTransformValue(el, propName, animatable, unit) {\n var defaultVal = stringContains(propName, 'scale') ? 1 : 0 + getTransformUnit(propName);\n var value = getElementTransforms(el).get(propName) || defaultVal;\n if (animatable) {\n animatable.transforms.list.set(propName, value);\n animatable.transforms['last'] = propName;\n }\n return unit ? convertPxToUnit(el, value, unit) : value;\n}\n\nfunction getOriginalTargetValue(target, propName, unit, animatable) {\n switch (getAnimationType(target, propName)) {\n case 'transform': return getTransformValue(target, propName, animatable, unit);\n case 'css': return getCSSValue(target, propName, unit);\n case 'attribute': return getAttribute(target, propName);\n default: return target[propName] || 0;\n }\n}\n\nfunction getRelativeValue(to, from) {\n var operator = /^(\\*=|\\+=|-=)/.exec(to);\n if (!operator) { return to; }\n var u = getUnit(to) || 0;\n var x = parseFloat(from);\n var y = parseFloat(to.replace(operator[0], ''));\n switch (operator[0][0]) {\n case '+': return x + y + u;\n case '-': return x - y + u;\n case '*': return x * y + u;\n }\n}\n\nfunction validateValue(val, unit) {\n if (is.col(val)) { return colorToRgb(val); }\n if (/\\s/g.test(val)) { return val; }\n var originalUnit = getUnit(val);\n var unitLess = originalUnit ? val.substr(0, val.length - originalUnit.length) : val;\n if (unit) { return unitLess + unit; }\n return unitLess;\n}\n\n// getTotalLength() equivalent for circle, rect, polyline, polygon and line shapes\n// adapted from https://gist.github.com/SebLambla/3e0550c496c236709744\n\nfunction getDistance(p1, p2) {\n return Math.sqrt(Math.pow(p2.x - p1.x, 2) + Math.pow(p2.y - p1.y, 2));\n}\n\nfunction getCircleLength(el) {\n return Math.PI * 2 * getAttribute(el, 'r');\n}\n\nfunction getRectLength(el) {\n return (getAttribute(el, 'width') * 2) + (getAttribute(el, 'height') * 2);\n}\n\nfunction getLineLength(el) {\n return getDistance(\n {x: getAttribute(el, 'x1'), y: getAttribute(el, 'y1')}, \n {x: getAttribute(el, 'x2'), y: getAttribute(el, 'y2')}\n );\n}\n\nfunction getPolylineLength(el) {\n var points = el.points;\n var totalLength = 0;\n var previousPos;\n for (var i = 0 ; i < points.numberOfItems; i++) {\n var currentPos = points.getItem(i);\n if (i > 0) { totalLength += getDistance(previousPos, currentPos); }\n previousPos = currentPos;\n }\n return totalLength;\n}\n\nfunction getPolygonLength(el) {\n var points = el.points;\n return getPolylineLength(el) + getDistance(points.getItem(points.numberOfItems - 1), points.getItem(0));\n}\n\n// Path animation\n\nfunction getTotalLength(el) {\n if (el.getTotalLength) { return el.getTotalLength(); }\n switch(el.tagName.toLowerCase()) {\n case 'circle': return getCircleLength(el);\n case 'rect': return getRectLength(el);\n case 'line': return getLineLength(el);\n case 'polyline': return getPolylineLength(el);\n case 'polygon': return getPolygonLength(el);\n }\n}\n\nfunction setDashoffset(el) {\n var pathLength = getTotalLength(el);\n el.setAttribute('stroke-dasharray', pathLength);\n return pathLength;\n}\n\n// Motion path\n\nfunction getParentSvgEl(el) {\n var parentEl = el.parentNode;\n while (is.svg(parentEl)) {\n if (!is.svg(parentEl.parentNode)) { break; }\n parentEl = parentEl.parentNode;\n }\n return parentEl;\n}\n\nfunction getParentSvg(pathEl, svgData) {\n var svg = svgData || {};\n var parentSvgEl = svg.el || getParentSvgEl(pathEl);\n var rect = parentSvgEl.getBoundingClientRect();\n var viewBoxAttr = getAttribute(parentSvgEl, 'viewBox');\n var width = rect.width;\n var height = rect.height;\n var viewBox = svg.viewBox || (viewBoxAttr ? viewBoxAttr.split(' ') : [0, 0, width, height]);\n return {\n el: parentSvgEl,\n viewBox: viewBox,\n x: viewBox[0] / 1,\n y: viewBox[1] / 1,\n w: width,\n h: height,\n vW: viewBox[2],\n vH: viewBox[3]\n }\n}\n\nfunction getPath(path, percent) {\n var pathEl = is.str(path) ? selectString(path)[0] : path;\n var p = percent || 100;\n return function(property) {\n return {\n property: property,\n el: pathEl,\n svg: getParentSvg(pathEl),\n totalLength: getTotalLength(pathEl) * (p / 100)\n }\n }\n}\n\nfunction getPathProgress(path, progress, isPathTargetInsideSVG) {\n function point(offset) {\n if ( offset === void 0 ) offset = 0;\n\n var l = progress + offset >= 1 ? progress + offset : 0;\n return path.el.getPointAtLength(l);\n }\n var svg = getParentSvg(path.el, path.svg);\n var p = point();\n var p0 = point(-1);\n var p1 = point(+1);\n var scaleX = isPathTargetInsideSVG ? 1 : svg.w / svg.vW;\n var scaleY = isPathTargetInsideSVG ? 1 : svg.h / svg.vH;\n switch (path.property) {\n case 'x': return (p.x - svg.x) * scaleX;\n case 'y': return (p.y - svg.y) * scaleY;\n case 'angle': return Math.atan2(p1.y - p0.y, p1.x - p0.x) * 180 / Math.PI;\n }\n}\n\n// Decompose value\n\nfunction decomposeValue(val, unit) {\n // const rgx = /-?\\d*\\.?\\d+/g; // handles basic numbers\n // const rgx = /[+-]?\\d+(?:\\.\\d+)?(?:[eE][+-]?\\d+)?/g; // handles exponents notation\n var rgx = /[+-]?\\d*\\.?\\d+(?:\\.\\d+)?(?:[eE][+-]?\\d+)?/g; // handles exponents notation\n var value = validateValue((is.pth(val) ? val.totalLength : val), unit) + '';\n return {\n original: value,\n numbers: value.match(rgx) ? value.match(rgx).map(Number) : [0],\n strings: (is.str(val) || unit) ? value.split(rgx) : []\n }\n}\n\n// Animatables\n\nfunction parseTargets(targets) {\n var targetsArray = targets ? (flattenArray(is.arr(targets) ? targets.map(toArray) : toArray(targets))) : [];\n return filterArray(targetsArray, function (item, pos, self) { return self.indexOf(item) === pos; });\n}\n\nfunction getAnimatables(targets) {\n var parsed = parseTargets(targets);\n return parsed.map(function (t, i) {\n return {target: t, id: i, total: parsed.length, transforms: { list: getElementTransforms(t) } };\n });\n}\n\n// Properties\n\nfunction normalizePropertyTweens(prop, tweenSettings) {\n var settings = cloneObject(tweenSettings);\n // Override duration if easing is a spring\n if (/^spring/.test(settings.easing)) { settings.duration = spring(settings.easing); }\n if (is.arr(prop)) {\n var l = prop.length;\n var isFromTo = (l === 2 && !is.obj(prop[0]));\n if (!isFromTo) {\n // Duration divided by the number of tweens\n if (!is.fnc(tweenSettings.duration)) { settings.duration = tweenSettings.duration / l; }\n } else {\n // Transform [from, to] values shorthand to a valid tween value\n prop = {value: prop};\n }\n }\n var propArray = is.arr(prop) ? prop : [prop];\n return propArray.map(function (v, i) {\n var obj = (is.obj(v) && !is.pth(v)) ? v : {value: v};\n // Default delay value should only be applied to the first tween\n if (is.und(obj.delay)) { obj.delay = !i ? tweenSettings.delay : 0; }\n // Default endDelay value should only be applied to the last tween\n if (is.und(obj.endDelay)) { obj.endDelay = i === propArray.length - 1 ? tweenSettings.endDelay : 0; }\n return obj;\n }).map(function (k) { return mergeObjects(k, settings); });\n}\n\n\nfunction flattenKeyframes(keyframes) {\n var propertyNames = filterArray(flattenArray(keyframes.map(function (key) { return Object.keys(key); })), function (p) { return is.key(p); })\n .reduce(function (a,b) { if (a.indexOf(b) < 0) { a.push(b); } return a; }, []);\n var properties = {};\n var loop = function ( i ) {\n var propName = propertyNames[i];\n properties[propName] = keyframes.map(function (key) {\n var newKey = {};\n for (var p in key) {\n if (is.key(p)) {\n if (p == propName) { newKey.value = key[p]; }\n } else {\n newKey[p] = key[p];\n }\n }\n return newKey;\n });\n };\n\n for (var i = 0; i < propertyNames.length; i++) loop( i );\n return properties;\n}\n\nfunction getProperties(tweenSettings, params) {\n var properties = [];\n var keyframes = params.keyframes;\n if (keyframes) { params = mergeObjects(flattenKeyframes(keyframes), params); }\n for (var p in params) {\n if (is.key(p)) {\n properties.push({\n name: p,\n tweens: normalizePropertyTweens(params[p], tweenSettings)\n });\n }\n }\n return properties;\n}\n\n// Tweens\n\nfunction normalizeTweenValues(tween, animatable) {\n var t = {};\n for (var p in tween) {\n var value = getFunctionValue(tween[p], animatable);\n if (is.arr(value)) {\n value = value.map(function (v) { return getFunctionValue(v, animatable); });\n if (value.length === 1) { value = value[0]; }\n }\n t[p] = value;\n }\n t.duration = parseFloat(t.duration);\n t.delay = parseFloat(t.delay);\n return t;\n}\n\nfunction normalizeTweens(prop, animatable) {\n var previousTween;\n return prop.tweens.map(function (t) {\n var tween = normalizeTweenValues(t, animatable);\n var tweenValue = tween.value;\n var to = is.arr(tweenValue) ? tweenValue[1] : tweenValue;\n var toUnit = getUnit(to);\n var originalValue = getOriginalTargetValue(animatable.target, prop.name, toUnit, animatable);\n var previousValue = previousTween ? previousTween.to.original : originalValue;\n var from = is.arr(tweenValue) ? tweenValue[0] : previousValue;\n var fromUnit = getUnit(from) || getUnit(originalValue);\n var unit = toUnit || fromUnit;\n if (is.und(to)) { to = previousValue; }\n tween.from = decomposeValue(from, unit);\n tween.to = decomposeValue(getRelativeValue(to, from), unit);\n tween.start = previousTween ? previousTween.end : 0;\n tween.end = tween.start + tween.delay + tween.duration + tween.endDelay;\n tween.easing = parseEasings(tween.easing, tween.duration);\n tween.isPath = is.pth(tweenValue);\n tween.isPathTargetInsideSVG = tween.isPath && is.svg(animatable.target);\n tween.isColor = is.col(tween.from.original);\n if (tween.isColor) { tween.round = 1; }\n previousTween = tween;\n return tween;\n });\n}\n\n// Tween progress\n\nvar setProgressValue = {\n css: function (t, p, v) { return t.style[p] = v; },\n attribute: function (t, p, v) { return t.setAttribute(p, v); },\n object: function (t, p, v) { return t[p] = v; },\n transform: function (t, p, v, transforms, manual) {\n transforms.list.set(p, v);\n if (p === transforms.last || manual) {\n var str = '';\n transforms.list.forEach(function (value, prop) { str += prop + \"(\" + value + \") \"; });\n t.style.transform = str;\n }\n }\n};\n\n// Set Value helper\n\nfunction setTargetsValue(targets, properties) {\n var animatables = getAnimatables(targets);\n animatables.forEach(function (animatable) {\n for (var property in properties) {\n var value = getFunctionValue(properties[property], animatable);\n var target = animatable.target;\n var valueUnit = getUnit(value);\n var originalValue = getOriginalTargetValue(target, property, valueUnit, animatable);\n var unit = valueUnit || getUnit(originalValue);\n var to = getRelativeValue(validateValue(value, unit), originalValue);\n var animType = getAnimationType(target, property);\n setProgressValue[animType](target, property, to, animatable.transforms, true);\n }\n });\n}\n\n// Animations\n\nfunction createAnimation(animatable, prop) {\n var animType = getAnimationType(animatable.target, prop.name);\n if (animType) {\n var tweens = normalizeTweens(prop, animatable);\n var lastTween = tweens[tweens.length - 1];\n return {\n type: animType,\n property: prop.name,\n animatable: animatable,\n tweens: tweens,\n duration: lastTween.end,\n delay: tweens[0].delay,\n endDelay: lastTween.endDelay\n }\n }\n}\n\nfunction getAnimations(animatables, properties) {\n return filterArray(flattenArray(animatables.map(function (animatable) {\n return properties.map(function (prop) {\n return createAnimation(animatable, prop);\n });\n })), function (a) { return !is.und(a); });\n}\n\n// Create Instance\n\nfunction getInstanceTimings(animations, tweenSettings) {\n var animLength = animations.length;\n var getTlOffset = function (anim) { return anim.timelineOffset ? anim.timelineOffset : 0; };\n var timings = {};\n timings.duration = animLength ? Math.max.apply(Math, animations.map(function (anim) { return getTlOffset(anim) + anim.duration; })) : tweenSettings.duration;\n timings.delay = animLength ? Math.min.apply(Math, animations.map(function (anim) { return getTlOffset(anim) + anim.delay; })) : tweenSettings.delay;\n timings.endDelay = animLength ? timings.duration - Math.max.apply(Math, animations.map(function (anim) { return getTlOffset(anim) + anim.duration - anim.endDelay; })) : tweenSettings.endDelay;\n return timings;\n}\n\nvar instanceID = 0;\n\nfunction createNewInstance(params) {\n var instanceSettings = replaceObjectProps(defaultInstanceSettings, params);\n var tweenSettings = replaceObjectProps(defaultTweenSettings, params);\n var properties = getProperties(tweenSettings, params);\n var animatables = getAnimatables(params.targets);\n var animations = getAnimations(animatables, properties);\n var timings = getInstanceTimings(animations, tweenSettings);\n var id = instanceID;\n instanceID++;\n return mergeObjects(instanceSettings, {\n id: id,\n children: [],\n animatables: animatables,\n animations: animations,\n duration: timings.duration,\n delay: timings.delay,\n endDelay: timings.endDelay\n });\n}\n\n// Core\n\nvar activeInstances = [];\n\nvar engine = (function () {\n var raf;\n\n function play() {\n if (!raf && (!isDocumentHidden() || !anime.suspendWhenDocumentHidden) && activeInstances.length > 0) {\n raf = requestAnimationFrame(step);\n }\n }\n function step(t) {\n // memo on algorithm issue:\n // dangerous iteration over mutable `activeInstances`\n // (that collection may be updated from within callbacks of `tick`-ed animation instances)\n var activeInstancesLength = activeInstances.length;\n var i = 0;\n while (i < activeInstancesLength) {\n var activeInstance = activeInstances[i];\n if (!activeInstance.paused) {\n activeInstance.tick(t);\n i++;\n } else {\n activeInstances.splice(i, 1);\n activeInstancesLength--;\n }\n }\n raf = i > 0 ? requestAnimationFrame(step) : undefined;\n }\n\n function handleVisibilityChange() {\n if (!anime.suspendWhenDocumentHidden) { return; }\n\n if (isDocumentHidden()) {\n // suspend ticks\n raf = cancelAnimationFrame(raf);\n } else { // is back to active tab\n // first adjust animations to consider the time that ticks were suspended\n activeInstances.forEach(\n function (instance) { return instance ._onDocumentVisibility(); }\n );\n engine();\n }\n }\n if (typeof document !== 'undefined') {\n document.addEventListener('visibilitychange', handleVisibilityChange);\n }\n\n return play;\n})();\n\nfunction isDocumentHidden() {\n return !!document && document.hidden;\n}\n\n// Public Instance\n\nfunction anime(params) {\n if ( params === void 0 ) params = {};\n\n\n var startTime = 0, lastTime = 0, now = 0;\n var children, childrenLength = 0;\n var resolve = null;\n\n function makePromise(instance) {\n var promise = window.Promise && new Promise(function (_resolve) { return resolve = _resolve; });\n instance.finished = promise;\n return promise;\n }\n\n var instance = createNewInstance(params);\n var promise = makePromise(instance);\n\n function toggleInstanceDirection() {\n var direction = instance.direction;\n if (direction !== 'alternate') {\n instance.direction = direction !== 'normal' ? 'normal' : 'reverse';\n }\n instance.reversed = !instance.reversed;\n children.forEach(function (child) { return child.reversed = instance.reversed; });\n }\n\n function adjustTime(time) {\n return instance.reversed ? instance.duration - time : time;\n }\n\n function resetTime() {\n startTime = 0;\n lastTime = adjustTime(instance.currentTime) * (1 / anime.speed);\n }\n\n function seekChild(time, child) {\n if (child) { child.seek(time - child.timelineOffset); }\n }\n\n function syncInstanceChildren(time) {\n if (!instance.reversePlayback) {\n for (var i = 0; i < childrenLength; i++) { seekChild(time, children[i]); }\n } else {\n for (var i$1 = childrenLength; i$1--;) { seekChild(time, children[i$1]); }\n }\n }\n\n function setAnimationsProgress(insTime) {\n var i = 0;\n var animations = instance.animations;\n var animationsLength = animations.length;\n while (i < animationsLength) {\n var anim = animations[i];\n var animatable = anim.animatable;\n var tweens = anim.tweens;\n var tweenLength = tweens.length - 1;\n var tween = tweens[tweenLength];\n // Only check for keyframes if there is more than one tween\n if (tweenLength) { tween = filterArray(tweens, function (t) { return (insTime < t.end); })[0] || tween; }\n var elapsed = minMax(insTime - tween.start - tween.delay, 0, tween.duration) / tween.duration;\n var eased = isNaN(elapsed) ? 1 : tween.easing(elapsed);\n var strings = tween.to.strings;\n var round = tween.round;\n var numbers = [];\n var toNumbersLength = tween.to.numbers.length;\n var progress = (void 0);\n for (var n = 0; n < toNumbersLength; n++) {\n var value = (void 0);\n var toNumber = tween.to.numbers[n];\n var fromNumber = tween.from.numbers[n] || 0;\n if (!tween.isPath) {\n value = fromNumber + (eased * (toNumber - fromNumber));\n } else {\n value = getPathProgress(tween.value, eased * toNumber, tween.isPathTargetInsideSVG);\n }\n if (round) {\n if (!(tween.isColor && n > 2)) {\n value = Math.round(value * round) / round;\n }\n }\n numbers.push(value);\n }\n // Manual Array.reduce for better performances\n var stringsLength = strings.length;\n if (!stringsLength) {\n progress = numbers[0];\n } else {\n progress = strings[0];\n for (var s = 0; s < stringsLength; s++) {\n var a = strings[s];\n var b = strings[s + 1];\n var n$1 = numbers[s];\n if (!isNaN(n$1)) {\n if (!b) {\n progress += n$1 + ' ';\n } else {\n progress += n$1 + b;\n }\n }\n }\n }\n setProgressValue[anim.type](animatable.target, anim.property, progress, animatable.transforms);\n anim.currentValue = progress;\n i++;\n }\n }\n\n function setCallback(cb) {\n if (instance[cb] && !instance.passThrough) { instance[cb](instance); }\n }\n\n function countIteration() {\n if (instance.remaining && instance.remaining !== true) {\n instance.remaining--;\n }\n }\n\n function setInstanceProgress(engineTime) {\n var insDuration = instance.duration;\n var insDelay = instance.delay;\n var insEndDelay = insDuration - instance.endDelay;\n var insTime = adjustTime(engineTime);\n instance.progress = minMax((insTime / insDuration) * 100, 0, 100);\n instance.reversePlayback = insTime < instance.currentTime;\n if (children) { syncInstanceChildren(insTime); }\n if (!instance.began && instance.currentTime > 0) {\n instance.began = true;\n setCallback('begin');\n }\n if (!instance.loopBegan && instance.currentTime > 0) {\n instance.loopBegan = true;\n setCallback('loopBegin');\n }\n if (insTime <= insDelay && instance.currentTime !== 0) {\n setAnimationsProgress(0);\n }\n if ((insTime >= insEndDelay && instance.currentTime !== insDuration) || !insDuration) {\n setAnimationsProgress(insDuration);\n }\n if (insTime > insDelay && insTime < insEndDelay) {\n if (!instance.changeBegan) {\n instance.changeBegan = true;\n instance.changeCompleted = false;\n setCallback('changeBegin');\n }\n setCallback('change');\n setAnimationsProgress(insTime);\n } else {\n if (instance.changeBegan) {\n instance.changeCompleted = true;\n instance.changeBegan = false;\n setCallback('changeComplete');\n }\n }\n instance.currentTime = minMax(insTime, 0, insDuration);\n if (instance.began) { setCallback('update'); }\n if (engineTime >= insDuration) {\n lastTime = 0;\n countIteration();\n if (!instance.remaining) {\n instance.paused = true;\n if (!instance.completed) {\n instance.completed = true;\n setCallback('loopComplete');\n setCallback('complete');\n if (!instance.passThrough && 'Promise' in window) {\n resolve();\n promise = makePromise(instance);\n }\n }\n } else {\n startTime = now;\n setCallback('loopComplete');\n instance.loopBegan = false;\n if (instance.direction === 'alternate') {\n toggleInstanceDirection();\n }\n }\n }\n }\n\n instance.reset = function() {\n var direction = instance.direction;\n instance.passThrough = false;\n instance.currentTime = 0;\n instance.progress = 0;\n instance.paused = true;\n instance.began = false;\n instance.loopBegan = false;\n instance.changeBegan = false;\n instance.completed = false;\n instance.changeCompleted = false;\n instance.reversePlayback = false;\n instance.reversed = direction === 'reverse';\n instance.remaining = instance.loop;\n children = instance.children;\n childrenLength = children.length;\n for (var i = childrenLength; i--;) { instance.children[i].reset(); }\n if (instance.reversed && instance.loop !== true || (direction === 'alternate' && instance.loop === 1)) { instance.remaining++; }\n setAnimationsProgress(instance.reversed ? instance.duration : 0);\n };\n\n // internal method (for engine) to adjust animation timings before restoring engine ticks (rAF)\n instance._onDocumentVisibility = resetTime;\n\n // Set Value helper\n\n instance.set = function(targets, properties) {\n setTargetsValue(targets, properties);\n return instance;\n };\n\n instance.tick = function(t) {\n now = t;\n if (!startTime) { startTime = now; }\n setInstanceProgress((now + (lastTime - startTime)) * anime.speed);\n };\n\n instance.seek = function(time) {\n setInstanceProgress(adjustTime(time));\n };\n\n instance.pause = function() {\n instance.paused = true;\n resetTime();\n };\n\n instance.play = function() {\n if (!instance.paused) { return; }\n if (instance.completed) { instance.reset(); }\n instance.paused = false;\n activeInstances.push(instance);\n resetTime();\n engine();\n };\n\n instance.reverse = function() {\n toggleInstanceDirection();\n instance.completed = instance.reversed ? false : true;\n resetTime();\n };\n\n instance.restart = function() {\n instance.reset();\n instance.play();\n };\n\n instance.remove = function(targets) {\n var targetsArray = parseTargets(targets);\n removeTargetsFromInstance(targetsArray, instance);\n };\n\n instance.reset();\n\n if (instance.autoplay) { instance.play(); }\n\n return instance;\n\n}\n\n// Remove targets from animation\n\nfunction removeTargetsFromAnimations(targetsArray, animations) {\n for (var a = animations.length; a--;) {\n if (arrayContains(targetsArray, animations[a].animatable.target)) {\n animations.splice(a, 1);\n }\n }\n}\n\nfunction removeTargetsFromInstance(targetsArray, instance) {\n var animations = instance.animations;\n var children = instance.children;\n removeTargetsFromAnimations(targetsArray, animations);\n for (var c = children.length; c--;) {\n var child = children[c];\n var childAnimations = child.animations;\n removeTargetsFromAnimations(targetsArray, childAnimations);\n if (!childAnimations.length && !child.children.length) { children.splice(c, 1); }\n }\n if (!animations.length && !children.length) { instance.pause(); }\n}\n\nfunction removeTargetsFromActiveInstances(targets) {\n var targetsArray = parseTargets(targets);\n for (var i = activeInstances.length; i--;) {\n var instance = activeInstances[i];\n removeTargetsFromInstance(targetsArray, instance);\n }\n}\n\n// Stagger helpers\n\nfunction stagger(val, params) {\n if ( params === void 0 ) params = {};\n\n var direction = params.direction || 'normal';\n var easing = params.easing ? parseEasings(params.easing) : null;\n var grid = params.grid;\n var axis = params.axis;\n var fromIndex = params.from || 0;\n var fromFirst = fromIndex === 'first';\n var fromCenter = fromIndex === 'center';\n var fromLast = fromIndex === 'last';\n var isRange = is.arr(val);\n var val1 = isRange ? parseFloat(val[0]) : parseFloat(val);\n var val2 = isRange ? parseFloat(val[1]) : 0;\n var unit = getUnit(isRange ? val[1] : val) || 0;\n var start = params.start || 0 + (isRange ? val1 : 0);\n var values = [];\n var maxValue = 0;\n return function (el, i, t) {\n if (fromFirst) { fromIndex = 0; }\n if (fromCenter) { fromIndex = (t - 1) / 2; }\n if (fromLast) { fromIndex = t - 1; }\n if (!values.length) {\n for (var index = 0; index < t; index++) {\n if (!grid) {\n values.push(Math.abs(fromIndex - index));\n } else {\n var fromX = !fromCenter ? fromIndex%grid[0] : (grid[0]-1)/2;\n var fromY = !fromCenter ? Math.floor(fromIndex/grid[0]) : (grid[1]-1)/2;\n var toX = index%grid[0];\n var toY = Math.floor(index/grid[0]);\n var distanceX = fromX - toX;\n var distanceY = fromY - toY;\n var value = Math.sqrt(distanceX * distanceX + distanceY * distanceY);\n if (axis === 'x') { value = -distanceX; }\n if (axis === 'y') { value = -distanceY; }\n values.push(value);\n }\n maxValue = Math.max.apply(Math, values);\n }\n if (easing) { values = values.map(function (val) { return easing(val / maxValue) * maxValue; }); }\n if (direction === 'reverse') { values = values.map(function (val) { return axis ? (val < 0) ? val * -1 : -val : Math.abs(maxValue - val); }); }\n }\n var spacing = isRange ? (val2 - val1) / maxValue : val1;\n return start + (spacing * (Math.round(values[i] * 100) / 100)) + unit;\n }\n}\n\n// Timeline\n\nfunction timeline(params) {\n if ( params === void 0 ) params = {};\n\n var tl = anime(params);\n tl.duration = 0;\n tl.add = function(instanceParams, timelineOffset) {\n var tlIndex = activeInstances.indexOf(tl);\n var children = tl.children;\n if (tlIndex > -1) { activeInstances.splice(tlIndex, 1); }\n function passThrough(ins) { ins.passThrough = true; }\n for (var i = 0; i < children.length; i++) { passThrough(children[i]); }\n var insParams = mergeObjects(instanceParams, replaceObjectProps(defaultTweenSettings, params));\n insParams.targets = insParams.targets || params.targets;\n var tlDuration = tl.duration;\n insParams.autoplay = false;\n insParams.direction = tl.direction;\n insParams.timelineOffset = is.und(timelineOffset) ? tlDuration : getRelativeValue(timelineOffset, tlDuration);\n passThrough(tl);\n tl.seek(insParams.timelineOffset);\n var ins = anime(insParams);\n passThrough(ins);\n children.push(ins);\n var timings = getInstanceTimings(children, params);\n tl.delay = timings.delay;\n tl.endDelay = timings.endDelay;\n tl.duration = timings.duration;\n tl.seek(0);\n tl.reset();\n if (tl.autoplay) { tl.play(); }\n return tl;\n };\n return tl;\n}\n\nanime.version = '3.2.1';\nanime.speed = 1;\n// TODO:#review: naming, documentation\nanime.suspendWhenDocumentHidden = true;\nanime.running = activeInstances;\nanime.remove = removeTargetsFromActiveInstances;\nanime.get = getOriginalTargetValue;\nanime.set = setTargetsValue;\nanime.convertPx = convertPxToUnit;\nanime.path = getPath;\nanime.setDashoffset = setDashoffset;\nanime.stagger = stagger;\nanime.timeline = timeline;\nanime.easing = parseEasings;\nanime.penner = penner;\nanime.random = function (min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; };\n\nexport default anime;\n"],"sourceRoot":""}