{"version":3,"file":"deferred.min.js","sources":["node_modules/gsap/TweenLite.js","node_modules/gsap/TweenMaxBase.js","node_modules/gsap/CSSPlugin.js","node_modules/gsap/AttrPlugin.js","node_modules/gsap/RoundPropsPlugin.js","node_modules/gsap/DirectionalRotationPlugin.js","node_modules/gsap/TimelineLite.js","node_modules/gsap/TimelineMax.js","node_modules/gsap/BezierPlugin.js","node_modules/gsap/EasePack.js","node_modules/gsap/TweenMax.js","node_modules/countup.js/dist/countUp.min.js","source/js/deferred.js"],"sourcesContent":["/*!\n * VERSION: 2.1.3\n * DATE: 2019-05-17\n * UPDATES AND DOCS AT: http://greensock.com\n *\n * @license Copyright (c) 2008-2019, GreenSock. All rights reserved.\n * This work is subject to the terms at http://greensock.com/standard-license or for\n * Club GreenSock members, the software agreement that was issued with your membership.\n *\n * @author: Jack Doyle, jack@greensock.com\n */\n/* eslint-disable */\n\n/* ES6 changes:\n\t- declare and export _gsScope at top.\n\t- set var TweenLite = the result of the main function\n\t- export default TweenLite at the bottom\n\t- return TweenLite at the bottom of the main function\n\t- pass in _gsScope as the first parameter of the main function (which is actually at the bottom)\n\t- remove the \"export to multiple environments\" in Definition().\n */\nexport var _gsScope = (typeof(window) !== \"undefined\") ? window : (typeof(module) !== \"undefined\" && module.exports && typeof(global) !== \"undefined\") ? global : this || {};\n\nexport var TweenLite = (function(window) {\n\n\t\t\"use strict\";\n\t\tvar _exports = {},\n\t\t\t_doc = window.document,\n\t\t\t_globals = window.GreenSockGlobals = window.GreenSockGlobals || window;\n\t\tif (_globals.TweenLite) {\n\t\t\treturn _globals.TweenLite; //in case the core set of classes is already loaded, don't instantiate twice.\n\t\t}\n\t\tvar _namespace = function(ns) {\n\t\t\t\tvar a = ns.split(\".\"),\n\t\t\t\t\tp = _globals, i;\n\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\tp[a[i]] = p = p[a[i]] || {};\n\t\t\t\t}\n\t\t\t\treturn p;\n\t\t\t},\n\t\t\tgs = _namespace(\"com.greensock\"),\n\t\t\t_tinyNum = 0.00000001,\n\t\t\t_slice = function(a) { //don't use Array.prototype.slice.call(target, 0) because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll()\n\t\t\t\tvar b = [],\n\t\t\t\t\tl = a.length,\n\t\t\t\t\ti;\n\t\t\t\tfor (i = 0; i !== l; b.push(a[i++])) {}\n\t\t\t\treturn b;\n\t\t\t},\n\t\t\t_emptyFunc = function() {},\n\t\t\t_isArray = (function() { //works around issues in iframe environments where the Array global isn't shared, thus if the object originates in a different window/iframe, \"(obj instanceof Array)\" will evaluate false. We added some speed optimizations to avoid Object.prototype.toString.call() unless it's absolutely necessary because it's VERY slow (like 20x slower)\n\t\t\t\tvar toString = Object.prototype.toString,\n\t\t\t\t\tarray = toString.call([]);\n\t\t\t\treturn function(obj) {\n\t\t\t\t\treturn obj != null && (obj instanceof Array || (typeof(obj) === \"object\" && !!obj.push && toString.call(obj) === array));\n\t\t\t\t};\n\t\t\t}()),\n\t\t\ta, i, p, _ticker, _tickerActive,\n\t\t\t_defLookup = {},\n\n\t\t\t/**\n\t\t\t * @constructor\n\t\t\t * Defines a GreenSock class, optionally with an array of dependencies that must be instantiated first and passed into the definition.\n\t\t\t * This allows users to load GreenSock JS files in any order even if they have interdependencies (like CSSPlugin extends TweenPlugin which is\n\t\t\t * inside TweenLite.js, but if CSSPlugin is loaded first, it should wait to run its code until TweenLite.js loads and instantiates TweenPlugin\n\t\t\t * and then pass TweenPlugin to CSSPlugin's definition). This is all done automatically and internally.\n\t\t\t *\n\t\t\t * Every definition will be added to a \"com.greensock\" global object (typically window, but if a window.GreenSockGlobals object is found,\n\t\t\t * it will go there as of v1.7). For example, TweenLite will be found at window.com.greensock.TweenLite and since it's a global class that should be available anywhere,\n\t\t\t * it is ALSO referenced at window.TweenLite. However some classes aren't considered global, like the base com.greensock.core.Animation class, so\n\t\t\t * those will only be at the package like window.com.greensock.core.Animation. Again, if you define a GreenSockGlobals object on the window, everything\n\t\t\t * gets tucked neatly inside there instead of on the window directly. This allows you to do advanced things like load multiple versions of GreenSock\n\t\t\t * files and put them into distinct objects (imagine a banner ad uses a newer version but the main site uses an older one). In that case, you could\n\t\t\t * sandbox the banner one like:\n\t\t\t *\n\t\t\t * \n\t\t\t * \n\t\t\t * \n\t\t\t * \n\t\t\t * \n\t\t\t *\n\t\t\t * @param {!string} ns The namespace of the class definition, leaving off \"com.greensock.\" as that's assumed. For example, \"TweenLite\" or \"plugins.CSSPlugin\" or \"easing.Back\".\n\t\t\t * @param {!Array.} dependencies An array of dependencies (described as their namespaces minus \"com.greensock.\" prefix). For example [\"TweenLite\",\"plugins.TweenPlugin\",\"core.Animation\"]\n\t\t\t * @param {!function():Object} func The function that should be called and passed the resolved dependencies which will return the actual class for this definition.\n\t\t\t * @param {boolean=} global If true, the class will be added to the global scope (typically window unless you define a window.GreenSockGlobals object)\n\t\t\t */\n\t\t\tDefinition = function(ns, dependencies, func, global) {\n\t\t\t\tthis.sc = (_defLookup[ns]) ? _defLookup[ns].sc : []; //subclasses\n\t\t\t\t_defLookup[ns] = this;\n\t\t\t\tthis.gsClass = null;\n\t\t\t\tthis.func = func;\n\t\t\t\tvar _classes = [];\n\t\t\t\tthis.check = function(init) {\n\t\t\t\t\tvar i = dependencies.length,\n\t\t\t\t\t\tmissing = i,\n\t\t\t\t\t\tcur, a, n, cl;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif ((cur = _defLookup[dependencies[i]] || new Definition(dependencies[i], [])).gsClass) {\n\t\t\t\t\t\t\t_classes[i] = cur.gsClass;\n\t\t\t\t\t\t\tmissing--;\n\t\t\t\t\t\t} else if (init) {\n\t\t\t\t\t\t\tcur.sc.push(this);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (missing === 0 && func) {\n\t\t\t\t\t\ta = (\"com.greensock.\" + ns).split(\".\");\n\t\t\t\t\t\tn = a.pop();\n\t\t\t\t\t\tcl = _namespace(a.join(\".\"))[n] = this.gsClass = func.apply(func, _classes);\n\n\t\t\t\t\t\t//exports to multiple environments\n\t\t\t\t\t\tif (global) {\n\t\t\t\t\t\t\t_globals[n] = _exports[n] = cl; //provides a way to avoid global namespace pollution. By default, the main classes like TweenLite, Power1, Strong, etc. are added to window unless a GreenSockGlobals is defined. So if you want to have things added to a custom object instead, just do something like window.GreenSockGlobals = {} before loading any GreenSock files. You can even set up an alias like window.GreenSockGlobals = windows.gs = {} so that you can access everything like gs.TweenLite. Also remember that ALL classes are added to the window.com.greensock object (in their respective packages, like com.greensock.easing.Power1, com.greensock.TweenLite, etc.)\n\t\t\t\t\t\t\t/*\n\t\t\t\t\t\t\tif (typeof(module) !== \"undefined\" && module.exports) { //node\n\t\t\t\t\t\t\t\tif (ns === moduleName) {\n\t\t\t\t\t\t\t\t\tmodule.exports = _exports[moduleName] = cl;\n\t\t\t\t\t\t\t\t\tfor (i in _exports) {\n\t\t\t\t\t\t\t\t\t\tcl[i] = _exports[i];\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t} else if (_exports[moduleName]) {\n\t\t\t\t\t\t\t\t\t_exports[moduleName][n] = cl;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t} else if (typeof(define) === \"function\" && define.amd){ //AMD\n\t\t\t\t\t\t\t\tdefine((window.GreenSockAMDPath ? window.GreenSockAMDPath + \"/\" : \"\") + ns.split(\".\").pop(), [], function() { return cl; });\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t*/\n\t\t\t\t\t\t}\n\t\t\t\t\t\tfor (i = 0; i < this.sc.length; i++) {\n\t\t\t\t\t\t\tthis.sc[i].check();\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t};\n\t\t\t\tthis.check(true);\n\t\t\t},\n\n\t\t\t//used to create Definition instances (which basically registers a class that has dependencies).\n\t\t\t_gsDefine = window._gsDefine = function(ns, dependencies, func, global) {\n\t\t\t\treturn new Definition(ns, dependencies, func, global);\n\t\t\t},\n\n\t\t\t//a quick way to create a class that doesn't have any dependencies. Returns the class, but first registers it in the GreenSock namespace so that other classes can grab it (other classes might be dependent on the class).\n\t\t\t_class = gs._class = function(ns, func, global) {\n\t\t\t\tfunc = func || function() {};\n\t\t\t\t_gsDefine(ns, [], function(){ return func; }, global);\n\t\t\t\treturn func;\n\t\t\t};\n\n\t\t_gsDefine.globals = _globals;\n\n\n\n/*\n * ----------------------------------------------------------------\n * Ease\n * ----------------------------------------------------------------\n */\n\t\tvar _baseParams = [0, 0, 1, 1],\n\t\t\tEase = _class(\"easing.Ease\", function(func, extraParams, type, power) {\n\t\t\t\tthis._func = func;\n\t\t\t\tthis._type = type || 0;\n\t\t\t\tthis._power = power || 0;\n\t\t\t\tthis._params = extraParams ? _baseParams.concat(extraParams) : _baseParams;\n\t\t\t}, true),\n\t\t\t_easeMap = Ease.map = {},\n\t\t\t_easeReg = Ease.register = function(ease, names, types, create) {\n\t\t\t\tvar na = names.split(\",\"),\n\t\t\t\t\ti = na.length,\n\t\t\t\t\tta = (types || \"easeIn,easeOut,easeInOut\").split(\",\"),\n\t\t\t\t\te, name, j, type;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tname = na[i];\n\t\t\t\t\te = create ? _class(\"easing.\"+name, null, true) : gs.easing[name] || {};\n\t\t\t\t\tj = ta.length;\n\t\t\t\t\twhile (--j > -1) {\n\t\t\t\t\t\ttype = ta[j];\n\t\t\t\t\t\t_easeMap[name + \".\" + type] = _easeMap[type + name] = e[type] = ease.getRatio ? ease : ease[type] || new ease();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\n\t\tp = Ease.prototype;\n\t\tp._calcEnd = false;\n\t\tp.getRatio = function(p) {\n\t\t\tif (this._func) {\n\t\t\t\tthis._params[0] = p;\n\t\t\t\treturn this._func.apply(null, this._params);\n\t\t\t}\n\t\t\tvar t = this._type,\n\t\t\t\tpw = this._power,\n\t\t\t\tr = (t === 1) ? 1 - p : (t === 2) ? p : (p < 0.5) ? p * 2 : (1 - p) * 2;\n\t\t\tif (pw === 1) {\n\t\t\t\tr *= r;\n\t\t\t} else if (pw === 2) {\n\t\t\t\tr *= r * r;\n\t\t\t} else if (pw === 3) {\n\t\t\t\tr *= r * r * r;\n\t\t\t} else if (pw === 4) {\n\t\t\t\tr *= r * r * r * r;\n\t\t\t}\n\t\t\treturn (t === 1) ? 1 - r : (t === 2) ? r : (p < 0.5) ? r / 2 : 1 - (r / 2);\n\t\t};\n\n\t\t//create all the standard eases like Linear, Quad, Cubic, Quart, Quint, Strong, Power0, Power1, Power2, Power3, and Power4 (each with easeIn, easeOut, and easeInOut)\n\t\ta = [\"Linear\",\"Quad\",\"Cubic\",\"Quart\",\"Quint,Strong\"];\n\t\ti = a.length;\n\t\twhile (--i > -1) {\n\t\t\tp = a[i]+\",Power\"+i;\n\t\t\t_easeReg(new Ease(null,null,1,i), p, \"easeOut\", true);\n\t\t\t_easeReg(new Ease(null,null,2,i), p, \"easeIn\" + ((i === 0) ? \",easeNone\" : \"\"));\n\t\t\t_easeReg(new Ease(null,null,3,i), p, \"easeInOut\");\n\t\t}\n\t\t_easeMap.linear = gs.easing.Linear.easeIn;\n\t\t_easeMap.swing = gs.easing.Quad.easeInOut; //for jQuery folks\n\n\n/*\n * ----------------------------------------------------------------\n * EventDispatcher\n * ----------------------------------------------------------------\n */\n\t\tvar EventDispatcher = _class(\"events.EventDispatcher\", function(target) {\n\t\t\tthis._listeners = {};\n\t\t\tthis._eventTarget = target || this;\n\t\t});\n\t\tp = EventDispatcher.prototype;\n\n\t\tp.addEventListener = function(type, callback, scope, useParam, priority) {\n\t\t\tpriority = priority || 0;\n\t\t\tvar list = this._listeners[type],\n\t\t\t\tindex = 0,\n\t\t\t\tlistener, i;\n\t\t\tif (this === _ticker && !_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\tif (list == null) {\n\t\t\t\tthis._listeners[type] = list = [];\n\t\t\t}\n\t\t\ti = list.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tlistener = list[i];\n\t\t\t\tif (listener.c === callback && listener.s === scope) {\n\t\t\t\t\tlist.splice(i, 1);\n\t\t\t\t} else if (index === 0 && listener.pr < priority) {\n\t\t\t\t\tindex = i + 1;\n\t\t\t\t}\n\t\t\t}\n\t\t\tlist.splice(index, 0, {c:callback, s:scope, up:useParam, pr:priority});\n\t\t};\n\n\t\tp.removeEventListener = function(type, callback) {\n\t\t\tvar list = this._listeners[type], i;\n\t\t\tif (list) {\n\t\t\t\ti = list.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (list[i].c === callback) {\n\t\t\t\t\t\tlist.splice(i, 1);\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\tp.dispatchEvent = function(type) {\n\t\t\tvar list = this._listeners[type],\n\t\t\t\ti, t, listener;\n\t\t\tif (list) {\n\t\t\t\ti = list.length;\n\t\t\t\tif (i > 1) {\n\t\t\t\t\tlist = list.slice(0); //in case addEventListener() is called from within a listener/callback (otherwise the index could change, resulting in a skip)\n\t\t\t\t}\n\t\t\t\tt = this._eventTarget;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tlistener = list[i];\n\t\t\t\t\tif (listener) {\n\t\t\t\t\t\tif (listener.up) {\n\t\t\t\t\t\t\tlistener.c.call(listener.s || t, {type:type, target:t});\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tlistener.c.call(listener.s || t);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\n/*\n * ----------------------------------------------------------------\n * Ticker\n * ----------------------------------------------------------------\n */\n \t\tvar _reqAnimFrame = window.requestAnimationFrame,\n\t\t\t_cancelAnimFrame = window.cancelAnimationFrame,\n\t\t\t_getTime = Date.now || function() {return new Date().getTime();},\n\t\t\t_lastUpdate = _getTime();\n\n\t\t//now try to determine the requestAnimationFrame and cancelAnimationFrame functions and if none are found, we'll use a setTimeout()/clearTimeout() polyfill.\n\t\ta = [\"ms\",\"moz\",\"webkit\",\"o\"];\n\t\ti = a.length;\n\t\twhile (--i > -1 && !_reqAnimFrame) {\n\t\t\t_reqAnimFrame = window[a[i] + \"RequestAnimationFrame\"];\n\t\t\t_cancelAnimFrame = window[a[i] + \"CancelAnimationFrame\"] || window[a[i] + \"CancelRequestAnimationFrame\"];\n\t\t}\n\n\t\t_class(\"Ticker\", function(fps, useRAF) {\n\t\t\tvar _self = this,\n\t\t\t\t_startTime = _getTime(),\n\t\t\t\t_useRAF = (useRAF !== false && _reqAnimFrame) ? \"auto\" : false,\n\t\t\t\t_lagThreshold = 500,\n\t\t\t\t_adjustedLag = 33,\n\t\t\t\t_tickWord = \"tick\", //helps reduce gc burden\n\t\t\t\t_fps, _req, _id, _gap, _nextTime,\n\t\t\t\t_tick = function(manual) {\n\t\t\t\t\tvar elapsed = _getTime() - _lastUpdate,\n\t\t\t\t\t\toverlap, dispatch;\n\t\t\t\t\tif (elapsed > _lagThreshold) {\n\t\t\t\t\t\t_startTime += elapsed - _adjustedLag;\n\t\t\t\t\t}\n\t\t\t\t\t_lastUpdate += elapsed;\n\t\t\t\t\t_self.time = (_lastUpdate - _startTime) / 1000;\n\t\t\t\t\toverlap = _self.time - _nextTime;\n\t\t\t\t\tif (!_fps || overlap > 0 || manual === true) {\n\t\t\t\t\t\t_self.frame++;\n\t\t\t\t\t\t_nextTime += overlap + (overlap >= _gap ? 0.004 : _gap - overlap);\n\t\t\t\t\t\tdispatch = true;\n\t\t\t\t\t}\n\t\t\t\t\tif (manual !== true) { //make sure the request is made before we dispatch the \"tick\" event so that timing is maintained. Otherwise, if processing the \"tick\" requires a bunch of time (like 15ms) and we're using a setTimeout() that's based on 16.7ms, it'd technically take 31.7ms between frames otherwise.\n\t\t\t\t\t\t_id = _req(_tick);\n\t\t\t\t\t}\n\t\t\t\t\tif (dispatch) {\n\t\t\t\t\t\t_self.dispatchEvent(_tickWord);\n\t\t\t\t\t}\n\t\t\t\t};\n\n\t\t\tEventDispatcher.call(_self);\n\t\t\t_self.time = _self.frame = 0;\n\t\t\t_self.tick = function() {\n\t\t\t\t_tick(true);\n\t\t\t};\n\n\t\t\t_self.lagSmoothing = function(threshold, adjustedLag) {\n\t\t\t\tif (!arguments.length) { //if lagSmoothing() is called with no arguments, treat it like a getter that returns a boolean indicating if it's enabled or not. This is purposely undocumented and is for internal use.\n\t\t\t\t\treturn (_lagThreshold < 1 / _tinyNum);\n\t\t\t\t}\n\t\t\t\t_lagThreshold = threshold || (1 / _tinyNum); //zero should be interpreted as basically unlimited\n\t\t\t\t_adjustedLag = Math.min(adjustedLag, _lagThreshold, 0);\n\t\t\t};\n\n\t\t\t_self.sleep = function() {\n\t\t\t\tif (_id == null) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tif (!_useRAF || !_cancelAnimFrame) {\n\t\t\t\t\tclearTimeout(_id);\n\t\t\t\t} else {\n\t\t\t\t\t_cancelAnimFrame(_id);\n\t\t\t\t}\n\t\t\t\t_req = _emptyFunc;\n\t\t\t\t_id = null;\n\t\t\t\tif (_self === _ticker) {\n\t\t\t\t\t_tickerActive = false;\n\t\t\t\t}\n\t\t\t};\n\n\t\t\t_self.wake = function(seamless) {\n\t\t\t\tif (_id !== null) {\n\t\t\t\t\t_self.sleep();\n\t\t\t\t} else if (seamless) {\n\t\t\t\t\t_startTime += -_lastUpdate + (_lastUpdate = _getTime());\n\t\t\t\t} else if (_self.frame > 10) { //don't trigger lagSmoothing if we're just waking up, and make sure that at least 10 frames have elapsed because of the iOS bug that we work around below with the 1.5-second setTimout().\n\t\t\t\t\t_lastUpdate = _getTime() - _lagThreshold + 5;\n\t\t\t\t}\n\t\t\t\t_req = (_fps === 0) ? _emptyFunc : (!_useRAF || !_reqAnimFrame) ? function(f) { return setTimeout(f, ((_nextTime - _self.time) * 1000 + 1) | 0); } : _reqAnimFrame;\n\t\t\t\tif (_self === _ticker) {\n\t\t\t\t\t_tickerActive = true;\n\t\t\t\t}\n\t\t\t\t_tick(2);\n\t\t\t};\n\n\t\t\t_self.fps = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn _fps;\n\t\t\t\t}\n\t\t\t\t_fps = value;\n\t\t\t\t_gap = 1 / (_fps || 60);\n\t\t\t\t_nextTime = this.time + _gap;\n\t\t\t\t_self.wake();\n\t\t\t};\n\n\t\t\t_self.useRAF = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn _useRAF;\n\t\t\t\t}\n\t\t\t\t_self.sleep();\n\t\t\t\t_useRAF = value;\n\t\t\t\t_self.fps(_fps);\n\t\t\t};\n\t\t\t_self.fps(fps);\n\n\t\t\t//a bug in iOS 6 Safari occasionally prevents the requestAnimationFrame from working initially, so we use a 1.5-second timeout that automatically falls back to setTimeout() if it senses this condition.\n\t\t\tsetTimeout(function() {\n\t\t\t\tif (_useRAF === \"auto\" && _self.frame < 5 && (_doc || {}).visibilityState !== \"hidden\") {\n\t\t\t\t\t_self.useRAF(false);\n\t\t\t\t}\n\t\t\t}, 1500);\n\t\t});\n\n\t\tp = gs.Ticker.prototype = new gs.events.EventDispatcher();\n\t\tp.constructor = gs.Ticker;\n\n\n/*\n * ----------------------------------------------------------------\n * Animation\n * ----------------------------------------------------------------\n */\n\t\tvar Animation = _class(\"core.Animation\", function(duration, vars) {\n\t\t\t\tthis.vars = vars = vars || {};\n\t\t\t\tthis._duration = this._totalDuration = duration || 0;\n\t\t\t\tthis._delay = Number(vars.delay) || 0;\n\t\t\t\tthis._timeScale = 1;\n\t\t\t\tthis._active = !!vars.immediateRender;\n\t\t\t\tthis.data = vars.data;\n\t\t\t\tthis._reversed = !!vars.reversed;\n\n\t\t\t\tif (!_rootTimeline) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tif (!_tickerActive) { //some browsers (like iOS 6 Safari) shut down JavaScript execution when the tab is disabled and they [occasionally] neglect to start up requestAnimationFrame again when returning - this code ensures that the engine starts up again properly.\n\t\t\t\t\t_ticker.wake();\n\t\t\t\t}\n\n\t\t\t\tvar tl = this.vars.useFrames ? _rootFramesTimeline : _rootTimeline;\n\t\t\t\ttl.add(this, tl._time);\n\n\t\t\t\tif (this.vars.paused) {\n\t\t\t\t\tthis.paused(true);\n\t\t\t\t}\n\t\t\t});\n\n\t\t_ticker = Animation.ticker = new gs.Ticker();\n\t\tp = Animation.prototype;\n\t\tp._dirty = p._gc = p._initted = p._paused = false;\n\t\tp._totalTime = p._time = 0;\n\t\tp._rawPrevTime = -1;\n\t\tp._next = p._last = p._onUpdate = p._timeline = p.timeline = null;\n\t\tp._paused = false;\n\n\n\t\t//some browsers (like iOS) occasionally drop the requestAnimationFrame event when the user switches to a different tab and then comes back again, so we use a 2-second setTimeout() to sense if/when that condition occurs and then wake() the ticker.\n\t\tvar _checkTimeout = function() {\n\t\t\t\tif (_tickerActive && _getTime() - _lastUpdate > 2000 && ((_doc || {}).visibilityState !== \"hidden\" || !_ticker.lagSmoothing())) { //note: if the tab is hidden, we should still wake if lagSmoothing has been disabled.\n\t\t\t\t\t_ticker.wake();\n\t\t\t\t}\n\t\t\t\tvar t = setTimeout(_checkTimeout, 2000);\n\t\t\t\tif (t.unref) {\n\t\t\t\t\t// allows a node process to exit even if the timeout’s callback hasn't been invoked. Without it, the node process could hang as this function is called every two seconds.\n\t\t\t\t\tt.unref();\n\t\t\t\t}\n\t\t\t};\n\t\t_checkTimeout();\n\n\n\t\tp.play = function(from, suppressEvents) {\n\t\t\tif (from != null) {\n\t\t\t\tthis.seek(from, suppressEvents);\n\t\t\t}\n\t\t\treturn this.reversed(false).paused(false);\n\t\t};\n\n\t\tp.pause = function(atTime, suppressEvents) {\n\t\t\tif (atTime != null) {\n\t\t\t\tthis.seek(atTime, suppressEvents);\n\t\t\t}\n\t\t\treturn this.paused(true);\n\t\t};\n\n\t\tp.resume = function(from, suppressEvents) {\n\t\t\tif (from != null) {\n\t\t\t\tthis.seek(from, suppressEvents);\n\t\t\t}\n\t\t\treturn this.paused(false);\n\t\t};\n\n\t\tp.seek = function(time, suppressEvents) {\n\t\t\treturn this.totalTime(Number(time), suppressEvents !== false);\n\t\t};\n\n\t\tp.restart = function(includeDelay, suppressEvents) {\n\t\t\treturn this.reversed(false).paused(false).totalTime(includeDelay ? -this._delay : 0, (suppressEvents !== false), true);\n\t\t};\n\n\t\tp.reverse = function(from, suppressEvents) {\n\t\t\tif (from != null) {\n\t\t\t\tthis.seek((from || this.totalDuration()), suppressEvents);\n\t\t\t}\n\t\t\treturn this.reversed(true).paused(false);\n\t\t};\n\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\t//stub - we override this method in subclasses.\n\t\t};\n\n\t\tp.invalidate = function() {\n\t\t\tthis._time = this._totalTime = 0;\n\t\t\tthis._initted = this._gc = false;\n\t\t\tthis._rawPrevTime = -1;\n\t\t\tif (this._gc || !this.timeline) {\n\t\t\t\tthis._enabled(true);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.isActive = function() {\n\t\t\tvar tl = this._timeline, //the 2 root timelines won't have a _timeline; they're always active.\n\t\t\t\tstartTime = this._startTime,\n\t\t\t\trawTime;\n\t\t\treturn (!tl || (!this._gc && !this._paused && tl.isActive() && (rawTime = tl.rawTime(true)) >= startTime && rawTime < startTime + this.totalDuration() / this._timeScale - _tinyNum));\n\t\t};\n\n\t\tp._enabled = function (enabled, ignoreTimeline) {\n\t\t\tif (!_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\tthis._gc = !enabled;\n\t\t\tthis._active = this.isActive();\n\t\t\tif (ignoreTimeline !== true) {\n\t\t\t\tif (enabled && !this.timeline) {\n\t\t\t\t\tthis._timeline.add(this, this._startTime - this._delay);\n\t\t\t\t} else if (!enabled && this.timeline) {\n\t\t\t\t\tthis._timeline._remove(this, true);\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\n\t\tp._kill = function(vars, target) {\n\t\t\treturn this._enabled(false, false);\n\t\t};\n\n\t\tp.kill = function(vars, target) {\n\t\t\tthis._kill(vars, target);\n\t\t\treturn this;\n\t\t};\n\n\t\tp._uncache = function(includeSelf) {\n\t\t\tvar tween = includeSelf ? this : this.timeline;\n\t\t\twhile (tween) {\n\t\t\t\ttween._dirty = true;\n\t\t\t\ttween = tween.timeline;\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp._swapSelfInParams = function(params) {\n\t\t\tvar i = params.length,\n\t\t\t\tcopy = params.concat();\n\t\t\twhile (--i > -1) {\n\t\t\t\tif (params[i] === \"{self}\") {\n\t\t\t\t\tcopy[i] = this;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn copy;\n\t\t};\n\n\t\tp._callback = function(type) {\n\t\t\tvar v = this.vars,\n\t\t\t\tcallback = v[type],\n\t\t\t\tparams = v[type + \"Params\"],\n\t\t\t\tscope = v[type + \"Scope\"] || v.callbackScope || this,\n\t\t\t\tl = params ? params.length : 0;\n\t\t\tswitch (l) { //speed optimization; call() is faster than apply() so use it when there are only a few parameters (which is by far most common). Previously we simply did var v = this.vars; v[type].apply(v[type + \"Scope\"] || v.callbackScope || this, v[type + \"Params\"] || _blankArray);\n\t\t\t\tcase 0: callback.call(scope); break;\n\t\t\t\tcase 1: callback.call(scope, params[0]); break;\n\t\t\t\tcase 2: callback.call(scope, params[0], params[1]); break;\n\t\t\t\tdefault: callback.apply(scope, params);\n\t\t\t}\n\t\t};\n\n//----Animation getters/setters --------------------------------------------------------\n\n\t\tp.eventCallback = function(type, callback, params, scope) {\n\t\t\tif ((type || \"\").substr(0,2) === \"on\") {\n\t\t\t\tvar v = this.vars;\n\t\t\t\tif (arguments.length === 1) {\n\t\t\t\t\treturn v[type];\n\t\t\t\t}\n\t\t\t\tif (callback == null) {\n\t\t\t\t\tdelete v[type];\n\t\t\t\t} else {\n\t\t\t\t\tv[type] = callback;\n\t\t\t\t\tv[type + \"Params\"] = (_isArray(params) && params.join(\"\").indexOf(\"{self}\") !== -1) ? this._swapSelfInParams(params) : params;\n\t\t\t\t\tv[type + \"Scope\"] = scope;\n\t\t\t\t}\n\t\t\t\tif (type === \"onUpdate\") {\n\t\t\t\t\tthis._onUpdate = callback;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.delay = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._delay;\n\t\t\t}\n\t\t\tif (this._timeline.smoothChildTiming) {\n\t\t\t\tthis.startTime( this._startTime + value - this._delay );\n\t\t\t}\n\t\t\tthis._delay = value;\n\t\t\treturn this;\n\t\t};\n\n\t\tp.duration = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\tthis._dirty = false;\n\t\t\t\treturn this._duration;\n\t\t\t}\n\t\t\tthis._duration = this._totalDuration = value;\n\t\t\tthis._uncache(true); //true in case it's a TweenMax or TimelineMax that has a repeat - we'll need to refresh the totalDuration.\n\t\t\tif (this._timeline.smoothChildTiming) if (this._time > 0) if (this._time < this._duration) if (value !== 0) {\n\t\t\t\tthis.totalTime(this._totalTime * (value / this._duration), true);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.totalDuration = function(value) {\n\t\t\tthis._dirty = false;\n\t\t\treturn (!arguments.length) ? this._totalDuration : this.duration(value);\n\t\t};\n\n\t\tp.time = function(value, suppressEvents) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._time;\n\t\t\t}\n\t\t\tif (this._dirty) {\n\t\t\t\tthis.totalDuration();\n\t\t\t}\n\t\t\treturn this.totalTime((value > this._duration) ? this._duration : value, suppressEvents);\n\t\t};\n\n\t\tp.totalTime = function(time, suppressEvents, uncapped) {\n\t\t\tif (!_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._totalTime;\n\t\t\t}\n\t\t\tif (this._timeline) {\n\t\t\t\tif (time < 0 && !uncapped) {\n\t\t\t\t\ttime += this.totalDuration();\n\t\t\t\t}\n\t\t\t\tif (this._timeline.smoothChildTiming) {\n\t\t\t\t\tif (this._dirty) {\n\t\t\t\t\t\tthis.totalDuration();\n\t\t\t\t\t}\n\t\t\t\t\tvar totalDuration = this._totalDuration,\n\t\t\t\t\t\ttl = this._timeline;\n\t\t\t\t\tif (time > totalDuration && !uncapped) {\n\t\t\t\t\t\ttime = totalDuration;\n\t\t\t\t\t}\n\t\t\t\t\tthis._startTime = (this._paused ? this._pauseTime : tl._time) - ((!this._reversed ? time : totalDuration - time) / this._timeScale);\n\t\t\t\t\tif (!tl._dirty) { //for performance improvement. If the parent's cache is already dirty, it already took care of marking the ancestors as dirty too, so skip the function call here.\n\t\t\t\t\t\tthis._uncache(false);\n\t\t\t\t\t}\n\t\t\t\t\t//in case any of the ancestor timelines had completed but should now be enabled, we should reset their totalTime() which will also ensure that they're lined up properly and enabled. Skip for animations that are on the root (wasteful). Example: a TimelineLite.exportRoot() is performed when there's a paused tween on the root, the export will not complete until that tween is unpaused, but imagine a child gets restarted later, after all [unpaused] tweens have completed. The startTime of that child would get pushed out, but one of the ancestors may have completed.\n\t\t\t\t\tif (tl._timeline) {\n\t\t\t\t\t\twhile (tl._timeline) {\n\t\t\t\t\t\t\tif (tl._timeline._time !== (tl._startTime + tl._totalTime) / tl._timeScale) {\n\t\t\t\t\t\t\t\ttl.totalTime(tl._totalTime, true);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttl = tl._timeline;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (this._gc) {\n\t\t\t\t\tthis._enabled(true, false);\n\t\t\t\t}\n\t\t\t\tif (this._totalTime !== time || this._duration === 0) {\n\t\t\t\t\tif (_lazyTweens.length) {\n\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t}\n\t\t\t\t\tthis.render(time, suppressEvents, false);\n\t\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when someone calls seek() or time() or progress(), they expect an immediate render.\n\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.progress = p.totalProgress = function(value, suppressEvents) {\n\t\t\tvar duration = this.duration();\n\t\t\treturn (!arguments.length) ? (duration ? this._time / duration : this.ratio) : this.totalTime(duration * value, suppressEvents);\n\t\t};\n\n\t\tp.startTime = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._startTime;\n\t\t\t}\n\t\t\tif (value !== this._startTime) {\n\t\t\t\tthis._startTime = value;\n\t\t\t\tif (this.timeline) if (this.timeline._sortChildren) {\n\t\t\t\t\tthis.timeline.add(this, value - this._delay); //ensures that any necessary re-sequencing of Animations in the timeline occurs to make sure the rendering order is correct.\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.endTime = function(includeRepeats) {\n\t\t\treturn this._startTime + ((includeRepeats != false) ? this.totalDuration() : this.duration()) / this._timeScale;\n\t\t};\n\n\t\tp.timeScale = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._timeScale;\n\t\t\t}\n\t\t\tvar pauseTime, t;\n\t\t\tvalue = value || _tinyNum; //can't allow zero because it'll throw the math off\n\t\t\tif (this._timeline && this._timeline.smoothChildTiming) {\n\t\t\t\tpauseTime = this._pauseTime;\n\t\t\t\tt = (pauseTime || pauseTime === 0) ? pauseTime : this._timeline.totalTime();\n\t\t\t\tthis._startTime = t - ((t - this._startTime) * this._timeScale / value);\n\t\t\t}\n\t\t\tthis._timeScale = value;\n\t\t\tt = this.timeline;\n\t\t\twhile (t && t.timeline) { //must update the duration/totalDuration of all ancestor timelines immediately in case in the middle of a render loop, one tween alters another tween's timeScale which shoves its startTime before 0, forcing the parent timeline to shift around and shiftChildren() which could affect that next tween's render (startTime). Doesn't matter for the root timeline though.\n\t\t\t\tt._dirty = true;\n\t\t\t\tt.totalDuration();\n\t\t\t\tt = t.timeline;\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.reversed = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._reversed;\n\t\t\t}\n\t\t\tif (value != this._reversed) {\n\t\t\t\tthis._reversed = value;\n\t\t\t\tthis.totalTime(((this._timeline && !this._timeline.smoothChildTiming) ? this.totalDuration() - this._totalTime : this._totalTime), true);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.paused = function(value) {\n\t\t\tif (!arguments.length) {\n\t\t\t\treturn this._paused;\n\t\t\t}\n\t\t\tvar tl = this._timeline,\n\t\t\t\traw, elapsed;\n\t\t\tif (value != this._paused) if (tl) {\n\t\t\t\tif (!_tickerActive && !value) {\n\t\t\t\t\t_ticker.wake();\n\t\t\t\t}\n\t\t\t\traw = tl.rawTime();\n\t\t\t\telapsed = raw - this._pauseTime;\n\t\t\t\tif (!value && tl.smoothChildTiming) {\n\t\t\t\t\tthis._startTime += elapsed;\n\t\t\t\t\tthis._uncache(false);\n\t\t\t\t}\n\t\t\t\tthis._pauseTime = value ? raw : null;\n\t\t\t\tthis._paused = value;\n\t\t\t\tthis._active = this.isActive();\n\t\t\t\tif (!value && elapsed !== 0 && this._initted && this.duration()) {\n\t\t\t\t\traw = tl.smoothChildTiming ? this._totalTime : (raw - this._startTime) / this._timeScale;\n\t\t\t\t\tthis.render(raw, (raw === this._totalTime), true); //in case the target's properties changed via some other tween or manual update by the user, we should force a render.\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (this._gc && !value) {\n\t\t\t\tthis._enabled(true, false);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\n/*\n * ----------------------------------------------------------------\n * SimpleTimeline\n * ----------------------------------------------------------------\n */\n\t\tvar SimpleTimeline = _class(\"core.SimpleTimeline\", function(vars) {\n\t\t\tAnimation.call(this, 0, vars);\n\t\t\tthis.autoRemoveChildren = this.smoothChildTiming = true;\n\t\t});\n\n\t\tp = SimpleTimeline.prototype = new Animation();\n\t\tp.constructor = SimpleTimeline;\n\t\tp.kill()._gc = false;\n\t\tp._first = p._last = p._recent = null;\n\t\tp._sortChildren = false;\n\n\t\tp.add = p.insert = function(child, position, align, stagger) {\n\t\t\tvar prevTween, st;\n\t\t\tchild._startTime = Number(position || 0) + child._delay;\n\t\t\tif (child._paused) if (this !== child._timeline) { //we only adjust the _pauseTime if it wasn't in this timeline already. Remember, sometimes a tween will be inserted again into the same timeline when its startTime is changed so that the tweens in the TimelineLite/Max are re-ordered properly in the linked list (so everything renders in the proper order).\n\t\t\t\tchild._pauseTime = this.rawTime() - (child._timeline.rawTime() - child._pauseTime);\n\t\t\t}\n\t\t\tif (child.timeline) {\n\t\t\t\tchild.timeline._remove(child, true); //removes from existing timeline so that it can be properly added to this one.\n\t\t\t}\n\t\t\tchild.timeline = child._timeline = this;\n\t\t\tif (child._gc) {\n\t\t\t\tchild._enabled(true, true);\n\t\t\t}\n\t\t\tprevTween = this._last;\n\t\t\tif (this._sortChildren) {\n\t\t\t\tst = child._startTime;\n\t\t\t\twhile (prevTween && prevTween._startTime > st) {\n\t\t\t\t\tprevTween = prevTween._prev;\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (prevTween) {\n\t\t\t\tchild._next = prevTween._next;\n\t\t\t\tprevTween._next = child;\n\t\t\t} else {\n\t\t\t\tchild._next = this._first;\n\t\t\t\tthis._first = child;\n\t\t\t}\n\t\t\tif (child._next) {\n\t\t\t\tchild._next._prev = child;\n\t\t\t} else {\n\t\t\t\tthis._last = child;\n\t\t\t}\n\t\t\tchild._prev = prevTween;\n\t\t\tthis._recent = child;\n\t\t\tif (this._timeline) {\n\t\t\t\tthis._uncache(true);\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp._remove = function(tween, skipDisable) {\n\t\t\tif (tween.timeline === this) {\n\t\t\t\tif (!skipDisable) {\n\t\t\t\t\ttween._enabled(false, true);\n\t\t\t\t}\n\n\t\t\t\tif (tween._prev) {\n\t\t\t\t\ttween._prev._next = tween._next;\n\t\t\t\t} else if (this._first === tween) {\n\t\t\t\t\tthis._first = tween._next;\n\t\t\t\t}\n\t\t\t\tif (tween._next) {\n\t\t\t\t\ttween._next._prev = tween._prev;\n\t\t\t\t} else if (this._last === tween) {\n\t\t\t\t\tthis._last = tween._prev;\n\t\t\t\t}\n\t\t\t\ttween._next = tween._prev = tween.timeline = null;\n\t\t\t\tif (tween === this._recent) {\n\t\t\t\t\tthis._recent = this._last;\n\t\t\t\t}\n\n\t\t\t\tif (this._timeline) {\n\t\t\t\t\tthis._uncache(true);\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\tvar tween = this._first,\n\t\t\t\tnext;\n\t\t\tthis._totalTime = this._time = this._rawPrevTime = time;\n\t\t\twhile (tween) {\n\t\t\t\tnext = tween._next; //record it here because the value could change after rendering...\n\t\t\t\tif (tween._active || (time >= tween._startTime && !tween._paused && !tween._gc)) {\n\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ttween = next;\n\t\t\t}\n\t\t};\n\n\t\tp.rawTime = function() {\n\t\t\tif (!_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\treturn this._totalTime;\n\t\t};\n\n/*\n * ----------------------------------------------------------------\n * TweenLite\n * ----------------------------------------------------------------\n */\n\t\tvar TweenLite = _class(\"TweenLite\", function(target, duration, vars) {\n\t\t\t\tAnimation.call(this, duration, vars);\n\t\t\t\tthis.render = TweenLite.prototype.render; //speed optimization (avoid prototype lookup on this \"hot\" method)\n\n\t\t\t\tif (target == null) {\n\t\t\t\t\tthrow \"Cannot tween a null target.\";\n\t\t\t\t}\n\n\t\t\t\tthis.target = target = (typeof(target) !== \"string\") ? target : TweenLite.selector(target) || target;\n\n\t\t\t\tvar isSelector = (target.jquery || (target.length && target !== window && target[0] && (target[0] === window || (target[0].nodeType && target[0].style && !target.nodeType)))),\n\t\t\t\t\toverwrite = this.vars.overwrite,\n\t\t\t\t\ti, targ, targets;\n\n\t\t\t\tthis._overwrite = overwrite = (overwrite == null) ? _overwriteLookup[TweenLite.defaultOverwrite] : (typeof(overwrite) === \"number\") ? overwrite >> 0 : _overwriteLookup[overwrite];\n\n\t\t\t\tif ((isSelector || target instanceof Array || (target.push && _isArray(target))) && typeof(target[0]) !== \"number\") {\n\t\t\t\t\tthis._targets = targets = _slice(target); //don't use Array.prototype.slice.call(target, 0) because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll()\n\t\t\t\t\tthis._propLookup = [];\n\t\t\t\t\tthis._siblings = [];\n\t\t\t\t\tfor (i = 0; i < targets.length; i++) {\n\t\t\t\t\t\ttarg = targets[i];\n\t\t\t\t\t\tif (!targ) {\n\t\t\t\t\t\t\ttargets.splice(i--, 1);\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t} else if (typeof(targ) === \"string\") {\n\t\t\t\t\t\t\ttarg = targets[i--] = TweenLite.selector(targ); //in case it's an array of strings\n\t\t\t\t\t\t\tif (typeof(targ) === \"string\") {\n\t\t\t\t\t\t\t\ttargets.splice(i+1, 1); //to avoid an endless loop (can't imagine why the selector would return a string, but just in case)\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t} else if (targ.length && targ !== window && targ[0] && (targ[0] === window || (targ[0].nodeType && targ[0].style && !targ.nodeType))) { //in case the user is passing in an array of selector objects (like jQuery objects), we need to check one more level and pull things out if necessary. Also note that