phaser/Phaser/utils/ColorUtils.ts

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/// <reference path="../_definitions.ts" />
/**
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* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
* @module Phaser
*/
module Phaser {
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/**
* A collection of methods useful for manipulating and comparing colors.
*
* @class ColorUtils
*/
export class ColorUtils {
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/**
* A reference to the currently running Game.
* @property game
* @type {Phaser.Game}
*/
public static game: Phaser.Game;
/**
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* Given an alpha and 3 color values this will return an integer representation of it
*
* @method getColor32
* @param {Number} alpha The Alpha value (between 0 and 255)
* @param {Number} red The Red channel value (between 0 and 255)
* @param {Number} green The Green channel value (between 0 and 255)
* @param {Number} blue The Blue channel value (between 0 and 255)
* @return {Number} A native color value integer (format: 0xAARRGGBB)
*/
public static getColor32(alpha: number, red: number, green: number, blue: number): number {
return alpha << 24 | red << 16 | green << 8 | blue;
}
/**
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* Given 3 color values this will return an integer representation of it.
*
* @method getColor
* @param {Number} red The Red channel value (between 0 and 255)
* @param {Number} green The Green channel value (between 0 and 255)
* @param {Number} blue The Blue channel value (between 0 and 255)
* @return {Number} A native color value integer (format: 0xRRGGBB)
*/
public static getColor(red: number, green: number, blue: number): number {
return red << 16 | green << 8 | blue;
}
/**
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* Get HSV color wheel values in an array which will be 360 elements in size.
*
* @method getHSVColorWheel
* @param {Number} alpha Alpha value for each color of the color wheel, between 0 (transparent) and 255 (opaque)
* @return {Array} An array containing 360 elements corresponding to the HSV color wheel.
*/
public static getHSVColorWheel(alpha: number = 255):number[] {
var colors = [];
for (var c: number = 0; c <= 359; c++)
{
colors[c] = Phaser.ColorUtils.getWebRGB(Phaser.ColorUtils.HSVtoRGB(c, 1.0, 1.0, alpha));
}
return colors;
}
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/**
* Converts the given hex string into an object containing the RGB values.
*
* @method hexToRGB
* @param {String} The string hex color to convert.
* @return {Object} An object with 3 properties: r,g and b.
*/
public static hexToRGB(h: string) {
var hex16 = (h.charAt(0) == "#") ? h.substring(1, 7) : h;
var r = parseInt(hex16.substring(0, 2), 16);
var g = parseInt(hex16.substring(2, 4), 16);
var b = parseInt(hex16.substring(4, 6), 16);
return {
r: r,
g: g,
b: b
}
}
/**
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* Returns a Complementary Color Harmony for the given color.
* <p>A complementary hue is one directly opposite the color given on the color wheel</p>
* <p>Value returned in 0xAARRGGBB format with Alpha set to 255.</p>
*
* @method getComplementHarmony
* @param {Number} color The color to base the harmony on.
* @return {Number} 0xAARRGGBB format color value.
*/
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public static getComplementHarmony(color: number): number {
var hsv: any = Phaser.ColorUtils.RGBtoHSV(color);
var opposite: number = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, 180, 359);
return Phaser.ColorUtils.HSVtoRGB(opposite, 1.0, 1.0);
}
/**
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* Returns an Analogous Color Harmony for the given color.
* <p>An Analogous harmony are hues adjacent to each other on the color wheel</p>
* <p>Values returned in 0xAARRGGBB format with Alpha set to 255.</p>
*
* @method getAnalogousHarmony
* @param {Number} color The color to base the harmony on.
* @param {Number} threshold Control how adjacent the colors will be (default +- 30 degrees)
* @return {Object} Object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color)
*/
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public static getAnalogousHarmony(color: number, threshold: number = 30) {
var hsv: any = Phaser.ColorUtils.RGBtoHSV(color);
if (threshold > 359 || threshold < 0)
{
throw Error("Color Warning: Invalid threshold given to getAnalogousHarmony()");
}
var warmer: number = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, 359 - threshold, 359);
var colder: number = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, threshold, 359);
return { color1: color, color2: Phaser.ColorUtils.HSVtoRGB(warmer, 1.0, 1.0), color3: Phaser.ColorUtils.HSVtoRGB(colder, 1.0, 1.0), hue1: hsv.hue, hue2: warmer, hue3: colder }
}
/**
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* Returns an Split Complement Color Harmony for the given color.
* <p>A Split Complement harmony are the two hues on either side of the color's Complement</p>
* <p>Values returned in 0xAARRGGBB format with Alpha set to 255.</p>
*
* @method getSplitComplementHarmony
* @param {Number} color The color to base the harmony on
* @param {Number} threshold Control how adjacent the colors will be to the Complement (default +- 30 degrees)
* @return {Object} An object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color)
*/
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public static getSplitComplementHarmony(color: number, threshold: number = 30): any {
var hsv: any = Phaser.ColorUtils.RGBtoHSV(color);
if (threshold >= 359 || threshold <= 0)
{
throw Error("Phaser.ColorUtils Warning: Invalid threshold given to getSplitComplementHarmony()");
}
var opposite: number = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, 180, 359);
var warmer: number = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, opposite - threshold, 359);
var colder: number = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, opposite + threshold, 359);
return { color1: color, color2: Phaser.ColorUtils.HSVtoRGB(warmer, hsv.saturation, hsv.value), color3: Phaser.ColorUtils.HSVtoRGB(colder, hsv.saturation, hsv.value), hue1: hsv.hue, hue2: warmer, hue3: colder }
}
/**
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* Returns a Triadic Color Harmony for the given color.
* <p>A Triadic harmony are 3 hues equidistant from each other on the color wheel</p>
* <p>Values returned in 0xAARRGGBB format with Alpha set to 255.</p>
*
* @method getTriadicHarmony
* @param {Number} color The color to base the harmony on.
* @return {Object} An Object containing 3 properties: color1 (the original color), color2 and color3 (the equidistant colors)
*/
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public static getTriadicHarmony(color: number): any {
var hsv: any = Phaser.ColorUtils.RGBtoHSV(color);
var triadic1: number = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, 120, 359);
var triadic2: number = Phaser.ColorUtils.game.math.wrapValue(triadic1, 120, 359);
return { color1: color, color2: Phaser.ColorUtils.HSVtoRGB(triadic1, 1.0, 1.0), color3: Phaser.ColorUtils.HSVtoRGB(triadic2, 1.0, 1.0) }
}
/**
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* 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.
*
* @method getColorInfo
* @param {Number} color A color value in the format 0xAARRGGBB
* @return {String} string containing the 3 lines of information
*/
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public static getColorInfo(color: number): string {
var argb: any = Phaser.ColorUtils.getRGB(color);
var hsl: any = Phaser.ColorUtils.RGBtoHSV(color);
// Hex format
var result: string = Phaser.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;
}
/**
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* Return a string representation of the color in the format 0xAARRGGBB
*
* @method RGBtoHexstring
* @param {Number} color The color to get the string representation for
* @return {String A string of length 10 characters in the format 0xAARRGGBB
*/
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public static RGBtoHexstring(color: number): string {
var argb: any = Phaser.ColorUtils.getRGB(color);
return "0x" + Phaser.ColorUtils.colorToHexstring(argb.alpha) + Phaser.ColorUtils.colorToHexstring(argb.red) + Phaser.ColorUtils.colorToHexstring(argb.green) + Phaser.ColorUtils.colorToHexstring(argb.blue);
}
/**
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* Return a string representation of the color in the format #RRGGBB
*
* @method RGBtoWebstring
* @param {Number} color The color to get the string representation for
* @return {String} A string of length 10 characters in the format 0xAARRGGBB
*/
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public static RGBtoWebstring(color: number): string {
var argb: any = Phaser.ColorUtils.getRGB(color);
return "#" + Phaser.ColorUtils.colorToHexstring(argb.red) + Phaser.ColorUtils.colorToHexstring(argb.green) + Phaser.ColorUtils.colorToHexstring(argb.blue);
}
/**
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* Return a string containing a hex representation of the given color
*
* @method colorToHexstring
* @param {Number} color The color channel to get the hex value for, must be a value between 0 and 255)
* @return {String} A string of length 2 characters, i.e. 255 = FF, 0 = 00
*/
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public static 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;
}
/**
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* Convert a HSV (hue, saturation, lightness) color space value to an RGB color
*
* @method HSVtoRGB
* @param {Number} h Hue degree, between 0 and 359
* @param {Number} s Saturation, between 0.0 (grey) and 1.0
* @param {Number} v Value, between 0.0 (black) and 1.0
* @param {Number} alpha Alpha value to set per color (between 0 and 255)
* @return {Number} 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 = Phaser.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 = Phaser.ColorUtils.getColor32(alpha, v * 255, t * 255, p * 255);
break;
case 1:
result = Phaser.ColorUtils.getColor32(alpha, q * 255, v * 255, p * 255);
break;
case 2:
result = Phaser.ColorUtils.getColor32(alpha, p * 255, v * 255, t * 255);
break;
case 3:
result = Phaser.ColorUtils.getColor32(alpha, p * 255, q * 255, v * 255);
break;
case 4:
result = Phaser.ColorUtils.getColor32(alpha, t * 255, p * 255, v * 255);
break;
case 5:
result = Phaser.ColorUtils.getColor32(alpha, v * 255, p * 255, q * 255);
break;
default:
throw new Error("Phaser.ColorUtils.HSVtoRGB : Unknown color");
}
}
return result;
}
/**
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* Convert an RGB color value to an object containing the HSV color space values: Hue, Saturation and Lightness
*
* @method RGBtoHSV
* @param {Number} color In format 0xRRGGBB
* @return {Object} An 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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public static RGBtoHSV(color: number): any {
var rgb: any = Phaser.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 };
}
/**
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* Interpolates the two given colours based on the supplied step and currentStep properties.
* @method interpolateColor
* @param {Number} color1
* @param {Number} color2
* @param {Number} steps
* @param {Number} currentStep
* @param {Number} alpha
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* @return {Number} The interpolated color value.
*/
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public static interpolateColor(color1: number, color2: number, steps: number, currentStep: number, alpha: number = 255): number {
var src1: any = Phaser.ColorUtils.getRGB(color1);
var src2: any = Phaser.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 Phaser.ColorUtils.getColor32(alpha, r, g, b);
}
/**
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* Interpolates the two given colours based on the supplied step and currentStep properties.
* @method interpolateColorWithRGB
* @param {Number} color
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* @param {Number} r
* @param {Number} g
* @param {Number} b
* @param {Number} steps
* @param {Number} currentStep
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* @return {Number} The interpolated color value.
*/
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public static interpolateColorWithRGB(color: number, r: number, g: number, b: number, steps: number, currentStep: number): number {
var src: any = Phaser.ColorUtils.getRGB(color);
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var or: number = (((r - src.red) * currentStep) / steps) + src.red;
var og: number = (((g - src.green) * currentStep) / steps) + src.green;
var ob: number = (((b - src.blue) * currentStep) / steps) + src.blue;
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return Phaser.ColorUtils.getColor(or, og, ob);
}
/**
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* Interpolates the two given colours based on the supplied step and currentStep properties.
* @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
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* @return {Number} The interpolated color value.
*/
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public static 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 Phaser.ColorUtils.getColor(r, g, b);
}
/**
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* Returns a random color value between black and white
* <p>Set the min value to start each channel from the given offset.</p>
* <p>Set the max value to restrict the maximum color used per channel</p>
*
* @method getRandomColor
* @param {Number} min The lowest value to use for the color
* @param {Number} max The highest value to use for the color
* @param {Number} alpha The alpha value of the returning color (default 255 = fully opaque)
* @return {Number} 32-bit color value with alpha
*/
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public static getRandomColor(min: number = 0, max: number = 255, alpha: number = 255): number {
// Sanity checks
if (max > 255)
{
return Phaser.ColorUtils.getColor(255, 255, 255);
}
if (min > max)
{
return Phaser.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 Phaser.ColorUtils.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
*
* <p>Alpha will only be set if it exist in the given color (0xAARRGGBB)</p>
*
* @method getRGB
* @param {Number} color in RGB (0xRRGGBB) or ARGB format (0xAARRGGBB)
* @return {Object} An Object with properties: alpha, red, green, blue
*/
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public static getRGB(color: number): any {
return { alpha: color >>> 24, red: color >> 16 & 0xFF, green: color >> 8 & 0xFF, blue: color & 0xFF };
}
/**
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* Returns a CSS friendly string value from the given color.
* @method getWebRGB
* @param {Number} color
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* @return {String} A string in the format: 'rgba(r,g,b,a)'
*/
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public static 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() + ')';
}
/**
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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 getAlpha
* @param {Number} color In the format 0xAARRGGBB
* @return {Number} 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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public static getAlpha(color: number): number {
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 getAlphaFloat
* @param {Number} color In the format 0xAARRGGBB
* @return {Number} 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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public static getAlphaFloat(color: number): number {
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 getRed
* @param {Number} color In the format 0xAARRGGBB
* @return {Number} The Red component of the color, will be between 0 and 255 (0 being no color, 255 full Red)
*/
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public static getRed(color: number): number {
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 getGreen
* @param {Number} color In the format 0xAARRGGBB
* @return {Number} The Green component of the color, will be between 0 and 255 (0 being no color, 255 full Green)
*/
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public static getGreen(color: number): number {
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 getBlue
* @param {Number} color In the format 0xAARRGGBB
* @return {Number} The Blue component of the color, will be between 0 and 255 (0 being no color, 255 full Blue)
*/
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public static getBlue(color: number): number {
return color & 0xFF;
}
}
}