mirror of
https://github.com/photonstorm/phaser
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485 lines
23 KiB
JavaScript
485 lines
23 KiB
JavaScript
/// <reference path="../_definitions.ts" />
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/**
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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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var Phaser;
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(function (Phaser) {
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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 ColorUtils
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*/
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var ColorUtils = (function () {
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function ColorUtils() { }
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ColorUtils.getColor32 = /**
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* Given an alpha and 3 color values this will return an integer representation of it
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*
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* @method getColor32
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* @param {Number} alpha The Alpha value (between 0 and 255)
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* @param {Number} red The Red channel value (between 0 and 255)
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* @param {Number} green The Green channel value (between 0 and 255)
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* @param {Number} blue The Blue channel value (between 0 and 255)
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* @return {Number} A native color value integer (format: 0xAARRGGBB)
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*/
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function getColor32(alpha, red, green, blue) {
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return alpha << 24 | red << 16 | green << 8 | blue;
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};
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ColorUtils.getColor = /**
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* Given 3 color values this will return an integer representation of it.
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*
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* @method getColor
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* @param {Number} red The Red channel value (between 0 and 255)
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* @param {Number} green The Green channel value (between 0 and 255)
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* @param {Number} blue The Blue channel value (between 0 and 255)
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* @return {Number} A native color value integer (format: 0xRRGGBB)
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*/
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function getColor(red, green, blue) {
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return red << 16 | green << 8 | blue;
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};
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ColorUtils.getHSVColorWheel = /**
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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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function getHSVColorWheel(alpha) {
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if (typeof alpha === "undefined") { alpha = 255; }
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var colors = [];
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for(var c = 0; c <= 359; c++) {
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colors[c] = Phaser.ColorUtils.getWebRGB(Phaser.ColorUtils.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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ColorUtils.hexToRGB = /**
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* Converts the given hex string into an object containing the RGB values.
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*
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* @method hexToRGB
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* @param {String} The string hex color to convert.
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* @return {Object} An object with 3 properties: r,g and b.
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*/
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function hexToRGB(h) {
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var hex16 = (h.charAt(0) == "#") ? h.substring(1, 7) : h;
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var r = parseInt(hex16.substring(0, 2), 16);
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var g = parseInt(hex16.substring(2, 4), 16);
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var b = parseInt(hex16.substring(4, 6), 16);
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return {
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r: r,
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g: g,
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b: b
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};
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};
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ColorUtils.getComplementHarmony = /**
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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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function getComplementHarmony(color) {
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var hsv = Phaser.ColorUtils.RGBtoHSV(color);
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var opposite = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, 180, 359);
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return Phaser.ColorUtils.HSVtoRGB(opposite, 1.0, 1.0);
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};
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ColorUtils.getAnalogousHarmony = /**
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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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function getAnalogousHarmony(color, threshold) {
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if (typeof threshold === "undefined") { threshold = 30; }
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var hsv = Phaser.ColorUtils.RGBtoHSV(color);
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if(threshold > 359 || threshold < 0) {
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throw Error("Color Warning: Invalid threshold given to getAnalogousHarmony()");
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}
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var warmer = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, 359 - threshold, 359);
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var colder = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, threshold, 359);
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return {
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color1: color,
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color2: Phaser.ColorUtils.HSVtoRGB(warmer, 1.0, 1.0),
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color3: Phaser.ColorUtils.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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ColorUtils.getSplitComplementHarmony = /**
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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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function getSplitComplementHarmony(color, threshold) {
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if (typeof threshold === "undefined") { threshold = 30; }
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var hsv = Phaser.ColorUtils.RGBtoHSV(color);
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if(threshold >= 359 || threshold <= 0) {
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throw Error("Phaser.ColorUtils Warning: Invalid threshold given to getSplitComplementHarmony()");
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}
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var opposite = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, 180, 359);
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var warmer = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, opposite - threshold, 359);
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var colder = Phaser.ColorUtils.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.ColorUtils.HSVtoRGB(warmer, hsv.saturation, hsv.value),
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color3: Phaser.ColorUtils.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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ColorUtils.getTriadicHarmony = /**
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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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function getTriadicHarmony(color) {
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var hsv = Phaser.ColorUtils.RGBtoHSV(color);
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var triadic1 = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, 120, 359);
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var triadic2 = Phaser.ColorUtils.game.math.wrapValue(triadic1, 120, 359);
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return {
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color1: color,
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color2: Phaser.ColorUtils.HSVtoRGB(triadic1, 1.0, 1.0),
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color3: Phaser.ColorUtils.HSVtoRGB(triadic2, 1.0, 1.0)
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};
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};
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ColorUtils.getColorInfo = /**
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* Returns a string containing handy information about the given color including string hex value,
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* RGB format information and HSL information. Each section starts on a newline, 3 lines in total.
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*
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* @method getColorInfo
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* @param {Number} color A color value in the format 0xAARRGGBB
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* @return {String} string containing the 3 lines of information
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*/
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function getColorInfo(color) {
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var argb = Phaser.ColorUtils.getRGB(color);
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var hsl = Phaser.ColorUtils.RGBtoHSV(color);
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// Hex format
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var result = Phaser.ColorUtils.RGBtoHexstring(color) + "\n";
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// RGB format
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result = result.concat("Alpha: " + argb.alpha + " Red: " + argb.red + " Green: " + argb.green + " Blue: " + argb.blue) + "\n";
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// HSL info
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result = result.concat("Hue: " + hsl.hue + " Saturation: " + hsl.saturation + " Lightnes: " + hsl.lightness);
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return result;
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};
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ColorUtils.RGBtoHexstring = /**
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* Return a string representation of the color in the format 0xAARRGGBB
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*
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* @method RGBtoHexstring
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* @param {Number} color The color to get the string representation for
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* @return {String A string of length 10 characters in the format 0xAARRGGBB
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*/
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function RGBtoHexstring(color) {
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var argb = Phaser.ColorUtils.getRGB(color);
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return "0x" + Phaser.ColorUtils.colorToHexstring(argb.alpha) + Phaser.ColorUtils.colorToHexstring(argb.red) + Phaser.ColorUtils.colorToHexstring(argb.green) + Phaser.ColorUtils.colorToHexstring(argb.blue);
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};
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ColorUtils.RGBtoWebstring = /**
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* Return a string representation of the color in the format #RRGGBB
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*
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* @method RGBtoWebstring
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* @param {Number} color The color to get the string representation for
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* @return {String} A string of length 10 characters in the format 0xAARRGGBB
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*/
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function RGBtoWebstring(color) {
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var argb = Phaser.ColorUtils.getRGB(color);
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return "#" + Phaser.ColorUtils.colorToHexstring(argb.red) + Phaser.ColorUtils.colorToHexstring(argb.green) + Phaser.ColorUtils.colorToHexstring(argb.blue);
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};
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ColorUtils.colorToHexstring = /**
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* Return a string containing a hex representation of the given color
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*
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* @method colorToHexstring
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* @param {Number} color The color channel to get the hex value for, must be a value between 0 and 255)
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* @return {String} A string of length 2 characters, i.e. 255 = FF, 0 = 00
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*/
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function colorToHexstring(color) {
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var digits = "0123456789ABCDEF";
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var lsd = color % 16;
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var msd = (color - lsd) / 16;
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var hexified = digits.charAt(msd) + digits.charAt(lsd);
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return hexified;
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};
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ColorUtils.HSVtoRGB = /**
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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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function HSVtoRGB(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.ColorUtils.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.ColorUtils.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.ColorUtils.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.ColorUtils.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.ColorUtils.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.ColorUtils.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.ColorUtils.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.ColorUtils.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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ColorUtils.RGBtoHSV = /**
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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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function RGBtoHSV(color) {
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var rgb = Phaser.ColorUtils.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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ColorUtils.interpolateColor = /**
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* Interpolates the two given colours based on the supplied step and currentStep properties.
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* @method interpolateColor
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* @param {Number} color1
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* @param {Number} color2
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* @param {Number} steps
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* @param {Number} currentStep
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* @param {Number} alpha
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* @return {Number} The interpolated color value.
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*/
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function interpolateColor(color1, color2, steps, currentStep, alpha) {
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if (typeof alpha === "undefined") { alpha = 255; }
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var src1 = Phaser.ColorUtils.getRGB(color1);
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var src2 = Phaser.ColorUtils.getRGB(color2);
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var r = (((src2.red - src1.red) * currentStep) / steps) + src1.red;
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var g = (((src2.green - src1.green) * currentStep) / steps) + src1.green;
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var b = (((src2.blue - src1.blue) * currentStep) / steps) + src1.blue;
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return Phaser.ColorUtils.getColor32(alpha, r, g, b);
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};
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ColorUtils.interpolateColorWithRGB = /**
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* Interpolates the two given colours based on the supplied step and currentStep properties.
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* @method interpolateColorWithRGB
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* @param {Number} color
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* @param {Number} r
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* @param {Number} g
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* @param {Number} b
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* @param {Number} steps
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* @param {Number} currentStep
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* @return {Number} The interpolated color value.
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*/
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function interpolateColorWithRGB(color, r, g, b, steps, currentStep) {
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var src = Phaser.ColorUtils.getRGB(color);
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var or = (((r - src.red) * currentStep) / steps) + src.red;
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var og = (((g - src.green) * currentStep) / steps) + src.green;
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var ob = (((b - src.blue) * currentStep) / steps) + src.blue;
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return Phaser.ColorUtils.getColor(or, og, ob);
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};
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ColorUtils.interpolateRGB = /**
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* Interpolates the two given colours based on the supplied step and currentStep properties.
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* @method interpolateRGB
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* @param {Number} r1
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* @param {Number} g1
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* @param {Number} b1
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* @param {Number} r2
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* @param {Number} g2
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* @param {Number} b2
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* @param {Number} steps
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* @param {Number} currentStep
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* @return {Number} The interpolated color value.
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*/
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function interpolateRGB(r1, g1, b1, r2, g2, b2, steps, currentStep) {
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var r = (((r2 - r1) * currentStep) / steps) + r1;
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var g = (((g2 - g1) * currentStep) / steps) + g1;
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var b = (((b2 - b1) * currentStep) / steps) + b1;
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return Phaser.ColorUtils.getColor(r, g, b);
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};
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ColorUtils.getRandomColor = /**
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* Returns a random color value between black and white
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* <p>Set the min value to start each channel from the given offset.</p>
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* <p>Set the max value to restrict the maximum color used per channel</p>
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*
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* @method getRandomColor
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* @param {Number} min The lowest value to use for the color
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* @param {Number} max The highest value to use for the color
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* @param {Number} alpha The alpha value of the returning color (default 255 = fully opaque)
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* @return {Number} 32-bit color value with alpha
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*/
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function getRandomColor(min, max, alpha) {
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if (typeof min === "undefined") { min = 0; }
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if (typeof max === "undefined") { max = 255; }
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if (typeof alpha === "undefined") { alpha = 255; }
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// Sanity checks
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if(max > 255) {
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return Phaser.ColorUtils.getColor(255, 255, 255);
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}
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if(min > max) {
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return Phaser.ColorUtils.getColor(255, 255, 255);
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}
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var red = min + Math.round(Math.random() * (max - min));
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var green = min + Math.round(Math.random() * (max - min));
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var blue = min + Math.round(Math.random() * (max - min));
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return Phaser.ColorUtils.getColor32(alpha, red, green, blue);
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};
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ColorUtils.getRGB = /**
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* Return the component parts of a color as an Object with the properties alpha, red, green, blue
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*
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* <p>Alpha will only be set if it exist in the given color (0xAARRGGBB)</p>
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*
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* @method getRGB
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* @param {Number} color in RGB (0xRRGGBB) or ARGB format (0xAARRGGBB)
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* @return {Object} An Object with properties: alpha, red, green, blue
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*/
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function getRGB(color) {
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return {
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alpha: color >>> 24,
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red: color >> 16 & 0xFF,
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green: color >> 8 & 0xFF,
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blue: color & 0xFF
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};
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};
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ColorUtils.getWebRGB = /**
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* Returns a CSS friendly string value from the given color.
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* @method getWebRGB
|
|
* @param {Number} color
|
|
* @return {String} A string in the format: 'rgba(r,g,b,a)'
|
|
*/
|
|
function getWebRGB(color) {
|
|
var alpha = (color >>> 24) / 255;
|
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var red = color >> 16 & 0xFF;
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var green = color >> 8 & 0xFF;
|
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var blue = color & 0xFF;
|
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return 'rgba(' + red.toString() + ',' + green.toString() + ',' + blue.toString() + ',' + alpha.toString() + ')';
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|
};
|
|
ColorUtils.getAlpha = /**
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|
* 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))
|
|
*/
|
|
function getAlpha(color) {
|
|
return color >>> 24;
|
|
};
|
|
ColorUtils.getAlphaFloat = /**
|
|
* 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))
|
|
*/
|
|
function getAlphaFloat(color) {
|
|
return (color >>> 24) / 255;
|
|
};
|
|
ColorUtils.getRed = /**
|
|
* 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)
|
|
*/
|
|
function getRed(color) {
|
|
return color >> 16 & 0xFF;
|
|
};
|
|
ColorUtils.getGreen = /**
|
|
* 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)
|
|
*/
|
|
function getGreen(color) {
|
|
return color >> 8 & 0xFF;
|
|
};
|
|
ColorUtils.getBlue = /**
|
|
* 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)
|
|
*/
|
|
function getBlue(color) {
|
|
return color & 0xFF;
|
|
};
|
|
return ColorUtils;
|
|
})();
|
|
Phaser.ColorUtils = ColorUtils;
|
|
})(Phaser || (Phaser = {}));
|