mirror of
https://github.com/wassname/phaser.git
synced 2026-08-14 12:40:17 +08:00
Fixed issue in Camera.inCamera check where it wouldn't take into consideration the Sprites scrollFactor.
This commit is contained in:
Vendored
+270
-21
@@ -2928,6 +2928,255 @@ module Phaser {
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}
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}
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/**
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* Phaser - ColorUtils
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*
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* A collection of methods useful for manipulating color values.
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*/
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module Phaser {
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class ColorUtils {
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static game: Game;
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/**
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* Given an alpha and 3 color values this will return an integer representation of it
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*
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* @param alpha {number} The Alpha value (between 0 and 255)
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* @param red {number} The Red channel value (between 0 and 255)
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* @param green {number} The Green channel value (between 0 and 255)
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* @param blue {number} The Blue channel value (between 0 and 255)
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*
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* @return A native color value integer (format: 0xAARRGGBB)
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*/
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static getColor32(alpha: number, red: number, green: number, blue: number): number;
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/**
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* Given 3 color values this will return an integer representation of it
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*
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* @param red {number} The Red channel value (between 0 and 255)
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* @param green {number} The Green channel value (between 0 and 255)
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* @param blue {number} The Blue channel value (between 0 and 255)
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*
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* @return A native color value integer (format: 0xRRGGBB)
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*/
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static getColor(red: number, green: number, blue: number): number;
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/**
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* Get HSV color wheel values in an array which will be 360 elements in size
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*
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* @param alpha Alpha value for each color of the color wheel, between 0 (transparent) and 255 (opaque)
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*
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* @return Array
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*/
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static getHSVColorWheel(alpha?: number): any[];
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/**
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* Returns a Complementary Color Harmony for the given color.
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* <p>A complementary hue is one directly opposite the color given on the color wheel</p>
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* <p>Value returned in 0xAARRGGBB format with Alpha set to 255.</p>
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*
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* @param color The color to base the harmony on
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*
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* @return 0xAARRGGBB format color value
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*/
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static getComplementHarmony(color: number): number;
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/**
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* Returns an Analogous Color Harmony for the given color.
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* <p>An Analogous harmony are hues adjacent to each other on the color wheel</p>
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* <p>Values returned in 0xAARRGGBB format with Alpha set to 255.</p>
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*
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* @param color The color to base the harmony on
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* @param threshold Control how adjacent the colors will be (default +- 30 degrees)
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*
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* @return Object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color)
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*/
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static getAnalogousHarmony(color: number, threshold?: number): {
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color1: number;
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color2: number;
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color3: number;
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hue1: any;
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hue2: number;
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hue3: number;
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};
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/**
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* Returns an Split Complement Color Harmony for the given color.
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* <p>A Split Complement harmony are the two hues on either side of the color's Complement</p>
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* <p>Values returned in 0xAARRGGBB format with Alpha set to 255.</p>
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*
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* @param color The color to base the harmony on
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* @param threshold Control how adjacent the colors will be to the Complement (default +- 30 degrees)
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*
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* @return Object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color)
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*/
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static getSplitComplementHarmony(color: number, threshold?: number): any;
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/**
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* Returns a Triadic Color Harmony for the given color.
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* <p>A Triadic harmony are 3 hues equidistant from each other on the color wheel</p>
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* <p>Values returned in 0xAARRGGBB format with Alpha set to 255.</p>
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*
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* @param color The color to base the harmony on
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*
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* @return Object containing 3 properties: color1 (the original color), color2 and color3 (the equidistant colors)
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*/
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static getTriadicHarmony(color: number): any;
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/**
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* Returns a string containing handy information about the given color including string hex value,
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* RGB format information and HSL information. Each section starts on a newline, 3 lines in total.
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*
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* @param color A color value in the format 0xAARRGGBB
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*
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* @return string containing the 3 lines of information
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*/
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static getColorInfo(color: number): string;
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/**
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* Return a string representation of the color in the format 0xAARRGGBB
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*
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* @param color The color to get the string representation for
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*
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* @return A string of length 10 characters in the format 0xAARRGGBB
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*/
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static RGBtoHexstring(color: number): string;
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/**
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* Return a string representation of the color in the format #RRGGBB
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*
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* @param color The color to get the string representation for
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*
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* @return A string of length 10 characters in the format 0xAARRGGBB
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*/
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static RGBtoWebstring(color: number): string;
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/**
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* Return a string containing a hex representation of the given color
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*
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* @param color The color channel to get the hex value for, must be a value between 0 and 255)
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*
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* @return A string of length 2 characters, i.e. 255 = FF, 0 = 00
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*/
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static colorToHexstring(color: number): string;
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/**
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* Convert a HSV (hue, saturation, lightness) color space value to an RGB color
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*
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* @param h Hue degree, between 0 and 359
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* @param s Saturation, between 0.0 (grey) and 1.0
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* @param v Value, between 0.0 (black) and 1.0
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* @param alpha Alpha value to set per color (between 0 and 255)
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*
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* @return 32-bit ARGB color value (0xAARRGGBB)
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*/
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static HSVtoRGB(h: number, s: number, v: number, alpha?: number): number;
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/**
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* Convert an RGB color value to an object containing the HSV color space values: Hue, Saturation and Lightness
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*
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* @param color In format 0xRRGGBB
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*
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* @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)
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*/
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static RGBtoHSV(color: number): any;
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/**
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*
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* @method interpolateColor
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* @param {Number} color1
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* @param {Number} color2
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* @param {Number} steps
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* @param {Number} currentStep
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* @param {Number} alpha
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* @return {Number}
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* @static
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*/
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static interpolateColor(color1: number, color2: number, steps: number, currentStep: number, alpha?: number): number;
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/**
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*
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* @method interpolateColorWithRGB
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* @param {Number} color
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* @param {Number} r2
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* @param {Number} g2
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* @param {Number} b2
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* @param {Number} steps
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* @param {Number} currentStep
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* @return {Number}
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* @static
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*/
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static interpolateColorWithRGB(color: number, r2: number, g2: number, b2: number, steps: number, currentStep: number): number;
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/**
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*
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* @method interpolateRGB
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* @param {Number} r1
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* @param {Number} g1
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* @param {Number} b1
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* @param {Number} r2
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* @param {Number} g2
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* @param {Number} b2
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* @param {Number} steps
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* @param {Number} currentStep
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* @return {Number}
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* @static
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*/
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static interpolateRGB(r1: number, g1: number, b1: number, r2: number, g2: number, b2: number, steps: number, currentStep: number): number;
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/**
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* Returns a random color value between black and white
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* <p>Set the min value to start each channel from the given offset.</p>
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* <p>Set the max value to restrict the maximum color used per channel</p>
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*
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* @param min The lowest value to use for the color
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* @param max The highest value to use for the color
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* @param alpha The alpha value of the returning color (default 255 = fully opaque)
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*
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* @return 32-bit color value with alpha
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*/
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static getRandomColor(min?: number, max?: number, alpha?: number): number;
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/**
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* Return the component parts of a color as an Object with the properties alpha, red, green, blue
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*
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* <p>Alpha will only be set if it exist in the given color (0xAARRGGBB)</p>
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*
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* @param color in RGB (0xRRGGBB) or ARGB format (0xAARRGGBB)
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*
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* @return Object with properties: alpha, red, green, blue
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*/
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static getRGB(color: number): any;
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/**
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*
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* @method getWebRGB
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* @param {Number} color
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* @return {Any}
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*/
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static getWebRGB(color: number): any;
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/**
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* Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component, as a value between 0 and 255
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*
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* @param color In the format 0xAARRGGBB
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*
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* @return The Alpha component of the color, will be between 0 and 255 (0 being no Alpha, 255 full Alpha)
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*/
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static getAlpha(color: number): number;
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/**
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* Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component as a value between 0 and 1
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*
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* @param color In the format 0xAARRGGBB
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*
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* @return The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent))
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*/
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static getAlphaFloat(color: number): number;
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/**
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* Given a native color value (in the format 0xAARRGGBB) this will return the Red component, as a value between 0 and 255
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*
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* @param color In the format 0xAARRGGBB
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*
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* @return The Red component of the color, will be between 0 and 255 (0 being no color, 255 full Red)
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*/
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static getRed(color: number): number;
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/**
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* Given a native color value (in the format 0xAARRGGBB) this will return the Green component, as a value between 0 and 255
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*
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* @param color In the format 0xAARRGGBB
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*
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* @return The Green component of the color, will be between 0 and 255 (0 being no color, 255 full Green)
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*/
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static getGreen(color: number): number;
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/**
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* Given a native color value (in the format 0xAARRGGBB) this will return the Blue component, as a value between 0 and 255
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*
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* @param color In the format 0xAARRGGBB
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*
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* @return The Blue component of the color, will be between 0 and 255 (0 being no color, 255 full Blue)
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*/
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static getBlue(color: number): number;
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}
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}
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/**
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* Phaser - DynamicTexture
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*
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* A DynamicTexture can be thought of as a mini canvas into which you can draw anything.
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@@ -3052,27 +3301,6 @@ module Phaser {
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public render(x?: number, y?: number): void;
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public width : number;
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public height : number;
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/**
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* Given an alpha and 3 color values this will return an integer representation of it
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*
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* @param alpha {number} The Alpha value (between 0 and 255)
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* @param red {number} The Red channel value (between 0 and 255)
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* @param green {number} The Green channel value (between 0 and 255)
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* @param blue {number} The Blue channel value (between 0 and 255)
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*
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* @return A native color value integer (format: 0xAARRGGBB)
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*/
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private getColor32(alpha, red, green, blue);
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/**
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* Given 3 color values this will return an integer representation of it
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*
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* @param red {number} The Red channel value (between 0 and 255)
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* @param green {number} The Green channel value (between 0 and 255)
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* @param blue {number} The Blue channel value (between 0 and 255)
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*
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* @return A native color value integer (format: 0xRRGGBB)
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*/
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private getColor(red, green, blue);
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}
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}
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/**
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@@ -8473,6 +8701,27 @@ module Phaser {
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}
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}
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/**
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* Phaser - PixelUtils
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*
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* A collection of methods useful for manipulating pixels.
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*/
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module Phaser {
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class PixelUtils {
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static boot(): void;
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/**
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* Canvas element used in 1x1 pixel checks.
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* @type {HTMLCanvasElement}
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*/
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static pixelCanvas: HTMLCanvasElement;
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/**
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* Render context of pixelCanvas
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* @type {CanvasRenderingContext2D}
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*/
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static pixelContext: CanvasRenderingContext2D;
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static getPixel(key: string, x: number, y: number): number;
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}
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}
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/**
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* Phaser - Line
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*
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* A Line object is an infinte line through space. The two sets of x/y coordinates define the Line Segment.
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