diff --git a/Phaser/Game.ts b/Phaser/Game.ts
index e8bbf764..3d92a6d1 100644
--- a/Phaser/Game.ts
+++ b/Phaser/Game.ts
@@ -302,6 +302,9 @@ module Phaser {
this.framerate = 60;
this.isBooted = true;
+ // Set-up some static helper references
+ ColorUtils.game = this;
+
// Display the default game screen?
if (this.onInitCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null)
{
diff --git a/Phaser/Phaser.csproj b/Phaser/Phaser.csproj
index 2f0f6091..4076c036 100644
--- a/Phaser/Phaser.csproj
+++ b/Phaser/Phaser.csproj
@@ -173,6 +173,14 @@
A complementary hue is one directly opposite the color given on the color wheel
+ *Value returned in 0xAARRGGBB format with Alpha set to 255.
+ * + * @param color The color to base the harmony on + * + * @return 0xAARRGGBB format color value + */ + static public getComplementHarmony(color: number): number { + + var hsv: any = RGBtoHSV(color); + + var opposite: number = ColorUtils.game.math.wrapValue(hsv.hue, 180, 359); + + return HSVtoRGB(opposite, 1.0, 1.0); + + } + + /** + * Returns an Analogous Color Harmony for the given color. + *An Analogous harmony are hues adjacent to each other on the color wheel
+ *Values returned in 0xAARRGGBB format with Alpha set to 255.
+ * + * @param color The color to base the harmony on + * @param threshold Control how adjacent the colors will be (default +- 30 degrees) + * + * @return Object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color) + */ + static public getAnalogousHarmony(color: number, threshold: number = 30) { + + var hsv: any = RGBtoHSV(color); + + if (threshold > 359 || threshold < 0) + { + throw Error("Color Warning: Invalid threshold given to getAnalogousHarmony()"); + } + + var warmer: number = ColorUtils.game.math.wrapValue(hsv.hue, 359 - threshold, 359); + var colder: number = ColorUtils.game.math.wrapValue(hsv.hue, threshold, 359); + + return { color1: color, color2: HSVtoRGB(warmer, 1.0, 1.0), color3: HSVtoRGB(colder, 1.0, 1.0), hue1: hsv.hue, hue2: warmer, hue3: colder } + + } + + /** + * Returns an Split Complement Color Harmony for the given color. + *A Split Complement harmony are the two hues on either side of the color's Complement
+ *Values returned in 0xAARRGGBB format with Alpha set to 255.
+ * + * @param color The color to base the harmony on + * @param threshold Control how adjacent the colors will be to the Complement (default +- 30 degrees) + * + * @return Object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color) + */ + static public getSplitComplementHarmony(color: number, threshold: number = 30): any { + + var hsv: any = RGBtoHSV(color); + + if (threshold >= 359 || threshold <= 0) + { + throw Error("FlxColor Warning: Invalid threshold given to getSplitComplementHarmony()"); + } + + var opposite: number = ColorUtils.game.math.wrapValue(hsv.hue, 180, 359); + + var warmer: number = ColorUtils.game.math.wrapValue(hsv.hue, opposite - threshold, 359); + var colder: number = ColorUtils.game.math.wrapValue(hsv.hue, opposite + threshold, 359); + + return { color1: color, color2: HSVtoRGB(warmer, hsv.saturation, hsv.value), color3: HSVtoRGB(colder, hsv.saturation, hsv.value), hue1: hsv.hue, hue2: warmer, hue3: colder } + } + + /** + * Returns a Triadic Color Harmony for the given color. + *A Triadic harmony are 3 hues equidistant from each other on the color wheel
+ *Values returned in 0xAARRGGBB format with Alpha set to 255.
+ * + * @param color The color to base the harmony on + * + * @return Object containing 3 properties: color1 (the original color), color2 and color3 (the equidistant colors) + */ + static public getTriadicHarmony(color: number): any { + + var hsv: any = RGBtoHSV(color); + + var triadic1: number = ColorUtils.game.math.wrapValue(hsv.hue, 120, 359); + var triadic2: number = ColorUtils.game.math.wrapValue(triadic1, 120, 359); + + return { color1: color, color2: HSVtoRGB(triadic1, 1.0, 1.0), color3: HSVtoRGB(triadic2, 1.0, 1.0) } + + } + + /** + * Returns a string containing handy information about the given color including string hex value, + * RGB format information and HSL information. Each section starts on a newline, 3 lines in total. + * + * @param color A color value in the format 0xAARRGGBB + * + * @return string containing the 3 lines of information + */ + static public getColorInfo(color: number): string { + + var argb: any = getRGB(color); + var hsl: any = RGBtoHSV(color); + + // Hex format + var result: string = RGBtoHexstring(color) + "\n"; + + // RGB format + result = result.concat("Alpha: " + argb.alpha + " Red: " + argb.red + " Green: " + argb.green + " Blue: " + argb.blue) + "\n"; + + // HSL info + result = result.concat("Hue: " + hsl.hue + " Saturation: " + hsl.saturation + " Lightnes: " + hsl.lightness); + + return result; + + } + + /** + * Return a string representation of the color in the format 0xAARRGGBB + * + * @param color The color to get the string representation for + * + * @return A string of length 10 characters in the format 0xAARRGGBB + */ + static public RGBtoHexstring(color: number): string { + + var argb: any = getRGB(color); + + return "0x" + colorToHexstring(argb.alpha) + colorToHexstring(argb.red) + colorToHexstring(argb.green) + colorToHexstring(argb.blue); + + } + + /** + * Return a string representation of the color in the format #RRGGBB + * + * @param color The color to get the string representation for + * + * @return A string of length 10 characters in the format 0xAARRGGBB + */ + static public RGBtoWebstring(color: number): string { + + var argb: any = getRGB(color); + + return "#" + colorToHexstring(argb.red) + colorToHexstring(argb.green) + colorToHexstring(argb.blue); + + } + + /** + * Return a string containing a hex representation of the given color + * + * @param color The color channel to get the hex value for, must be a value between 0 and 255) + * + * @return A string of length 2 characters, i.e. 255 = FF, 0 = 00 + */ + static public colorToHexstring(color: number): string { + + var digits: string = "0123456789ABCDEF"; + + var lsd: number = color % 16; + var msd: number = (color - lsd) / 16; + + var hexified: string = digits.charAt(msd) + digits.charAt(lsd); + + return hexified; + + } + + /** + * Convert a HSV (hue, saturation, lightness) color space value to an RGB color + * + * @param h Hue degree, between 0 and 359 + * @param s Saturation, between 0.0 (grey) and 1.0 + * @param v Value, between 0.0 (black) and 1.0 + * @param alpha Alpha value to set per color (between 0 and 255) + * + * @return 32-bit ARGB color value (0xAARRGGBB) + */ + static HSVtoRGB(h: number, s: number, v: number, alpha: number = 255): number { + + var result: number; + + if (s == 0.0) + { + result = ColorUtils.getColor32(alpha, v * 255, v * 255, v * 255); + } + else + { + h = h / 60.0; + var f: number = h - Math.floor(h); + var p: number = v * (1.0 - s); + var q: number = v * (1.0 - s * f); + var t: number = v * (1.0 - s * (1.0 - f)); + + switch (Math.floor(h)) + { + case 0: + result = ColorUtils.getColor32(alpha, v * 255, t * 255, p * 255); + break; + + case 1: + result = ColorUtils.getColor32(alpha, q * 255, v * 255, p * 255); + break; + + case 2: + result = ColorUtils.getColor32(alpha, p * 255, v * 255, t * 255); + break; + + case 3: + result = ColorUtils.getColor32(alpha, p * 255, q * 255, v * 255); + break; + + case 4: + result = ColorUtils.getColor32(alpha, t * 255, p * 255, v * 255); + break; + + case 5: + result = ColorUtils.getColor32(alpha, v * 255, p * 255, q * 255); + break; + + default: + throw new Error("ColorUtils.HSVtoRGB : Unknown color"); + } + } + + return result; + + } + + /** + * Convert an RGB color value to an object containing the HSV color space values: Hue, Saturation and Lightness + * + * @param color In format 0xRRGGBB + * + * @return Object with the properties hue (from 0 to 360), saturation (from 0 to 1.0) and lightness (from 0 to 1.0, also available under .value) + */ + static public RGBtoHSV(color: number): any { + + var rgb: any = ColorUtils.getRGB(color); + + var red: number = rgb.red / 255; + var green: number = rgb.green / 255; + var blue: number = rgb.blue / 255; + + var min: number = Math.min(red, green, blue); + var max: number = Math.max(red, green, blue); + var delta: number = max - min; + var lightness: number = (max + min) / 2; + var hue: number; + var saturation: number; + + // Grey color, no chroma + if (delta == 0) + { + hue = 0; + saturation = 0; + } + else + { + if (lightness < 0.5) + { + saturation = delta / (max + min); + } + else + { + saturation = delta / (2 - max - min); + } + + var delta_r: number = (((max - red) / 6) + (delta / 2)) / delta; + var delta_g: number = (((max - green) / 6) + (delta / 2)) / delta; + var delta_b: number = (((max - blue) / 6) + (delta / 2)) / delta; + + if (red == max) + { + hue = delta_b - delta_g; + } + else if (green == max) + { + hue = (1 / 3) + delta_r - delta_b; + } + else if (blue == max) + { + hue = (2 / 3) + delta_g - delta_r; + } + + if (hue < 0) + { + hue += 1; + } + + if (hue > 1) + { + hue -= 1; + } + } + + // Keep the value with 0 to 359 + hue *= 360; + hue = Math.round(hue); + + return { hue: hue, saturation: saturation, lightness: lightness, value: lightness }; + + } + + /** + * + * @method interpolateColor + * @param {Number} color1 + * @param {Number} color2 + * @param {Number} steps + * @param {Number} currentStep + * @param {Number} alpha + * @return {Number} + * @static + */ + static public interpolateColor(color1: number, color2: number, steps: number, currentStep: number, alpha: number = 255): number { + + var src1: any = ColorUtils.getRGB(color1); + var src2: any = ColorUtils.getRGB(color2); + + var r: number = (((src2.red - src1.red) * currentStep) / steps) + src1.red; + var g: number = (((src2.green - src1.green) * currentStep) / steps) + src1.green; + var b: number = (((src2.blue - src1.blue) * currentStep) / steps) + src1.blue; + + return ColorUtils.getColor32(alpha, r, g, b); + + } + + /** + * + * @method interpolateColorWithRGB + * @param {Number} color + * @param {Number} r2 + * @param {Number} g2 + * @param {Number} b2 + * @param {Number} steps + * @param {Number} currentStep + * @return {Number} + * @static + */ + static public interpolateColorWithRGB(color: number, r2: number, g2: number, b2: number, steps: number, currentStep: number): number { + + var src: any = ColorUtils.getRGB(color); + + var r: number = (((r2 - src.red) * currentStep) / steps) + src.red; + var g: number = (((g2 - src.green) * currentStep) / steps) + src.green; + var b: number = (((b2 - src.blue) * currentStep) / steps) + src.blue; + + return ColorUtils.getColor(r, g, b); + + } + + /** + * + * @method interpolateRGB + * @param {Number} r1 + * @param {Number} g1 + * @param {Number} b1 + * @param {Number} r2 + * @param {Number} g2 + * @param {Number} b2 + * @param {Number} steps + * @param {Number} currentStep + * @return {Number} + * @static + */ + static public interpolateRGB(r1: number, g1: number, b1: number, r2: number, g2: number, b2: number, steps: number, currentStep: number): number { + + var r: number = (((r2 - r1) * currentStep) / steps) + r1; + var g: number = (((g2 - g1) * currentStep) / steps) + g1; + var b: number = (((b2 - b1) * currentStep) / steps) + b1; + + return ColorUtils.getColor(r, g, b); + + } + + /** + * Returns a random color value between black and white + *Set the min value to start each channel from the given offset.
+ *Set the max value to restrict the maximum color used per channel
+ * + * @param min The lowest value to use for the color + * @param max The highest value to use for the color + * @param alpha The alpha value of the returning color (default 255 = fully opaque) + * + * @return 32-bit color value with alpha + */ + static public getRandomColor(min: number = 0, max: number = 255, alpha: number = 255): number { + + // Sanity checks + if (max > 255) + { + return ColorUtils.getColor(255, 255, 255); + } + + if (min > max) + { + return ColorUtils.getColor(255, 255, 255); + } + + var red: number = min + Math.round(Math.random() * (max - min)); + var green: number = min + Math.round(Math.random() * (max - min)); + var blue: number = min + Math.round(Math.random() * (max - min)); + + return ColorUtils.getColor32(alpha, red, green, blue); + + } + + /** + * Return the component parts of a color as an Object with the properties alpha, red, green, blue + * + *Alpha will only be set if it exist in the given color (0xAARRGGBB)
+ * + * @param color in RGB (0xRRGGBB) or ARGB format (0xAARRGGBB) + * + * @return Object with properties: alpha, red, green, blue + */ + static public getRGB(color: number): any { + return { alpha: color >>> 24, red: color >> 16 & 0xFF, green: color >> 8 & 0xFF, blue: color & 0xFF }; + } + + /** + * + * @method getWebRGB + * @param {Number} color + * @return {Any} + */ + static public getWebRGB(color: number): any { + + var alpha: number = (color >>> 24) / 255; + var red: number = color >> 16 & 0xFF; + var green: number = color >> 8 & 0xFF; + var blue: number = color & 0xFF; + + return 'rgba(' + red.toString() + ',' + green.toString() + ',' + blue.toString() + ',' + alpha.toString() + ')'; + + } + + /** + * Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component, as a value between 0 and 255 + * + * @param color In the format 0xAARRGGBB + * + * @return The Alpha component of the color, will be between 0 and 255 (0 being no Alpha, 255 full Alpha) + */ + static public getAlpha(color: number): number { + return color >>> 24; + } + + /** + * Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component as a value between 0 and 1 + * + * @param color In the format 0xAARRGGBB + * + * @return The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent)) + */ + static public getAlphaFloat(color: number): number { + return (color >>> 24) / 255; + } + + /** + * Given a native color value (in the format 0xAARRGGBB) this will return the Red component, as a value between 0 and 255 + * + * @param color In the format 0xAARRGGBB + * + * @return The Red component of the color, will be between 0 and 255 (0 being no color, 255 full Red) + */ + static public getRed(color: number): number { + return color >> 16 & 0xFF; + } + + /** + * Given a native color value (in the format 0xAARRGGBB) this will return the Green component, as a value between 0 and 255 + * + * @param color In the format 0xAARRGGBB + * + * @return The Green component of the color, will be between 0 and 255 (0 being no color, 255 full Green) + */ + static public getGreen(color: number): number { + return color >> 8 & 0xFF; + } + + /** + * Given a native color value (in the format 0xAARRGGBB) this will return the Blue component, as a value between 0 and 255 + * + * @param color In the format 0xAARRGGBB + * + * @return The Blue component of the color, will be between 0 and 255 (0 being no color, 255 full Blue) + */ + static public getBlue(color: number): number { + return color & 0xFF; + } + + } + +} \ No newline at end of file diff --git a/Phaser/utils/PixelUtils.ts b/Phaser/utils/PixelUtils.ts new file mode 100644 index 00000000..21ec835f --- /dev/null +++ b/Phaser/utils/PixelUtils.ts @@ -0,0 +1,49 @@ +///A complementary hue is one directly opposite the color given on the color wheel
+ *Value returned in 0xAARRGGBB format with Alpha set to 255.
+ * + * @param color The color to base the harmony on + * + * @return 0xAARRGGBB format color value + */ + function getComplementHarmony(color) { + var hsv = ColorUtils.RGBtoHSV(color); + var opposite = ColorUtils.game.math.wrapValue(hsv.hue, 180, 359); + return ColorUtils.HSVtoRGB(opposite, 1.0, 1.0); + }; + ColorUtils.getAnalogousHarmony = /** + * Returns an Analogous Color Harmony for the given color. + *An Analogous harmony are hues adjacent to each other on the color wheel
+ *Values returned in 0xAARRGGBB format with Alpha set to 255.
+ * + * @param color The color to base the harmony on + * @param threshold Control how adjacent the colors will be (default +- 30 degrees) + * + * @return Object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color) + */ + function getAnalogousHarmony(color, threshold) { + if (typeof threshold === "undefined") { threshold = 30; } + var hsv = ColorUtils.RGBtoHSV(color); + if(threshold > 359 || threshold < 0) { + throw Error("Color Warning: Invalid threshold given to getAnalogousHarmony()"); + } + var warmer = ColorUtils.game.math.wrapValue(hsv.hue, 359 - threshold, 359); + var colder = ColorUtils.game.math.wrapValue(hsv.hue, threshold, 359); + return { + color1: color, + color2: ColorUtils.HSVtoRGB(warmer, 1.0, 1.0), + color3: ColorUtils.HSVtoRGB(colder, 1.0, 1.0), + hue1: hsv.hue, + hue2: warmer, + hue3: colder + }; + }; + ColorUtils.getSplitComplementHarmony = /** + * Returns an Split Complement Color Harmony for the given color. + *A Split Complement harmony are the two hues on either side of the color's Complement
+ *Values returned in 0xAARRGGBB format with Alpha set to 255.
+ * + * @param color The color to base the harmony on + * @param threshold Control how adjacent the colors will be to the Complement (default +- 30 degrees) + * + * @return Object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color) + */ + function getSplitComplementHarmony(color, threshold) { + if (typeof threshold === "undefined") { threshold = 30; } + var hsv = ColorUtils.RGBtoHSV(color); + if(threshold >= 359 || threshold <= 0) { + throw Error("FlxColor Warning: Invalid threshold given to getSplitComplementHarmony()"); + } + var opposite = ColorUtils.game.math.wrapValue(hsv.hue, 180, 359); + var warmer = ColorUtils.game.math.wrapValue(hsv.hue, opposite - threshold, 359); + var colder = ColorUtils.game.math.wrapValue(hsv.hue, opposite + threshold, 359); + return { + color1: color, + color2: ColorUtils.HSVtoRGB(warmer, hsv.saturation, hsv.value), + color3: ColorUtils.HSVtoRGB(colder, hsv.saturation, hsv.value), + hue1: hsv.hue, + hue2: warmer, + hue3: colder + }; + }; + ColorUtils.getTriadicHarmony = /** + * Returns a Triadic Color Harmony for the given color. + *A Triadic harmony are 3 hues equidistant from each other on the color wheel
+ *Values returned in 0xAARRGGBB format with Alpha set to 255.
+ * + * @param color The color to base the harmony on + * + * @return Object containing 3 properties: color1 (the original color), color2 and color3 (the equidistant colors) + */ + function getTriadicHarmony(color) { + var hsv = ColorUtils.RGBtoHSV(color); + var triadic1 = ColorUtils.game.math.wrapValue(hsv.hue, 120, 359); + var triadic2 = ColorUtils.game.math.wrapValue(triadic1, 120, 359); + return { + color1: color, + color2: ColorUtils.HSVtoRGB(triadic1, 1.0, 1.0), + color3: ColorUtils.HSVtoRGB(triadic2, 1.0, 1.0) + }; + }; + ColorUtils.getColorInfo = /** + * Returns a string containing handy information about the given color including string hex value, + * RGB format information and HSL information. Each section starts on a newline, 3 lines in total. + * + * @param color A color value in the format 0xAARRGGBB + * + * @return string containing the 3 lines of information + */ + function getColorInfo(color) { + var argb = ColorUtils.getRGB(color); + var hsl = ColorUtils.RGBtoHSV(color); + // Hex format + var result = ColorUtils.RGBtoHexstring(color) + "\n"; + // RGB format + result = result.concat("Alpha: " + argb.alpha + " Red: " + argb.red + " Green: " + argb.green + " Blue: " + argb.blue) + "\n"; + // HSL info + result = result.concat("Hue: " + hsl.hue + " Saturation: " + hsl.saturation + " Lightnes: " + hsl.lightness); + return result; + }; + ColorUtils.RGBtoHexstring = /** + * Return a string representation of the color in the format 0xAARRGGBB + * + * @param color The color to get the string representation for + * + * @return A string of length 10 characters in the format 0xAARRGGBB + */ + function RGBtoHexstring(color) { + var argb = ColorUtils.getRGB(color); + return "0x" + ColorUtils.colorToHexstring(argb.alpha) + ColorUtils.colorToHexstring(argb.red) + ColorUtils.colorToHexstring(argb.green) + ColorUtils.colorToHexstring(argb.blue); + }; + ColorUtils.RGBtoWebstring = /** + * Return a string representation of the color in the format #RRGGBB + * + * @param color The color to get the string representation for + * + * @return A string of length 10 characters in the format 0xAARRGGBB + */ + function RGBtoWebstring(color) { + var argb = ColorUtils.getRGB(color); + return "#" + ColorUtils.colorToHexstring(argb.red) + ColorUtils.colorToHexstring(argb.green) + ColorUtils.colorToHexstring(argb.blue); + }; + ColorUtils.colorToHexstring = /** + * Return a string containing a hex representation of the given color + * + * @param color The color channel to get the hex value for, must be a value between 0 and 255) + * + * @return A string of length 2 characters, i.e. 255 = FF, 0 = 00 + */ + function colorToHexstring(color) { + var digits = "0123456789ABCDEF"; + var lsd = color % 16; + var msd = (color - lsd) / 16; + var hexified = digits.charAt(msd) + digits.charAt(lsd); + return hexified; + }; + ColorUtils.HSVtoRGB = /** + * Convert a HSV (hue, saturation, lightness) color space value to an RGB color + * + * @param h Hue degree, between 0 and 359 + * @param s Saturation, between 0.0 (grey) and 1.0 + * @param v Value, between 0.0 (black) and 1.0 + * @param alpha Alpha value to set per color (between 0 and 255) + * + * @return 32-bit ARGB color value (0xAARRGGBB) + */ + function HSVtoRGB(h, s, v, alpha) { + if (typeof alpha === "undefined") { alpha = 255; } + var result; + if(s == 0.0) { + result = ColorUtils.getColor32(alpha, v * 255, v * 255, v * 255); + } else { + h = h / 60.0; + var f = h - Math.floor(h); + var p = v * (1.0 - s); + var q = v * (1.0 - s * f); + var t = v * (1.0 - s * (1.0 - f)); + switch(Math.floor(h)) { + case 0: + result = ColorUtils.getColor32(alpha, v * 255, t * 255, p * 255); + break; + case 1: + result = ColorUtils.getColor32(alpha, q * 255, v * 255, p * 255); + break; + case 2: + result = ColorUtils.getColor32(alpha, p * 255, v * 255, t * 255); + break; + case 3: + result = ColorUtils.getColor32(alpha, p * 255, q * 255, v * 255); + break; + case 4: + result = ColorUtils.getColor32(alpha, t * 255, p * 255, v * 255); + break; + case 5: + result = ColorUtils.getColor32(alpha, v * 255, p * 255, q * 255); + break; + default: + throw new Error("ColorUtils.HSVtoRGB : Unknown color"); + } + } + return result; + }; + ColorUtils.RGBtoHSV = /** + * Convert an RGB color value to an object containing the HSV color space values: Hue, Saturation and Lightness + * + * @param color In format 0xRRGGBB + * + * @return Object with the properties hue (from 0 to 360), saturation (from 0 to 1.0) and lightness (from 0 to 1.0, also available under .value) + */ + function RGBtoHSV(color) { + var rgb = ColorUtils.getRGB(color); + var red = rgb.red / 255; + var green = rgb.green / 255; + var blue = rgb.blue / 255; + var min = Math.min(red, green, blue); + var max = Math.max(red, green, blue); + var delta = max - min; + var lightness = (max + min) / 2; + var hue; + var saturation; + // Grey color, no chroma + if(delta == 0) { + hue = 0; + saturation = 0; + } else { + if(lightness < 0.5) { + saturation = delta / (max + min); + } else { + saturation = delta / (2 - max - min); + } + var delta_r = (((max - red) / 6) + (delta / 2)) / delta; + var delta_g = (((max - green) / 6) + (delta / 2)) / delta; + var delta_b = (((max - blue) / 6) + (delta / 2)) / delta; + if(red == max) { + hue = delta_b - delta_g; + } else if(green == max) { + hue = (1 / 3) + delta_r - delta_b; + } else if(blue == max) { + hue = (2 / 3) + delta_g - delta_r; + } + if(hue < 0) { + hue += 1; + } + if(hue > 1) { + hue -= 1; + } + } + // Keep the value with 0 to 359 + hue *= 360; + hue = Math.round(hue); + return { + hue: hue, + saturation: saturation, + lightness: lightness, + value: lightness + }; + }; + ColorUtils.interpolateColor = /** + * + * @method interpolateColor + * @param {Number} color1 + * @param {Number} color2 + * @param {Number} steps + * @param {Number} currentStep + * @param {Number} alpha + * @return {Number} + * @static + */ + function interpolateColor(color1, color2, steps, currentStep, alpha) { + if (typeof alpha === "undefined") { alpha = 255; } + var src1 = ColorUtils.getRGB(color1); + var src2 = ColorUtils.getRGB(color2); + var r = (((src2.red - src1.red) * currentStep) / steps) + src1.red; + var g = (((src2.green - src1.green) * currentStep) / steps) + src1.green; + var b = (((src2.blue - src1.blue) * currentStep) / steps) + src1.blue; + return ColorUtils.getColor32(alpha, r, g, b); + }; + ColorUtils.interpolateColorWithRGB = /** + * + * @method interpolateColorWithRGB + * @param {Number} color + * @param {Number} r2 + * @param {Number} g2 + * @param {Number} b2 + * @param {Number} steps + * @param {Number} currentStep + * @return {Number} + * @static + */ + function interpolateColorWithRGB(color, r2, g2, b2, steps, currentStep) { + var src = ColorUtils.getRGB(color); + var r = (((r2 - src.red) * currentStep) / steps) + src.red; + var g = (((g2 - src.green) * currentStep) / steps) + src.green; + var b = (((b2 - src.blue) * currentStep) / steps) + src.blue; + return ColorUtils.getColor(r, g, b); + }; + ColorUtils.interpolateRGB = /** + * + * @method interpolateRGB + * @param {Number} r1 + * @param {Number} g1 + * @param {Number} b1 + * @param {Number} r2 + * @param {Number} g2 + * @param {Number} b2 + * @param {Number} steps + * @param {Number} currentStep + * @return {Number} + * @static + */ + function interpolateRGB(r1, g1, b1, r2, g2, b2, steps, currentStep) { + var r = (((r2 - r1) * currentStep) / steps) + r1; + var g = (((g2 - g1) * currentStep) / steps) + g1; + var b = (((b2 - b1) * currentStep) / steps) + b1; + return ColorUtils.getColor(r, g, b); + }; + ColorUtils.getRandomColor = /** + * Returns a random color value between black and white + *Set the min value to start each channel from the given offset.
+ *Set the max value to restrict the maximum color used per channel
+ * + * @param min The lowest value to use for the color + * @param max The highest value to use for the color + * @param alpha The alpha value of the returning color (default 255 = fully opaque) + * + * @return 32-bit color value with alpha + */ + function getRandomColor(min, max, alpha) { + if (typeof min === "undefined") { min = 0; } + if (typeof max === "undefined") { max = 255; } + if (typeof alpha === "undefined") { alpha = 255; } + // Sanity checks + if(max > 255) { + return ColorUtils.getColor(255, 255, 255); + } + if(min > max) { + return ColorUtils.getColor(255, 255, 255); + } + var red = min + Math.round(Math.random() * (max - min)); + var green = min + Math.round(Math.random() * (max - min)); + var blue = min + Math.round(Math.random() * (max - min)); + return ColorUtils.getColor32(alpha, red, green, blue); + }; + ColorUtils.getRGB = /** + * Return the component parts of a color as an Object with the properties alpha, red, green, blue + * + *Alpha will only be set if it exist in the given color (0xAARRGGBB)
+ * + * @param color in RGB (0xRRGGBB) or ARGB format (0xAARRGGBB) + * + * @return Object with properties: alpha, red, green, blue + */ + function getRGB(color) { + return { + alpha: color >>> 24, + red: color >> 16 & 0xFF, + green: color >> 8 & 0xFF, + blue: color & 0xFF + }; + }; + ColorUtils.getWebRGB = /** + * + * @method getWebRGB + * @param {Number} color + * @return {Any} + */ + function getWebRGB(color) { + var alpha = (color >>> 24) / 255; + var red = color >> 16 & 0xFF; + var green = color >> 8 & 0xFF; + var blue = color & 0xFF; + return 'rgba(' + red.toString() + ',' + green.toString() + ',' + blue.toString() + ',' + alpha.toString() + ')'; + }; + ColorUtils.getAlpha = /** + * Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component, as a value between 0 and 255 + * + * @param color In the format 0xAARRGGBB + * + * @return The Alpha component of the color, will be between 0 and 255 (0 being no Alpha, 255 full Alpha) + */ + function getAlpha(color) { + return color >>> 24; + }; + ColorUtils.getAlphaFloat = /** + * Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component as a value between 0 and 1 + * + * @param color In the format 0xAARRGGBB + * + * @return The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent)) + */ + function getAlphaFloat(color) { + return (color >>> 24) / 255; + }; + ColorUtils.getRed = /** + * Given a native color value (in the format 0xAARRGGBB) this will return the Red component, as a value between 0 and 255 + * + * @param color In the format 0xAARRGGBB + * + * @return The Red component of the color, will be between 0 and 255 (0 being no color, 255 full Red) + */ + function getRed(color) { + return color >> 16 & 0xFF; + }; + ColorUtils.getGreen = /** + * Given a native color value (in the format 0xAARRGGBB) this will return the Green component, as a value between 0 and 255 + * + * @param color In the format 0xAARRGGBB + * + * @return The Green component of the color, will be between 0 and 255 (0 being no color, 255 full Green) + */ + function getGreen(color) { + return color >> 8 & 0xFF; + }; + ColorUtils.getBlue = /** + * Given a native color value (in the format 0xAARRGGBB) this will return the Blue component, as a value between 0 and 255 + * + * @param color In the format 0xAARRGGBB + * + * @return The Blue component of the color, will be between 0 and 255 (0 being no color, 255 full Blue) + */ + function getBlue(color) { + return color & 0xFF; + }; + return ColorUtils; + })(); + Phaser.ColorUtils = ColorUtils; +})(Phaser || (Phaser = {})); +///A complementary hue is one directly opposite the color given on the color wheel
+ *Value returned in 0xAARRGGBB format with Alpha set to 255.
+ * + * @param color The color to base the harmony on + * + * @return 0xAARRGGBB format color value + */ + static getComplementHarmony(color: number): number; + /** + * Returns an Analogous Color Harmony for the given color. + *An Analogous harmony are hues adjacent to each other on the color wheel
+ *Values returned in 0xAARRGGBB format with Alpha set to 255.
+ * + * @param color The color to base the harmony on + * @param threshold Control how adjacent the colors will be (default +- 30 degrees) + * + * @return Object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color) + */ + static getAnalogousHarmony(color: number, threshold?: number): { + color1: number; + color2: number; + color3: number; + hue1: any; + hue2: number; + hue3: number; + }; + /** + * Returns an Split Complement Color Harmony for the given color. + *A Split Complement harmony are the two hues on either side of the color's Complement
+ *Values returned in 0xAARRGGBB format with Alpha set to 255.
+ * + * @param color The color to base the harmony on + * @param threshold Control how adjacent the colors will be to the Complement (default +- 30 degrees) + * + * @return Object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color) + */ + static getSplitComplementHarmony(color: number, threshold?: number): any; + /** + * Returns a Triadic Color Harmony for the given color. + *A Triadic harmony are 3 hues equidistant from each other on the color wheel
+ *Values returned in 0xAARRGGBB format with Alpha set to 255.
+ * + * @param color The color to base the harmony on + * + * @return Object containing 3 properties: color1 (the original color), color2 and color3 (the equidistant colors) + */ + static getTriadicHarmony(color: number): any; + /** + * Returns a string containing handy information about the given color including string hex value, + * RGB format information and HSL information. Each section starts on a newline, 3 lines in total. + * + * @param color A color value in the format 0xAARRGGBB + * + * @return string containing the 3 lines of information + */ + static getColorInfo(color: number): string; + /** + * Return a string representation of the color in the format 0xAARRGGBB + * + * @param color The color to get the string representation for + * + * @return A string of length 10 characters in the format 0xAARRGGBB + */ + static RGBtoHexstring(color: number): string; + /** + * Return a string representation of the color in the format #RRGGBB + * + * @param color The color to get the string representation for + * + * @return A string of length 10 characters in the format 0xAARRGGBB + */ + static RGBtoWebstring(color: number): string; + /** + * Return a string containing a hex representation of the given color + * + * @param color The color channel to get the hex value for, must be a value between 0 and 255) + * + * @return A string of length 2 characters, i.e. 255 = FF, 0 = 00 + */ + static colorToHexstring(color: number): string; + /** + * Convert a HSV (hue, saturation, lightness) color space value to an RGB color + * + * @param h Hue degree, between 0 and 359 + * @param s Saturation, between 0.0 (grey) and 1.0 + * @param v Value, between 0.0 (black) and 1.0 + * @param alpha Alpha value to set per color (between 0 and 255) + * + * @return 32-bit ARGB color value (0xAARRGGBB) + */ + static HSVtoRGB(h: number, s: number, v: number, alpha?: number): number; + /** + * Convert an RGB color value to an object containing the HSV color space values: Hue, Saturation and Lightness + * + * @param color In format 0xRRGGBB + * + * @return Object with the properties hue (from 0 to 360), saturation (from 0 to 1.0) and lightness (from 0 to 1.0, also available under .value) + */ + static RGBtoHSV(color: number): any; + /** + * + * @method interpolateColor + * @param {Number} color1 + * @param {Number} color2 + * @param {Number} steps + * @param {Number} currentStep + * @param {Number} alpha + * @return {Number} + * @static + */ + static interpolateColor(color1: number, color2: number, steps: number, currentStep: number, alpha?: number): number; + /** + * + * @method interpolateColorWithRGB + * @param {Number} color + * @param {Number} r2 + * @param {Number} g2 + * @param {Number} b2 + * @param {Number} steps + * @param {Number} currentStep + * @return {Number} + * @static + */ + static interpolateColorWithRGB(color: number, r2: number, g2: number, b2: number, steps: number, currentStep: number): number; + /** + * + * @method interpolateRGB + * @param {Number} r1 + * @param {Number} g1 + * @param {Number} b1 + * @param {Number} r2 + * @param {Number} g2 + * @param {Number} b2 + * @param {Number} steps + * @param {Number} currentStep + * @return {Number} + * @static + */ + static interpolateRGB(r1: number, g1: number, b1: number, r2: number, g2: number, b2: number, steps: number, currentStep: number): number; + /** + * Returns a random color value between black and white + *Set the min value to start each channel from the given offset.
+ *Set the max value to restrict the maximum color used per channel
+ * + * @param min The lowest value to use for the color + * @param max The highest value to use for the color + * @param alpha The alpha value of the returning color (default 255 = fully opaque) + * + * @return 32-bit color value with alpha + */ + static getRandomColor(min?: number, max?: number, alpha?: number): number; + /** + * Return the component parts of a color as an Object with the properties alpha, red, green, blue + * + *Alpha will only be set if it exist in the given color (0xAARRGGBB)
+ * + * @param color in RGB (0xRRGGBB) or ARGB format (0xAARRGGBB) + * + * @return Object with properties: alpha, red, green, blue + */ + static getRGB(color: number): any; + /** + * + * @method getWebRGB + * @param {Number} color + * @return {Any} + */ + static getWebRGB(color: number): any; + /** + * Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component, as a value between 0 and 255 + * + * @param color In the format 0xAARRGGBB + * + * @return The Alpha component of the color, will be between 0 and 255 (0 being no Alpha, 255 full Alpha) + */ + static getAlpha(color: number): number; + /** + * Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component as a value between 0 and 1 + * + * @param color In the format 0xAARRGGBB + * + * @return The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent)) + */ + static getAlphaFloat(color: number): number; + /** + * Given a native color value (in the format 0xAARRGGBB) this will return the Red component, as a value between 0 and 255 + * + * @param color In the format 0xAARRGGBB + * + * @return The Red component of the color, will be between 0 and 255 (0 being no color, 255 full Red) + */ + static getRed(color: number): number; + /** + * Given a native color value (in the format 0xAARRGGBB) this will return the Green component, as a value between 0 and 255 + * + * @param color In the format 0xAARRGGBB + * + * @return The Green component of the color, will be between 0 and 255 (0 being no color, 255 full Green) + */ + static getGreen(color: number): number; + /** + * Given a native color value (in the format 0xAARRGGBB) this will return the Blue component, as a value between 0 and 255 + * + * @param color In the format 0xAARRGGBB + * + * @return The Blue component of the color, will be between 0 and 255 (0 being no color, 255 full Blue) + */ + static getBlue(color: number): number; + } +} +/** * Phaser - DynamicTexture * * A DynamicTexture can be thought of as a mini canvas into which you can draw anything. @@ -3052,27 +3301,6 @@ module Phaser { public render(x?: number, y?: number): void; public width : number; public height : number; - /** - * Given an alpha and 3 color values this will return an integer representation of it - * - * @param alpha {number} The Alpha value (between 0 and 255) - * @param red {number} The Red channel value (between 0 and 255) - * @param green {number} The Green channel value (between 0 and 255) - * @param blue {number} The Blue channel value (between 0 and 255) - * - * @return A native color value integer (format: 0xAARRGGBB) - */ - private getColor32(alpha, red, green, blue); - /** - * Given 3 color values this will return an integer representation of it - * - * @param red {number} The Red channel value (between 0 and 255) - * @param green {number} The Green channel value (between 0 and 255) - * @param blue {number} The Blue channel value (between 0 and 255) - * - * @return A native color value integer (format: 0xRRGGBB) - */ - private getColor(red, green, blue); } } /** @@ -8473,6 +8701,27 @@ module Phaser { } } /** +* Phaser - PixelUtils +* +* A collection of methods useful for manipulating pixels. +*/ +module Phaser { + class PixelUtils { + static boot(): void; + /** + * Canvas element used in 1x1 pixel checks. + * @type {HTMLCanvasElement} + */ + static pixelCanvas: HTMLCanvasElement; + /** + * Render context of pixelCanvas + * @type {CanvasRenderingContext2D} + */ + static pixelContext: CanvasRenderingContext2D; + static getPixel(key: string, x: number, y: number): number; + } +} +/** * Phaser - Line * * A Line object is an infinte line through space. The two sets of x/y coordinates define the Line Segment. diff --git a/build/phaser.js b/build/phaser.js index 379d16ac..c744697c 100644 --- a/build/phaser.js +++ b/build/phaser.js @@ -4890,7 +4890,476 @@ var Phaser; Phaser.RectangleUtils = RectangleUtils; })(Phaser || (Phaser = {})); ///A complementary hue is one directly opposite the color given on the color wheel
+ *Value returned in 0xAARRGGBB format with Alpha set to 255.
+ * + * @param color The color to base the harmony on + * + * @return 0xAARRGGBB format color value + */ + function getComplementHarmony(color) { + var hsv = ColorUtils.RGBtoHSV(color); + var opposite = ColorUtils.game.math.wrapValue(hsv.hue, 180, 359); + return ColorUtils.HSVtoRGB(opposite, 1.0, 1.0); + }; + ColorUtils.getAnalogousHarmony = /** + * Returns an Analogous Color Harmony for the given color. + *An Analogous harmony are hues adjacent to each other on the color wheel
+ *Values returned in 0xAARRGGBB format with Alpha set to 255.
+ * + * @param color The color to base the harmony on + * @param threshold Control how adjacent the colors will be (default +- 30 degrees) + * + * @return Object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color) + */ + function getAnalogousHarmony(color, threshold) { + if (typeof threshold === "undefined") { threshold = 30; } + var hsv = ColorUtils.RGBtoHSV(color); + if(threshold > 359 || threshold < 0) { + throw Error("Color Warning: Invalid threshold given to getAnalogousHarmony()"); + } + var warmer = ColorUtils.game.math.wrapValue(hsv.hue, 359 - threshold, 359); + var colder = ColorUtils.game.math.wrapValue(hsv.hue, threshold, 359); + return { + color1: color, + color2: ColorUtils.HSVtoRGB(warmer, 1.0, 1.0), + color3: ColorUtils.HSVtoRGB(colder, 1.0, 1.0), + hue1: hsv.hue, + hue2: warmer, + hue3: colder + }; + }; + ColorUtils.getSplitComplementHarmony = /** + * Returns an Split Complement Color Harmony for the given color. + *A Split Complement harmony are the two hues on either side of the color's Complement
+ *Values returned in 0xAARRGGBB format with Alpha set to 255.
+ * + * @param color The color to base the harmony on + * @param threshold Control how adjacent the colors will be to the Complement (default +- 30 degrees) + * + * @return Object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color) + */ + function getSplitComplementHarmony(color, threshold) { + if (typeof threshold === "undefined") { threshold = 30; } + var hsv = ColorUtils.RGBtoHSV(color); + if(threshold >= 359 || threshold <= 0) { + throw Error("FlxColor Warning: Invalid threshold given to getSplitComplementHarmony()"); + } + var opposite = ColorUtils.game.math.wrapValue(hsv.hue, 180, 359); + var warmer = ColorUtils.game.math.wrapValue(hsv.hue, opposite - threshold, 359); + var colder = ColorUtils.game.math.wrapValue(hsv.hue, opposite + threshold, 359); + return { + color1: color, + color2: ColorUtils.HSVtoRGB(warmer, hsv.saturation, hsv.value), + color3: ColorUtils.HSVtoRGB(colder, hsv.saturation, hsv.value), + hue1: hsv.hue, + hue2: warmer, + hue3: colder + }; + }; + ColorUtils.getTriadicHarmony = /** + * Returns a Triadic Color Harmony for the given color. + *A Triadic harmony are 3 hues equidistant from each other on the color wheel
+ *Values returned in 0xAARRGGBB format with Alpha set to 255.
+ * + * @param color The color to base the harmony on + * + * @return Object containing 3 properties: color1 (the original color), color2 and color3 (the equidistant colors) + */ + function getTriadicHarmony(color) { + var hsv = ColorUtils.RGBtoHSV(color); + var triadic1 = ColorUtils.game.math.wrapValue(hsv.hue, 120, 359); + var triadic2 = ColorUtils.game.math.wrapValue(triadic1, 120, 359); + return { + color1: color, + color2: ColorUtils.HSVtoRGB(triadic1, 1.0, 1.0), + color3: ColorUtils.HSVtoRGB(triadic2, 1.0, 1.0) + }; + }; + ColorUtils.getColorInfo = /** + * Returns a string containing handy information about the given color including string hex value, + * RGB format information and HSL information. Each section starts on a newline, 3 lines in total. + * + * @param color A color value in the format 0xAARRGGBB + * + * @return string containing the 3 lines of information + */ + function getColorInfo(color) { + var argb = ColorUtils.getRGB(color); + var hsl = ColorUtils.RGBtoHSV(color); + // Hex format + var result = ColorUtils.RGBtoHexstring(color) + "\n"; + // RGB format + result = result.concat("Alpha: " + argb.alpha + " Red: " + argb.red + " Green: " + argb.green + " Blue: " + argb.blue) + "\n"; + // HSL info + result = result.concat("Hue: " + hsl.hue + " Saturation: " + hsl.saturation + " Lightnes: " + hsl.lightness); + return result; + }; + ColorUtils.RGBtoHexstring = /** + * Return a string representation of the color in the format 0xAARRGGBB + * + * @param color The color to get the string representation for + * + * @return A string of length 10 characters in the format 0xAARRGGBB + */ + function RGBtoHexstring(color) { + var argb = ColorUtils.getRGB(color); + return "0x" + ColorUtils.colorToHexstring(argb.alpha) + ColorUtils.colorToHexstring(argb.red) + ColorUtils.colorToHexstring(argb.green) + ColorUtils.colorToHexstring(argb.blue); + }; + ColorUtils.RGBtoWebstring = /** + * Return a string representation of the color in the format #RRGGBB + * + * @param color The color to get the string representation for + * + * @return A string of length 10 characters in the format 0xAARRGGBB + */ + function RGBtoWebstring(color) { + var argb = ColorUtils.getRGB(color); + return "#" + ColorUtils.colorToHexstring(argb.red) + ColorUtils.colorToHexstring(argb.green) + ColorUtils.colorToHexstring(argb.blue); + }; + ColorUtils.colorToHexstring = /** + * Return a string containing a hex representation of the given color + * + * @param color The color channel to get the hex value for, must be a value between 0 and 255) + * + * @return A string of length 2 characters, i.e. 255 = FF, 0 = 00 + */ + function colorToHexstring(color) { + var digits = "0123456789ABCDEF"; + var lsd = color % 16; + var msd = (color - lsd) / 16; + var hexified = digits.charAt(msd) + digits.charAt(lsd); + return hexified; + }; + ColorUtils.HSVtoRGB = /** + * Convert a HSV (hue, saturation, lightness) color space value to an RGB color + * + * @param h Hue degree, between 0 and 359 + * @param s Saturation, between 0.0 (grey) and 1.0 + * @param v Value, between 0.0 (black) and 1.0 + * @param alpha Alpha value to set per color (between 0 and 255) + * + * @return 32-bit ARGB color value (0xAARRGGBB) + */ + function HSVtoRGB(h, s, v, alpha) { + if (typeof alpha === "undefined") { alpha = 255; } + var result; + if(s == 0.0) { + result = ColorUtils.getColor32(alpha, v * 255, v * 255, v * 255); + } else { + h = h / 60.0; + var f = h - Math.floor(h); + var p = v * (1.0 - s); + var q = v * (1.0 - s * f); + var t = v * (1.0 - s * (1.0 - f)); + switch(Math.floor(h)) { + case 0: + result = ColorUtils.getColor32(alpha, v * 255, t * 255, p * 255); + break; + case 1: + result = ColorUtils.getColor32(alpha, q * 255, v * 255, p * 255); + break; + case 2: + result = ColorUtils.getColor32(alpha, p * 255, v * 255, t * 255); + break; + case 3: + result = ColorUtils.getColor32(alpha, p * 255, q * 255, v * 255); + break; + case 4: + result = ColorUtils.getColor32(alpha, t * 255, p * 255, v * 255); + break; + case 5: + result = ColorUtils.getColor32(alpha, v * 255, p * 255, q * 255); + break; + default: + throw new Error("ColorUtils.HSVtoRGB : Unknown color"); + } + } + return result; + }; + ColorUtils.RGBtoHSV = /** + * Convert an RGB color value to an object containing the HSV color space values: Hue, Saturation and Lightness + * + * @param color In format 0xRRGGBB + * + * @return Object with the properties hue (from 0 to 360), saturation (from 0 to 1.0) and lightness (from 0 to 1.0, also available under .value) + */ + function RGBtoHSV(color) { + var rgb = ColorUtils.getRGB(color); + var red = rgb.red / 255; + var green = rgb.green / 255; + var blue = rgb.blue / 255; + var min = Math.min(red, green, blue); + var max = Math.max(red, green, blue); + var delta = max - min; + var lightness = (max + min) / 2; + var hue; + var saturation; + // Grey color, no chroma + if(delta == 0) { + hue = 0; + saturation = 0; + } else { + if(lightness < 0.5) { + saturation = delta / (max + min); + } else { + saturation = delta / (2 - max - min); + } + var delta_r = (((max - red) / 6) + (delta / 2)) / delta; + var delta_g = (((max - green) / 6) + (delta / 2)) / delta; + var delta_b = (((max - blue) / 6) + (delta / 2)) / delta; + if(red == max) { + hue = delta_b - delta_g; + } else if(green == max) { + hue = (1 / 3) + delta_r - delta_b; + } else if(blue == max) { + hue = (2 / 3) + delta_g - delta_r; + } + if(hue < 0) { + hue += 1; + } + if(hue > 1) { + hue -= 1; + } + } + // Keep the value with 0 to 359 + hue *= 360; + hue = Math.round(hue); + return { + hue: hue, + saturation: saturation, + lightness: lightness, + value: lightness + }; + }; + ColorUtils.interpolateColor = /** + * + * @method interpolateColor + * @param {Number} color1 + * @param {Number} color2 + * @param {Number} steps + * @param {Number} currentStep + * @param {Number} alpha + * @return {Number} + * @static + */ + function interpolateColor(color1, color2, steps, currentStep, alpha) { + if (typeof alpha === "undefined") { alpha = 255; } + var src1 = ColorUtils.getRGB(color1); + var src2 = ColorUtils.getRGB(color2); + var r = (((src2.red - src1.red) * currentStep) / steps) + src1.red; + var g = (((src2.green - src1.green) * currentStep) / steps) + src1.green; + var b = (((src2.blue - src1.blue) * currentStep) / steps) + src1.blue; + return ColorUtils.getColor32(alpha, r, g, b); + }; + ColorUtils.interpolateColorWithRGB = /** + * + * @method interpolateColorWithRGB + * @param {Number} color + * @param {Number} r2 + * @param {Number} g2 + * @param {Number} b2 + * @param {Number} steps + * @param {Number} currentStep + * @return {Number} + * @static + */ + function interpolateColorWithRGB(color, r2, g2, b2, steps, currentStep) { + var src = ColorUtils.getRGB(color); + var r = (((r2 - src.red) * currentStep) / steps) + src.red; + var g = (((g2 - src.green) * currentStep) / steps) + src.green; + var b = (((b2 - src.blue) * currentStep) / steps) + src.blue; + return ColorUtils.getColor(r, g, b); + }; + ColorUtils.interpolateRGB = /** + * + * @method interpolateRGB + * @param {Number} r1 + * @param {Number} g1 + * @param {Number} b1 + * @param {Number} r2 + * @param {Number} g2 + * @param {Number} b2 + * @param {Number} steps + * @param {Number} currentStep + * @return {Number} + * @static + */ + function interpolateRGB(r1, g1, b1, r2, g2, b2, steps, currentStep) { + var r = (((r2 - r1) * currentStep) / steps) + r1; + var g = (((g2 - g1) * currentStep) / steps) + g1; + var b = (((b2 - b1) * currentStep) / steps) + b1; + return ColorUtils.getColor(r, g, b); + }; + ColorUtils.getRandomColor = /** + * Returns a random color value between black and white + *Set the min value to start each channel from the given offset.
+ *Set the max value to restrict the maximum color used per channel
+ * + * @param min The lowest value to use for the color + * @param max The highest value to use for the color + * @param alpha The alpha value of the returning color (default 255 = fully opaque) + * + * @return 32-bit color value with alpha + */ + function getRandomColor(min, max, alpha) { + if (typeof min === "undefined") { min = 0; } + if (typeof max === "undefined") { max = 255; } + if (typeof alpha === "undefined") { alpha = 255; } + // Sanity checks + if(max > 255) { + return ColorUtils.getColor(255, 255, 255); + } + if(min > max) { + return ColorUtils.getColor(255, 255, 255); + } + var red = min + Math.round(Math.random() * (max - min)); + var green = min + Math.round(Math.random() * (max - min)); + var blue = min + Math.round(Math.random() * (max - min)); + return ColorUtils.getColor32(alpha, red, green, blue); + }; + ColorUtils.getRGB = /** + * Return the component parts of a color as an Object with the properties alpha, red, green, blue + * + *Alpha will only be set if it exist in the given color (0xAARRGGBB)
+ * + * @param color in RGB (0xRRGGBB) or ARGB format (0xAARRGGBB) + * + * @return Object with properties: alpha, red, green, blue + */ + function getRGB(color) { + return { + alpha: color >>> 24, + red: color >> 16 & 0xFF, + green: color >> 8 & 0xFF, + blue: color & 0xFF + }; + }; + ColorUtils.getWebRGB = /** + * + * @method getWebRGB + * @param {Number} color + * @return {Any} + */ + function getWebRGB(color) { + var alpha = (color >>> 24) / 255; + var red = color >> 16 & 0xFF; + var green = color >> 8 & 0xFF; + var blue = color & 0xFF; + return 'rgba(' + red.toString() + ',' + green.toString() + ',' + blue.toString() + ',' + alpha.toString() + ')'; + }; + ColorUtils.getAlpha = /** + * Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component, as a value between 0 and 255 + * + * @param color In the format 0xAARRGGBB + * + * @return The Alpha component of the color, will be between 0 and 255 (0 being no Alpha, 255 full Alpha) + */ + function getAlpha(color) { + return color >>> 24; + }; + ColorUtils.getAlphaFloat = /** + * Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component as a value between 0 and 1 + * + * @param color In the format 0xAARRGGBB + * + * @return The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent)) + */ + function getAlphaFloat(color) { + return (color >>> 24) / 255; + }; + ColorUtils.getRed = /** + * Given a native color value (in the format 0xAARRGGBB) this will return the Red component, as a value between 0 and 255 + * + * @param color In the format 0xAARRGGBB + * + * @return The Red component of the color, will be between 0 and 255 (0 being no color, 255 full Red) + */ + function getRed(color) { + return color >> 16 & 0xFF; + }; + ColorUtils.getGreen = /** + * Given a native color value (in the format 0xAARRGGBB) this will return the Green component, as a value between 0 and 255 + * + * @param color In the format 0xAARRGGBB + * + * @return The Green component of the color, will be between 0 and 255 (0 being no color, 255 full Green) + */ + function getGreen(color) { + return color >> 8 & 0xFF; + }; + ColorUtils.getBlue = /** + * Given a native color value (in the format 0xAARRGGBB) this will return the Blue component, as a value between 0 and 255 + * + * @param color In the format 0xAARRGGBB + * + * @return The Blue component of the color, will be between 0 and 255 (0 being no color, 255 full Blue) + */ + function getBlue(color) { + return color & 0xFF; + }; + return ColorUtils; + })(); + Phaser.ColorUtils = ColorUtils; +})(Phaser || (Phaser = {})); +///