/// SHAKE: Random offset animation with smooth decay
public static float shake(float intensity, float frequency, float decay)
/// 2D Shake with different X/Y frequencies
public static Vec2f shake2D(float intensity, float freqX, float freqY
/// FLICKER: Random flashing effect
public static float flicker(float min, float max, float chance)
/// CIRCULAR MOTION: Perfect for rotation/orbital animations
public static Vec2f circularMotion(float radius, float speed, float phase)
/// SAWTOOTH WAVE: Linear rise with sudden drop
public static float sawtooth(float period, float min, float max)
/// TRIANGULAR WAVE: Linear rise and fall
public static float triangleWave(float period, float min, float max)
/// BOUNCE: Simulates physical bouncing
public static float bounce(float dropHeight, float gravity, float dampening)
/// PULSE: Smooth heartbeat-like effect
public static float pulse1(float base, float amplitude, float frequency)
/// SPIRAL: Circular motion with expanding radius
public static Vec2f spiral(float baseRadius, float expansionRate, float speed)
/// Continuous pulsating effect using sine wave
public static float pulse2(float speed, float min, float max)
/// Linear interpolation between values over time
public static float lerp(float start, float end, long startTime, float duration)
/// Linear interpolation between values over time with easing
public static float lerp(float start, float end, long startTime, float duration, EasingType easing)
/// Bouncing animation using quadratic ease-out
public static float bounce(float start, float end, long startTime, float duration)
/// Continuous rotation using modulo
public static float continuousRotation(float speed)
/// Elastic wobble effect
public static float elasticWobble(float speed, float magnitude)
}