phaser/src/utils/Color.js

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/**
* @author Richard Davey <rich@photonstorm.com>
2016-04-04 21:15:01 +00:00
* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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/**
* The Phaser.Color class is a set of static methods that assist in color manipulation and conversion.
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*
* @class Phaser.Color
*/
Phaser.Color = {
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/**
* Packs the r, g, b, a components into a single integer, for use with Int32Array.
* If device is little endian then ABGR order is used. Otherwise RGBA order is used.
*
* @author Matt DesLauriers (@mattdesl)
* @method Phaser.Color.packPixel
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* @static
* @param {number} r - The red color component, in the range 0 - 255.
* @param {number} g - The green color component, in the range 0 - 255.
* @param {number} b - The blue color component, in the range 0 - 255.
* @param {number} a - The alpha color component, in the range 0 - 255.
* @return {number} The packed color as uint32
*/
packPixel: function (r, g, b, a) {
if (Phaser.Device.LITTLE_ENDIAN)
{
return ( (a << 24) | (b << 16) | (g << 8) | r ) >>> 0;
}
else
{
return ( (r << 24) | (g << 16) | (b << 8) | a ) >>> 0;
}
},
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/**
* Unpacks the r, g, b, a components into the specified color object, or a new
* object, for use with Int32Array. If little endian, then ABGR order is used when
* unpacking, otherwise, RGBA order is used. The resulting color object has the
* `r, g, b, a` properties which are unrelated to endianness.
*
* Note that the integer is assumed to be packed in the correct endianness. On little-endian
* the format is 0xAABBGGRR and on big-endian the format is 0xRRGGBBAA. If you want a
* endian-independent method, use fromRGBA(rgba) and toRGBA(r, g, b, a).
*
* @author Matt DesLauriers (@mattdesl)
* @method Phaser.Color.unpackPixel
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* @static
* @param {number} rgba - The integer, packed in endian order by packPixel.
* @param {object} [out] - An object into which 3 properties will be created: r, g and b. If not provided a new object will be created.
* @param {boolean} [hsl=false] - Also convert the rgb values into hsl?
* @param {boolean} [hsv=false] - Also convert the rgb values into hsv?
* @return {object} An object with the red, green and blue values set in the r, g and b properties.
*/
unpackPixel: function (rgba, out, hsl, hsv) {
if (out === undefined || out === null) { out = Phaser.Color.createColor(); }
if (hsl === undefined || hsl === null) { hsl = false; }
if (hsv === undefined || hsv === null) { hsv = false; }
if (Phaser.Device.LITTLE_ENDIAN)
{
out.a = ((rgba & 0xff000000) >>> 24);
out.b = ((rgba & 0x00ff0000) >>> 16);
out.g = ((rgba & 0x0000ff00) >>> 8);
out.r = ((rgba & 0x000000ff));
}
else
{
out.r = ((rgba & 0xff000000) >>> 24);
out.g = ((rgba & 0x00ff0000) >>> 16);
out.b = ((rgba & 0x0000ff00) >>> 8);
out.a = ((rgba & 0x000000ff));
}
out.color = rgba;
out.rgba = 'rgba(' + out.r + ',' + out.g + ',' + out.b + ',' + (out.a / 255) + ')';
if (hsl)
{
Phaser.Color.RGBtoHSL(out.r, out.g, out.b, out);
}
if (hsv)
{
Phaser.Color.RGBtoHSV(out.r, out.g, out.b, out);
}
return out;
},
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/**
* A utility to convert an integer in 0xRRGGBBAA format to a color object.
* This does not rely on endianness.
*
* @author Matt DesLauriers (@mattdesl)
* @method Phaser.Color.fromRGBA
* @static
* @param {number} rgba - An RGBA hex
* @param {object} [out] - The object to use, optional.
* @return {object} A color object.
*/
fromRGBA: function (rgba, out) {
if (!out)
{
out = Phaser.Color.createColor();
}
out.r = ((rgba & 0xff000000) >>> 24);
out.g = ((rgba & 0x00ff0000) >>> 16);
out.b = ((rgba & 0x0000ff00) >>> 8);
out.a = ((rgba & 0x000000ff));
out.rgba = 'rgba(' + out.r + ',' + out.g + ',' + out.b + ',' + out.a + ')';
return out;
},
/**
* A utility to convert RGBA components to a 32 bit integer in RRGGBBAA format.
*
* @author Matt DesLauriers (@mattdesl)
* @method Phaser.Color.toRGBA
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* @static
* @param {number} r - The red color component, in the range 0 - 255.
* @param {number} g - The green color component, in the range 0 - 255.
* @param {number} b - The blue color component, in the range 0 - 255.
* @param {number} a - The alpha color component, in the range 0 - 255.
* @return {number} A RGBA-packed 32 bit integer
*/
toRGBA: function (r, g, b, a) {
return (r << 24) | (g << 16) | (b << 8) | a;
},
/**
* Converts RGBA components to a 32 bit integer in AABBGGRR format.
*
* @method Phaser.Color.toABGR
* @static
* @param {number} r - The red color component, in the range 0 - 255.
* @param {number} g - The green color component, in the range 0 - 255.
* @param {number} b - The blue color component, in the range 0 - 255.
* @param {number} a - The alpha color component, in the range 0 - 255.
* @return {number} A RGBA-packed 32 bit integer
*/
toABGR: function (r, g, b, a) {
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return ((a << 24) | (b << 16) | (g << 8) | r) >>> 0;
},
/**
* Converts a hex color value to an [R, G, B] array.
*
* @static
* @method Phaser.Color.hexToRGBArray
* @param {number} color - The color to convert to an RGB array. In the format 0xRRGGBB.
* @return {array} An array with element 0 containing the Red value, 1 containing Green, and 2 containing Blue.
*/
hexToRGBArray: function (color) {
return [
(color >> 16 & 0xFF) / 255,
(color >> 8 & 0xFF) / 255,
(color & 0xFF) / 255
];
},
/**
* Converts an RGB color array, in the format: [R, G, B], to a hex color value.
*
* @static
* @method Phaser.Color.RGBArrayToHex
* @param {array} rgb - An array with element 0 containing the Red value, 1 containing Green, and 2 containing Blue.
* @return {number} The color value, in the format 0xRRGGBB.
*/
RGBArrayToHex: function (rgb) {
return ((rgb[0] * 255 << 16) + (rgb[1] * 255 << 8) + rgb[2] * 255);
},
/**
* Converts an RGB color value to HSL (hue, saturation and lightness).
* Conversion forumla from http://en.wikipedia.org/wiki/HSL_color_space.
* Assumes RGB values are contained in the set [0, 255] and returns h, s and l in the set [0, 1].
* Based on code by Michael Jackson (https://github.com/mjijackson)
*
* @method Phaser.Color.RGBtoHSL
* @static
* @param {number} r - The red color component, in the range 0 - 255.
* @param {number} g - The green color component, in the range 0 - 255.
* @param {number} b - The blue color component, in the range 0 - 255.
* @param {object} [out] - An object into which 3 properties will be created, h, s and l. If not provided a new object will be created.
* @return {object} An object with the hue, saturation and lightness values set in the h, s and l properties.
*/
RGBtoHSL: function (r, g, b, out) {
if (!out)
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{
out = Phaser.Color.createColor(r, g, b, 1);
}
r /= 255;
g /= 255;
b /= 255;
var min = Math.min(r, g, b);
var max = Math.max(r, g, b);
// achromatic by default
out.h = 0;
out.s = 0;
out.l = (max + min) / 2;
if (max !== min)
{
var d = max - min;
out.s = out.l > 0.5 ? d / (2 - max - min) : d / (max + min);
if (max === r)
{
out.h = (g - b) / d + (g < b ? 6 : 0);
}
else if (max === g)
{
out.h = (b - r) / d + 2;
}
else if (max === b)
{
out.h = (r - g) / d + 4;
}
out.h /= 6;
}
return out;
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},
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/**
* Converts an HSL (hue, saturation and lightness) color value to RGB.
* Conversion forumla from http://en.wikipedia.org/wiki/HSL_color_space.
* Assumes HSL values are contained in the set [0, 1] and returns r, g and b values in the set [0, 255].
* Based on code by Michael Jackson (https://github.com/mjijackson)
*
* @method Phaser.Color.HSLtoRGB
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* @static
* @param {number} h - The hue, in the range 0 - 1.
* @param {number} s - The saturation, in the range 0 - 1.
* @param {number} l - The lightness, in the range 0 - 1.
* @param {object} [out] - An object into which 3 properties will be created: r, g and b. If not provided a new object will be created.
* @return {object} An object with the red, green and blue values set in the r, g and b properties.
*/
HSLtoRGB: function (h, s, l, out) {
if (!out)
{
out = Phaser.Color.createColor(l, l, l);
}
else
{
// achromatic by default
out.r = l;
out.g = l;
out.b = l;
}
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if (s !== 0)
{
var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
var p = 2 * l - q;
out.r = Phaser.Color.hueToColor(p, q, h + 1 / 3);
out.g = Phaser.Color.hueToColor(p, q, h);
out.b = Phaser.Color.hueToColor(p, q, h - 1 / 3);
}
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// out.r = (out.r * 255 | 0);
// out.g = (out.g * 255 | 0);
// out.b = (out.b * 255 | 0);
out.r = Math.floor((out.r * 255 | 0));
out.g = Math.floor((out.g * 255 | 0));
out.b = Math.floor((out.b * 255 | 0));
Phaser.Color.updateColor(out);
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return out;
},
/**
* Converts an RGB color value to HSV (hue, saturation and value).
* Conversion forumla from http://en.wikipedia.org/wiki/HSL_color_space.
* Assumes RGB values are contained in the set [0, 255] and returns h, s and v in the set [0, 1].
* Based on code by Michael Jackson (https://github.com/mjijackson)
*
* @method Phaser.Color.RGBtoHSV
* @static
* @param {number} r - The red color component, in the range 0 - 255.
* @param {number} g - The green color component, in the range 0 - 255.
* @param {number} b - The blue color component, in the range 0 - 255.
* @param {object} [out] - An object into which 3 properties will be created, h, s and v. If not provided a new object will be created.
* @return {object} An object with the hue, saturation and value set in the h, s and v properties.
*/
RGBtoHSV: function (r, g, b, out) {
if (!out)
{
out = Phaser.Color.createColor(r, g, b, 255);
}
r /= 255;
g /= 255;
b /= 255;
var min = Math.min(r, g, b);
var max = Math.max(r, g, b);
var d = max - min;
// achromatic by default
out.h = 0;
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out.s = max === 0 ? 0 : d / max;
out.v = max;
if (max !== min)
{
if (max === r)
{
out.h = (g - b) / d + (g < b ? 6 : 0);
}
else if (max === g)
{
out.h = (b - r) / d + 2;
}
else if (max === b)
{
out.h = (r - g) / d + 4;
}
out.h /= 6;
}
return out;
},
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/**
* Converts an HSV (hue, saturation and value) color value to RGB.
* Conversion forumla from http://en.wikipedia.org/wiki/HSL_color_space.
* Assumes HSV values are contained in the set [0, 1] and returns r, g and b values in the set [0, 255].
* Based on code by Michael Jackson (https://github.com/mjijackson)
*
* @method Phaser.Color.HSVtoRGB
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* @static
* @param {number} h - The hue, in the range 0 - 1.
* @param {number} s - The saturation, in the range 0 - 1.
* @param {number} v - The value, in the range 0 - 1.
* @param {object} [out] - An object into which 3 properties will be created: r, g and b. If not provided a new object will be created.
* @return {object} An object with the red, green and blue values set in the r, g and b properties.
*/
HSVtoRGB: function (h, s, v, out) {
if (out === undefined) { out = Phaser.Color.createColor(0, 0, 0, 1, h, s, 0, v); }
var r, g, b;
var i = Math.floor(h * 6);
var f = h * 6 - i;
var p = v * (1 - s);
var q = v * (1 - f * s);
var t = v * (1 - (1 - f) * s);
switch (i % 6)
{
case 0:
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r = v;
g = t;
b = p;
break;
case 1:
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r = q;
g = v;
b = p;
break;
case 2:
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r = p;
g = v;
b = t;
break;
case 3:
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r = p;
g = q;
b = v;
break;
case 4:
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r = t;
g = p;
b = v;
break;
case 5:
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r = v;
g = p;
b = q;
break;
}
out.r = Math.floor(r * 255);
out.g = Math.floor(g * 255);
out.b = Math.floor(b * 255);
Phaser.Color.updateColor(out);
return out;
},
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/**
* Converts a hue to an RGB color.
* Based on code by Michael Jackson (https://github.com/mjijackson)
*
* @method Phaser.Color.hueToColor
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* @static
* @param {number} p
* @param {number} q
* @param {number} t
* @return {number} The color component value.
*/
hueToColor: function (p, q, t) {
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if (t < 0)
{
t += 1;
}
if (t > 1)
{
t -= 1;
}
if (t < 1 / 6)
{
return p + (q - p) * 6 * t;
}
if (t < 1 / 2)
{
return q;
}
if (t < 2 / 3)
{
return p + (q - p) * (2 / 3 - t) * 6;
}
return p;
},
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/**
* A utility function to create a lightweight 'color' object with the default components.
* Any components that are not specified will default to zero.
*
* This is useful when you want to use a shared color object for the getPixel and getPixelAt methods.
*
* @author Matt DesLauriers (@mattdesl)
* @method Phaser.Color.createColor
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* @static
* @param {number} [r=0] - The red color component, in the range 0 - 255.
* @param {number} [g=0] - The green color component, in the range 0 - 255.
* @param {number} [b=0] - The blue color component, in the range 0 - 255.
* @param {number} [a=1] - The alpha color component, in the range 0 - 1.
* @param {number} [h=0] - The hue, in the range 0 - 1.
* @param {number} [s=0] - The saturation, in the range 0 - 1.
* @param {number} [l=0] - The lightness, in the range 0 - 1.
* @param {number} [v=0] - The value, in the range 0 - 1.
* @return {object} The resulting object with r, g, b, a properties and h, s, l and v.
*/
createColor: function (r, g, b, a, h, s, l, v) {
var out = { r: r || 0, g: g || 0, b: b || 0, a: a || 1, h: h || 0, s: s || 0, l: l || 0, v: v || 0, color: 0, color32: 0, rgba: '' };
return Phaser.Color.updateColor(out);
},
/**
* Takes a color object and updates the rgba, color and color32 properties.
*
* @method Phaser.Color.updateColor
* @static
* @param {object} out - The color object to update.
* @returns {number} A native color value integer (format: 0xAARRGGBB).
*/
updateColor: function (out) {
out.rgba = 'rgba(' + out.r.toString() + ',' + out.g.toString() + ',' + out.b.toString() + ',' + out.a.toString() + ')';
out.color = Phaser.Color.getColor(out.r, out.g, out.b);
out.color32 = Phaser.Color.getColor32(out.a * 255, out.r, out.g, out.b);
return out;
},
/**
* Given an alpha and 3 color values this will return an integer representation of it.
*
* @method Phaser.Color.getColor32
* @static
* @param {number} a - The alpha color component, in the range 0 - 255.
* @param {number} r - The red color component, in the range 0 - 255.
* @param {number} g - The green color component, in the range 0 - 255.
* @param {number} b - The blue color component, in the range 0 - 255.
* @returns {number} A native color value integer (format: 0xAARRGGBB).
*/
getColor32: function (a, r, g, b) {
return a << 24 | r << 16 | g << 8 | b;
},
/**
* Given 3 color values this will return an integer representation of it.
*
* @method Phaser.Color.getColor
* @static
* @param {number} r - The red color component, in the range 0 - 255.
* @param {number} g - The green color component, in the range 0 - 255.
* @param {number} b - The blue color component, in the range 0 - 255.
* @returns {number} A native color value integer (format: 0xRRGGBB).
*/
getColor: function (r, g, b) {
return r << 16 | g << 8 | b;
},
/**
* Converts the given color values into a string.
* If prefix was '#' it will be in the format `#RRGGBB` otherwise `0xAARRGGBB`.
*
* @method Phaser.Color.RGBtoString
* @static
* @param {number} r - The red color component, in the range 0 - 255.
* @param {number} g - The green color component, in the range 0 - 255.
* @param {number} b - The blue color component, in the range 0 - 255.
* @param {number} [a=255] - The alpha color component, in the range 0 - 255.
* @param {string} [prefix='#'] - The prefix used in the return string. If '#' it will return `#RRGGBB`, else `0xAARRGGBB`.
* @return {string} A string containing the color values. If prefix was '#' it will be in the format `#RRGGBB` otherwise `0xAARRGGBB`.
*/
RGBtoString: function (r, g, b, a, prefix) {
if (a === undefined) { a = 255; }
if (prefix === undefined) { prefix = '#'; }
if (prefix === '#')
{
return '#' + ((1 << 24) + (r << 16) + (g << 8) + b).toString(16).slice(1);
}
else
{
return '0x' + Phaser.Color.componentToHex(a) + Phaser.Color.componentToHex(r) + Phaser.Color.componentToHex(g) + Phaser.Color.componentToHex(b);
}
},
/**
* Converts a hex string into an integer color value.
*
* @method Phaser.Color.hexToRGB
* @static
* @param {string} hex - The hex string to convert. Can be in the short-hand format `#03f` or `#0033ff`.
* @return {number} The rgb color value in the format 0xAARRGGBB.
*/
hexToRGB: function (hex) {
var rgb = Phaser.Color.hexToColor(hex);
if (rgb)
{
return Phaser.Color.getColor32(rgb.a, rgb.r, rgb.g, rgb.b);
}
},
/**
* Converts a hex string into a Phaser Color object.
*
* The hex string can supplied as `'#0033ff'` or the short-hand format of `'#03f'`; it can begin with an optional "#" or "0x", or be unprefixed.
*
* An alpha channel is _not_ supported.
*
* @method Phaser.Color.hexToColor
* @static
* @param {string} hex - The color string in a hex format.
* @param {object} [out] - An object into which 3 properties will be created or set: r, g and b. If not provided a new object will be created.
* @return {object} An object with the red, green and blue values set in the r, g and b properties.
*/
hexToColor: function (hex, out) {
// Expand shorthand form (e.g. "03F") to full form (e.g. "0033FF")
hex = hex.replace(/^(?:#|0x)?([a-f\d])([a-f\d])([a-f\d])$/i, function(m, r, g, b) {
return r + r + g + g + b + b;
});
var result = /^(?:#|0x)?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
if (result)
{
var r = parseInt(result[1], 16);
var g = parseInt(result[2], 16);
var b = parseInt(result[3], 16);
if (!out)
{
out = Phaser.Color.createColor(r, g, b);
}
else
{
out.r = r;
out.g = g;
out.b = b;
}
}
return out;
},
/**
* Converts a CSS 'web' string into a Phaser Color object.
*
* The web string can be in the format `'rgb(r,g,b)'` or `'rgba(r,g,b,a)'` where r/g/b are in the range [0..255] and a is in the range [0..1].
*
* @method Phaser.Color.webToColor
* @static
* @param {string} web - The color string in CSS 'web' format.
* @param {object} [out] - An object into which 4 properties will be created: r, g, b and a. If not provided a new object will be created.
* @return {object} An object with the red, green, blue and alpha values set in the r, g, b and a properties.
*/
webToColor: function (web, out) {
if (!out)
{
out = Phaser.Color.createColor();
}
var result = /^rgba?\(\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d+(?:\.\d+)?))?\s*\)$/.exec(web);
if (result)
{
out.r = parseInt(result[1], 10);
out.g = parseInt(result[2], 10);
out.b = parseInt(result[3], 10);
out.a = result[4] !== undefined ? parseFloat(result[4]) : 1;
Phaser.Color.updateColor(out);
}
return out;
},
/**
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* Converts a value - a "hex" string, a "CSS 'web' string", or a number - into red, green, blue, and alpha components.
*
* The value can be a string (see `hexToColor` and `webToColor` for the supported formats) or a packed integer (see `getRGB`).
*
* An alpha channel is _not_ supported when specifying a hex string.
*
* @method Phaser.Color.valueToColor
* @static
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* @param {string|number} value - The color expressed as a recognized string format or a packed integer.
* @param {object} [out] - The object to use for the output. If not provided a new object will be created.
* @return {object} The (`out`) object with the red, green, blue, and alpha values set as the r/g/b/a properties.
*/
valueToColor: function (value, out) {
// The behavior is not consistent between hexToColor/webToColor on invalid input.
// This unifies both by returning a new object, but returning null may be better.
if (!out)
{
out = Phaser.Color.createColor();
}
if (typeof value === 'string')
{
if (value.indexOf('rgb') === 0)
{
return Phaser.Color.webToColor(value, out);
}
else
{
// `hexToColor` does not support alpha; match `createColor`.
out.a = 1;
return Phaser.Color.hexToColor(value, out);
}
}
else if (typeof value === 'number')
{
// `getRGB` does not take optional object to modify;
// alpha is also adjusted to match `createColor`.
var tempColor = Phaser.Color.getRGB(value);
out.r = tempColor.r;
out.g = tempColor.g;
out.b = tempColor.b;
out.a = tempColor.a / 255;
return out;
}
else
{
return out;
}
},
/**
* Return a string containing a hex representation of the given color component.
*
* @method Phaser.Color.componentToHex
* @static
* @param {number} color - The color channel to get the hex value for, must be a value between 0 and 255.
* @returns {string} A string of length 2 characters, i.e. 255 = ff, 100 = 64.
*/
componentToHex: function (color) {
var hex = color.toString(16);
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return (hex.length === 1) ? '0' + hex : hex;
},
/**
* Get HSV color wheel values in an array which will be 360 elements in size.
*
* @method Phaser.Color.HSVColorWheel
* @static
* @param {number} [s=1] - The saturation, in the range 0 - 1.
* @param {number} [v=1] - The value, in the range 0 - 1.
* @return {array} An array containing 360 elements corresponding to the HSV color wheel.
*/
HSVColorWheel: function (s, v) {
if (s === undefined) { s = 1.0; }
if (v === undefined) { v = 1.0; }
var colors = [];
for (var c = 0; c <= 359; c++)
{
colors.push(Phaser.Color.HSVtoRGB(c / 359, s, v));
}
return colors;
},
/**
* Get HSL color wheel values in an array which will be 360 elements in size.
*
* @method Phaser.Color.HSLColorWheel
* @static
* @param {number} [s=0.5] - The saturation, in the range 0 - 1.
* @param {number} [l=0.5] - The lightness, in the range 0 - 1.
* @return {array} An array containing 360 elements corresponding to the HSL color wheel.
*/
HSLColorWheel: function (s, l) {
if (s === undefined) { s = 0.5; }
if (l === undefined) { l = 0.5; }
var colors = [];
for (var c = 0; c <= 359; c++)
{
colors.push(Phaser.Color.HSLtoRGB(c / 359, s, l));
}
return colors;
},
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/**
* Interpolates the two given colours based on the supplied step and currentStep properties.
*
* @method Phaser.Color.interpolateColor
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* @static
* @param {number} color1 - The first color value.
* @param {number} color2 - The second color value.
* @param {number} steps - The number of steps to run the interpolation over.
* @param {number} currentStep - The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the two.
* @param {number} alpha - The alpha of the returned color.
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* @returns {number} The interpolated color value.
*/
interpolateColor: function (color1, color2, steps, currentStep, alpha) {
if (alpha === undefined) { alpha = 255; }
var src1 = Phaser.Color.getRGB(color1);
var src2 = Phaser.Color.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 Phaser.Color.getColor32(alpha, r, g, b);
},
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/**
* Interpolates the two given colours based on the supplied step and currentStep properties.
*
* @method Phaser.Color.interpolateColorWithRGB
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* @static
* @param {number} color - The first color value.
* @param {number} r - The red color value, between 0 and 0xFF (255).
* @param {number} g - The green color value, between 0 and 0xFF (255).
* @param {number} b - The blue color value, between 0 and 0xFF (255).
* @param {number} steps - The number of steps to run the interpolation over.
* @param {number} currentStep - The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the two.
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* @returns {number} The interpolated color value.
*/
interpolateColorWithRGB: function (color, r, g, b, steps, currentStep) {
var src = Phaser.Color.getRGB(color);
var or = (((r - src.red) * currentStep) / steps) + src.red;
var og = (((g - src.green) * currentStep) / steps) + src.green;
var ob = (((b - src.blue) * currentStep) / steps) + src.blue;
return Phaser.Color.getColor(or, og, ob);
},
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/**
* Interpolates the two given colours based on the supplied step and currentStep properties.
* @method Phaser.Color.interpolateRGB
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* @static
* @param {number} r1 - The red color value, between 0 and 0xFF (255).
* @param {number} g1 - The green color value, between 0 and 0xFF (255).
* @param {number} b1 - The blue color value, between 0 and 0xFF (255).
* @param {number} r2 - The red color value, between 0 and 0xFF (255).
* @param {number} g2 - The green color value, between 0 and 0xFF (255).
* @param {number} b2 - The blue color value, between 0 and 0xFF (255).
* @param {number} steps - The number of steps to run the interpolation over.
* @param {number} currentStep - The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the two.
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* @returns {number} The interpolated color value.
*/
interpolateRGB: function (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 Phaser.Color.getColor(r, g, b);
},
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/**
* Returns a random color value between black and white
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* Set the min value to start each channel from the given offset.
* Set the max value to restrict the maximum color used per channel.
*
* @method Phaser.Color.getRandomColor
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* @static
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* @param {number} [min=0] - The lowest value to use for the color.
* @param {number} [max=255] - The highest value to use for the color.
* @param {number} [alpha=255] - The alpha value of the returning color (default 255 = fully opaque).
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* @returns {number} 32-bit color value with alpha.
*/
getRandomColor: function (min, max, alpha) {
if (min === undefined) { min = 0; }
if (max === undefined) { max = 255; }
if (alpha === undefined) { alpha = 255; }
// Sanity checks
if (max > 255 || min > max)
{
return Phaser.Color.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 Phaser.Color.getColor32(alpha, red, green, blue);
},
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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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* Alpha will only be set if it exist in the given color (0xAARRGGBB)
*
* @method Phaser.Color.getRGB
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* @static
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* @param {number} color - Color in RGB (0xRRGGBB) or ARGB format (0xAARRGGBB).
* @returns {object} An Object with properties: alpha, red, green, blue (also r, g, b and a). Alpha will only be present if a color value > 16777215 was given.
*/
getRGB: function (color) {
if (color > 16777215)
{
// The color value has an alpha component
return {
alpha: color >>> 24,
red: color >> 16 & 0xFF,
green: color >> 8 & 0xFF,
blue: color & 0xFF,
a: color >>> 24,
r: color >> 16 & 0xFF,
g: color >> 8 & 0xFF,
b: color & 0xFF
};
}
else
{
return {
alpha: 255,
red: color >> 16 & 0xFF,
green: color >> 8 & 0xFF,
blue: color & 0xFF,
a: 255,
r: color >> 16 & 0xFF,
g: color >> 8 & 0xFF,
b: color & 0xFF
};
}
},
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/**
* Returns a CSS friendly string value from the given color.
*
* @method Phaser.Color.getWebRGB
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* @static
* @param {number|Object} color - Color in RGB (0xRRGGBB), ARGB format (0xAARRGGBB) or an Object with r, g, b, a properties.
* @returns {string} A string in the format: 'rgba(r,g,b,a)'
*/
getWebRGB: function (color) {
if (typeof color === 'object')
{
return 'rgba(' + color.r.toString() + ',' + color.g.toString() + ',' + color.b.toString() + ',' + (color.a / 255).toString() + ')';
}
else
{
var rgb = Phaser.Color.getRGB(color);
return 'rgba(' + rgb.r.toString() + ',' + rgb.g.toString() + ',' + rgb.b.toString() + ',' + (rgb.a / 255).toString() + ')';
}
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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.
*
* @method Phaser.Color.getAlpha
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* @static
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* @param {number} color - In the format 0xAARRGGBB.
* @returns {number} The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent)).
*/
getAlpha: function (color) {
return color >>> 24;
},
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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.
*
* @method Phaser.Color.getAlphaFloat
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* @static
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* @param {number} color - In the format 0xAARRGGBB.
* @returns {number} The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent)).
*/
getAlphaFloat: function (color) {
return (color >>> 24) / 255;
},
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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.
*
* @method Phaser.Color.getRed
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* @static
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* @param {number} color In the format 0xAARRGGBB.
* @returns {number} The Red component of the color, will be between 0 and 255 (0 being no color, 255 full Red).
*/
getRed: function (color) {
return color >> 16 & 0xFF;
},
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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.
*
* @method Phaser.Color.getGreen
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* @static
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* @param {number} color - In the format 0xAARRGGBB.
* @returns {number} The Green component of the color, will be between 0 and 255 (0 being no color, 255 full Green).
*/
getGreen: function (color) {
return color >> 8 & 0xFF;
},
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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.
*
* @method Phaser.Color.getBlue
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* @static
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* @param {number} color - In the format 0xAARRGGBB.
* @returns {number} The Blue component of the color, will be between 0 and 255 (0 being no color, 255 full Blue).
*/
getBlue: function (color) {
return color & 0xFF;
},
/**
* Blends the source color, ignoring the backdrop.
*
* @method Phaser.Color.blendNormal
* @static
* @param {integer} a - The source color to blend, in the range 1 to 255.
* @param {integer} b - The backdrop color to blend, in the range 1 to 255.
* @returns {integer} The blended color value, in the range 1 to 255.
*/
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blendNormal: function (a) {
return a;
},
/**
* Selects the lighter of the backdrop and source colors.
*
* @method Phaser.Color.blendLighten
* @static
* @param {integer} a - The source color to blend, in the range 1 to 255.
* @param {integer} b - The backdrop color to blend, in the range 1 to 255.
* @returns {integer} The blended color value, in the range 1 to 255.
*/
blendLighten: function (a, b) {
return (b > a) ? b : a;
},
/**
* Selects the darker of the backdrop and source colors.
*
* @method Phaser.Color.blendDarken
* @static
* @param {integer} a - The source color to blend, in the range 1 to 255.
* @param {integer} b - The backdrop color to blend, in the range 1 to 255.
* @returns {integer} The blended color value, in the range 1 to 255.
*/
blendDarken: function (a, b) {
return (b > a) ? a : b;
},
/**
* Multiplies the backdrop and source color values.
* The result color is always at least as dark as either of the two constituent
* colors. Multiplying any color with black produces black;
* multiplying with white leaves the original color unchanged.
*
* @method Phaser.Color.blendMultiply
* @static
* @param {integer} a - The source color to blend, in the range 1 to 255.
* @param {integer} b - The backdrop color to blend, in the range 1 to 255.
* @returns {integer} The blended color value, in the range 1 to 255.
*/
blendMultiply: function (a, b) {
return (a * b) / 255;
},
/**
* Takes the average of the source and backdrop colors.
*
* @method Phaser.Color.blendAverage
* @static
* @param {integer} a - The source color to blend, in the range 1 to 255.
* @param {integer} b - The backdrop color to blend, in the range 1 to 255.
* @returns {integer} The blended color value, in the range 1 to 255.
*/
blendAverage: function (a, b) {
return (a + b) / 2;
},
/**
* Adds the source and backdrop colors together and returns the value, up to a maximum of 255.
*
* @method Phaser.Color.blendAdd
* @static
* @param {integer} a - The source color to blend, in the range 1 to 255.
* @param {integer} b - The backdrop color to blend, in the range 1 to 255.
* @returns {integer} The blended color value, in the range 1 to 255.
*/
blendAdd: function (a, b) {
return Math.min(255, a + b);
},
/**
* Combines the source and backdrop colors and returns their value minus 255.
*
* @method Phaser.Color.blendSubtract
* @static
* @param {integer} a - The source color to blend, in the range 1 to 255.
* @param {integer} b - The backdrop color to blend, in the range 1 to 255.
* @returns {integer} The blended color value, in the range 1 to 255.
*/
blendSubtract: function (a, b) {
return Math.max(0, a + b - 255);
},
/**
* Subtracts the darker of the two constituent colors from the lighter.
*
* Painting with white inverts the backdrop color; painting with black produces no change.
*
* @method Phaser.Color.blendDifference
* @static
* @param {integer} a - The source color to blend, in the range 1 to 255.
* @param {integer} b - The backdrop color to blend, in the range 1 to 255.
* @returns {integer} The blended color value, in the range 1 to 255.
*/
blendDifference: function (a, b) {
return Math.abs(a - b);
},
/**
* Negation blend mode.
*
* @method Phaser.Color.blendNegation
* @static
* @param {integer} a - The source color to blend, in the range 1 to 255.
* @param {integer} b - The backdrop color to blend, in the range 1 to 255.
* @returns {integer} The blended color value, in the range 1 to 255.
*/
blendNegation: function (a, b) {
return 255 - Math.abs(255 - a - b);
},
/**
* Multiplies the complements of the backdrop and source color values, then complements the result.
* The result color is always at least as light as either of the two constituent colors.
* Screening any color with white produces white; screening with black leaves the original color unchanged.
*
* @method Phaser.Color.blendScreen
* @static
* @param {integer} a - The source color to blend, in the range 1 to 255.
* @param {integer} b - The backdrop color to blend, in the range 1 to 255.
* @returns {integer} The blended color value, in the range 1 to 255.
*/
blendScreen: function (a, b) {
return 255 - (((255 - a) * (255 - b)) >> 8);
},
/**
* Produces an effect similar to that of the Difference mode, but lower in contrast.
* Painting with white inverts the backdrop color; painting with black produces no change.
*
* @method Phaser.Color.blendExclusion
* @static
* @param {integer} a - The source color to blend, in the range 1 to 255.
* @param {integer} b - The backdrop color to blend, in the range 1 to 255.
* @returns {integer} The blended color value, in the range 1 to 255.
*/
blendExclusion: function (a, b) {
return a + b - 2 * a * b / 255;
},
/**
* Multiplies or screens the colors, depending on the backdrop color.
* Source colors overlay the backdrop while preserving its highlights and shadows.
* The backdrop color is not replaced, but is mixed with the source color to reflect the lightness or darkness of the backdrop.
*
* @method Phaser.Color.blendOverlay
* @static
* @param {integer} a - The source color to blend, in the range 1 to 255.
* @param {integer} b - The backdrop color to blend, in the range 1 to 255.
* @returns {integer} The blended color value, in the range 1 to 255.
*/
blendOverlay: function (a, b) {
return b < 128 ? (2 * a * b / 255) : (255 - 2 * (255 - a) * (255 - b) / 255);
},
/**
* Darkens or lightens the colors, depending on the source color value.
*
* If the source color is lighter than 0.5, the backdrop is lightened, as if it were dodged;
* this is useful for adding highlights to a scene.
*
* If the source color is darker than 0.5, the backdrop is darkened, as if it were burned in.
* The degree of lightening or darkening is proportional to the difference between the source color and 0.5;
* if it is equal to 0.5, the backdrop is unchanged.
*
* Painting with pure black or white produces a distinctly darker or lighter area, but does not result in pure black or white.
* The effect is similar to shining a diffused spotlight on the backdrop.
*
* @method Phaser.Color.blendSoftLight
* @static
* @param {integer} a - The source color to blend, in the range 1 to 255.
* @param {integer} b - The backdrop color to blend, in the range 1 to 255.
* @returns {integer} The blended color value, in the range 1 to 255.
*/
blendSoftLight: function (a, b) {
return b < 128 ? (2 * ((a >> 1) + 64)) * (b / 255) : 255 - (2 * (255 - ((a >> 1) + 64)) * (255 - b) / 255);
},
/**
* Multiplies or screens the colors, depending on the source color value.
*
* If the source color is lighter than 0.5, the backdrop is lightened, as if it were screened;
* this is useful for adding highlights to a scene.
*
* If the source color is darker than 0.5, the backdrop is darkened, as if it were multiplied;
* this is useful for adding shadows to a scene.
*
* The degree of lightening or darkening is proportional to the difference between the source color and 0.5;
* if it is equal to 0.5, the backdrop is unchanged.
*
* Painting with pure black or white produces pure black or white. The effect is similar to shining a harsh spotlight on the backdrop.
*
* @method Phaser.Color.blendHardLight
* @static
* @param {integer} a - The source color to blend, in the range 1 to 255.
* @param {integer} b - The backdrop color to blend, in the range 1 to 255.
* @returns {integer} The blended color value, in the range 1 to 255.
*/
blendHardLight: function (a, b) {
return Phaser.Color.blendOverlay(b, a);
},
/**
* Brightens the backdrop color to reflect the source color.
* Painting with black produces no change.
*
* @method Phaser.Color.blendColorDodge
* @static
* @param {integer} a - The source color to blend, in the range 1 to 255.
* @param {integer} b - The backdrop color to blend, in the range 1 to 255.
* @returns {integer} The blended color value, in the range 1 to 255.
*/
blendColorDodge: function (a, b) {
return b === 255 ? b : Math.min(255, ((a << 8) / (255 - b)));
},
/**
* Darkens the backdrop color to reflect the source color.
* Painting with white produces no change.
*
* @method Phaser.Color.blendColorBurn
* @static
* @param {integer} a - The source color to blend, in the range 1 to 255.
* @param {integer} b - The backdrop color to blend, in the range 1 to 255.
* @returns {integer} The blended color value, in the range 1 to 255.
*/
blendColorBurn: function (a, b) {
return b === 0 ? b : Math.max(0, (255 - ((255 - a) << 8) / b));
},
/**
* An alias for blendAdd, it simply sums the values of the two colors.
*
* @method Phaser.Color.blendLinearDodge
* @static
* @param {integer} a - The source color to blend, in the range 1 to 255.
* @param {integer} b - The backdrop color to blend, in the range 1 to 255.
* @returns {integer} The blended color value, in the range 1 to 255.
*/
blendLinearDodge: function (a, b) {
return Phaser.Color.blendAdd(a, b);
},
/**
* An alias for blendSubtract, it simply sums the values of the two colors and subtracts 255.
*
* @method Phaser.Color.blendLinearBurn
* @static
* @param {integer} a - The source color to blend, in the range 1 to 255.
* @param {integer} b - The backdrop color to blend, in the range 1 to 255.
* @returns {integer} The blended color value, in the range 1 to 255.
*/
blendLinearBurn: function (a, b) {
return Phaser.Color.blendSubtract(a, b);
},
/**
* This blend mode combines Linear Dodge and Linear Burn (rescaled so that neutral colors become middle gray).
* Dodge applies to values of top layer lighter than middle gray, and burn to darker values.
* The calculation simplifies to the sum of bottom layer and twice the top layer, subtract 128. The contrast decreases.
*
* @method Phaser.Color.blendLinearLight
* @static
* @param {integer} a - The source color to blend, in the range 1 to 255.
* @param {integer} b - The backdrop color to blend, in the range 1 to 255.
* @returns {integer} The blended color value, in the range 1 to 255.
*/
blendLinearLight: function (a, b) {
return b < 128 ? Phaser.Color.blendLinearBurn(a, 2 * b) : Phaser.Color.blendLinearDodge(a, (2 * (b - 128)));
},
/**
* This blend mode combines Color Dodge and Color Burn (rescaled so that neutral colors become middle gray).
* Dodge applies when values in the top layer are lighter than middle gray, and burn to darker values.
* The middle gray is the neutral color. When color is lighter than this, this effectively moves the white point of the bottom
* layer down by twice the difference; when it is darker, the black point is moved up by twice the difference. The perceived contrast increases.
*
* @method Phaser.Color.blendVividLight
* @static
* @param {integer} a - The source color to blend, in the range 1 to 255.
* @param {integer} b - The backdrop color to blend, in the range 1 to 255.
* @returns {integer} The blended color value, in the range 1 to 255.
*/
blendVividLight: function (a, b) {
return b < 128 ? Phaser.Color.blendColorBurn(a, 2 * b) : Phaser.Color.blendColorDodge(a, (2 * (b - 128)));
},
/**
* If the backdrop color (light source) is lighter than 50%, the blendDarken mode is used, and colors lighter than the backdrop color do not change.
* If the backdrop color is darker than 50% gray, colors lighter than the blend color are replaced, and colors darker than the blend color do not change.
*
* @method Phaser.Color.blendPinLight
* @static
* @param {integer} a - The source color to blend, in the range 1 to 255.
* @param {integer} b - The backdrop color to blend, in the range 1 to 255.
* @returns {integer} The blended color value, in the range 1 to 255.
*/
blendPinLight: function (a, b) {
return b < 128 ? Phaser.Color.blendDarken(a, 2 * b) : Phaser.Color.blendLighten(a, (2 * (b - 128)));
},
/**
* Runs blendVividLight on the source and backdrop colors.
* If the resulting color is 128 or more, it receives a value of 255; if less than 128, a value of 0.
* Therefore, all blended pixels have red, green, and blue channel values of either 0 or 255.
* This changes all pixels to primary additive colors (red, green, or blue), white, or black.
*
* @method Phaser.Color.blendHardMix
* @static
* @param {integer} a - The source color to blend, in the range 1 to 255.
* @param {integer} b - The backdrop color to blend, in the range 1 to 255.
* @returns {integer} The blended color value, in the range 1 to 255.
*/
blendHardMix: function (a, b) {
return Phaser.Color.blendVividLight(a, b) < 128 ? 0 : 255;
},
/**
* Reflect blend mode. This mode is useful when adding shining objects or light zones to images.
*
* @method Phaser.Color.blendReflect
* @static
* @param {integer} a - The source color to blend, in the range 1 to 255.
* @param {integer} b - The backdrop color to blend, in the range 1 to 255.
* @returns {integer} The blended color value, in the range 1 to 255.
*/
blendReflect: function (a, b) {
return b === 255 ? b : Math.min(255, (a * a / (255 - b)));
},
/**
* Glow blend mode. This mode is a variation of reflect mode with the source and backdrop colors swapped.
*
* @method Phaser.Color.blendGlow
* @static
* @param {integer} a - The source color to blend, in the range 1 to 255.
* @param {integer} b - The backdrop color to blend, in the range 1 to 255.
* @returns {integer} The blended color value, in the range 1 to 255.
*/
blendGlow: function (a, b) {
return Phaser.Color.blendReflect(b, a);
},
/**
* Phoenix blend mode. This subtracts the lighter color from the darker color, and adds 255, giving a bright result.
*
* @method Phaser.Color.blendPhoenix
* @static
* @param {integer} a - The source color to blend, in the range 1 to 255.
* @param {integer} b - The backdrop color to blend, in the range 1 to 255.
* @returns {integer} The blended color value, in the range 1 to 255.
*/
blendPhoenix: function (a, b) {
return Math.min(a, b) - Math.max(a, b) + 255;
}
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};