Fixed issue in Camera.inCamera check where it wouldn't take into consideration the Sprites scrollFactor.

This commit is contained in:
Richard Davey 2013-06-03 02:38:08 +01:00
parent b951b02de8
commit 2de70d07a5
22 changed files with 2254 additions and 121 deletions

View file

@ -302,6 +302,9 @@ module Phaser {
this.framerate = 60;
this.isBooted = true;
// Set-up some static helper references
ColorUtils.game = this;
// Display the default game screen?
if (this.onInitCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null)
{

View file

@ -173,6 +173,14 @@
<Content Include="utils\CircleUtils.js">
<DependentUpon>CircleUtils.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="utils\PixelUtils.ts" />
<TypeScriptCompile Include="utils\ColorUtils.ts" />
<Content Include="utils\ColorUtils.js">
<DependentUpon>ColorUtils.ts</DependentUpon>
</Content>
<Content Include="utils\PixelUtils.js">
<DependentUpon>PixelUtils.ts</DependentUpon>
</Content>
<Content Include="utils\PointUtils.js">
<DependentUpon>PointUtils.ts</DependentUpon>
</Content>

View file

@ -474,6 +474,11 @@ module Phaser {
this._game.stage.context.globalAlpha = 1;
}
// Debug test
this._game.stage.context.fillStyle = 'rgba(255,0,0,0.3)';
//this._game.stage.context.fillRect(this.scaledX, this.scaledY, this.worldView.width, this.worldView.height);
this._game.stage.context.fillRect(this.worldView.x, this.worldView.y, this.worldView.width, this.worldView.height);
}
/**

View file

@ -1,5 +1,6 @@
/// <reference path="../Game.ts" />
/// <reference path="../utils/RectangleUtils.ts" />
/// <reference path="../utils/ColorUtils.ts" />
/// <reference path="IGameObject.ts" />
/**
@ -90,7 +91,7 @@ module Phaser {
//a = imageData.data[3];
var imageData = this.context.getImageData(x, y, 1, 1);
return this.getColor(imageData.data[0], imageData.data[1], imageData.data[2]);
return ColorUtils.getColor(imageData.data[0], imageData.data[1], imageData.data[2]);
}
@ -104,7 +105,7 @@ module Phaser {
var imageData = this.context.getImageData(x, y, 1, 1);
return this.getColor32(imageData.data[3], imageData.data[0], imageData.data[1], imageData.data[2]);
return ColorUtils.getColor32(imageData.data[3], imageData.data[0], imageData.data[1], imageData.data[2]);
}
@ -288,37 +289,6 @@ module Phaser {
return this.bounds.height;
}
/**
* Given an alpha and 3 color values this will return an integer representation of it
*
* @param alpha {number} The Alpha value (between 0 and 255)
* @param red {number} The Red channel value (between 0 and 255)
* @param green {number} The Green channel value (between 0 and 255)
* @param blue {number} The Blue channel value (between 0 and 255)
*
* @return A native color value integer (format: 0xAARRGGBB)
*/
private getColor32(alpha: number, red: number, green: number, blue: number): number {
return alpha << 24 | red << 16 | green << 8 | blue;
}
/**
* Given 3 color values this will return an integer representation of it
*
* @param red {number} The Red channel value (between 0 and 255)
* @param green {number} The Green channel value (between 0 and 255)
* @param blue {number} The Blue channel value (between 0 and 255)
*
* @return A native color value integer (format: 0xRRGGBB)
*/
private getColor(red: number, green: number, blue: number): number {
return red << 16 | green << 8 | blue;
}
}
}

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@ -374,8 +374,6 @@ module Phaser {
}
}
//console.log('highest priority was', _highestPriority);
if (this.isDown)
{
// Now update all objects with the highest priority ID (can be more than 1)

View file

@ -90,12 +90,12 @@ module Phaser {
return true;
}
this._dx = sprite.frameBounds.x - camera.worldView.x;
this._dy = sprite.frameBounds.y - camera.worldView.y;
this._dx = sprite.frameBounds.x - (camera.worldView.x * sprite.scrollFactor.x);
this._dy = sprite.frameBounds.y - (camera.worldView.y * sprite.scrollFactor.y);
this._dw = sprite.frameBounds.width * sprite.scale.x;
this._dh = sprite.frameBounds.height * sprite.scale.y;
return (camera.worldView.right > this._dx) && (camera.worldView.x < this._dx + this._dw) && (camera.worldView.bottom > this._dy) && (camera.worldView.y < this._dy + this._dh);
return (camera.scaledX + camera.worldView.width > this._dx) && (camera.scaledX < this._dx + this._dw) && (camera.scaledY + camera.worldView.height > this._dy) && (camera.scaledY < this._dy + this._dh);
}

561
Phaser/utils/ColorUtils.ts Normal file
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@ -0,0 +1,561 @@
/// <reference path="../Game.ts" />
/// <reference path="../core/Point.ts" />
/// <reference path="../core/Rectangle.ts" />
/// <reference path="../core/Circle.ts" />
/**
* Phaser - ColorUtils
*
* A collection of methods useful for manipulating color values.
*/
module Phaser {
export class ColorUtils {
static game: Game;
/**
* Given an alpha and 3 color values this will return an integer representation of it
*
* @param alpha {number} The Alpha value (between 0 and 255)
* @param red {number} The Red channel value (between 0 and 255)
* @param green {number} The Green channel value (between 0 and 255)
* @param blue {number} The Blue channel value (between 0 and 255)
*
* @return A native color value integer (format: 0xAARRGGBB)
*/
static getColor32(alpha: number, red: number, green: number, blue: number): number {
return alpha << 24 | red << 16 | green << 8 | blue;
}
/**
* Given 3 color values this will return an integer representation of it
*
* @param red {number} The Red channel value (between 0 and 255)
* @param green {number} The Green channel value (between 0 and 255)
* @param blue {number} The Blue channel value (between 0 and 255)
*
* @return A native color value integer (format: 0xRRGGBB)
*/
static getColor(red: number, green: number, blue: number): number {
return red << 16 | green << 8 | blue;
}
/**
* Get HSV color wheel values in an array which will be 360 elements in size
*
* @param alpha Alpha value for each color of the color wheel, between 0 (transparent) and 255 (opaque)
*
* @return Array
*/
static public getHSVColorWheel(alpha: number = 255) {
var colors = [];
for (var c: number = 0; c <= 359; c++)
{
//colors[c] = HSVtoRGB(c, 1.0, 1.0, alpha);
colors[c] = getWebRGB(HSVtoRGB(c, 1.0, 1.0, alpha));
}
return colors;
}
/**
* 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>
*
* @param color The color to base the harmony on
*
* @return 0xAARRGGBB format color value
*/
static public getComplementHarmony(color: number): number {
var hsv: any = RGBtoHSV(color);
var opposite: number = ColorUtils.game.math.wrapValue(hsv.hue, 180, 359);
return HSVtoRGB(opposite, 1.0, 1.0);
}
/**
* Returns an Analogous Color Harmony for the given color.
* <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>
*
* @param color The color to base the harmony on
* @param threshold Control how adjacent the colors will be (default +- 30 degrees)
*
* @return Object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color)
*/
static public getAnalogousHarmony(color: number, threshold: number = 30) {
var hsv: any = RGBtoHSV(color);
if (threshold > 359 || threshold < 0)
{
throw Error("Color Warning: Invalid threshold given to getAnalogousHarmony()");
}
var warmer: number = ColorUtils.game.math.wrapValue(hsv.hue, 359 - threshold, 359);
var colder: number = ColorUtils.game.math.wrapValue(hsv.hue, threshold, 359);
return { color1: color, color2: HSVtoRGB(warmer, 1.0, 1.0), color3: HSVtoRGB(colder, 1.0, 1.0), hue1: hsv.hue, hue2: warmer, hue3: colder }
}
/**
* Returns an Split Complement Color Harmony for the given color.
* <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>
*
* @param color The color to base the harmony on
* @param threshold Control how adjacent the colors will be to the Complement (default +- 30 degrees)
*
* @return Object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color)
*/
static public getSplitComplementHarmony(color: number, threshold: number = 30): any {
var hsv: any = RGBtoHSV(color);
if (threshold >= 359 || threshold <= 0)
{
throw Error("FlxColor Warning: Invalid threshold given to getSplitComplementHarmony()");
}
var opposite: number = ColorUtils.game.math.wrapValue(hsv.hue, 180, 359);
var warmer: number = ColorUtils.game.math.wrapValue(hsv.hue, opposite - threshold, 359);
var colder: number = ColorUtils.game.math.wrapValue(hsv.hue, opposite + threshold, 359);
return { color1: color, color2: HSVtoRGB(warmer, hsv.saturation, hsv.value), color3: HSVtoRGB(colder, hsv.saturation, hsv.value), hue1: hsv.hue, hue2: warmer, hue3: colder }
}
/**
* Returns a Triadic Color Harmony for the given color.
* <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>
*
* @param color The color to base the harmony on
*
* @return Object containing 3 properties: color1 (the original color), color2 and color3 (the equidistant colors)
*/
static public getTriadicHarmony(color: number): any {
var hsv: any = RGBtoHSV(color);
var triadic1: number = ColorUtils.game.math.wrapValue(hsv.hue, 120, 359);
var triadic2: number = ColorUtils.game.math.wrapValue(triadic1, 120, 359);
return { color1: color, color2: HSVtoRGB(triadic1, 1.0, 1.0), color3: HSVtoRGB(triadic2, 1.0, 1.0) }
}
/**
* Returns a string containing handy information about the given color including string hex value,
* RGB format information and HSL information. Each section starts on a newline, 3 lines in total.
*
* @param color A color value in the format 0xAARRGGBB
*
* @return string containing the 3 lines of information
*/
static public getColorInfo(color: number): string {
var argb: any = getRGB(color);
var hsl: any = RGBtoHSV(color);
// Hex format
var result: string = RGBtoHexstring(color) + "\n";
// RGB format
result = result.concat("Alpha: " + argb.alpha + " Red: " + argb.red + " Green: " + argb.green + " Blue: " + argb.blue) + "\n";
// HSL info
result = result.concat("Hue: " + hsl.hue + " Saturation: " + hsl.saturation + " Lightnes: " + hsl.lightness);
return result;
}
/**
* Return a string representation of the color in the format 0xAARRGGBB
*
* @param color The color to get the string representation for
*
* @return A string of length 10 characters in the format 0xAARRGGBB
*/
static public RGBtoHexstring(color: number): string {
var argb: any = getRGB(color);
return "0x" + colorToHexstring(argb.alpha) + colorToHexstring(argb.red) + colorToHexstring(argb.green) + colorToHexstring(argb.blue);
}
/**
* Return a string representation of the color in the format #RRGGBB
*
* @param color The color to get the string representation for
*
* @return A string of length 10 characters in the format 0xAARRGGBB
*/
static public RGBtoWebstring(color: number): string {
var argb: any = getRGB(color);
return "#" + colorToHexstring(argb.red) + colorToHexstring(argb.green) + colorToHexstring(argb.blue);
}
/**
* Return a string containing a hex representation of the given color
*
* @param color The color channel to get the hex value for, must be a value between 0 and 255)
*
* @return A string of length 2 characters, i.e. 255 = FF, 0 = 00
*/
static public colorToHexstring(color: number): string {
var digits: string = "0123456789ABCDEF";
var lsd: number = color % 16;
var msd: number = (color - lsd) / 16;
var hexified: string = digits.charAt(msd) + digits.charAt(lsd);
return hexified;
}
/**
* Convert a HSV (hue, saturation, lightness) color space value to an RGB color
*
* @param h Hue degree, between 0 and 359
* @param s Saturation, between 0.0 (grey) and 1.0
* @param v Value, between 0.0 (black) and 1.0
* @param alpha Alpha value to set per color (between 0 and 255)
*
* @return 32-bit ARGB color value (0xAARRGGBB)
*/
static HSVtoRGB(h: number, s: number, v: number, alpha: number = 255): number {
var result: number;
if (s == 0.0)
{
result = ColorUtils.getColor32(alpha, v * 255, v * 255, v * 255);
}
else
{
h = h / 60.0;
var f: number = h - Math.floor(h);
var p: number = v * (1.0 - s);
var q: number = v * (1.0 - s * f);
var t: number = v * (1.0 - s * (1.0 - f));
switch (Math.floor(h))
{
case 0:
result = ColorUtils.getColor32(alpha, v * 255, t * 255, p * 255);
break;
case 1:
result = ColorUtils.getColor32(alpha, q * 255, v * 255, p * 255);
break;
case 2:
result = ColorUtils.getColor32(alpha, p * 255, v * 255, t * 255);
break;
case 3:
result = ColorUtils.getColor32(alpha, p * 255, q * 255, v * 255);
break;
case 4:
result = ColorUtils.getColor32(alpha, t * 255, p * 255, v * 255);
break;
case 5:
result = ColorUtils.getColor32(alpha, v * 255, p * 255, q * 255);
break;
default:
throw new Error("ColorUtils.HSVtoRGB : Unknown color");
}
}
return result;
}
/**
* Convert an RGB color value to an object containing the HSV color space values: Hue, Saturation and Lightness
*
* @param color In format 0xRRGGBB
*
* @return Object with the properties hue (from 0 to 360), saturation (from 0 to 1.0) and lightness (from 0 to 1.0, also available under .value)
*/
static public RGBtoHSV(color: number): any {
var rgb: any = ColorUtils.getRGB(color);
var red: number = rgb.red / 255;
var green: number = rgb.green / 255;
var blue: number = rgb.blue / 255;
var min: number = Math.min(red, green, blue);
var max: number = Math.max(red, green, blue);
var delta: number = max - min;
var lightness: number = (max + min) / 2;
var hue: number;
var saturation: number;
// Grey color, no chroma
if (delta == 0)
{
hue = 0;
saturation = 0;
}
else
{
if (lightness < 0.5)
{
saturation = delta / (max + min);
}
else
{
saturation = delta / (2 - max - min);
}
var delta_r: number = (((max - red) / 6) + (delta / 2)) / delta;
var delta_g: number = (((max - green) / 6) + (delta / 2)) / delta;
var delta_b: number = (((max - blue) / 6) + (delta / 2)) / delta;
if (red == max)
{
hue = delta_b - delta_g;
}
else if (green == max)
{
hue = (1 / 3) + delta_r - delta_b;
}
else if (blue == max)
{
hue = (2 / 3) + delta_g - delta_r;
}
if (hue < 0)
{
hue += 1;
}
if (hue > 1)
{
hue -= 1;
}
}
// Keep the value with 0 to 359
hue *= 360;
hue = Math.round(hue);
return { hue: hue, saturation: saturation, lightness: lightness, value: lightness };
}
/**
*
* @method interpolateColor
* @param {Number} color1
* @param {Number} color2
* @param {Number} steps
* @param {Number} currentStep
* @param {Number} alpha
* @return {Number}
* @static
*/
static public interpolateColor(color1: number, color2: number, steps: number, currentStep: number, alpha: number = 255): number {
var src1: any = ColorUtils.getRGB(color1);
var src2: any = ColorUtils.getRGB(color2);
var r: number = (((src2.red - src1.red) * currentStep) / steps) + src1.red;
var g: number = (((src2.green - src1.green) * currentStep) / steps) + src1.green;
var b: number = (((src2.blue - src1.blue) * currentStep) / steps) + src1.blue;
return ColorUtils.getColor32(alpha, r, g, b);
}
/**
*
* @method interpolateColorWithRGB
* @param {Number} color
* @param {Number} r2
* @param {Number} g2
* @param {Number} b2
* @param {Number} steps
* @param {Number} currentStep
* @return {Number}
* @static
*/
static public interpolateColorWithRGB(color: number, r2: number, g2: number, b2: number, steps: number, currentStep: number): number {
var src: any = ColorUtils.getRGB(color);
var r: number = (((r2 - src.red) * currentStep) / steps) + src.red;
var g: number = (((g2 - src.green) * currentStep) / steps) + src.green;
var b: number = (((b2 - src.blue) * currentStep) / steps) + src.blue;
return ColorUtils.getColor(r, g, b);
}
/**
*
* @method interpolateRGB
* @param {Number} r1
* @param {Number} g1
* @param {Number} b1
* @param {Number} r2
* @param {Number} g2
* @param {Number} b2
* @param {Number} steps
* @param {Number} currentStep
* @return {Number}
* @static
*/
static public interpolateRGB(r1: number, g1: number, b1: number, r2: number, g2: number, b2: number, steps: number, currentStep: number): number {
var r: number = (((r2 - r1) * currentStep) / steps) + r1;
var g: number = (((g2 - g1) * currentStep) / steps) + g1;
var b: number = (((b2 - b1) * currentStep) / steps) + b1;
return ColorUtils.getColor(r, g, b);
}
/**
* Returns a random color value between black and white
* <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>
*
* @param min The lowest value to use for the color
* @param max The highest value to use for the color
* @param alpha The alpha value of the returning color (default 255 = fully opaque)
*
* @return 32-bit color value with alpha
*/
static public getRandomColor(min: number = 0, max: number = 255, alpha: number = 255): number {
// Sanity checks
if (max > 255)
{
return ColorUtils.getColor(255, 255, 255);
}
if (min > max)
{
return ColorUtils.getColor(255, 255, 255);
}
var red: number = min + Math.round(Math.random() * (max - min));
var green: number = min + Math.round(Math.random() * (max - min));
var blue: number = min + Math.round(Math.random() * (max - min));
return ColorUtils.getColor32(alpha, red, green, blue);
}
/**
* Return the component parts of a color as an Object with the properties alpha, red, green, blue
*
* <p>Alpha will only be set if it exist in the given color (0xAARRGGBB)</p>
*
* @param color in RGB (0xRRGGBB) or ARGB format (0xAARRGGBB)
*
* @return Object with properties: alpha, red, green, blue
*/
static public getRGB(color: number): any {
return { alpha: color >>> 24, red: color >> 16 & 0xFF, green: color >> 8 & 0xFF, blue: color & 0xFF };
}
/**
*
* @method getWebRGB
* @param {Number} color
* @return {Any}
*/
static public getWebRGB(color: number): any {
var alpha: number = (color >>> 24) / 255;
var red: number = color >> 16 & 0xFF;
var green: number = color >> 8 & 0xFF;
var blue: number = color & 0xFF;
return 'rgba(' + red.toString() + ',' + green.toString() + ',' + blue.toString() + ',' + alpha.toString() + ')';
}
/**
* Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component, as a value between 0 and 255
*
* @param color In the format 0xAARRGGBB
*
* @return The Alpha component of the color, will be between 0 and 255 (0 being no Alpha, 255 full Alpha)
*/
static public getAlpha(color: number): number {
return color >>> 24;
}
/**
* Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component as a value between 0 and 1
*
* @param color In the format 0xAARRGGBB
*
* @return The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent))
*/
static public getAlphaFloat(color: number): number {
return (color >>> 24) / 255;
}
/**
* Given a native color value (in the format 0xAARRGGBB) this will return the Red component, as a value between 0 and 255
*
* @param color In the format 0xAARRGGBB
*
* @return The Red component of the color, will be between 0 and 255 (0 being no color, 255 full Red)
*/
static public getRed(color: number): number {
return color >> 16 & 0xFF;
}
/**
* Given a native color value (in the format 0xAARRGGBB) this will return the Green component, as a value between 0 and 255
*
* @param color In the format 0xAARRGGBB
*
* @return The Green component of the color, will be between 0 and 255 (0 being no color, 255 full Green)
*/
static public getGreen(color: number): number {
return color >> 8 & 0xFF;
}
/**
* Given a native color value (in the format 0xAARRGGBB) this will return the Blue component, as a value between 0 and 255
*
* @param color In the format 0xAARRGGBB
*
* @return The Blue component of the color, will be between 0 and 255 (0 being no color, 255 full Blue)
*/
static public getBlue(color: number): number {
return color & 0xFF;
}
}
}

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@ -0,0 +1,49 @@
/// <reference path="../Game.ts" />
/// <reference path="../core/Point.ts" />
/// <reference path="../core/Rectangle.ts" />
/// <reference path="../core/Circle.ts" />
/**
* Phaser - PixelUtils
*
* A collection of methods useful for manipulating pixels.
*/
module Phaser {
export class PixelUtils {
static boot() {
PixelUtils.pixelCanvas = <HTMLCanvasElement> document.createElement('canvas');
PixelUtils.pixelCanvas.width = 1;
PixelUtils.pixelCanvas.height = 1;
PixelUtils.pixelContext = PixelUtils.pixelCanvas.getContext('2d');
}
/**
* Canvas element used in 1x1 pixel checks.
* @type {HTMLCanvasElement}
*/
static pixelCanvas: HTMLCanvasElement;
/**
* Render context of pixelCanvas
* @type {CanvasRenderingContext2D}
*/
static pixelContext: CanvasRenderingContext2D;
static getPixel(key: string, x: number, y: number): number {
// write out a single pixel (won't help with rotated sprites though.. hmm)
var imageData = PixelUtils.pixelContext.getImageData(0, 0, 1, 1);
return ColorUtils.getColor32(imageData.data[3], imageData.data[0], imageData.data[1], imageData.data[2]);
}
}
}

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@ -72,6 +72,9 @@ V1.0.0
* Added Group.swap(a,b) to swap the z-index of 2 objects with optional rendering update boolean
* Sprites dispatch killed/revived and added to and removed from Group events.
* Added Input drag, bounds, sprite bounds and snapping support.
* Added the new ColorUtils class full of lots of handy color manipulation functions.
* Fixed issue in Camera.inCamera check where it wouldn't take into consideration the Sprites scrollFactor.
V0.9.6

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@ -88,6 +88,14 @@
<Content Include="input\drag sprite 2.js">
<DependentUpon>drag sprite 2.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="input\motion lock.ts" />
<TypeScriptCompile Include="input\motion lock 2.ts" />
<Content Include="input\motion lock 2.js">
<DependentUpon>motion lock 2.ts</DependentUpon>
</Content>
<Content Include="input\motion lock.js">
<DependentUpon>motion lock.ts</DependentUpon>
</Content>
<Content Include="input\over sprite 1.js">
<DependentUpon>over sprite 1.ts</DependentUpon>
</Content>
@ -96,9 +104,17 @@
<DependentUpon>over sprite 2.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="input\touch priority.ts" />
<TypeScriptCompile Include="input\snap 1.ts" />
<Content Include="input\snap 1.js">
<DependentUpon>snap 1.ts</DependentUpon>
</Content>
<Content Include="input\touch priority.js">
<DependentUpon>touch priority.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="input\world drag.ts" />
<Content Include="input\world drag.js">
<DependentUpon>world drag.ts</DependentUpon>
</Content>
<Content Include="particles\graphic emitter.js">
<DependentUpon>graphic emitter.ts</DependentUpon>
</Content>

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@ -0,0 +1,26 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render);
function init() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.loader.addImageFile('sprite', 'assets/sprites/darkwing_crazy.png');
game.loader.load();
}
var sprite;
function create() {
game.stage.backgroundColor = 'rgb(85,85,85)';
sprite = game.add.sprite(200, 200, 'sprite');
// Enable Input detection. Sprites have this disabled by default,
// so you have to start it if you want to interact with them.
sprite.input.start(0, false, true);
// This allows you to drag the sprite. The parameter controls if you drag from the position you touched it (false)
// or if it will snap to the center (true)
sprite.input.enableDrag();
// This will lock the sprite so it can only be dragged vertically, not horizontally
sprite.input.allowHorizontalDrag = false;
}
function render() {
game.input.renderDebugInfo(32, 32);
sprite.input.renderDebugInfo(300, 32);
}
})();

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@ -0,0 +1,43 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render);
function init() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.loader.addImageFile('sprite', 'assets/sprites/darkwing_crazy.png');
game.loader.load();
}
var sprite: Phaser.Sprite;
function create() {
game.stage.backgroundColor = 'rgb(85,85,85)';
sprite = game.add.sprite(200, 200, 'sprite');
// Enable Input detection. Sprites have this disabled by default,
// so you have to start it if you want to interact with them.
sprite.input.start(0, false, true);
// This allows you to drag the sprite. The parameter controls if you drag from the position you touched it (false)
// or if it will snap to the center (true)
sprite.input.enableDrag();
// This will lock the sprite so it can only be dragged vertically, not horizontally
sprite.input.allowHorizontalDrag = false;
}
function render() {
game.input.renderDebugInfo(32, 32);
sprite.input.renderDebugInfo(300, 32);
}
})();

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@ -0,0 +1,26 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render);
function init() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.loader.addImageFile('sprite', 'assets/sprites/parsec.png');
game.loader.load();
}
var sprite;
function create() {
game.stage.backgroundColor = 'rgb(85,85,85)';
sprite = game.add.sprite(200, 400, 'sprite');
// Enable Input detection. Sprites have this disabled by default,
// so you have to start it if you want to interact with them.
sprite.input.start(0, false, true);
// This allows you to drag the sprite. The parameter controls if you drag from the position you touched it (false)
// or if it will snap to the center (true)
sprite.input.enableDrag();
// This will lock the sprite so it can only be dragged horizontally, not vertically
sprite.input.allowVerticalDrag = false;
}
function render() {
game.input.renderDebugInfo(32, 32);
sprite.input.renderDebugInfo(300, 32);
}
})();

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@ -0,0 +1,43 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render);
function init() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.loader.addImageFile('sprite', 'assets/sprites/parsec.png');
game.loader.load();
}
var sprite: Phaser.Sprite;
function create() {
game.stage.backgroundColor = 'rgb(85,85,85)';
sprite = game.add.sprite(200, 400, 'sprite');
// Enable Input detection. Sprites have this disabled by default,
// so you have to start it if you want to interact with them.
sprite.input.start(0, false, true);
// This allows you to drag the sprite. The parameter controls if you drag from the position you touched it (false)
// or if it will snap to the center (true)
sprite.input.enableDrag();
// This will lock the sprite so it can only be dragged horizontally, not vertically
sprite.input.allowVerticalDrag = false;
}
function render() {
game.input.renderDebugInfo(32, 32);
sprite.input.renderDebugInfo(300, 32);
}
})();

33
Tests/input/snap 1.js Normal file
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@ -0,0 +1,33 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render);
function init() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.loader.addImageFile('grid', 'assets/tests/debug-grid-1920x1920.png');
game.loader.addImageFile('atari1', 'assets/sprites/atari130xe.png');
game.loader.addImageFile('atari2', 'assets/sprites/atari800xl.png');
game.loader.load();
}
var atari1;
var atari2;
var sonic;
function create() {
game.add.sprite(0, 0, 'grid');
atari1 = game.add.sprite(128, 128, 'atari1');
atari2 = game.add.sprite(256, 256, 'atari2');
// Input Enable the sprites
atari1.input.start(0, false, true);
atari2.input.start(1, false, true);
// Allow dragging
atari1.input.enableDrag();
atari2.input.enableDrag();
// Enable snapping. For the atari1 sprite it will snap as its dragged around and on release.
// The snap is set to every 32x32 pixels.
atari1.input.enableSnap(32, 32, true, true);
// For the atari2 sprite it will snap only when released, not on drag.
atari2.input.enableSnap(32, 32, false, true);
}
function render() {
game.input.renderDebugInfo(32, 32);
}
})();

49
Tests/input/snap 1.ts Normal file
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@ -0,0 +1,49 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render);
function init() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.loader.addImageFile('grid', 'assets/tests/debug-grid-1920x1920.png');
game.loader.addImageFile('atari1', 'assets/sprites/atari130xe.png');
game.loader.addImageFile('atari2', 'assets/sprites/atari800xl.png');
game.loader.load();
}
var atari1: Phaser.Sprite;
var atari2: Phaser.Sprite;
var sonic: Phaser.Sprite;
function create() {
game.add.sprite(0, 0, 'grid');
atari1 = game.add.sprite(128, 128, 'atari1');
atari2 = game.add.sprite(256, 256, 'atari2');
// Input Enable the sprites
atari1.input.start(0, false, true);
atari2.input.start(1, false, true);
// Allow dragging
atari1.input.enableDrag();
atari2.input.enableDrag();
// Enable snapping. For the atari1 sprite it will snap as its dragged around and on release.
// The snap is set to every 32x32 pixels.
atari1.input.enableSnap(32, 32, true, true);
// For the atari2 sprite it will snap only when released, not on drag.
atari2.input.enableSnap(32, 32, false, true);
}
function render() {
game.input.renderDebugInfo(32, 32);
}
})();

36
Tests/input/world drag.js Normal file
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@ -0,0 +1,36 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
game.world.setSize(1920, 1200, true);
game.loader.addImageFile('backdrop', 'assets/pics/remember-me.jpg');
game.loader.addImageFile('melon', 'assets/sprites/melon.png');
game.loader.load();
}
function create() {
game.add.sprite(0, 0, 'backdrop');
for(var i = 0; i < 1; i++) {
//var sprite: Phaser.Sprite = game.add.sprite(game.world.randomX, game.world.randomY, 'melon');
var sprite = game.add.sprite(200, 200, 'melon');
sprite.scrollFactor.setTo(2, 2);
sprite.scale.setTo(2, 2);
sprite.input.start(i, false, true);
sprite.input.enableDrag();
}
}
function update() {
if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
game.camera.scroll.x -= 4;
} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
game.camera.scroll.x += 4;
}
if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
game.camera.scroll.y -= 4;
} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
game.camera.scroll.y += 4;
}
}
function render() {
game.camera.renderDebugInfo(32, 32);
}
})();

59
Tests/input/world drag.ts Normal file
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@ -0,0 +1,59 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
game.world.setSize(1920, 1200, true);
game.loader.addImageFile('backdrop', 'assets/pics/remember-me.jpg');
game.loader.addImageFile('melon', 'assets/sprites/melon.png');
game.loader.load();
}
function create() {
game.add.sprite(0, 0, 'backdrop');
for (var i = 0; i < 1; i++)
{
var sprite: Phaser.Sprite = game.add.sprite(game.world.randomX, game.world.randomY, 'melon');
sprite.input.start(i, false, true);
sprite.input.enableDrag();
}
}
function update() {
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
game.camera.scroll.x -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
game.camera.scroll.x += 4;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
game.camera.scroll.y -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
game.camera.scroll.y += 4;
}
}
function render() {
game.camera.renderDebugInfo(32, 32);
}
})();

View file

@ -4890,7 +4890,476 @@ var Phaser;
Phaser.RectangleUtils = RectangleUtils;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/// <reference path="../core/Point.ts" />
/// <reference path="../core/Rectangle.ts" />
/// <reference path="../core/Circle.ts" />
/**
* Phaser - ColorUtils
*
* A collection of methods useful for manipulating color values.
*/
var Phaser;
(function (Phaser) {
var ColorUtils = (function () {
function ColorUtils() { }
ColorUtils.getColor32 = /**
* Given an alpha and 3 color values this will return an integer representation of it
*
* @param alpha {number} The Alpha value (between 0 and 255)
* @param red {number} The Red channel value (between 0 and 255)
* @param green {number} The Green channel value (between 0 and 255)
* @param blue {number} The Blue channel value (between 0 and 255)
*
* @return A native color value integer (format: 0xAARRGGBB)
*/
function getColor32(alpha, red, green, blue) {
return alpha << 24 | red << 16 | green << 8 | blue;
};
ColorUtils.getColor = /**
* Given 3 color values this will return an integer representation of it
*
* @param red {number} The Red channel value (between 0 and 255)
* @param green {number} The Green channel value (between 0 and 255)
* @param blue {number} The Blue channel value (between 0 and 255)
*
* @return A native color value integer (format: 0xRRGGBB)
*/
function getColor(red, green, blue) {
return red << 16 | green << 8 | blue;
};
ColorUtils.getHSVColorWheel = /**
* Get HSV color wheel values in an array which will be 360 elements in size
*
* @param alpha Alpha value for each color of the color wheel, between 0 (transparent) and 255 (opaque)
*
* @return Array
*/
function getHSVColorWheel(alpha) {
if (typeof alpha === "undefined") { alpha = 255; }
var colors = [];
for(var c = 0; c <= 359; c++) {
//colors[c] = HSVtoRGB(c, 1.0, 1.0, alpha);
colors[c] = ColorUtils.getWebRGB(ColorUtils.HSVtoRGB(c, 1.0, 1.0, alpha));
}
return colors;
};
ColorUtils.getComplementHarmony = /**
* 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>
*
* @param color The color to base the harmony on
*
* @return 0xAARRGGBB format color value
*/
function getComplementHarmony(color) {
var hsv = ColorUtils.RGBtoHSV(color);
var opposite = ColorUtils.game.math.wrapValue(hsv.hue, 180, 359);
return ColorUtils.HSVtoRGB(opposite, 1.0, 1.0);
};
ColorUtils.getAnalogousHarmony = /**
* Returns an Analogous Color Harmony for the given color.
* <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>
*
* @param color The color to base the harmony on
* @param threshold Control how adjacent the colors will be (default +- 30 degrees)
*
* @return Object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color)
*/
function getAnalogousHarmony(color, threshold) {
if (typeof threshold === "undefined") { threshold = 30; }
var hsv = ColorUtils.RGBtoHSV(color);
if(threshold > 359 || threshold < 0) {
throw Error("Color Warning: Invalid threshold given to getAnalogousHarmony()");
}
var warmer = ColorUtils.game.math.wrapValue(hsv.hue, 359 - threshold, 359);
var colder = ColorUtils.game.math.wrapValue(hsv.hue, threshold, 359);
return {
color1: color,
color2: ColorUtils.HSVtoRGB(warmer, 1.0, 1.0),
color3: ColorUtils.HSVtoRGB(colder, 1.0, 1.0),
hue1: hsv.hue,
hue2: warmer,
hue3: colder
};
};
ColorUtils.getSplitComplementHarmony = /**
* Returns an Split Complement Color Harmony for the given color.
* <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>
*
* @param color The color to base the harmony on
* @param threshold Control how adjacent the colors will be to the Complement (default +- 30 degrees)
*
* @return Object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color)
*/
function getSplitComplementHarmony(color, threshold) {
if (typeof threshold === "undefined") { threshold = 30; }
var hsv = ColorUtils.RGBtoHSV(color);
if(threshold >= 359 || threshold <= 0) {
throw Error("FlxColor Warning: Invalid threshold given to getSplitComplementHarmony()");
}
var opposite = ColorUtils.game.math.wrapValue(hsv.hue, 180, 359);
var warmer = ColorUtils.game.math.wrapValue(hsv.hue, opposite - threshold, 359);
var colder = ColorUtils.game.math.wrapValue(hsv.hue, opposite + threshold, 359);
return {
color1: color,
color2: ColorUtils.HSVtoRGB(warmer, hsv.saturation, hsv.value),
color3: ColorUtils.HSVtoRGB(colder, hsv.saturation, hsv.value),
hue1: hsv.hue,
hue2: warmer,
hue3: colder
};
};
ColorUtils.getTriadicHarmony = /**
* Returns a Triadic Color Harmony for the given color.
* <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>
*
* @param color The color to base the harmony on
*
* @return Object containing 3 properties: color1 (the original color), color2 and color3 (the equidistant colors)
*/
function getTriadicHarmony(color) {
var hsv = ColorUtils.RGBtoHSV(color);
var triadic1 = ColorUtils.game.math.wrapValue(hsv.hue, 120, 359);
var triadic2 = ColorUtils.game.math.wrapValue(triadic1, 120, 359);
return {
color1: color,
color2: ColorUtils.HSVtoRGB(triadic1, 1.0, 1.0),
color3: ColorUtils.HSVtoRGB(triadic2, 1.0, 1.0)
};
};
ColorUtils.getColorInfo = /**
* Returns a string containing handy information about the given color including string hex value,
* RGB format information and HSL information. Each section starts on a newline, 3 lines in total.
*
* @param color A color value in the format 0xAARRGGBB
*
* @return string containing the 3 lines of information
*/
function getColorInfo(color) {
var argb = ColorUtils.getRGB(color);
var hsl = ColorUtils.RGBtoHSV(color);
// Hex format
var result = ColorUtils.RGBtoHexstring(color) + "\n";
// RGB format
result = result.concat("Alpha: " + argb.alpha + " Red: " + argb.red + " Green: " + argb.green + " Blue: " + argb.blue) + "\n";
// HSL info
result = result.concat("Hue: " + hsl.hue + " Saturation: " + hsl.saturation + " Lightnes: " + hsl.lightness);
return result;
};
ColorUtils.RGBtoHexstring = /**
* Return a string representation of the color in the format 0xAARRGGBB
*
* @param color The color to get the string representation for
*
* @return A string of length 10 characters in the format 0xAARRGGBB
*/
function RGBtoHexstring(color) {
var argb = ColorUtils.getRGB(color);
return "0x" + ColorUtils.colorToHexstring(argb.alpha) + ColorUtils.colorToHexstring(argb.red) + ColorUtils.colorToHexstring(argb.green) + ColorUtils.colorToHexstring(argb.blue);
};
ColorUtils.RGBtoWebstring = /**
* Return a string representation of the color in the format #RRGGBB
*
* @param color The color to get the string representation for
*
* @return A string of length 10 characters in the format 0xAARRGGBB
*/
function RGBtoWebstring(color) {
var argb = ColorUtils.getRGB(color);
return "#" + ColorUtils.colorToHexstring(argb.red) + ColorUtils.colorToHexstring(argb.green) + ColorUtils.colorToHexstring(argb.blue);
};
ColorUtils.colorToHexstring = /**
* Return a string containing a hex representation of the given color
*
* @param color The color channel to get the hex value for, must be a value between 0 and 255)
*
* @return A string of length 2 characters, i.e. 255 = FF, 0 = 00
*/
function colorToHexstring(color) {
var digits = "0123456789ABCDEF";
var lsd = color % 16;
var msd = (color - lsd) / 16;
var hexified = digits.charAt(msd) + digits.charAt(lsd);
return hexified;
};
ColorUtils.HSVtoRGB = /**
* Convert a HSV (hue, saturation, lightness) color space value to an RGB color
*
* @param h Hue degree, between 0 and 359
* @param s Saturation, between 0.0 (grey) and 1.0
* @param v Value, between 0.0 (black) and 1.0
* @param alpha Alpha value to set per color (between 0 and 255)
*
* @return 32-bit ARGB color value (0xAARRGGBB)
*/
function HSVtoRGB(h, s, v, alpha) {
if (typeof alpha === "undefined") { alpha = 255; }
var result;
if(s == 0.0) {
result = ColorUtils.getColor32(alpha, v * 255, v * 255, v * 255);
} else {
h = h / 60.0;
var f = h - Math.floor(h);
var p = v * (1.0 - s);
var q = v * (1.0 - s * f);
var t = v * (1.0 - s * (1.0 - f));
switch(Math.floor(h)) {
case 0:
result = ColorUtils.getColor32(alpha, v * 255, t * 255, p * 255);
break;
case 1:
result = ColorUtils.getColor32(alpha, q * 255, v * 255, p * 255);
break;
case 2:
result = ColorUtils.getColor32(alpha, p * 255, v * 255, t * 255);
break;
case 3:
result = ColorUtils.getColor32(alpha, p * 255, q * 255, v * 255);
break;
case 4:
result = ColorUtils.getColor32(alpha, t * 255, p * 255, v * 255);
break;
case 5:
result = ColorUtils.getColor32(alpha, v * 255, p * 255, q * 255);
break;
default:
throw new Error("ColorUtils.HSVtoRGB : Unknown color");
}
}
return result;
};
ColorUtils.RGBtoHSV = /**
* Convert an RGB color value to an object containing the HSV color space values: Hue, Saturation and Lightness
*
* @param color In format 0xRRGGBB
*
* @return Object with the properties hue (from 0 to 360), saturation (from 0 to 1.0) and lightness (from 0 to 1.0, also available under .value)
*/
function RGBtoHSV(color) {
var rgb = ColorUtils.getRGB(color);
var red = rgb.red / 255;
var green = rgb.green / 255;
var blue = rgb.blue / 255;
var min = Math.min(red, green, blue);
var max = Math.max(red, green, blue);
var delta = max - min;
var lightness = (max + min) / 2;
var hue;
var saturation;
// Grey color, no chroma
if(delta == 0) {
hue = 0;
saturation = 0;
} else {
if(lightness < 0.5) {
saturation = delta / (max + min);
} else {
saturation = delta / (2 - max - min);
}
var delta_r = (((max - red) / 6) + (delta / 2)) / delta;
var delta_g = (((max - green) / 6) + (delta / 2)) / delta;
var delta_b = (((max - blue) / 6) + (delta / 2)) / delta;
if(red == max) {
hue = delta_b - delta_g;
} else if(green == max) {
hue = (1 / 3) + delta_r - delta_b;
} else if(blue == max) {
hue = (2 / 3) + delta_g - delta_r;
}
if(hue < 0) {
hue += 1;
}
if(hue > 1) {
hue -= 1;
}
}
// Keep the value with 0 to 359
hue *= 360;
hue = Math.round(hue);
return {
hue: hue,
saturation: saturation,
lightness: lightness,
value: lightness
};
};
ColorUtils.interpolateColor = /**
*
* @method interpolateColor
* @param {Number} color1
* @param {Number} color2
* @param {Number} steps
* @param {Number} currentStep
* @param {Number} alpha
* @return {Number}
* @static
*/
function interpolateColor(color1, color2, steps, currentStep, alpha) {
if (typeof alpha === "undefined") { alpha = 255; }
var src1 = ColorUtils.getRGB(color1);
var src2 = ColorUtils.getRGB(color2);
var r = (((src2.red - src1.red) * currentStep) / steps) + src1.red;
var g = (((src2.green - src1.green) * currentStep) / steps) + src1.green;
var b = (((src2.blue - src1.blue) * currentStep) / steps) + src1.blue;
return ColorUtils.getColor32(alpha, r, g, b);
};
ColorUtils.interpolateColorWithRGB = /**
*
* @method interpolateColorWithRGB
* @param {Number} color
* @param {Number} r2
* @param {Number} g2
* @param {Number} b2
* @param {Number} steps
* @param {Number} currentStep
* @return {Number}
* @static
*/
function interpolateColorWithRGB(color, r2, g2, b2, steps, currentStep) {
var src = ColorUtils.getRGB(color);
var r = (((r2 - src.red) * currentStep) / steps) + src.red;
var g = (((g2 - src.green) * currentStep) / steps) + src.green;
var b = (((b2 - src.blue) * currentStep) / steps) + src.blue;
return ColorUtils.getColor(r, g, b);
};
ColorUtils.interpolateRGB = /**
*
* @method interpolateRGB
* @param {Number} r1
* @param {Number} g1
* @param {Number} b1
* @param {Number} r2
* @param {Number} g2
* @param {Number} b2
* @param {Number} steps
* @param {Number} currentStep
* @return {Number}
* @static
*/
function interpolateRGB(r1, g1, b1, r2, g2, b2, steps, currentStep) {
var r = (((r2 - r1) * currentStep) / steps) + r1;
var g = (((g2 - g1) * currentStep) / steps) + g1;
var b = (((b2 - b1) * currentStep) / steps) + b1;
return ColorUtils.getColor(r, g, b);
};
ColorUtils.getRandomColor = /**
* Returns a random color value between black and white
* <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>
*
* @param min The lowest value to use for the color
* @param max The highest value to use for the color
* @param alpha The alpha value of the returning color (default 255 = fully opaque)
*
* @return 32-bit color value with alpha
*/
function getRandomColor(min, max, alpha) {
if (typeof min === "undefined") { min = 0; }
if (typeof max === "undefined") { max = 255; }
if (typeof alpha === "undefined") { alpha = 255; }
// Sanity checks
if(max > 255) {
return ColorUtils.getColor(255, 255, 255);
}
if(min > max) {
return ColorUtils.getColor(255, 255, 255);
}
var red = min + Math.round(Math.random() * (max - min));
var green = min + Math.round(Math.random() * (max - min));
var blue = min + Math.round(Math.random() * (max - min));
return ColorUtils.getColor32(alpha, red, green, blue);
};
ColorUtils.getRGB = /**
* Return the component parts of a color as an Object with the properties alpha, red, green, blue
*
* <p>Alpha will only be set if it exist in the given color (0xAARRGGBB)</p>
*
* @param color in RGB (0xRRGGBB) or ARGB format (0xAARRGGBB)
*
* @return Object with properties: alpha, red, green, blue
*/
function getRGB(color) {
return {
alpha: color >>> 24,
red: color >> 16 & 0xFF,
green: color >> 8 & 0xFF,
blue: color & 0xFF
};
};
ColorUtils.getWebRGB = /**
*
* @method getWebRGB
* @param {Number} color
* @return {Any}
*/
function getWebRGB(color) {
var alpha = (color >>> 24) / 255;
var red = color >> 16 & 0xFF;
var green = color >> 8 & 0xFF;
var blue = color & 0xFF;
return 'rgba(' + red.toString() + ',' + green.toString() + ',' + blue.toString() + ',' + alpha.toString() + ')';
};
ColorUtils.getAlpha = /**
* Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component, as a value between 0 and 255
*
* @param color In the format 0xAARRGGBB
*
* @return The Alpha component of the color, will be between 0 and 255 (0 being no Alpha, 255 full Alpha)
*/
function getAlpha(color) {
return color >>> 24;
};
ColorUtils.getAlphaFloat = /**
* Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component as a value between 0 and 1
*
* @param color In the format 0xAARRGGBB
*
* @return The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent))
*/
function getAlphaFloat(color) {
return (color >>> 24) / 255;
};
ColorUtils.getRed = /**
* Given a native color value (in the format 0xAARRGGBB) this will return the Red component, as a value between 0 and 255
*
* @param color In the format 0xAARRGGBB
*
* @return The Red component of the color, will be between 0 and 255 (0 being no color, 255 full Red)
*/
function getRed(color) {
return color >> 16 & 0xFF;
};
ColorUtils.getGreen = /**
* Given a native color value (in the format 0xAARRGGBB) this will return the Green component, as a value between 0 and 255
*
* @param color In the format 0xAARRGGBB
*
* @return The Green component of the color, will be between 0 and 255 (0 being no color, 255 full Green)
*/
function getGreen(color) {
return color >> 8 & 0xFF;
};
ColorUtils.getBlue = /**
* Given a native color value (in the format 0xAARRGGBB) this will return the Blue component, as a value between 0 and 255
*
* @param color In the format 0xAARRGGBB
*
* @return The Blue component of the color, will be between 0 and 255 (0 being no color, 255 full Blue)
*/
function getBlue(color) {
return color & 0xFF;
};
return ColorUtils;
})();
Phaser.ColorUtils = ColorUtils;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/// <reference path="../utils/RectangleUtils.ts" />
/// <reference path="../utils/ColorUtils.ts" />
/// <reference path="IGameObject.ts" />
/**
* Phaser - DynamicTexture
@ -4940,7 +5409,7 @@ var Phaser;
//b = imageData.data[2];
//a = imageData.data[3];
var imageData = this.context.getImageData(x, y, 1, 1);
return this.getColor(imageData.data[0], imageData.data[1], imageData.data[2]);
return Phaser.ColorUtils.getColor(imageData.data[0], imageData.data[1], imageData.data[2]);
};
DynamicTexture.prototype.getPixel32 = /**
* Get a color of a specific pixel (including alpha value).
@ -4950,7 +5419,7 @@ var Phaser;
*/
function (x, y) {
var imageData = this.context.getImageData(x, y, 1, 1);
return this.getColor32(imageData.data[3], imageData.data[0], imageData.data[1], imageData.data[2]);
return Phaser.ColorUtils.getColor32(imageData.data[3], imageData.data[0], imageData.data[1], imageData.data[2]);
};
DynamicTexture.prototype.getPixels = /**
* Get pixels in array in a specific rectangle.
@ -5101,31 +5570,6 @@ var Phaser;
enumerable: true,
configurable: true
});
DynamicTexture.prototype.getColor32 = /**
* Given an alpha and 3 color values this will return an integer representation of it
*
* @param alpha {number} The Alpha value (between 0 and 255)
* @param red {number} The Red channel value (between 0 and 255)
* @param green {number} The Green channel value (between 0 and 255)
* @param blue {number} The Blue channel value (between 0 and 255)
*
* @return A native color value integer (format: 0xAARRGGBB)
*/
function (alpha, red, green, blue) {
return alpha << 24 | red << 16 | green << 8 | blue;
};
DynamicTexture.prototype.getColor = /**
* Given 3 color values this will return an integer representation of it
*
* @param red {number} The Red channel value (between 0 and 255)
* @param green {number} The Green channel value (between 0 and 255)
* @param blue {number} The Blue channel value (between 0 and 255)
*
* @return A native color value integer (format: 0xRRGGBB)
*/
function (red, green, blue) {
return red << 16 | green << 8 | blue;
};
return DynamicTexture;
})();
Phaser.DynamicTexture = DynamicTexture;
@ -7289,6 +7733,10 @@ var Phaser;
if(this.alpha !== 1) {
this._game.stage.context.globalAlpha = 1;
}
// Debug test
this._game.stage.context.fillStyle = 'rgba(255,0,0,0.3)';
//this._game.stage.context.fillRect(this.scaledX, this.scaledY, this.worldView.width, this.worldView.height);
this._game.stage.context.fillRect(this.worldView.x, this.worldView.y, this.worldView.width, this.worldView.height);
};
Camera.prototype.setPosition = /**
* Set position of this camera.
@ -13544,7 +13992,6 @@ var Phaser;
}
}
}
//console.log('highest priority was', _highestPriority);
if(this.isDown) {
// Now update all objects with the highest priority ID (can be more than 1)
for(var i = 0; i < this.game.input.totalTrackedObjects; i++) {
@ -15029,11 +15476,11 @@ var Phaser;
if(sprite.scrollFactor.x == 0 && sprite.scrollFactor.y == 0) {
return true;
}
this._dx = sprite.frameBounds.x - camera.worldView.x;
this._dy = sprite.frameBounds.y - camera.worldView.y;
this._dx = sprite.frameBounds.x - (camera.worldView.x * sprite.scrollFactor.x);
this._dy = sprite.frameBounds.y - (camera.worldView.y * sprite.scrollFactor.y);
this._dw = sprite.frameBounds.width * sprite.scale.x;
this._dh = sprite.frameBounds.height * sprite.scale.y;
return (camera.worldView.right > this._dx) && (camera.worldView.x < this._dx + this._dw) && (camera.worldView.bottom > this._dy) && (camera.worldView.y < this._dy + this._dh);
return (camera.scaledX + camera.worldView.width > this._dx) && (camera.scaledX < this._dx + this._dw) && (camera.scaledY + camera.worldView.height > this._dy) && (camera.scaledY < this._dy + this._dh);
};
CanvasRenderer.prototype.renderSprite = /**
* Render this sprite to specific camera. Called by game loop after update().
@ -15042,6 +15489,7 @@ var Phaser;
*/
function (camera, sprite) {
if(sprite.scale.x == 0 || sprite.scale.y == 0 || sprite.texture.alpha < 0.1 || this.inCamera(camera, sprite) == false) {
console.log('out of camera', sprite.frameBounds.x, sprite.frameBounds.y, sprite.frameBounds.width, sprite.frameBounds.height);
return false;
}
this._count++;
@ -15412,6 +15860,8 @@ var Phaser;
this.input.boot();
this.framerate = 60;
this.isBooted = true;
// Set-up some static helper references
Phaser.ColorUtils.game = this;
// Display the default game screen?
if(this.onInitCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null) {
this._raf = new Phaser.RequestAnimationFrame(this, this.bootLoop);
@ -15799,6 +16249,34 @@ var Phaser;
Phaser.Polygon = Polygon;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/// <reference path="../core/Point.ts" />
/// <reference path="../core/Rectangle.ts" />
/// <reference path="../core/Circle.ts" />
/**
* Phaser - PixelUtils
*
* A collection of methods useful for manipulating pixels.
*/
var Phaser;
(function (Phaser) {
var PixelUtils = (function () {
function PixelUtils() { }
PixelUtils.boot = function boot() {
PixelUtils.pixelCanvas = document.createElement('canvas');
PixelUtils.pixelCanvas.width = 1;
PixelUtils.pixelCanvas.height = 1;
PixelUtils.pixelContext = PixelUtils.pixelCanvas.getContext('2d');
};
PixelUtils.getPixel = function getPixel(key, x, y) {
// write out a single pixel (won't help with rotated sprites though.. hmm)
var imageData = PixelUtils.pixelContext.getImageData(0, 0, 1, 1);
return Phaser.ColorUtils.getColor32(imageData.data[3], imageData.data[0], imageData.data[1], imageData.data[2]);
};
return PixelUtils;
})();
Phaser.PixelUtils = PixelUtils;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/**
* Phaser - Line
*

291
build/phaser.d.ts vendored
View file

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

View file

@ -4890,7 +4890,476 @@ var Phaser;
Phaser.RectangleUtils = RectangleUtils;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/// <reference path="../core/Point.ts" />
/// <reference path="../core/Rectangle.ts" />
/// <reference path="../core/Circle.ts" />
/**
* Phaser - ColorUtils
*
* A collection of methods useful for manipulating color values.
*/
var Phaser;
(function (Phaser) {
var ColorUtils = (function () {
function ColorUtils() { }
ColorUtils.getColor32 = /**
* Given an alpha and 3 color values this will return an integer representation of it
*
* @param alpha {number} The Alpha value (between 0 and 255)
* @param red {number} The Red channel value (between 0 and 255)
* @param green {number} The Green channel value (between 0 and 255)
* @param blue {number} The Blue channel value (between 0 and 255)
*
* @return A native color value integer (format: 0xAARRGGBB)
*/
function getColor32(alpha, red, green, blue) {
return alpha << 24 | red << 16 | green << 8 | blue;
};
ColorUtils.getColor = /**
* Given 3 color values this will return an integer representation of it
*
* @param red {number} The Red channel value (between 0 and 255)
* @param green {number} The Green channel value (between 0 and 255)
* @param blue {number} The Blue channel value (between 0 and 255)
*
* @return A native color value integer (format: 0xRRGGBB)
*/
function getColor(red, green, blue) {
return red << 16 | green << 8 | blue;
};
ColorUtils.getHSVColorWheel = /**
* Get HSV color wheel values in an array which will be 360 elements in size
*
* @param alpha Alpha value for each color of the color wheel, between 0 (transparent) and 255 (opaque)
*
* @return Array
*/
function getHSVColorWheel(alpha) {
if (typeof alpha === "undefined") { alpha = 255; }
var colors = [];
for(var c = 0; c <= 359; c++) {
//colors[c] = HSVtoRGB(c, 1.0, 1.0, alpha);
colors[c] = ColorUtils.getWebRGB(ColorUtils.HSVtoRGB(c, 1.0, 1.0, alpha));
}
return colors;
};
ColorUtils.getComplementHarmony = /**
* 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>
*
* @param color The color to base the harmony on
*
* @return 0xAARRGGBB format color value
*/
function getComplementHarmony(color) {
var hsv = ColorUtils.RGBtoHSV(color);
var opposite = ColorUtils.game.math.wrapValue(hsv.hue, 180, 359);
return ColorUtils.HSVtoRGB(opposite, 1.0, 1.0);
};
ColorUtils.getAnalogousHarmony = /**
* Returns an Analogous Color Harmony for the given color.
* <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>
*
* @param color The color to base the harmony on
* @param threshold Control how adjacent the colors will be (default +- 30 degrees)
*
* @return Object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color)
*/
function getAnalogousHarmony(color, threshold) {
if (typeof threshold === "undefined") { threshold = 30; }
var hsv = ColorUtils.RGBtoHSV(color);
if(threshold > 359 || threshold < 0) {
throw Error("Color Warning: Invalid threshold given to getAnalogousHarmony()");
}
var warmer = ColorUtils.game.math.wrapValue(hsv.hue, 359 - threshold, 359);
var colder = ColorUtils.game.math.wrapValue(hsv.hue, threshold, 359);
return {
color1: color,
color2: ColorUtils.HSVtoRGB(warmer, 1.0, 1.0),
color3: ColorUtils.HSVtoRGB(colder, 1.0, 1.0),
hue1: hsv.hue,
hue2: warmer,
hue3: colder
};
};
ColorUtils.getSplitComplementHarmony = /**
* Returns an Split Complement Color Harmony for the given color.
* <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>
*
* @param color The color to base the harmony on
* @param threshold Control how adjacent the colors will be to the Complement (default +- 30 degrees)
*
* @return Object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color)
*/
function getSplitComplementHarmony(color, threshold) {
if (typeof threshold === "undefined") { threshold = 30; }
var hsv = ColorUtils.RGBtoHSV(color);
if(threshold >= 359 || threshold <= 0) {
throw Error("FlxColor Warning: Invalid threshold given to getSplitComplementHarmony()");
}
var opposite = ColorUtils.game.math.wrapValue(hsv.hue, 180, 359);
var warmer = ColorUtils.game.math.wrapValue(hsv.hue, opposite - threshold, 359);
var colder = ColorUtils.game.math.wrapValue(hsv.hue, opposite + threshold, 359);
return {
color1: color,
color2: ColorUtils.HSVtoRGB(warmer, hsv.saturation, hsv.value),
color3: ColorUtils.HSVtoRGB(colder, hsv.saturation, hsv.value),
hue1: hsv.hue,
hue2: warmer,
hue3: colder
};
};
ColorUtils.getTriadicHarmony = /**
* Returns a Triadic Color Harmony for the given color.
* <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>
*
* @param color The color to base the harmony on
*
* @return Object containing 3 properties: color1 (the original color), color2 and color3 (the equidistant colors)
*/
function getTriadicHarmony(color) {
var hsv = ColorUtils.RGBtoHSV(color);
var triadic1 = ColorUtils.game.math.wrapValue(hsv.hue, 120, 359);
var triadic2 = ColorUtils.game.math.wrapValue(triadic1, 120, 359);
return {
color1: color,
color2: ColorUtils.HSVtoRGB(triadic1, 1.0, 1.0),
color3: ColorUtils.HSVtoRGB(triadic2, 1.0, 1.0)
};
};
ColorUtils.getColorInfo = /**
* Returns a string containing handy information about the given color including string hex value,
* RGB format information and HSL information. Each section starts on a newline, 3 lines in total.
*
* @param color A color value in the format 0xAARRGGBB
*
* @return string containing the 3 lines of information
*/
function getColorInfo(color) {
var argb = ColorUtils.getRGB(color);
var hsl = ColorUtils.RGBtoHSV(color);
// Hex format
var result = ColorUtils.RGBtoHexstring(color) + "\n";
// RGB format
result = result.concat("Alpha: " + argb.alpha + " Red: " + argb.red + " Green: " + argb.green + " Blue: " + argb.blue) + "\n";
// HSL info
result = result.concat("Hue: " + hsl.hue + " Saturation: " + hsl.saturation + " Lightnes: " + hsl.lightness);
return result;
};
ColorUtils.RGBtoHexstring = /**
* Return a string representation of the color in the format 0xAARRGGBB
*
* @param color The color to get the string representation for
*
* @return A string of length 10 characters in the format 0xAARRGGBB
*/
function RGBtoHexstring(color) {
var argb = ColorUtils.getRGB(color);
return "0x" + ColorUtils.colorToHexstring(argb.alpha) + ColorUtils.colorToHexstring(argb.red) + ColorUtils.colorToHexstring(argb.green) + ColorUtils.colorToHexstring(argb.blue);
};
ColorUtils.RGBtoWebstring = /**
* Return a string representation of the color in the format #RRGGBB
*
* @param color The color to get the string representation for
*
* @return A string of length 10 characters in the format 0xAARRGGBB
*/
function RGBtoWebstring(color) {
var argb = ColorUtils.getRGB(color);
return "#" + ColorUtils.colorToHexstring(argb.red) + ColorUtils.colorToHexstring(argb.green) + ColorUtils.colorToHexstring(argb.blue);
};
ColorUtils.colorToHexstring = /**
* Return a string containing a hex representation of the given color
*
* @param color The color channel to get the hex value for, must be a value between 0 and 255)
*
* @return A string of length 2 characters, i.e. 255 = FF, 0 = 00
*/
function colorToHexstring(color) {
var digits = "0123456789ABCDEF";
var lsd = color % 16;
var msd = (color - lsd) / 16;
var hexified = digits.charAt(msd) + digits.charAt(lsd);
return hexified;
};
ColorUtils.HSVtoRGB = /**
* Convert a HSV (hue, saturation, lightness) color space value to an RGB color
*
* @param h Hue degree, between 0 and 359
* @param s Saturation, between 0.0 (grey) and 1.0
* @param v Value, between 0.0 (black) and 1.0
* @param alpha Alpha value to set per color (between 0 and 255)
*
* @return 32-bit ARGB color value (0xAARRGGBB)
*/
function HSVtoRGB(h, s, v, alpha) {
if (typeof alpha === "undefined") { alpha = 255; }
var result;
if(s == 0.0) {
result = ColorUtils.getColor32(alpha, v * 255, v * 255, v * 255);
} else {
h = h / 60.0;
var f = h - Math.floor(h);
var p = v * (1.0 - s);
var q = v * (1.0 - s * f);
var t = v * (1.0 - s * (1.0 - f));
switch(Math.floor(h)) {
case 0:
result = ColorUtils.getColor32(alpha, v * 255, t * 255, p * 255);
break;
case 1:
result = ColorUtils.getColor32(alpha, q * 255, v * 255, p * 255);
break;
case 2:
result = ColorUtils.getColor32(alpha, p * 255, v * 255, t * 255);
break;
case 3:
result = ColorUtils.getColor32(alpha, p * 255, q * 255, v * 255);
break;
case 4:
result = ColorUtils.getColor32(alpha, t * 255, p * 255, v * 255);
break;
case 5:
result = ColorUtils.getColor32(alpha, v * 255, p * 255, q * 255);
break;
default:
throw new Error("ColorUtils.HSVtoRGB : Unknown color");
}
}
return result;
};
ColorUtils.RGBtoHSV = /**
* Convert an RGB color value to an object containing the HSV color space values: Hue, Saturation and Lightness
*
* @param color In format 0xRRGGBB
*
* @return Object with the properties hue (from 0 to 360), saturation (from 0 to 1.0) and lightness (from 0 to 1.0, also available under .value)
*/
function RGBtoHSV(color) {
var rgb = ColorUtils.getRGB(color);
var red = rgb.red / 255;
var green = rgb.green / 255;
var blue = rgb.blue / 255;
var min = Math.min(red, green, blue);
var max = Math.max(red, green, blue);
var delta = max - min;
var lightness = (max + min) / 2;
var hue;
var saturation;
// Grey color, no chroma
if(delta == 0) {
hue = 0;
saturation = 0;
} else {
if(lightness < 0.5) {
saturation = delta / (max + min);
} else {
saturation = delta / (2 - max - min);
}
var delta_r = (((max - red) / 6) + (delta / 2)) / delta;
var delta_g = (((max - green) / 6) + (delta / 2)) / delta;
var delta_b = (((max - blue) / 6) + (delta / 2)) / delta;
if(red == max) {
hue = delta_b - delta_g;
} else if(green == max) {
hue = (1 / 3) + delta_r - delta_b;
} else if(blue == max) {
hue = (2 / 3) + delta_g - delta_r;
}
if(hue < 0) {
hue += 1;
}
if(hue > 1) {
hue -= 1;
}
}
// Keep the value with 0 to 359
hue *= 360;
hue = Math.round(hue);
return {
hue: hue,
saturation: saturation,
lightness: lightness,
value: lightness
};
};
ColorUtils.interpolateColor = /**
*
* @method interpolateColor
* @param {Number} color1
* @param {Number} color2
* @param {Number} steps
* @param {Number} currentStep
* @param {Number} alpha
* @return {Number}
* @static
*/
function interpolateColor(color1, color2, steps, currentStep, alpha) {
if (typeof alpha === "undefined") { alpha = 255; }
var src1 = ColorUtils.getRGB(color1);
var src2 = ColorUtils.getRGB(color2);
var r = (((src2.red - src1.red) * currentStep) / steps) + src1.red;
var g = (((src2.green - src1.green) * currentStep) / steps) + src1.green;
var b = (((src2.blue - src1.blue) * currentStep) / steps) + src1.blue;
return ColorUtils.getColor32(alpha, r, g, b);
};
ColorUtils.interpolateColorWithRGB = /**
*
* @method interpolateColorWithRGB
* @param {Number} color
* @param {Number} r2
* @param {Number} g2
* @param {Number} b2
* @param {Number} steps
* @param {Number} currentStep
* @return {Number}
* @static
*/
function interpolateColorWithRGB(color, r2, g2, b2, steps, currentStep) {
var src = ColorUtils.getRGB(color);
var r = (((r2 - src.red) * currentStep) / steps) + src.red;
var g = (((g2 - src.green) * currentStep) / steps) + src.green;
var b = (((b2 - src.blue) * currentStep) / steps) + src.blue;
return ColorUtils.getColor(r, g, b);
};
ColorUtils.interpolateRGB = /**
*
* @method interpolateRGB
* @param {Number} r1
* @param {Number} g1
* @param {Number} b1
* @param {Number} r2
* @param {Number} g2
* @param {Number} b2
* @param {Number} steps
* @param {Number} currentStep
* @return {Number}
* @static
*/
function interpolateRGB(r1, g1, b1, r2, g2, b2, steps, currentStep) {
var r = (((r2 - r1) * currentStep) / steps) + r1;
var g = (((g2 - g1) * currentStep) / steps) + g1;
var b = (((b2 - b1) * currentStep) / steps) + b1;
return ColorUtils.getColor(r, g, b);
};
ColorUtils.getRandomColor = /**
* Returns a random color value between black and white
* <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>
*
* @param min The lowest value to use for the color
* @param max The highest value to use for the color
* @param alpha The alpha value of the returning color (default 255 = fully opaque)
*
* @return 32-bit color value with alpha
*/
function getRandomColor(min, max, alpha) {
if (typeof min === "undefined") { min = 0; }
if (typeof max === "undefined") { max = 255; }
if (typeof alpha === "undefined") { alpha = 255; }
// Sanity checks
if(max > 255) {
return ColorUtils.getColor(255, 255, 255);
}
if(min > max) {
return ColorUtils.getColor(255, 255, 255);
}
var red = min + Math.round(Math.random() * (max - min));
var green = min + Math.round(Math.random() * (max - min));
var blue = min + Math.round(Math.random() * (max - min));
return ColorUtils.getColor32(alpha, red, green, blue);
};
ColorUtils.getRGB = /**
* Return the component parts of a color as an Object with the properties alpha, red, green, blue
*
* <p>Alpha will only be set if it exist in the given color (0xAARRGGBB)</p>
*
* @param color in RGB (0xRRGGBB) or ARGB format (0xAARRGGBB)
*
* @return Object with properties: alpha, red, green, blue
*/
function getRGB(color) {
return {
alpha: color >>> 24,
red: color >> 16 & 0xFF,
green: color >> 8 & 0xFF,
blue: color & 0xFF
};
};
ColorUtils.getWebRGB = /**
*
* @method getWebRGB
* @param {Number} color
* @return {Any}
*/
function getWebRGB(color) {
var alpha = (color >>> 24) / 255;
var red = color >> 16 & 0xFF;
var green = color >> 8 & 0xFF;
var blue = color & 0xFF;
return 'rgba(' + red.toString() + ',' + green.toString() + ',' + blue.toString() + ',' + alpha.toString() + ')';
};
ColorUtils.getAlpha = /**
* Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component, as a value between 0 and 255
*
* @param color In the format 0xAARRGGBB
*
* @return The Alpha component of the color, will be between 0 and 255 (0 being no Alpha, 255 full Alpha)
*/
function getAlpha(color) {
return color >>> 24;
};
ColorUtils.getAlphaFloat = /**
* Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component as a value between 0 and 1
*
* @param color In the format 0xAARRGGBB
*
* @return The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent))
*/
function getAlphaFloat(color) {
return (color >>> 24) / 255;
};
ColorUtils.getRed = /**
* Given a native color value (in the format 0xAARRGGBB) this will return the Red component, as a value between 0 and 255
*
* @param color In the format 0xAARRGGBB
*
* @return The Red component of the color, will be between 0 and 255 (0 being no color, 255 full Red)
*/
function getRed(color) {
return color >> 16 & 0xFF;
};
ColorUtils.getGreen = /**
* Given a native color value (in the format 0xAARRGGBB) this will return the Green component, as a value between 0 and 255
*
* @param color In the format 0xAARRGGBB
*
* @return The Green component of the color, will be between 0 and 255 (0 being no color, 255 full Green)
*/
function getGreen(color) {
return color >> 8 & 0xFF;
};
ColorUtils.getBlue = /**
* Given a native color value (in the format 0xAARRGGBB) this will return the Blue component, as a value between 0 and 255
*
* @param color In the format 0xAARRGGBB
*
* @return The Blue component of the color, will be between 0 and 255 (0 being no color, 255 full Blue)
*/
function getBlue(color) {
return color & 0xFF;
};
return ColorUtils;
})();
Phaser.ColorUtils = ColorUtils;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/// <reference path="../utils/RectangleUtils.ts" />
/// <reference path="../utils/ColorUtils.ts" />
/// <reference path="IGameObject.ts" />
/**
* Phaser - DynamicTexture
@ -4940,7 +5409,7 @@ var Phaser;
//b = imageData.data[2];
//a = imageData.data[3];
var imageData = this.context.getImageData(x, y, 1, 1);
return this.getColor(imageData.data[0], imageData.data[1], imageData.data[2]);
return Phaser.ColorUtils.getColor(imageData.data[0], imageData.data[1], imageData.data[2]);
};
DynamicTexture.prototype.getPixel32 = /**
* Get a color of a specific pixel (including alpha value).
@ -4950,7 +5419,7 @@ var Phaser;
*/
function (x, y) {
var imageData = this.context.getImageData(x, y, 1, 1);
return this.getColor32(imageData.data[3], imageData.data[0], imageData.data[1], imageData.data[2]);
return Phaser.ColorUtils.getColor32(imageData.data[3], imageData.data[0], imageData.data[1], imageData.data[2]);
};
DynamicTexture.prototype.getPixels = /**
* Get pixels in array in a specific rectangle.
@ -5101,31 +5570,6 @@ var Phaser;
enumerable: true,
configurable: true
});
DynamicTexture.prototype.getColor32 = /**
* Given an alpha and 3 color values this will return an integer representation of it
*
* @param alpha {number} The Alpha value (between 0 and 255)
* @param red {number} The Red channel value (between 0 and 255)
* @param green {number} The Green channel value (between 0 and 255)
* @param blue {number} The Blue channel value (between 0 and 255)
*
* @return A native color value integer (format: 0xAARRGGBB)
*/
function (alpha, red, green, blue) {
return alpha << 24 | red << 16 | green << 8 | blue;
};
DynamicTexture.prototype.getColor = /**
* Given 3 color values this will return an integer representation of it
*
* @param red {number} The Red channel value (between 0 and 255)
* @param green {number} The Green channel value (between 0 and 255)
* @param blue {number} The Blue channel value (between 0 and 255)
*
* @return A native color value integer (format: 0xRRGGBB)
*/
function (red, green, blue) {
return red << 16 | green << 8 | blue;
};
return DynamicTexture;
})();
Phaser.DynamicTexture = DynamicTexture;
@ -7289,6 +7733,10 @@ var Phaser;
if(this.alpha !== 1) {
this._game.stage.context.globalAlpha = 1;
}
// Debug test
this._game.stage.context.fillStyle = 'rgba(255,0,0,0.3)';
//this._game.stage.context.fillRect(this.scaledX, this.scaledY, this.worldView.width, this.worldView.height);
this._game.stage.context.fillRect(this.worldView.x, this.worldView.y, this.worldView.width, this.worldView.height);
};
Camera.prototype.setPosition = /**
* Set position of this camera.
@ -13544,7 +13992,6 @@ var Phaser;
}
}
}
//console.log('highest priority was', _highestPriority);
if(this.isDown) {
// Now update all objects with the highest priority ID (can be more than 1)
for(var i = 0; i < this.game.input.totalTrackedObjects; i++) {
@ -15029,11 +15476,11 @@ var Phaser;
if(sprite.scrollFactor.x == 0 && sprite.scrollFactor.y == 0) {
return true;
}
this._dx = sprite.frameBounds.x - camera.worldView.x;
this._dy = sprite.frameBounds.y - camera.worldView.y;
this._dx = sprite.frameBounds.x - (camera.worldView.x * sprite.scrollFactor.x);
this._dy = sprite.frameBounds.y - (camera.worldView.y * sprite.scrollFactor.y);
this._dw = sprite.frameBounds.width * sprite.scale.x;
this._dh = sprite.frameBounds.height * sprite.scale.y;
return (camera.worldView.right > this._dx) && (camera.worldView.x < this._dx + this._dw) && (camera.worldView.bottom > this._dy) && (camera.worldView.y < this._dy + this._dh);
return (camera.scaledX + camera.worldView.width > this._dx) && (camera.scaledX < this._dx + this._dw) && (camera.scaledY + camera.worldView.height > this._dy) && (camera.scaledY < this._dy + this._dh);
};
CanvasRenderer.prototype.renderSprite = /**
* Render this sprite to specific camera. Called by game loop after update().
@ -15042,6 +15489,7 @@ var Phaser;
*/
function (camera, sprite) {
if(sprite.scale.x == 0 || sprite.scale.y == 0 || sprite.texture.alpha < 0.1 || this.inCamera(camera, sprite) == false) {
console.log('out of camera', sprite.frameBounds.x, sprite.frameBounds.y, sprite.frameBounds.width, sprite.frameBounds.height);
return false;
}
this._count++;
@ -15412,6 +15860,8 @@ var Phaser;
this.input.boot();
this.framerate = 60;
this.isBooted = true;
// Set-up some static helper references
Phaser.ColorUtils.game = this;
// Display the default game screen?
if(this.onInitCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null) {
this._raf = new Phaser.RequestAnimationFrame(this, this.bootLoop);
@ -15799,6 +16249,34 @@ var Phaser;
Phaser.Polygon = Polygon;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/// <reference path="../core/Point.ts" />
/// <reference path="../core/Rectangle.ts" />
/// <reference path="../core/Circle.ts" />
/**
* Phaser - PixelUtils
*
* A collection of methods useful for manipulating pixels.
*/
var Phaser;
(function (Phaser) {
var PixelUtils = (function () {
function PixelUtils() { }
PixelUtils.boot = function boot() {
PixelUtils.pixelCanvas = document.createElement('canvas');
PixelUtils.pixelCanvas.width = 1;
PixelUtils.pixelCanvas.height = 1;
PixelUtils.pixelContext = PixelUtils.pixelCanvas.getContext('2d');
};
PixelUtils.getPixel = function getPixel(key, x, y) {
// write out a single pixel (won't help with rotated sprites though.. hmm)
var imageData = PixelUtils.pixelContext.getImageData(0, 0, 1, 1);
return Phaser.ColorUtils.getColor32(imageData.data[3], imageData.data[0], imageData.data[1], imageData.data[2]);
};
return PixelUtils;
})();
Phaser.PixelUtils = PixelUtils;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/**
* Phaser - Line
*