mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 07:01:20 +00:00
153 lines
7.7 KiB
TypeScript
153 lines
7.7 KiB
TypeScript
(function() {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render);
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var colorWheel: Phaser.Sprite,
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selected: Phaser.Sprite,
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compHarmony: Phaser.Sprite,
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analoHarmony: Phaser.Sprite, analoHarmony1: Phaser.Sprite,
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splitHarmony: Phaser.Sprite, splitHarmony1: Phaser.Sprite,
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triaHarmony: Phaser.Sprite, triaHarmony1: Phaser.Sprite,
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color: Number = 0xAACCA22B, colorStr: String = '#CCA22B',
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compHColor: Number,
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analoColor: Number, splitColor: Number, triaColor: Number,
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analoColor1: Number, splitColor1: Number, triaColor1: Number;
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var offset = {
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x: 300 - 578 / 2,
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y: 300 - 550 / 2
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};
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var rect: Phaser.Rectangle,
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rectSize: Number = 24;
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function init() {
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game.load.image('color-wheel', 'assets/pics/color-wheel.png');
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game.load.start();
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}
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function create() {
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// Create color wheel texture.
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colorWheel = game.add.dynamicTexture(578, 550);
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colorWheel.pasteImage('color-wheel');
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// Create a rectangle shows the color you just selected.
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rect = new Phaser.Rectangle(0, 0, rectSize, rectSize);
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selected = game.add.sprite(700, 290);
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selected.width = rectSize;
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selected.height = rectSize;
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selected.texture.loadDynamicTexture(game.add.dynamicTexture(rectSize, rectSize));
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selected.texture.dynamicTexture.fillRect(rect, colorStr);
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// Create rectangles to show the harmony colors to the selected one.
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compHColor = Phaser.ColorUtils.getComplementHarmony(color),
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analoColor = Phaser.ColorUtils.getAnalogousHarmony(color),
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splitColor = Phaser.ColorUtils.getSplitComplementHarmony(color),
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triaColor = Phaser.ColorUtils.getTriadicHarmony(color);
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// Complement
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compHarmony = game.add.sprite(700, 390);
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compHarmony.width = rectSize;
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compHarmony.height = rectSize;
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compHarmony.texture.loadDynamicTexture(game.add.dynamicTexture(rectSize, rectSize));
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compHarmony.texture.dynamicTexture.fillRect(rect, Phaser.ColorUtils.RGBtoWebstring(compHColor));
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// Analogous
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analoHarmony = game.add.sprite(700, 434);
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analoHarmony.width = rectSize;
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analoHarmony.height = rectSize;
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analoHarmony.texture.loadDynamicTexture(game.add.dynamicTexture(rectSize, rectSize));
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analoHarmony.texture.dynamicTexture.fillRect(rect, Phaser.ColorUtils.RGBtoWebstring(analoColor.color2));
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analoHarmony1 = game.add.sprite(744, 434);
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analoHarmony1.width = rectSize;
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analoHarmony1.height = rectSize;
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analoHarmony1.texture.loadDynamicTexture(game.add.dynamicTexture(rectSize, rectSize));
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analoHarmony1.texture.dynamicTexture.fillRect(rect, Phaser.ColorUtils.RGBtoWebstring(analoColor.color3));
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// Split Complement
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splitHarmony = game.add.sprite(700, 478);
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splitHarmony.width = rectSize;
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splitHarmony.height = rectSize;
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splitHarmony.texture.loadDynamicTexture(game.add.dynamicTexture(rectSize, rectSize));
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splitHarmony.texture.dynamicTexture.fillRect(rect, Phaser.ColorUtils.RGBtoWebstring(splitColor.color2));
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splitHarmony1 = game.add.sprite(744, 478);
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splitHarmony1.width = rectSize;
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splitHarmony1.height = rectSize;
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splitHarmony1.texture.loadDynamicTexture(game.add.dynamicTexture(rectSize, rectSize));
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splitHarmony1.texture.dynamicTexture.fillRect(rect, Phaser.ColorUtils.RGBtoWebstring(splitColor.color3));
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// Triadic
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triaHarmony = game.add.sprite(700, 522);
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triaHarmony.width = rectSize;
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triaHarmony.height = rectSize;
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triaHarmony.texture.loadDynamicTexture(game.add.dynamicTexture(rectSize, rectSize));
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triaHarmony.texture.dynamicTexture.fillRect(rect, Phaser.ColorUtils.RGBtoWebstring(triaColor.color2));
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triaHarmony1 = game.add.sprite(744, 522);
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triaHarmony1.width = rectSize;
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triaHarmony1.height = rectSize;
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triaHarmony1.texture.loadDynamicTexture(game.add.dynamicTexture(rectSize, rectSize));
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triaHarmony1.texture.dynamicTexture.fillRect(rect, Phaser.ColorUtils.RGBtoWebstring(triaColor.color3));
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// Get the color under the position you tapped or clicked.
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var pos = {};
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game.input.onTap.add(function(pointer) {
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pos.x = pointer.position.x - offset.x;
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pos.y = pointer.position.y - offset.y;
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// Update colors.
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color = colorWheel.getPixel32(pos.x, pos.y);
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compHColor = Phaser.ColorUtils.getComplementHarmony(color),
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analoColor = Phaser.ColorUtils.getAnalogousHarmony(color).color2,
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analoColor1 = Phaser.ColorUtils.getAnalogousHarmony(color).color3,
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splitColor = Phaser.ColorUtils.getSplitComplementHarmony(color).color2,
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splitColor1 = Phaser.ColorUtils.getSplitComplementHarmony(color).color3,
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triaColor = Phaser.ColorUtils.getTriadicHarmony(color).color2;
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triaColor1 = Phaser.ColorUtils.getTriadicHarmony(color).color3;
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// Calc color strings.
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colorStr = Phaser.ColorUtils.RGBtoWebstring(color);
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var compStr: String = Phaser.ColorUtils.RGBtoWebstring(compHColor),
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analStr: String = Phaser.ColorUtils.RGBtoWebstring(analoColor),
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analStr1: String = Phaser.ColorUtils.RGBtoWebstring(analoColor1),
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spliStr: String = Phaser.ColorUtils.RGBtoWebstring(splitColor),
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spliStr1: String = Phaser.ColorUtils.RGBtoWebstring(splitColor1),
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triaStr: String = Phaser.ColorUtils.RGBtoWebstring(triaColor),
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triaStr1: String = Phaser.ColorUtils.RGBtoWebstring(triaColor1);
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// Update color of the rectangles.
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selected.texture.dynamicTexture.fillRect(rect, colorStr);
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compHarmony.texture.dynamicTexture.fillRect(rect, compStr);
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analoHarmony.texture.dynamicTexture.fillRect(rect, analStr);
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analoHarmony1.texture.dynamicTexture.fillRect(rect, analStr1);
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splitHarmony.texture.dynamicTexture.fillRect(rect, spliStr);
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splitHarmony1.texture.dynamicTexture.fillRect(rect, spliStr1);
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triaHarmony.texture.dynamicTexture.fillRect(rect, triaStr);
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triaHarmony1.texture.dynamicTexture.fillRect(rect, triaStr1);
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});
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// Set the background color to white.
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game.stage.backgroundColor = '#fff';
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}
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function render() {
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colorWheel.render(offset.x, offset.y);
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Phaser.DebugUtils.context.fillStyle = '#000';
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Phaser.DebugUtils.context.fillText('Tap or click the color wheel to select a color.', 480, 52);
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Phaser.DebugUtils.context.fillText('All the harmony colors are calculated on the fly.', 480, 590);
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// Display more color formated infos here. You can also get a
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// string contains everything using getColorInfo();
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Phaser.DebugUtils.context.fillText('Selected Color: ', 600, 312);
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Phaser.DebugUtils.context.fillText('Web String: ' + colorStr, 640, 342);
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Phaser.DebugUtils.context.fillText('Hex String: ' + Phaser.ColorUtils.RGBtoHexstring(color), 640, 358);
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var hsv = Phaser.ColorUtils.RGBtoHSV(color);
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Phaser.DebugUtils.context.fillText('HSV: (' + hsv.hue.toFixed() + ', ' + hsv.saturation.toFixed(2) + ', ' + hsv.value.toFixed(2) + ')', 640, 374);
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// Harmony color types info.
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Phaser.DebugUtils.context.fillText('Complement Harmony Color: ', 540, 412);
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Phaser.DebugUtils.context.fillText(' Analogous Harmony Color: ', 540, 456);
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Phaser.DebugUtils.context.fillText('Split Complement Harmony Color: ', 502, 500);
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Phaser.DebugUtils.context.fillText(' Triadic Harmony Color: ', 540, 544);
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}
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})();
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