mirror of
https://github.com/photonstorm/phaser
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108 lines
4.7 KiB
JavaScript
108 lines
4.7 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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