Added in the Color Utils and removed the less important functions into ColorHarmony plugin. Updated Stage so backgroundColor can be a string or integer now.

This commit is contained in:
Richard Davey 2013-09-10 14:00:46 +01:00
parent 15fe5ed6c8
commit 5da0e42be4
41 changed files with 565 additions and 236 deletions

231
Plugins/ColorHarmony.js Normal file
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/**
* A collection of methods useful for manipulating and comparing colors.
*
* @class ColorHarmony
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
* @module Phaser
*/
Phaser.Plugins.ColorHarmony.prototype = {
/**
* Returns a Complementary Color Harmony for the given color.
* <p>A complementary hue is one directly opposite the color given on the color wheel</p>
* <p>Value returned in 0xAARRGGBB format with Alpha set to 255.</p>
*
* @method getComplementHarmony
* @param {Number} color The color to base the harmony on.
* @return {Number} 0xAARRGGBB format color value.
*/
getComplementHarmony: function (color) {
var hsv = Phaser.Color.RGBtoHSV(color);
var opposite = Phaser.Color.game.math.wrapValue(hsv.hue, 180, 359);
return Phaser.Color.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>
*
* @method getAnalogousHarmony
* @param {Number} color The color to base the harmony on.
* @param {Number} threshold Control how adjacent the colors will be (default +- 30 degrees)
* @return {Object} Object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color)
*/
getAnalogousHarmony: function (color, threshold) {
if (typeof threshold === "undefined") { threshold = 30; }
var hsv = Phaser.Color.RGBtoHSV(color);
if(threshold > 359 || threshold < 0) {
throw Error("Color Warning: Invalid threshold given to getAnalogousHarmony()");
}
var warmer = Phaser.Color.game.math.wrapValue(hsv.hue, 359 - threshold, 359);
var colder = Phaser.Color.game.math.wrapValue(hsv.hue, threshold, 359);
return {
color1: color,
color2: Phaser.Color.HSVtoRGB(warmer, 1.0, 1.0),
color3: Phaser.Color.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>
*
* @method getSplitComplementHarmony
* @param {Number} color The color to base the harmony on
* @param {Number} threshold Control how adjacent the colors will be to the Complement (default +- 30 degrees)
* @return {Object} An object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color)
*/
getSplitComplementHarmony: function (color, threshold) {
if (typeof threshold === "undefined") { threshold = 30; }
var hsv = Phaser.Color.RGBtoHSV(color);
if(threshold >= 359 || threshold <= 0) {
throw Error("Phaser.Color Warning: Invalid threshold given to getSplitComplementHarmony()");
}
var opposite = Phaser.Color.game.math.wrapValue(hsv.hue, 180, 359);
var warmer = Phaser.Color.game.math.wrapValue(hsv.hue, opposite - threshold, 359);
var colder = Phaser.Color.game.math.wrapValue(hsv.hue, opposite + threshold, 359);
return {
color1: color,
color2: Phaser.Color.HSVtoRGB(warmer, hsv.saturation, hsv.value),
color3: Phaser.Color.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>
*
* @method getTriadicHarmony
* @param {Number} color The color to base the harmony on.
* @return {Object} An Object containing 3 properties: color1 (the original color), color2 and color3 (the equidistant colors)
*/
getTriadicHarmony: function (color) {
var hsv = Phaser.Color.RGBtoHSV(color);
var triadic1 = Phaser.Color.game.math.wrapValue(hsv.hue, 120, 359);
var triadic2 = Phaser.Color.game.math.wrapValue(triadic1, 120, 359);
return {
color1: color,
color2: Phaser.Color.HSVtoRGB(triadic1, 1.0, 1.0),
color3: Phaser.Color.HSVtoRGB(triadic2, 1.0, 1.0)
};
},
/**
* Get HSV color wheel values in an array which will be 360 elements in size.
*
* @method getHSVColorWheel
* @param {Number} alpha Alpha value for each color of the color wheel, between 0 (transparent) and 255 (opaque)
* @return {Array} An array containing 360 elements corresponding to the HSV color wheel.
*/
getHSVColorWheel: function (alpha) {
alpha = alpha || 255;
var colors = [];
for (var c = 0; c <= 359; c++)
{
colors[c] = Phaser.Color.getWebRGB(Phaser.Color.HSVtoRGB(c, 1.0, 1.0, alpha));
}
return colors;
},
/**
* Convert a HSV (hue, saturation, lightness) color space value to an RGB color
*
* @method HSVtoRGB
* @param {Number} h Hue degree, between 0 and 359
* @param {Number} s Saturation, between 0.0 (grey) and 1.0
* @param {Number} v Value, between 0.0 (black) and 1.0
* @param {Number} alpha Alpha value to set per color (between 0 and 255)
* @return {Number} 32-bit ARGB color value (0xAARRGGBB)
*/
HSVtoRGB: function (h, s, v, alpha) {
if (typeof alpha === "undefined") { alpha = 255; }
var result;
if(s == 0.0) {
result = Phaser.Color.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 = Phaser.Color.getColor32(alpha, v * 255, t * 255, p * 255);
break;
case 1:
result = Phaser.Color.getColor32(alpha, q * 255, v * 255, p * 255);
break;
case 2:
result = Phaser.Color.getColor32(alpha, p * 255, v * 255, t * 255);
break;
case 3:
result = Phaser.Color.getColor32(alpha, p * 255, q * 255, v * 255);
break;
case 4:
result = Phaser.Color.getColor32(alpha, t * 255, p * 255, v * 255);
break;
case 5:
result = Phaser.Color.getColor32(alpha, v * 255, p * 255, q * 255);
break;
default:
throw new Error("Phaser.Color.HSVtoRGB : Unknown color");
}
}
return result;
},
/**
* Convert an RGB color value to an object containing the HSV color space values: Hue, Saturation and Lightness
*
* @method RGBtoHSV
* @param {Number} color In format 0xRRGGBB
* @return {Object} An Object with the properties hue (from 0 to 360), saturation (from 0 to 1.0) and lightness (from 0 to 1.0, also available under .value)
*/
RGBtoHSV: function (color) {
var rgb = Phaser.Color.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
};
}
}

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@ -1,92 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<ProjectGuid>{1106D1E1-DCE3-4CAF-8096-6C85F765D519}</ProjectGuid>
<ProjectTypeGuids>{349c5851-65df-11da-9384-00065b846f21};{fae04ec0-301f-11d3-bf4b-00c04f79efbc}</ProjectTypeGuids>
<OutputType>Library</OutputType>
<OutputPath>bin</OutputPath>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<DebugType>full</DebugType>
<DebugSymbols>true</DebugSymbols>
<UseIISExpress>true</UseIISExpress>
<IISExpressSSLPort />
<IISExpressAnonymousAuthentication />
<IISExpressWindowsAuthentication />
<IISExpressUseClassicPipelineMode />
</PropertyGroup>
<PropertyGroup>
<VisualStudioVersion Condition="'$(VisualStudioVersion)' == ''">10.0</VisualStudioVersion>
<VSToolsPath Condition="'$(VSToolsPath)' == ''">$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)</VSToolsPath>
</PropertyGroup>
<PropertyGroup>
<RootNamespace>Plugins</RootNamespace>
</PropertyGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<Import Project="$(VSToolsPath)\WebApplications\Microsoft.WebApplication.targets" Condition="'$(VSToolsPath)' != ''" />
<ProjectExtensions>
<VisualStudio>
<FlavorProperties GUID="{349c5851-65df-11da-9384-00065b846f21}">
<WebProjectProperties>
<UseIIS>True</UseIIS>
<AutoAssignPort>True</AutoAssignPort>
<DevelopmentServerPort>0</DevelopmentServerPort>
<DevelopmentServerVPath>/</DevelopmentServerVPath>
<IISUrl>http://localhost:61985/</IISUrl>
<NTLMAuthentication>False</NTLMAuthentication>
<UseCustomServer>False</UseCustomServer>
<CustomServerUrl>
</CustomServerUrl>
<SaveServerSettingsInUserFile>False</SaveServerSettingsInUserFile>
</WebProjectProperties>
</FlavorProperties>
</VisualStudio>
</ProjectExtensions>
<PropertyGroup Condition="'$(Configuration)' == 'Debug'">
<TypeScriptTarget>ES5</TypeScriptTarget>
<TypeScriptIncludeComments>true</TypeScriptIncludeComments>
<TypeScriptSourceMap>false</TypeScriptSourceMap>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)' == 'Release'">
<TypeScriptTarget>ES5</TypeScriptTarget>
<TypeScriptIncludeComments>false</TypeScriptIncludeComments>
<TypeScriptSourceMap>false</TypeScriptSourceMap>
</PropertyGroup>
<ItemGroup>
<TypeScriptCompile Include="Template.ts" />
</ItemGroup>
<ItemGroup>
<TypeScriptCompile Include="CameraFX\Scanlines.ts" />
<TypeScriptCompile Include="CameraFX\Mirror.ts" />
<TypeScriptCompile Include="CameraFX\Border.ts" />
<Content Include="CameraFX\Border.js">
<DependentUpon>Border.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="CameraFX\Fade.ts" />
<Content Include="CameraFX\Fade.js">
<DependentUpon>Fade.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="CameraFX\Flash.ts" />
<Content Include="CameraFX\Flash.js">
<DependentUpon>Flash.ts</DependentUpon>
</Content>
<Content Include="CameraFX\Mirror.js">
<DependentUpon>Mirror.ts</DependentUpon>
</Content>
<Content Include="CameraFX\Scanlines.js">
<DependentUpon>Scanlines.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="CameraFX\Shadow.ts" />
<Content Include="CameraFX\Shadow.js">
<DependentUpon>Shadow.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="CameraFX\Shake.ts" />
<Content Include="CameraFX\Shake.js">
<DependentUpon>Shake.ts</DependentUpon>
</Content>
<Content Include="Template.js">
<DependentUpon>Template.ts</DependentUpon>
</Content>
</ItemGroup>
<Import Project="$(VSToolsPath)\TypeScript\Microsoft.TypeScript.targets" />
</Project>

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@ -1,68 +0,0 @@
var __extends = this.__extends || function (d, b) {
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var Phaser;
(function (Phaser) {
/// <reference path="../Phaser/Game.ts" />
/// <reference path="../Phaser/core/Plugin.ts" />
/**
* Phaser - Example Plugin
*/
(function (Plugins) {
var Example = (function (_super) {
__extends(Example, _super);
function Example(game, parent) {
_super.call(this, game, parent);
this.active = true;
this.visible = true;
this.hasPreUpdate = false;
this.hasUpdate = false;
this.hasPostUpdate = false;
this.hasPreRender = false;
this.hasRender = false;
this.hasPostRender = false;
}
Example.prototype.preUpdate = /**
* Pre-update is called at the start of the update cycle, before any other updates have taken place.
* It is only called if active is set to true.
*/
function () {
};
Example.prototype.update = /**
* Pre-update is called at the start of the update cycle, after all the core system updates have taken place, but before the world update.
* It is only called if active is set to true.
*/
function () {
};
Example.prototype.postUpdate = /**
* Post-update is called at the end of the objects update cycle, after other update logic has taken place.
* It is only called if active is set to true.
*/
function () {
};
Example.prototype.preRender = /**
* Pre-render is called right before the Game Renderer starts and before any custom preRender callbacks have been run.
* It is only called if visible is set to true.
*/
function () {
};
Example.prototype.render = /**
* Pre-render is called right before the Game Renderer starts and before any custom preRender callbacks have been run.
* It is only called if visible is set to true.
*/
function () {
};
Example.prototype.postRender = /**
* Post-render is called after every camera and game object has been rendered, also after any custom postRender callbacks have been run.
* It is only called if visible is set to true.
*/
function () {
};
return Example;
})(Phaser.Plugin);
Plugins.Example = Example;
})(Phaser.Plugins || (Phaser.Plugins = {}));
var Plugins = Phaser.Plugins;
})(Phaser || (Phaser = {}));

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@ -1,74 +0,0 @@
/// <reference path="../Phaser/Game.ts" />
/// <reference path="../Phaser/core/Plugin.ts" />
/**
* Phaser - Example Plugin
*/
module Phaser.Plugins {
export class Example extends Phaser.Plugin {
constructor(game: Phaser.Game, parent) {
super(game, parent);
this.active = true;
this.visible = true;
this.hasPreUpdate = false;
this.hasUpdate = false;
this.hasPostUpdate = false;
this.hasPreRender = false;
this.hasRender = false;
this.hasPostRender = false;
}
/**
* Pre-update is called at the start of the update cycle, before any other updates have taken place.
* It is only called if active is set to true.
*/
public preUpdate() {
}
/**
* Pre-update is called at the start of the update cycle, after all the core system updates have taken place, but before the world update.
* It is only called if active is set to true.
*/
public update() {
}
/**
* Post-update is called at the end of the objects update cycle, after other update logic has taken place.
* It is only called if active is set to true.
*/
public postUpdate() {
}
/**
* Pre-render is called right before the Game Renderer starts and before any custom preRender callbacks have been run.
* It is only called if visible is set to true.
*/
public preRender() {
}
/**
* Pre-render is called right before the Game Renderer starts and before any custom preRender callbacks have been run.
* It is only called if visible is set to true.
*/
public render() {
}
/**
* Post-render is called after every camera and game object has been rendered, also after any custom postRender callbacks have been run.
* It is only called if visible is set to true.
*/
public postRender() {
}
}
}

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@ -1 +0,0 @@
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@ -91,6 +91,7 @@
<script src="../src/sound/Sound.js"></script>
<script src="../src/sound/SoundManager.js"></script>
<script src="../src/utils/Debug.js"></script>
<script src="../src/utils/Color.js"></script>
<script src="../src/physics/arcade/ArcadePhysics.js"></script>
<script src="../src/physics/arcade/Body.js"></script>
@ -98,3 +99,5 @@
<script src="../src/particles/Particles.js"></script>
<script src="../src/particles/arcade/ArcadeParticles.js"></script>
<script src="../src/particles/arcade/Emitter.js"></script>

31
examples/stagecolor.php Normal file
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@ -0,0 +1,31 @@
<!DOCTYPE HTML>
<html>
<head>
<title>phaser.js - a new beginning</title>
<?php
require('js.php');
?>
</head>
<body>
<script type="text/javascript">
(function () {
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { create: create });
function create() {
// You can set the stage color using a hex value:
game.stage.backgroundColor = '#550000';
// Or a direct color value:
game.stage.backgroundColor = 0xbbaa44;
}
})();
</script>
</body>
</html>

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@ -92,8 +92,16 @@ Object.defineProperty(Phaser.Stage.prototype, "backgroundColor", {
},
set: function (color) {
this._stage.setBackgroundColor(color);
this._backgroundColor = color;
if (typeof color === 'string')
{
color = Phaser.Color.hexToRGB(color);
}
this._stage.setBackgroundColor(color);
},
enumerable: true,

291
src/utils/Color.js Normal file
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/**
* A collection of methods useful for manipulating and comparing colors.
*
* @class Color
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
* @module Phaser
*/
Phaser.Color = {
/**
* Given an alpha and 3 color values this will return an integer representation of it
*
* @method getColor32
* @param {Number} alpha The Alpha value (between 0 and 255)
* @param {Number} red The Red channel value (between 0 and 255)
* @param {Number} green The Green channel value (between 0 and 255)
* @param {Number} blue The Blue channel value (between 0 and 255)
* @return {Number} A native color value integer (format: 0xAARRGGBB)
*/
getColor32: function (alpha, red, green, blue) {
return alpha << 24 | red << 16 | green << 8 | blue;
},
/**
* Given 3 color values this will return an integer representation of it.
*
* @method getColor
* @param {Number} red The Red channel value (between 0 and 255)
* @param {Number} green The Green channel value (between 0 and 255)
* @param {Number} blue The Blue channel value (between 0 and 255)
* @return {Number} A native color value integer (format: 0xRRGGBB)
*/
getColor: function (red, green, blue) {
return red << 16 | green << 8 | blue;
},
/**
* Converts the given hex string into an object containing the RGB values.
*
* @method hexToRGB
* @param {String} The string hex color to convert.
* @return {Object} An object with 3 properties: r,g and b.
*/
hexToRGB: function (h) {
var hex16 = (h.charAt(0) == "#") ? h.substring(1, 7) : h;
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;
},
/**
* Returns a string containing handy information about the given color including string hex value,
* RGB format information and HSL information. Each section starts on a newline, 3 lines in total.
*
* @method getColorInfo
* @param {Number} color A color value in the format 0xAARRGGBB
* @return {String} string containing the 3 lines of information
*/
getColorInfo: 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 RGBtoHexstring
* @param {Number} color The color to get the string representation for
* @return {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 RGBtoWebstring
* @param {Number} color The color to get the string representation for
* @return {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 colorToHexstring
* @param {Number} color The color channel to get the hex value for, must be a value between 0 and 255)
* @return {String} A string of length 2 characters, i.e. 255 = FF, 0 = 00
*/
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;
},
/**
* Interpolates the two given colours based on the supplied step and currentStep properties.
* @method interpolateColor
* @param {Number} color1
* @param {Number} color2
* @param {Number} steps
* @param {Number} currentStep
* @param {Number} alpha
* @return {Number} The interpolated color value.
*/
interpolateColor: function (color1, color2, steps, currentStep, alpha) {
if (typeof alpha === "undefined") { alpha = 255; }
var src1 = Phaser.Color.getRGB(color1);
var src2 = Phaser.Color.getRGB(color2);
var r = (((src2.red - src1.red) * currentStep) / steps) + src1.red;
var g = (((src2.green - src1.green) * currentStep) / steps) + src1.green;
var b = (((src2.blue - src1.blue) * currentStep) / steps) + src1.blue;
return Phaser.Color.getColor32(alpha, r, g, b);
},
/**
* Interpolates the two given colours based on the supplied step and currentStep properties.
* @method interpolateColorWithRGB
* @param {Number} color
* @param {Number} r
* @param {Number} g
* @param {Number} b
* @param {Number} steps
* @param {Number} currentStep
* @return {Number} The interpolated color value.
*/
interpolateColorWithRGB: function (color, r, g, b, steps, currentStep) {
var src = Phaser.Color.getRGB(color);
var or = (((r - src.red) * currentStep) / steps) + src.red;
var og = (((g - src.green) * currentStep) / steps) + src.green;
var ob = (((b - src.blue) * currentStep) / steps) + src.blue;
return Phaser.Color.getColor(or, og, ob);
},
/**
* Interpolates the two given colours based on the supplied step and currentStep properties.
* @method interpolateRGB
* @param {Number} r1
* @param {Number} g1
* @param {Number} b1
* @param {Number} r2
* @param {Number} g2
* @param {Number} b2
* @param {Number} steps
* @param {Number} currentStep
* @return {Number} The interpolated color value.
*/
interpolateRGB: function (r1, g1, b1, r2, g2, b2, steps, currentStep) {
var r = (((r2 - r1) * currentStep) / steps) + r1;
var g = (((g2 - g1) * currentStep) / steps) + g1;
var b = (((b2 - b1) * currentStep) / steps) + b1;
return Phaser.Color.getColor(r, g, b);
},
/**
* Returns a random color value between black and white
* <p>Set the min value to start each channel from the given offset.</p>
* <p>Set the max value to restrict the maximum color used per channel</p>
*
* @method getRandomColor
* @param {Number} min The lowest value to use for the color
* @param {Number} max The highest value to use for the color
* @param {Number} alpha The alpha value of the returning color (default 255 = fully opaque)
* @return {Number} 32-bit color value with alpha
*/
getRandomColor: function (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 Phaser.Color.getColor(255, 255, 255);
}
if(min > max) {
return Phaser.Color.getColor(255, 255, 255);
}
var red = min + Math.round(Math.random() * (max - min));
var green = min + Math.round(Math.random() * (max - min));
var blue = min + Math.round(Math.random() * (max - min));
return Phaser.Color.getColor32(alpha, red, green, blue);
},
/**
* Return the component parts of a color as an Object with the properties alpha, red, green, blue
*
* <p>Alpha will only be set if it exist in the given color (0xAARRGGBB)</p>
*
* @method getRGB
* @param {Number} color in RGB (0xRRGGBB) or ARGB format (0xAARRGGBB)
* @return {Object} An Object with properties: alpha, red, green, blue
*/
getRGB: function (color) {
return {
alpha: color >>> 24,
red: color >> 16 & 0xFF,
green: color >> 8 & 0xFF,
blue: color & 0xFF
};
},
/**
* Returns a CSS friendly string value from the given color.
* @method getWebRGB
* @param {Number} color
* @return {String} A string in the format: 'rgba(r,g,b,a)'
*/
getWebRGB: function (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() + ')';
},
/**
* Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component, as a value between 0 and 255
*
* @method getAlpha
* @param {Number} color In the format 0xAARRGGBB
* @return {Number} The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent))
*/
getAlpha: function (color) {
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
*
* @method getAlphaFloat
* @param {Number} color In the format 0xAARRGGBB
* @return {Number} The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent))
*/
getAlphaFloat: function (color) {
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
*
* @method getRed
* @param {Number} color In the format 0xAARRGGBB
* @return {Number} The Red component of the color, will be between 0 and 255 (0 being no color, 255 full Red)
*/
getRed: function (color) {
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
*
* @method getGreen
* @param {Number} color In the format 0xAARRGGBB
* @return {Number} The Green component of the color, will be between 0 and 255 (0 being no color, 255 full Green)
*/
getGreen: function (color) {
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
*
* @method getBlue
* @param {Number} color In the format 0xAARRGGBB
* @return {Number} The Blue component of the color, will be between 0 and 255 (0 being no color, 255 full Blue)
*/
getBlue: function (color) {
return color & 0xFF;
}
};