mirror of
https://github.com/photonstorm/phaser
synced 2024-11-16 01:38:23 +00:00
232 lines
9 KiB
JavaScript
232 lines
9 KiB
JavaScript
/* jshint camelcase:false */
|
|
/**
|
|
* 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 new 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 new 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
|
|
};
|
|
}
|
|
|
|
};
|