///
A complementary hue is one directly opposite the color given on the color wheel
*Value returned in 0xAARRGGBB format with Alpha set to 255.
* * @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. *An Analogous harmony are hues adjacent to each other on the color wheel
*Values returned in 0xAARRGGBB format with Alpha set to 255.
* * @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. *A Split Complement harmony are the two hues on either side of the color's Complement
*Values returned in 0xAARRGGBB format with Alpha set to 255.
* * @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("ColorUtils 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. *A Triadic harmony are 3 hues equidistant from each other on the color wheel
*Values returned in 0xAARRGGBB format with Alpha set to 255.
* * @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 *Set the min value to start each channel from the given offset.
*Set the max value to restrict the maximum color used per channel
* * @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 * *Alpha will only be set if it exist in the given color (0xAARRGGBB)
* * @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; } } }