Finally - fully working setHSL and shiftHSL.

This commit is contained in:
photonstorm 2014-04-25 02:45:27 +01:00
parent 6fb4ad06d7
commit 11ca2deaf6
5 changed files with 805 additions and 462 deletions

View file

@ -76,6 +76,7 @@ Version 2.0.4 - "Mos Shirare" - in development
* If Tween.yoyo was true but repeat was 0 then it wouldn't yoyo. Now if yoyo is set, but not repeat, the repeat count gets set to 1 (thanks @hilts-vaughan, fix #744)
* RandomDataGenerator.integerInRange uses a new method of rounding the value to an integer to avoid distribution probability issues (thanks PhaserFan)
* Updated the Device little / big endianess check.
* Time has been updated so that physicsElapsed can never be zero (falls back to 1/60), also fixes p2 elapsed time bug (thanks @georgiee, fix #758)
### New Features
@ -92,6 +93,7 @@ Version 2.0.4 - "Mos Shirare" - in development
* Game.scratch is a single handy BitmapData instance that can be used as a visual scratch-pad, for off-screen bitmap manipulation (and is used as such by BitmapData itself).
* Device.support32bit is a new boolean that sets if the context supports 32bit pixel manipulation using array buffer views or not.
* BitmapData.processPixelRGB lets you perform a custom callback on every pixel in the BitmapData.
* P2.World now has its own pause and resume methods, so you can pause the physics simulation independent of your game (thanks @georgiee)
### Bug Fixes

View file

@ -85,7 +85,8 @@ Phaser.BitmapData = function (game, key, width, height) {
/**
* @property {Int32Array} pixels - An Int32Array view into BitmapData.buffer.
*/
this.pixels = new Int32Array(this.buffer);
// this.pixels = new Int32Array(this.buffer);
this.pixels = new Uint32Array(this.buffer);
/**
* @property {PIXI.BaseTexture} baseTexture - The PIXI.BaseTexture.
@ -121,15 +122,28 @@ Phaser.BitmapData = function (game, key, width, height) {
*/
this.dirty = false;
/**
* @property {boolean} littleEndian - True if Little Endian, false if Big Endian.
*/
this.littleEndian = this.game.device.littleEndian;
// Aliases
this.cls = this.clear;
this.update = this.refreshBuffer;
/**
* @property {number} _tempR - Internal cache var.
* @private
*/
this._tempR = 0;
/**
* @property {number} _tempG - Internal cache var.
* @private
*/
this._tempG = 0;
/**
* @property {number} _tempB - Internal cache var.
* @private
*/
this._tempB = 0;
};
Phaser.BitmapData.prototype = {
@ -232,6 +246,8 @@ Phaser.BitmapData.prototype = {
*/
/**
* DEPRECATED: This method will be removed in Phaser 2.1. Please use BitmapData.update instead.
*
* This re-creates the BitmapData.imageData from the current context.
* It then re-builds the ArrayBuffer, the data Uint8ClampedArray reference and the pixels Int32Array.
* If not given the dimensions defaults to the full size of the context.
@ -261,7 +277,8 @@ Phaser.BitmapData.prototype = {
}
this.data = this.imageData.data;
this.pixels = new Int32Array(this.buffer);
// this.pixels = new Int32Array(this.buffer);
this.pixels = new Uint32Array(this.buffer);
},
@ -291,18 +308,17 @@ Phaser.BitmapData.prototype = {
var w = x + width;
var h = y + height;
var pixel = { r: 0, g: 0, b: 0, a: 0, rgba: '' };
var pixel = Phaser.Color.createColor();
var result = { r: 0, g: 0, b: 0, a: 0 };
var color = 0;
var dirty = false;
for (var ty = y; ty < h; ty++)
{
for (var tx = x; tx < w; tx++)
{
color = this.getPixel32(tx, ty);
this.unpackPixel(color, pixel);
result = callback.call(callbackContext, pixel, color);
Phaser.Color.unpackPixel(this.getPixel32(tx, ty), pixel);
result = callback.call(callbackContext, pixel);
if (result !== false && result !== null)
{
@ -321,8 +337,58 @@ Phaser.BitmapData.prototype = {
},
/**
* Replaces all pixels matching the given RGBA values with the new RGBA values in the given region,
* or the whole BitmapData if no region provided.
* Scans through the area specified in this BitmapData and sends the color for every pixel to the given callback.
* Whatever value the callback returns is set as the new color for that pixel, unless it returns the same color, in which case it's skipped.
* Note that the format of the color received will be different depending on if the system is big or little endian.
* It is expected that your callback will deal with endianess. If you'd rather Phaser did it then use processPixelRGB instead.
*
* @method Phaser.BitmapData#processPixel
* @param {function} callback - The callback that will be sent each pixel color to be processed.
* @param {object} callbackContext - The context under which the callback will be called.
* @param {number} [x=0] - The x coordinate of the top-left of the region to process from.
* @param {number} [y=0] - The y coordinate of the top-left of the region to process from.
* @param {number} [width] - The width of the region to process.
* @param {number} [height] - The height of the region to process.
*/
processPixel: function (callback, callbackContext, x, y, width, height) {
if (typeof x === 'undefined') { x = 0; }
if (typeof y === 'undefined') { y = 0; }
if (typeof width === 'undefined') { width = this.width; }
if (typeof height === 'undefined') { height = this.height; }
var w = x + width;
var h = y + height;
var pixel = 0;
var result = 0;
var dirty = false;
for (var ty = y; ty < h; ty++)
{
for (var tx = x; tx < w; tx++)
{
pixel = this.getPixel32(tx, ty);
result = callback.call(callbackContext, pixel);
if (result !== pixel)
{
this.pixels[ty * this.width + tx] = result;
dirty = true;
}
}
}
if (dirty)
{
this.context.putImageData(this.imageData, 0, 0);
this.dirty = true;
}
},
/**
* Replaces all pixels matching one color with another. The color values are given as two sets of RGBA values.
* An optional region parameter controls if the replacement happens in just a specific area of the BitmapData or the entire thing.
*
* @method Phaser.BitmapData#replaceRGB
* @param {number} r1 - The red color value to be replaced. Between 0 and 255.
@ -341,7 +407,7 @@ Phaser.BitmapData.prototype = {
var sy = 0;
var w = this.width;
var h = this.height;
var source = this.packPixel(r1, g1, b1, a1);
var source = Phaser.Color.packPixel(r1, g1, b1, a1);
if (region !== undefined && region instanceof Phaser.Rectangle)
{
@ -367,6 +433,129 @@ Phaser.BitmapData.prototype = {
},
/**
* Does hsl stuff.
*
* @method Phaser.BitmapData#setHSL
* @param {number} [h=null] -
* @param {number} [s=null] -
* @param {number} [l=null] -
* @param {Phaser.Rectangle} [region] - The area to perform the search over. If not given it will replace over the whole BitmapData.
*/
setHSL: function (h, s, l, region) {
if (typeof h === 'undefined' || h === null) { h = false; }
if (typeof s === 'undefined' || s === null) { s = false; }
if (typeof l === 'undefined' || l === null) { l = false; }
if (!h && !s && !l)
{
return;
}
// need to find a smarter way to do this
var sx = 0;
var sy = 0;
var width = this.width;
var height = this.height;
var pixel = Phaser.Color.createColor();
if (region !== undefined && region instanceof Phaser.Rectangle)
{
sx = region.x;
sy = region.y;
width = region.width;
height = region.height;
}
for (var y = 0; y < height; y++)
{
for (var x = 0; x < width; x++)
{
Phaser.Color.unpackPixel(this.getPixel32(sx + x, sy + y), pixel, true);
if (h)
{
pixel.h = h;
}
if (s)
{
pixel.s = s;
}
if (l)
{
pixel.l = l;
}
Phaser.Color.HSLtoRGB(pixel.h, pixel.s, pixel.l, pixel);
this.setPixel32(sx + x, sy + y, pixel.r, pixel.g, pixel.b, pixel.a, false);
}
}
this.context.putImageData(this.imageData, 0, 0);
this.dirty = true;
},
shiftHSL: function(h, s, l, region) {
if (typeof h === 'undefined' || h === null) { h = false; }
if (typeof s === 'undefined' || s === null) { s = false; }
if (typeof l === 'undefined' || l === null) { l = false; }
if (!h && !s && !l)
{
return;
}
// need to find a smarter way to do this
var sx = 0;
var sy = 0;
var width = this.width;
var height = this.height;
var pixel = Phaser.Color.createColor();
if (region !== undefined && region instanceof Phaser.Rectangle)
{
sx = region.x;
sy = region.y;
width = region.width;
height = region.height;
}
for (var y = 0; y < height; y++)
{
for (var x = 0; x < width; x++)
{
Phaser.Color.unpackPixel(this.getPixel32(sx + x, sy + y), pixel, true);
if (h)
{
pixel.h = this.game.math.wrap(pixel.h + h, 0, 1);
}
if (s)
{
pixel.s = this.game.math.limitValue(pixel.s + s, 0, 1);
}
if (l)
{
pixel.l = this.game.math.limitValue(pixel.l + l, 0, 1);
}
Phaser.Color.HSLtoRGB(pixel.h, pixel.s, pixel.l, pixel);
this.setPixel32(sx + x, sy + y, pixel.r, pixel.g, pixel.b, pixel.a, false);
}
}
this.context.putImageData(this.imageData, 0, 0);
this.dirty = true;
},
/**
* Sets the color of the given pixel to the specified red, green, blue and alpha values.
*
@ -385,7 +574,7 @@ Phaser.BitmapData.prototype = {
if (x >= 0 && x <= this.width && y >= 0 && y <= this.height)
{
if (this.littleEndian)
if (Phaser.Device.LITTLE_ENDIAN)
{
this.pixels[y * this.width + x] = (alpha << 24) | (blue << 16) | (green << 8) | red;
}
@ -431,15 +620,15 @@ Phaser.BitmapData.prototype = {
*/
getPixel: function (x, y, out) {
if (!out)
{
out = Phaser.Color.createColor();
}
var index = ~~(x + (y * this.width));
index *= 4;
if (!out)
{
out = { r:0, g:0, b:0, a:0 };
}
out.r = this.data[index];
out.g = this.data[++index];
out.b = this.data[++index];
@ -477,7 +666,7 @@ Phaser.BitmapData.prototype = {
*/
getPixelRGB: function (x, y) {
return this.unpackPixel(this.getPixel32(x, y));
return Phaser.Color.unpackPixel(this.getPixel32(x, y));
},
@ -494,145 +683,6 @@ Phaser.BitmapData.prototype = {
},
/**
* 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.BitmapData#packPixel
* @param {number} r - The red byte, 0-255
* @param {number} g - The green byte, 0-255
* @param {number} b - The blue byte, 0-255
* @param {number} a - The alpha byte, 0-255
* @return {number} The packed color
*/
packPixel: function (r, g, b, a) {
if (this.littleEndian)
{
return (a << 24) | (b << 16) | (g << 8) | r;
}
else
{
return (r << 24) | (g << 16) | (b << 8) | a;
}
},
/**
* 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.BitmapData#unpackPixel
* @param {number} rgba - The integer, packed in endian order by packPixel.
* @param {object} out - The color object with `r, g, b, a, rgba and color` properties, or null.
* @return {object} A color object.
*/
unpackPixel: function (rgba, out) {
if (!out)
{
out = { r: 0, g: 0, b: 0, a: 0, color: 0, rgba: '' };
}
if (this.littleEndian)
{
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 + ')';
return out;
},
/**
* 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.BitmapData#fromRGBA
* @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 = { r: 0, g: 0, b: 0, a: 0, rgba: '' };
}
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.BitmapData#toRGBA
* @param {number} r - The r color component (0 - 255)
* @param {number} g - The g color component (0 - 255)
* @param {number} b - The b color component (0 - 255)
* @param {number} a - The a color component (0 - 255)
* @return {number} A RGBA-packed 32 bit integer
*/
toRGBA: function (r, g, b, a) {
return (r << 24) | (g << 16) | (b << 8) | a;
},
/**
* 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.BitmapData#createColor
* @param {number} [r=0] - The r color component (0 - 255)
* @param {number} [g=0] - The g color component (0 - 255)
* @param {number} [b=0] - The b color component (0 - 255)
* @param {number} [a=0] - The a color component (0 - 255)
* @return {object} The resulting color object, with r, g, b, a properties
*/
createColor: function (r, g, b, a) {
var out = { r: r||0, g: g||0, b: b||0, a: a||0 };
out.rgba = 'rgba(' + out.r + ',' + out.g + ',' + out.b + ',' + out.a + ')';
return out;
},
/**
* Copies the pixels from the source image to this BitmapData based on the given area and destination.
*
@ -751,215 +801,6 @@ Phaser.BitmapData.prototype = {
},
/**
* Converts an RGB color to HSL.
*
* @author http://mjijackson.com
* @method Phaser.BitmapData#rgbToHsl
* @param {number} r - The r color component (0 - 255)
* @param {number} g - The g color component (0 - 255)
* @param {number} b - The b color component (0 - 255)
* @return {object} An object containing 3 properties: h, s and l.
*/
rgbToHsl: function (r, g, b) {
if (Array.isArray(r)) {
b = r[2];
g = r[1];
r = r[0];
}
r /= 255;
g /= 255;
b /= 255;
var max = Math.max(r, g, b);
var min = Math.min(r, g, b);
var h, s, l = (max + min) / 2;
if (max === min)
{
h = s = 0; // achromatic
}
else
{
var d = max - min;
s = l > 0.5 ? d / (2 - max - min) : d / (max + min);
switch (max) {
case r:
h = (g - b) / d + (g < b ? 6 : 0);
break;
case g:
h = (b - r) / d + 2;
break;
case b:
h = (r - g) / d + 4;
break;
}
h /= 6;
}
return { h: h, s: s, l: l };
},
/**
* Converts an RGB color to HSL.
*
* @author http://mjijackson.com
* @method Phaser.BitmapData#hslToRgb
* @param {number} h - The h color component (0 - 255)
* @param {number} s - The s color component (0 - 255)
* @param {number} l - The l color component (0 - 255)
* @return {object} A color object.
*/
hslToRgb: function (h, s, l) {
var r, g, b;
if (s === 0)
{
r = g = b = l; // achromatic
}
else
{
var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
var p = 2 * l - q;
r = this.hue2rgb(p, q, h + 1 / 3);
g = this.hue2rgb(p, q, h);
b = this.hue2rgb(p, q, h - 1 / 3);
}
return this.createColor(r * 255 | 0, g * 255 | 0, b * 255 | 0);
},
/**
* Converts a hue to an RGB color.
*
* @author http://mjijackson.com
* @method Phaser.BitmapData#hue2rgb
* @private
* @param {number} p
* @param {number} q
* @param {number} t
* @return {number} The color component value.
*/
hue2rgb: function (p, q, t) {
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;
},
/**
* Converts an RGB color to HSV.
*
* @author http://mjijackson.com
* @method Phaser.BitmapData#rgbToHsv
* @param {number} r - The r color component (0 - 255)
* @param {number} g - The g color component (0 - 255)
* @param {number} b - The b color component (0 - 255)
* @return {object} An object containing 3 properties: h, s and v.
*/
rgbToHsv: function (r, g, b) {
if (Array.isArray(r))
{
b = r[2];
g = r[1];
r = r[0];
}
r = r / 255, g = g / 255, b = b / 255;
var max = Math.max(r, g, b);
var min = Math.min(r, g, b);
var h, s, v = max;
var d = max - min;
s = max == 0 ? 0 : d / max;
if (max === min)
{
h = 0; // achromatic
}
else
{
switch (max) {
case r:
h = (g - b) / d + (g < b ? 6 : 0);
break;
case g:
h = (b - r) / d + 2;
break;
case b:
h = (r - g) / d + 4;
break;
}
h /= 6;
}
return { h: h, s: s, v: v };
},
/**
* Converts a HSV color to RGB.
*
* @author http://mjijackson.com
* @method Phaser.BitmapData#hsvToRgb
* @param {number} h - The h color component (0 - 255)
* @param {number} s - The s color component (0 - 255)
* @param {number} v - The v color component (0 - 255)
* @return {object} A color object.
*/
hsvToRgb: function (h, s, 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:
r = v, g = t, b = p;
break;
case 1:
r = q, g = v, b = p;
break;
case 2:
r = p, g = v, b = t;
break;
case 3:
r = p, g = q, b = v;
break;
case 4:
r = t, g = p, b = v;
break;
case 5:
r = v, g = p, b = q;
break;
}
return this.createColor(r * 255 | 0, g * 255 | 0, b * 255 | 0);
},
/**

View file

@ -606,6 +606,21 @@ Phaser.Math = {
},
/**
* Ensures the given value is between min and max inclusive.
*
* @method Phaser.Math#limitValue
* @param {number} value - The value to limit.
* @param {number} min - The minimum the value can be.
* @param {number} max - The maximum the value can be.
* @return {number} The limited value.
*/
limitValue: function(value, min, max) {
return value < min ? min : value > max ? max : value;
},
/**
* Randomly returns either a 1 or -1.
*
@ -613,7 +628,9 @@ Phaser.Math = {
* @return {number} 1 or -1
*/
randomSign: function () {
return (Math.random() > 0.5) ? 1 : -1;
},
/**

View file

@ -381,6 +381,8 @@ Phaser.Device = function (game) {
};
Phaser.Device.LITTLE_ENDIAN = false;
Phaser.Device.prototype = {
/**
@ -692,6 +694,7 @@ Phaser.Device.prototype = {
if (typeof ArrayBuffer !== 'undefined' && typeof Uint8Array !== 'undefined' && typeof Uint32Array !== 'undefined')
{
this.littleEndian = this._checkIsLittleEndian();
Phaser.Device.LITTLE_ENDIAN = this.littleEndian;
}
this.support32bit = (typeof ArrayBuffer !== "undefined" && typeof Uint8ClampedArray !== "undefined" && typeof Int32Array !== "undefined" && this.littleEndian !== null && this._checkIsUint8ClampedImageData());

View file

@ -5,25 +5,427 @@
*/
/**
* A collection of methods useful for manipulating and comparing colors.
* The Phaser.Color class is a set of static methods that assist in color manipulation and conversion.
*
* @class Phaser.Color
*/
Phaser.Color = {
/**
* 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
* @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
*/
packPixel: function (r, g, b, a) {
if (Phaser.Device.LITTLE_ENDIAN)
{
return (a << 24) | (b << 16) | (g << 8) | r;
}
else
{
return (r << 24) | (g << 16) | (b << 8) | a;
}
},
/**
* 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
* @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 (typeof out === 'undefined' || out === null) { out = Phaser.Color.createColor(); }
if (typeof hsl === 'undefined' || hsl === null) { hsl = false; }
if (typeof 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;
},
/**
* 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
* @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 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)
{
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;
},
/**
* 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
* @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;
}
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);
}
out.r = (out.r * 255 | 0);
out.g = (out.g * 255 | 0);
out.b = (out.b * 255 | 0);
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;
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;
},
/**
* 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
* @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)
{
out = Phaser.Color.createColor(0, 0, 0, 0, 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:
r = v, g = t, b = p;
break;
case 1:
r = q, g = v, b = p;
break;
case 2:
r = p, g = v, b = t;
break;
case 3:
r = p, g = q, b = v;
break;
case 4:
r = t, g = p, b = v;
break;
case 5:
r = v, g = p, b = q;
break;
}
out.r = r * 255;
out.g = g * 255;
out.b = b * 255;
return out;
},
/**
* Converts a hue to an RGB color.
* Based on code by Michael Jackson (https://github.com/mjijackson)
*
* @method Phaser.Color.hueToColor
* @static
* @param {number} p
* @param {number} q
* @param {number} t
* @return {number} The color component value.
*/
hueToColor: function (p, q, t) {
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;
},
/**
* 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
* @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=0] - 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 || 0, h: h || 0, s: s || 0, l: l || 0, v: v || 0, color: 0 };
out.rgba = 'rgba(' + out.r + ',' + out.g + ',' + out.b + ',' + out.a + ')';
return out;
},
/**
* Given an alpha and 3 color values this will return an integer representation of it.
*
* @method Phaser.Color.getColor32
* @static
* @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).
* @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 (alpha, red, green, blue) {
return alpha << 24 | red << 16 | green << 8 | blue;
getColor32: function (a, r, g, b) {
return a << 24 | r << 16 | g << 8 | b;
},
/**
@ -31,114 +433,113 @@ Phaser.Color = {
*
* @method Phaser.Color.getColor
* @static
* @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).
* @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 (red, green, blue) {
return red << 16 | green << 8 | blue;
getColor: function (r, g, b) {
return r << 16 | g << 8 | b;
},
/**
* Converts the given hex string into an integer color value.
* 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 (typeof a === 'undefined') { a = 255 };
if (typeof 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} h - The string hex color to convert.
* @returns {number} The rgb color value.
* @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 (h) {
hexToRGB: function (hex) {
var hex16 = (h.charAt(0) == "#") ? h.substring(1, 7) : h;
var rgb = Phaser.Color.hexToColor(hex);
if (hex16.length == 3)
if (rgb)
{
hex16 = hex16.charAt(0) + hex16.charAt(0) + hex16.charAt(1) + hex16.charAt(1) + hex16.charAt(2) + hex16.charAt(2);
return Phaser.Color.getColor32(rgb.a, rgb.r, rgb.g, rgb.b);
}
var red = parseInt(hex16.substring(0, 2), 16);
var green = parseInt(hex16.substring(2, 4), 16);
var blue = parseInt(hex16.substring(4, 6), 16);
},
return red << 16 | green << 8 | blue;
/**
* Converts a hex string into a Phaser Color object.
*
* @method Phaser.Color.hexToColor
* @static
* @param {string} hex - The hex string to convert. Can be in the short-hand format `#03f` or `#0033ff`.
* @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.
*/
hexToColor: function (hex, out) {
if (!out)
{
out = Phaser.Color.createColor();
}
// Expand shorthand form (e.g. "03F") to full form (e.g. "0033FF")
var shorthandRegex = /^#?([a-f\d])([a-f\d])([a-f\d])$/i;
hex = hex.replace(shorthandRegex, function(m, r, g, b) {
return r + r + g + g + b + b;
});
var result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
if (result)
{
out.r = parseInt(result[1], 16);
out.g = parseInt(result[2], 16);
out.b = parseInt(result[3], 16);
}
return out;
},
/**
* 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.
* Return a string containing a hex representation of the given color component.
*
* @method Phaser.Color.getColorInfo
* @method Phaser.Color.componentToHex
* @static
* @param {number} color - A color value in the format 0xAARRGGBB.
* @returns {string} String containing the 3 lines of information.
* @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.
*/
getColorInfo: function (color) {
componentToHex: function (color) {
var argb = Phaser.Color.getRGB(color);
var hsl = Phaser.Color.RGBtoHSV(color);
// Hex format
var result = Phaser.Color.RGBtoHexstring(color) + "\n";
// RGB format
result = result.concat("Alpha: " + argb.alpha + " Red: " + argb.red + " Green: " + argb.green + " Blue: " + argb.blue) + "\n";
// HSL info
result = result.concat("Hue: " + hsl.hue + " Saturation: " + hsl.saturation + " Lightnes: " + hsl.lightness);
return result;
},
/**
* Return a string representation of the color in the format 0xAARRGGBB.
*
* @method Phaser.Color.RGBtoHexstring
* @static
* @param {number} color - The color to get the string representation for
* @returns {string} A string of length 10 characters in the format 0xAARRGGBB
*/
RGBtoHexstring: function (color) {
var argb = Phaser.Color.getRGB(color);
return "0x" + Phaser.Color.colorToHexstring(argb.alpha) + Phaser.Color.colorToHexstring(argb.red) + Phaser.Color.colorToHexstring(argb.green) + Phaser.Color.colorToHexstring(argb.blue);
},
/**
* Return a string representation of the color in the format #RRGGBB.
*
* @method Phaser.Color.RGBtoWebstring
* @static
* @param {number} color - The color to get the string representation for.
* @returns {string} A string of length 10 characters in the format 0xAARRGGBB.
*/
RGBtoWebstring: function (color) {
var argb = Phaser.Color.getRGB(color);
return "#" + Phaser.Color.colorToHexstring(argb.red) + Phaser.Color.colorToHexstring(argb.green) + Phaser.Color.colorToHexstring(argb.blue);
},
/**
* Return a string containing a hex representation of the given color.
*
* @method Phaser.Color.colorToHexstring
* @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, 0 = 00.
*/
colorToHexstring: function (color) {
var digits = "0123456789ABCDEF";
var lsd = color % 16;
var msd = (color - lsd) / 16;
var hexified = digits.charAt(msd) + digits.charAt(lsd);
return hexified;
var hex = color.toString(16);
return hex.length == 1 ? "0" + hex : hex;
},
@ -343,6 +744,85 @@ Phaser.Color = {
*/
getBlue: function (color) {
return color & 0xFF;
},
// The following are all DEPRECATED
/**
* DEPRECATED: This method will be removed in Phaser 2.1.
* Returns a string containing handy information about the given color including string hex value,
* RGB format information. Each section starts on a newline, 3 lines in total.
*
* @method Phaser.Color.getColorInfo
* @static
* @param {number} color - A color value in the format 0xAARRGGBB.
* @returns {string} String containing the 3 lines of information.
*/
getColorInfo: function (color) {
var argb = Phaser.Color.getRGB(color);
// Hex format
var result = Phaser.Color.RGBtoHexstring(color) + "\n";
// RGB format
result = result.concat("Alpha: " + argb.alpha + " Red: " + argb.red + " Green: " + argb.green + " Blue: " + argb.blue) + "\n";
return result;
},
/**
* DEPRECATED: This method will be removed in Phaser 2.1. Please use Phaser.Color.RGBtoString instead.
* Return a string representation of the color in the format 0xAARRGGBB.
*
* @method Phaser.Color.RGBtoHexstring
* @static
* @param {number} color - The color to get the string representation for
* @returns {string} A string of length 10 characters in the format 0xAARRGGBB
*/
RGBtoHexstring: function (color) {
var argb = Phaser.Color.getRGB(color);
return "0x" + Phaser.Color.colorToHexstring(argb.alpha) + Phaser.Color.colorToHexstring(argb.red) + Phaser.Color.colorToHexstring(argb.green) + Phaser.Color.colorToHexstring(argb.blue);
},
/**
* DEPRECATED: This method will be removed in Phaser 2.1. Please use Phaser.Color.RGBtoString instead.
* Return a string representation of the color in the format #RRGGBB.
*
* @method Phaser.Color.RGBtoWebstring
* @static
* @param {number} color - The color to get the string representation for.
* @returns {string} A string of length 10 characters in the format 0xAARRGGBB.
*/
RGBtoWebstring: function (color) {
var argb = Phaser.Color.getRGB(color);
return "#" + Phaser.Color.colorToHexstring(argb.red) + Phaser.Color.colorToHexstring(argb.green) + Phaser.Color.colorToHexstring(argb.blue);
},
/**
* DEPRECATED: This method will be removed in Phaser 2.1. Please use Phaser.Color.componentToHex instead.
* Return a string containing a hex representation of the given color.
*
* @method Phaser.Color.colorToHexstring
* @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, 0 = 00.
*/
colorToHexstring: function (color) {
var digits = "0123456789ABCDEF";
var lsd = color % 16;
var msd = (color - lsd) / 16;
var hexified = digits.charAt(msd) + digits.charAt(lsd);
return hexified;
}
};