mirror of
https://github.com/photonstorm/phaser
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232 lines
9 KiB
JavaScript
232 lines
9 KiB
JavaScript
/* jshint camelcase:false */
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/**
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* A collection of methods useful for manipulating and comparing colors.
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*
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* @class ColorHarmony
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
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* @module Phaser
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*/
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Phaser.Plugins.ColorHarmony.prototype = {
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/**
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* Returns a Complementary Color Harmony for the given color.
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* <p>A complementary hue is one directly opposite the color given on the color wheel</p>
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* <p>Value returned in 0xAARRGGBB format with Alpha set to 255.</p>
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*
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* @method getComplementHarmony
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* @param {Number} color The color to base the harmony on.
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* @return {Number} 0xAARRGGBB format color value.
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*/
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getComplementHarmony: function (color) {
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var hsv = Phaser.Color.RGBtoHSV(color);
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var opposite = Phaser.Color.game.math.wrapValue(hsv.hue, 180, 359);
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return Phaser.Color.HSVtoRGB(opposite, 1.0, 1.0);
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},
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/**
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* Returns an Analogous Color Harmony for the given color.
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* <p>An Analogous harmony are hues adjacent to each other on the color wheel</p>
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* <p>Values returned in 0xAARRGGBB format with Alpha set to 255.</p>
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*
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* @method getAnalogousHarmony
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* @param {Number} color The color to base the harmony on.
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* @param {Number} threshold Control how adjacent the colors will be (default +- 30 degrees)
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* @return {Object} Object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color)
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*/
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getAnalogousHarmony: function (color, threshold) {
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if (typeof threshold === "undefined") { threshold = 30; }
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var hsv = Phaser.Color.RGBtoHSV(color);
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if(threshold > 359 || threshold < 0) {
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throw new Error("Color Warning: Invalid threshold given to getAnalogousHarmony()");
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}
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var warmer = Phaser.Color.game.math.wrapValue(hsv.hue, 359 - threshold, 359);
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var colder = Phaser.Color.game.math.wrapValue(hsv.hue, threshold, 359);
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return {
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color1: color,
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color2: Phaser.Color.HSVtoRGB(warmer, 1.0, 1.0),
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color3: Phaser.Color.HSVtoRGB(colder, 1.0, 1.0),
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hue1: hsv.hue,
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hue2: warmer,
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hue3: colder
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};
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},
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/**
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* Returns an Split Complement Color Harmony for the given color.
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* <p>A Split Complement harmony are the two hues on either side of the color's Complement</p>
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* <p>Values returned in 0xAARRGGBB format with Alpha set to 255.</p>
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*
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* @method getSplitComplementHarmony
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* @param {Number} color The color to base the harmony on
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* @param {Number} threshold Control how adjacent the colors will be to the Complement (default +- 30 degrees)
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* @return {Object} An object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color)
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*/
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getSplitComplementHarmony: function (color, threshold) {
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if (typeof threshold === "undefined") { threshold = 30; }
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var hsv = Phaser.Color.RGBtoHSV(color);
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if(threshold >= 359 || threshold <= 0) {
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throw new Error("Phaser.Color Warning: Invalid threshold given to getSplitComplementHarmony()");
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}
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var opposite = Phaser.Color.game.math.wrapValue(hsv.hue, 180, 359);
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var warmer = Phaser.Color.game.math.wrapValue(hsv.hue, opposite - threshold, 359);
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var colder = Phaser.Color.game.math.wrapValue(hsv.hue, opposite + threshold, 359);
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return {
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color1: color,
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color2: Phaser.Color.HSVtoRGB(warmer, hsv.saturation, hsv.value),
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color3: Phaser.Color.HSVtoRGB(colder, hsv.saturation, hsv.value),
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hue1: hsv.hue,
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hue2: warmer,
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hue3: colder
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};
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},
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/**
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* Returns a Triadic Color Harmony for the given color.
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* <p>A Triadic harmony are 3 hues equidistant from each other on the color wheel</p>
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* <p>Values returned in 0xAARRGGBB format with Alpha set to 255.</p>
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*
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* @method getTriadicHarmony
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* @param {Number} color The color to base the harmony on.
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* @return {Object} An Object containing 3 properties: color1 (the original color), color2 and color3 (the equidistant colors)
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*/
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getTriadicHarmony: function (color) {
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var hsv = Phaser.Color.RGBtoHSV(color);
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var triadic1 = Phaser.Color.game.math.wrapValue(hsv.hue, 120, 359);
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var triadic2 = Phaser.Color.game.math.wrapValue(triadic1, 120, 359);
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return {
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color1: color,
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color2: Phaser.Color.HSVtoRGB(triadic1, 1.0, 1.0),
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color3: Phaser.Color.HSVtoRGB(triadic2, 1.0, 1.0)
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};
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},
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/**
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* Get HSV color wheel values in an array which will be 360 elements in size.
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*
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* @method getHSVColorWheel
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* @param {Number} alpha Alpha value for each color of the color wheel, between 0 (transparent) and 255 (opaque)
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* @return {Array} An array containing 360 elements corresponding to the HSV color wheel.
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*/
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getHSVColorWheel: function (alpha) {
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alpha = alpha || 255;
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var colors = [];
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for (var c = 0; c <= 359; c++)
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{
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colors[c] = Phaser.Color.getWebRGB(Phaser.Color.HSVtoRGB(c, 1.0, 1.0, alpha));
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}
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return colors;
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},
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/**
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* Convert a HSV (hue, saturation, lightness) color space value to an RGB color
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*
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* @method HSVtoRGB
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* @param {Number} h Hue degree, between 0 and 359
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* @param {Number} s Saturation, between 0.0 (grey) and 1.0
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* @param {Number} v Value, between 0.0 (black) and 1.0
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* @param {Number} alpha Alpha value to set per color (between 0 and 255)
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* @return {Number} 32-bit ARGB color value (0xAARRGGBB)
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*/
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HSVtoRGB: function (h, s, v, alpha) {
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if (typeof alpha === "undefined") { alpha = 255; }
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var result;
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if(s === 0.0) {
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result = Phaser.Color.getColor32(alpha, v * 255, v * 255, v * 255);
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} else {
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h = h / 60.0;
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var f = h - Math.floor(h);
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var p = v * (1.0 - s);
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var q = v * (1.0 - s * f);
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var t = v * (1.0 - s * (1.0 - f));
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switch(Math.floor(h)) {
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case 0:
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result = Phaser.Color.getColor32(alpha, v * 255, t * 255, p * 255);
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break;
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case 1:
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result = Phaser.Color.getColor32(alpha, q * 255, v * 255, p * 255);
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break;
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case 2:
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result = Phaser.Color.getColor32(alpha, p * 255, v * 255, t * 255);
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break;
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case 3:
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result = Phaser.Color.getColor32(alpha, p * 255, q * 255, v * 255);
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break;
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case 4:
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result = Phaser.Color.getColor32(alpha, t * 255, p * 255, v * 255);
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break;
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case 5:
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result = Phaser.Color.getColor32(alpha, v * 255, p * 255, q * 255);
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break;
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default:
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throw new Error("Phaser.Color.HSVtoRGB : Unknown color");
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}
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}
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return result;
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},
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/**
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* Convert an RGB color value to an object containing the HSV color space values: Hue, Saturation and Lightness
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*
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* @method RGBtoHSV
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* @param {Number} color In format 0xRRGGBB
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* @return {Object} An Object with the properties hue (from 0 to 360), saturation (from 0 to 1.0) and lightness (from 0 to 1.0, also available under .value)
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*/
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RGBtoHSV: function (color) {
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var rgb = Phaser.Color.getRGB(color);
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var red = rgb.red / 255;
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var green = rgb.green / 255;
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var blue = rgb.blue / 255;
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var min = Math.min(red, green, blue);
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var max = Math.max(red, green, blue);
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var delta = max - min;
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var lightness = (max + min) / 2;
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var hue;
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var saturation;
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// Grey color, no chroma
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if(delta === 0) {
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hue = 0;
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saturation = 0;
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} else {
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if(lightness < 0.5) {
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saturation = delta / (max + min);
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} else {
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saturation = delta / (2 - max - min);
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}
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var delta_r = (((max - red) / 6) + (delta / 2)) / delta;
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var delta_g = (((max - green) / 6) + (delta / 2)) / delta;
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var delta_b = (((max - blue) / 6) + (delta / 2)) / delta;
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if(red == max) {
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hue = delta_b - delta_g;
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} else if(green == max) {
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hue = (1 / 3) + delta_r - delta_b;
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} else if(blue == max) {
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hue = (2 / 3) + delta_g - delta_r;
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}
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if(hue < 0) {
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hue += 1;
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}
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if(hue > 1) {
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hue -= 1;
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}
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}
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// Keep the value with 0 to 359
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hue *= 360;
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hue = Math.round(hue);
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return {
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hue: hue,
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saturation: saturation,
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lightness: lightness,
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value: lightness
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};
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}
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};
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