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2021 lines
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<a href="Phaser.State.html">State</a>
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<a href="Phaser.Text.html">Text</a>
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<a href="Phaser.Time.html">Time</a>
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<li class="class-depth-1">
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<a href="Phaser.TweenData.html">TweenData</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenManager.html">TweenManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Utils.html">Utils</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.World.html">World</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AjaxRequest.html">AjaxRequest</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AlphaMaskFilter.html">AlphaMaskFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AsciiFilter.html">AsciiFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AssetLoader.html">AssetLoader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AtlasLoader.html">AtlasLoader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BitmapFontLoader.html">BitmapFontLoader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BitmapText.html">BitmapText</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BlurFilter.html">BlurFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BlurXFilter.html">BlurXFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BlurYFilter.html">BlurYFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Circle.html">Circle</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ColorMatrixFilter.html">ColorMatrixFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ColorStepFilter.html">ColorStepFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ConvolutionFilter.html">ConvolutionFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CrossHatchFilter.html">CrossHatchFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplacementFilter.html">DisplacementFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplayObject.html">DisplayObject</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DotScreenFilter.html">DotScreenFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Ellipse.html">Ellipse</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Event.html">Event</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.EventTarget.html">EventTarget</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.FilterBlock.html">FilterBlock</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Graphics.html">Graphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.GrayFilter.html">GrayFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ImageLoader.html">ImageLoader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.InteractionData.html">InteractionData</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.InteractionManager.html">InteractionManager</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.InvertFilter.html">InvertFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.JsonLoader.html">JsonLoader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Matrix.html">Matrix</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.MovieClip.html">MovieClip</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.NoiseFilter.html">NoiseFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.NormalMapFilter.html">NormalMapFilter</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixelateFilter.html">PixelateFilter</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PIXI.html">PIXI</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.PixiShader.html">PixiShader</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.Point.html">Point</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.Polygon.html">Polygon</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.PolyK.html">PolyK</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.Rectangle.html">Rectangle</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.RGBSplitFilter.html">RGBSplitFilter</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.Rope.html">Rope</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.RoundedRectangle.html">RoundedRectangle</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.SepiaFilter.html">SepiaFilter</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.SmartBlurFilter.html">SmartBlurFilter</a>
|
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</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Spine.html">Spine</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.SpineLoader.html">SpineLoader</a>
|
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</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.SpineTextureLoader.html">SpineTextureLoader</a>
|
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</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Sprite.html">Sprite</a>
|
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</li>
|
|
|
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<li class="class-depth-1">
|
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.SpriteSheetLoader.html">SpriteSheetLoader</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.Stage.html">Stage</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.Strip.html">Strip</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.StripShader.html">StripShader</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.Text.html">Text</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.Texture.html">Texture</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.TiltShiftFilter.html">TiltShiftFilter</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.TiltShiftXFilter.html">TiltShiftXFilter</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.TiltShiftYFilter.html">TiltShiftYFilter</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
|
<a href="PIXI.TwistFilter.html">TwistFilter</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
|
<a href="PIXI.VideoTexture.html">VideoTexture</a>
|
|
</li>
|
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|
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<li class="class-depth-1">
|
|
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
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</li>
|
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</ul>
|
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</li>
|
|
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.InputManager.html">Input Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Emitter.html">Emitter</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
|
|
<li class="class-depth-1"><a href="http://examples.phaser.io">Phaser Examples</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
|
|
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
|
|
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
|
|
<li class="class-depth-1"><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
|
|
<li class="class-depth-1"><a href="https://twitter.com/photonstorm">Twitter</a></li>
|
|
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/">IRC</a></li>
|
|
<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">GitTip</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="row-fluid">
|
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|
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<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
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|
|
|
<h1 class="page-title">Source: D:/wamp/www/phaser/src/utils/Color.js</h1>
|
|
|
|
<section>
|
|
<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Phaser.Color class is a set of static methods that assist in color manipulation and conversion.
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*
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* @class Phaser.Color
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*/
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Phaser.Color = {
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/**
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* Packs the r, g, b, a components into a single integer, for use with Int32Array.
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* If device is little endian then ABGR order is used. Otherwise RGBA order is used.
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*
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* @author Matt DesLauriers (@mattdesl)
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* @method Phaser.Color.packPixel
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* @static
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* @param {number} r - The red color component, in the range 0 - 255.
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* @param {number} g - The green color component, in the range 0 - 255.
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* @param {number} b - The blue color component, in the range 0 - 255.
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* @param {number} a - The alpha color component, in the range 0 - 255.
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* @return {number} The packed color as uint32
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*/
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packPixel: function (r, g, b, a) {
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if (Phaser.Device.LITTLE_ENDIAN)
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{
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return ( (a << 24) | (b << 16) | (g << 8) | r ) >>> 0;
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}
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else
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{
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return ( (r << 24) | (g << 16) | (b << 8) | a ) >>> 0;
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}
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},
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/**
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* Unpacks the r, g, b, a components into the specified color object, or a new
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* object, for use with Int32Array. If little endian, then ABGR order is used when
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* unpacking, otherwise, RGBA order is used. The resulting color object has the
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* `r, g, b, a` properties which are unrelated to endianness.
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*
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* Note that the integer is assumed to be packed in the correct endianness. On little-endian
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* the format is 0xAABBGGRR and on big-endian the format is 0xRRGGBBAA. If you want a
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* endian-independent method, use fromRGBA(rgba) and toRGBA(r, g, b, a).
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*
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* @author Matt DesLauriers (@mattdesl)
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* @method Phaser.Color.unpackPixel
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* @static
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* @param {number} rgba - The integer, packed in endian order by packPixel.
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* @param {object} [out] - An object into which 3 properties will be created: r, g and b. If not provided a new object will be created.
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* @param {boolean} [hsl=false] - Also convert the rgb values into hsl?
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* @param {boolean} [hsv=false] - Also convert the rgb values into hsv?
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* @return {object} An object with the red, green and blue values set in the r, g and b properties.
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*/
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unpackPixel: function (rgba, out, hsl, hsv) {
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if (typeof out === 'undefined' || out === null) { out = Phaser.Color.createColor(); }
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if (typeof hsl === 'undefined' || hsl === null) { hsl = false; }
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if (typeof hsv === 'undefined' || hsv === null) { hsv = false; }
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if (Phaser.Device.LITTLE_ENDIAN)
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{
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out.a = ((rgba & 0xff000000) >>> 24);
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out.b = ((rgba & 0x00ff0000) >>> 16);
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out.g = ((rgba & 0x0000ff00) >>> 8);
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out.r = ((rgba & 0x000000ff));
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}
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else
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{
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out.r = ((rgba & 0xff000000) >>> 24);
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out.g = ((rgba & 0x00ff0000) >>> 16);
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out.b = ((rgba & 0x0000ff00) >>> 8);
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out.a = ((rgba & 0x000000ff));
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}
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out.color = rgba;
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out.rgba = 'rgba(' + out.r + ',' + out.g + ',' + out.b + ',' + (out.a / 255) + ')';
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if (hsl)
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{
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Phaser.Color.RGBtoHSL(out.r, out.g, out.b, out);
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}
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if (hsv)
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{
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Phaser.Color.RGBtoHSV(out.r, out.g, out.b, out);
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}
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return out;
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},
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/**
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* A utility to convert an integer in 0xRRGGBBAA format to a color object.
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* This does not rely on endianness.
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*
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* @author Matt DesLauriers (@mattdesl)
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* @method Phaser.Color.fromRGBA
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* @static
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* @param {number} rgba - An RGBA hex
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* @param {object} [out] - The object to use, optional.
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* @return {object} A color object.
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*/
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fromRGBA: function (rgba, out) {
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if (!out)
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{
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out = Phaser.Color.createColor();
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}
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out.r = ((rgba & 0xff000000) >>> 24);
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out.g = ((rgba & 0x00ff0000) >>> 16);
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out.b = ((rgba & 0x0000ff00) >>> 8);
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out.a = ((rgba & 0x000000ff));
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out.rgba = 'rgba(' + out.r + ',' + out.g + ',' + out.b + ',' + out.a + ')';
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return out;
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},
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/**
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* A utility to convert RGBA components to a 32 bit integer in RRGGBBAA format.
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*
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* @author Matt DesLauriers (@mattdesl)
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* @method Phaser.Color.toRGBA
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* @static
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* @param {number} r - The red color component, in the range 0 - 255.
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* @param {number} g - The green color component, in the range 0 - 255.
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* @param {number} b - The blue color component, in the range 0 - 255.
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* @param {number} a - The alpha color component, in the range 0 - 255.
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* @return {number} A RGBA-packed 32 bit integer
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*/
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toRGBA: function (r, g, b, a) {
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return (r << 24) | (g << 16) | (b << 8) | a;
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},
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/**
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* Converts an RGB color value to HSL (hue, saturation and lightness).
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* Conversion forumla from http://en.wikipedia.org/wiki/HSL_color_space.
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* Assumes RGB values are contained in the set [0, 255] and returns h, s and l in the set [0, 1].
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* Based on code by Michael Jackson (https://github.com/mjijackson)
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*
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* @method Phaser.Color.RGBtoHSL
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* @static
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* @param {number} r - The red color component, in the range 0 - 255.
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* @param {number} g - The green color component, in the range 0 - 255.
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* @param {number} b - The blue color component, in the range 0 - 255.
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* @param {object} [out] - An object into which 3 properties will be created, h, s and l. If not provided a new object will be created.
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* @return {object} An object with the hue, saturation and lightness values set in the h, s and l properties.
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*/
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RGBtoHSL: function (r, g, b, out) {
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if (!out)
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{
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out = Phaser.Color.createColor(r, g, b, 1);
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}
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r /= 255;
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g /= 255;
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b /= 255;
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var min = Math.min(r, g, b);
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var max = Math.max(r, g, b);
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// achromatic by default
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out.h = 0;
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out.s = 0;
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out.l = (max + min) / 2;
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if (max !== min)
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{
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var d = max - min;
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out.s = out.l > 0.5 ? d / (2 - max - min) : d / (max + min);
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if (max === r)
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{
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out.h = (g - b) / d + (g < b ? 6 : 0);
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}
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else if (max === g)
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{
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out.h = (b - r) / d + 2;
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}
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else if (max === b)
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{
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out.h = (r - g) / d + 4;
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}
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out.h /= 6;
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}
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return out;
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},
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/**
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* Converts an HSL (hue, saturation and lightness) color value to RGB.
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* Conversion forumla from http://en.wikipedia.org/wiki/HSL_color_space.
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* Assumes HSL values are contained in the set [0, 1] and returns r, g and b values in the set [0, 255].
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* Based on code by Michael Jackson (https://github.com/mjijackson)
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*
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* @method Phaser.Color.HSLtoRGB
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* @static
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* @param {number} h - The hue, in the range 0 - 1.
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* @param {number} s - The saturation, in the range 0 - 1.
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* @param {number} l - The lightness, in the range 0 - 1.
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* @param {object} [out] - An object into which 3 properties will be created: r, g and b. If not provided a new object will be created.
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* @return {object} An object with the red, green and blue values set in the r, g and b properties.
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*/
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HSLtoRGB: function (h, s, l, out) {
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if (!out)
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{
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out = Phaser.Color.createColor(l, l, l);
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}
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else
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{
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// achromatic by default
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out.r = l;
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out.g = l;
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out.b = l;
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}
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if (s !== 0)
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{
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var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
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var p = 2 * l - q;
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out.r = Phaser.Color.hueToColor(p, q, h + 1 / 3);
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out.g = Phaser.Color.hueToColor(p, q, h);
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out.b = Phaser.Color.hueToColor(p, q, h - 1 / 3);
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}
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// out.r = (out.r * 255 | 0);
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// out.g = (out.g * 255 | 0);
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// out.b = (out.b * 255 | 0);
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out.r = Math.floor((out.r * 255 | 0));
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out.g = Math.floor((out.g * 255 | 0));
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out.b = Math.floor((out.b * 255 | 0));
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Phaser.Color.updateColor(out);
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return out;
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},
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/**
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* Converts an RGB color value to HSV (hue, saturation and value).
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* Conversion forumla from http://en.wikipedia.org/wiki/HSL_color_space.
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* Assumes RGB values are contained in the set [0, 255] and returns h, s and v in the set [0, 1].
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* Based on code by Michael Jackson (https://github.com/mjijackson)
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*
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* @method Phaser.Color.RGBtoHSV
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* @static
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* @param {number} r - The red color component, in the range 0 - 255.
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* @param {number} g - The green color component, in the range 0 - 255.
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* @param {number} b - The blue color component, in the range 0 - 255.
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* @param {object} [out] - An object into which 3 properties will be created, h, s and v. If not provided a new object will be created.
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* @return {object} An object with the hue, saturation and value set in the h, s and v properties.
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*/
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RGBtoHSV: function (r, g, b, out) {
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if (!out)
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{
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out = Phaser.Color.createColor(r, g, b, 255);
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}
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r /= 255;
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g /= 255;
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b /= 255;
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var min = Math.min(r, g, b);
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var max = Math.max(r, g, b);
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var d = max - min;
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// achromatic by default
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out.h = 0;
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out.s = max === 0 ? 0 : d / max;
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out.v = max;
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if (max !== min)
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{
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if (max === r)
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{
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out.h = (g - b) / d + (g < b ? 6 : 0);
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}
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else if (max === g)
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{
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out.h = (b - r) / d + 2;
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}
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else if (max === b)
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{
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out.h = (r - g) / d + 4;
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}
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out.h /= 6;
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}
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return out;
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},
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/**
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* Converts an HSV (hue, saturation and value) color value to RGB.
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* Conversion forumla from http://en.wikipedia.org/wiki/HSL_color_space.
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* Assumes HSV values are contained in the set [0, 1] and returns r, g and b values in the set [0, 255].
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* Based on code by Michael Jackson (https://github.com/mjijackson)
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*
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* @method Phaser.Color.HSVtoRGB
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* @static
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* @param {number} h - The hue, in the range 0 - 1.
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* @param {number} s - The saturation, in the range 0 - 1.
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* @param {number} v - The value, in the range 0 - 1.
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* @param {object} [out] - An object into which 3 properties will be created: r, g and b. If not provided a new object will be created.
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* @return {object} An object with the red, green and blue values set in the r, g and b properties.
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*/
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HSVtoRGB: function (h, s, v, out) {
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if (typeof out === 'undefined') { out = Phaser.Color.createColor(0, 0, 0, 1, h, s, 0, v); }
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var r, g, b;
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var i = Math.floor(h * 6);
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var f = h * 6 - i;
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var p = v * (1 - s);
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var q = v * (1 - f * s);
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var t = v * (1 - (1 - f) * s);
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switch (i % 6)
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{
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case 0:
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r = v;
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g = t;
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b = p;
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break;
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case 1:
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r = q;
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g = v;
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b = p;
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break;
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case 2:
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r = p;
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g = v;
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b = t;
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break;
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case 3:
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r = p;
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g = q;
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b = v;
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break;
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case 4:
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r = t;
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g = p;
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b = v;
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break;
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case 5:
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r = v;
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g = p;
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b = q;
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break;
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}
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out.r = Math.floor(r * 255);
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out.g = Math.floor(g * 255);
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out.b = Math.floor(b * 255);
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Phaser.Color.updateColor(out);
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return out;
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},
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/**
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* Converts a hue to an RGB color.
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* Based on code by Michael Jackson (https://github.com/mjijackson)
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*
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* @method Phaser.Color.hueToColor
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* @static
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* @param {number} p
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* @param {number} q
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* @param {number} t
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* @return {number} The color component value.
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*/
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hueToColor: function (p, q, t) {
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if (t < 0)
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{
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t += 1;
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}
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|
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if (t > 1)
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{
|
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t -= 1;
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}
|
|
|
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if (t < 1 / 6)
|
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{
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return p + (q - p) * 6 * t;
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}
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|
|
|
if (t < 1 / 2)
|
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{
|
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return q;
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}
|
|
|
|
if (t < 2 / 3)
|
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{
|
|
return p + (q - p) * (2 / 3 - t) * 6;
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|
}
|
|
|
|
return p;
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|
|
|
},
|
|
|
|
/**
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|
* A utility function to create a lightweight 'color' object with the default components.
|
|
* Any components that are not specified will default to zero.
|
|
*
|
|
* This is useful when you want to use a shared color object for the getPixel and getPixelAt methods.
|
|
*
|
|
* @author Matt DesLauriers (@mattdesl)
|
|
* @method Phaser.Color.createColor
|
|
* @static
|
|
* @param {number} [r=0] - The red color component, in the range 0 - 255.
|
|
* @param {number} [g=0] - The green color component, in the range 0 - 255.
|
|
* @param {number} [b=0] - The blue color component, in the range 0 - 255.
|
|
* @param {number} [a=1] - The alpha color component, in the range 0 - 1.
|
|
* @param {number} [h=0] - The hue, in the range 0 - 1.
|
|
* @param {number} [s=0] - The saturation, in the range 0 - 1.
|
|
* @param {number} [l=0] - The lightness, in the range 0 - 1.
|
|
* @param {number} [v=0] - The value, in the range 0 - 1.
|
|
* @return {object} The resulting object with r, g, b, a properties and h, s, l and v.
|
|
*/
|
|
createColor: function (r, g, b, a, h, s, l, v) {
|
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|
|
var out = { r: r || 0, g: g || 0, b: b || 0, a: a || 1, h: h || 0, s: s || 0, l: l || 0, v: v || 0, color: 0, color32: 0, rgba: '' };
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|
|
|
out.color = Phaser.Color.getColor(out.r, out.g, out.b);
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out.color32 = Phaser.Color.getColor32(out.a, out.r, out.g, out.b);
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|
|
|
return Phaser.Color.updateColor(out);
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|
|
|
},
|
|
|
|
/**
|
|
* Takes a color object and updates the rgba property.
|
|
*
|
|
* @method Phaser.Color.updateColor
|
|
* @static
|
|
* @param {object} out - The color object to update.
|
|
* @returns {number} A native color value integer (format: 0xAARRGGBB).
|
|
*/
|
|
updateColor: function (out) {
|
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|
|
out.rgba = 'rgba(' + out.r.toString() + ',' + out.g.toString() + ',' + out.b.toString() + ',' + out.a.toString() + ')';
|
|
|
|
return out;
|
|
|
|
},
|
|
|
|
/**
|
|
* Given an alpha and 3 color values this will return an integer representation of it.
|
|
*
|
|
* @method Phaser.Color.getColor32
|
|
* @static
|
|
* @param {number} a - The alpha color component, in the range 0 - 255.
|
|
* @param {number} r - The red color component, in the range 0 - 255.
|
|
* @param {number} g - The green color component, in the range 0 - 255.
|
|
* @param {number} b - The blue color component, in the range 0 - 255.
|
|
* @returns {number} A native color value integer (format: 0xAARRGGBB).
|
|
*/
|
|
getColor32: function (a, r, g, b) {
|
|
|
|
return a << 24 | r << 16 | g << 8 | b;
|
|
|
|
},
|
|
|
|
/**
|
|
* Given 3 color values this will return an integer representation of it.
|
|
*
|
|
* @method Phaser.Color.getColor
|
|
* @static
|
|
* @param {number} r - The red color component, in the range 0 - 255.
|
|
* @param {number} g - The green color component, in the range 0 - 255.
|
|
* @param {number} b - The blue color component, in the range 0 - 255.
|
|
* @returns {number} A native color value integer (format: 0xRRGGBB).
|
|
*/
|
|
getColor: function (r, g, b) {
|
|
|
|
return r << 16 | g << 8 | b;
|
|
|
|
},
|
|
|
|
/**
|
|
* Converts the given color values into a string.
|
|
* If prefix was '#' it will be in the format `#RRGGBB` otherwise `0xAARRGGBB`.
|
|
*
|
|
* @method Phaser.Color.RGBtoString
|
|
* @static
|
|
* @param {number} r - The red color component, in the range 0 - 255.
|
|
* @param {number} g - The green color component, in the range 0 - 255.
|
|
* @param {number} b - The blue color component, in the range 0 - 255.
|
|
* @param {number} [a=255] - The alpha color component, in the range 0 - 255.
|
|
* @param {string} [prefix='#'] - The prefix used in the return string. If '#' it will return `#RRGGBB`, else `0xAARRGGBB`.
|
|
* @return {string} A string containing the color values. If prefix was '#' it will be in the format `#RRGGBB` otherwise `0xAARRGGBB`.
|
|
*/
|
|
RGBtoString: function (r, g, b, a, prefix) {
|
|
|
|
if (typeof a === 'undefined') { a = 255; }
|
|
if (typeof prefix === 'undefined') { prefix = '#'; }
|
|
|
|
if (prefix === '#')
|
|
{
|
|
return '#' + ((1 << 24) + (r << 16) + (g << 8) + b).toString(16).slice(1);
|
|
}
|
|
else
|
|
{
|
|
return '0x' + Phaser.Color.componentToHex(a) + Phaser.Color.componentToHex(r) + Phaser.Color.componentToHex(g) + Phaser.Color.componentToHex(b);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Converts a hex string into an integer color value.
|
|
*
|
|
* @method Phaser.Color.hexToRGB
|
|
* @static
|
|
* @param {string} hex - The hex string to convert. Can be in the short-hand format `#03f` or `#0033ff`.
|
|
* @return {number} The rgb color value in the format 0xAARRGGBB.
|
|
*/
|
|
hexToRGB: function (hex) {
|
|
|
|
var rgb = Phaser.Color.hexToColor(hex);
|
|
|
|
if (rgb)
|
|
{
|
|
return Phaser.Color.getColor32(rgb.a, rgb.r, rgb.g, rgb.b);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Converts a hex string into a Phaser Color object.
|
|
*
|
|
* The hex string can supplied as `'#0033ff'` or the short-hand format of `'#03f'`; it can begin with an optional "#" or "0x", or be unprefixed.
|
|
*
|
|
* An alpha channel is _not_ supported.
|
|
*
|
|
* @method Phaser.Color.hexToColor
|
|
* @static
|
|
* @param {string} hex - The color string in a hex format.
|
|
* @param {object} [out] - An object into which 3 properties will be created or set: r, g and b. If not provided a new object will be created.
|
|
* @return {object} An object with the red, green and blue values set in the r, g and b properties.
|
|
*/
|
|
hexToColor: function (hex, out) {
|
|
|
|
// Expand shorthand form (e.g. "03F") to full form (e.g. "0033FF")
|
|
hex = hex.replace(/^(?:#|0x)?([a-f\d])([a-f\d])([a-f\d])$/i, function(m, r, g, b) {
|
|
return r + r + g + g + b + b;
|
|
});
|
|
|
|
var result = /^(?:#|0x)?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
|
|
|
|
if (result)
|
|
{
|
|
var r = parseInt(result[1], 16);
|
|
var g = parseInt(result[2], 16);
|
|
var b = parseInt(result[3], 16);
|
|
|
|
if (!out)
|
|
{
|
|
out = Phaser.Color.createColor(r, g, b);
|
|
}
|
|
else
|
|
{
|
|
out.r = r;
|
|
out.g = g;
|
|
out.b = b;
|
|
}
|
|
}
|
|
|
|
return out;
|
|
|
|
},
|
|
|
|
/**
|
|
* Converts a CSS 'web' string into a Phaser Color object.
|
|
*
|
|
* The web string can be in the format `'rgb(r,g,b)'` or `'rgba(r,g,b,a)'` where r/g/b are in the range [0..255] and a is in the range [0..1].
|
|
*
|
|
* @method Phaser.Color.webToColor
|
|
* @static
|
|
* @param {string} web - The color string in CSS 'web' format.
|
|
* @param {object} [out] - An object into which 4 properties will be created: r, g, b and a. If not provided a new object will be created.
|
|
* @return {object} An object with the red, green, blue and alpha values set in the r, g, b and a properties.
|
|
*/
|
|
webToColor: function (web, out) {
|
|
|
|
if (!out)
|
|
{
|
|
out = Phaser.Color.createColor();
|
|
}
|
|
|
|
var result = /^rgba?\(\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d+(?:\.\d+)?))?\s*\)$/.exec(web);
|
|
|
|
if (result)
|
|
{
|
|
out.r = parseInt(result[1], 10);
|
|
out.g = parseInt(result[2], 10);
|
|
out.b = parseInt(result[3], 10);
|
|
out.a = result[4] !== undefined ? parseFloat(result[4]) : 1;
|
|
}
|
|
|
|
return out;
|
|
|
|
},
|
|
|
|
/**
|
|
* Converts a value - a "hex" string, a "CSS 'web' string", or a number - into red, green, blue, and alpha components.
|
|
*
|
|
* The value can be a string (see `hexToColor` and `webToColor` for the supported formats) or a packed integer (see `getRGB`).
|
|
*
|
|
* An alpha channel is _not_ supported when specifying a hex string.
|
|
*
|
|
* @method Phaser.Color.valueToColor
|
|
* @static
|
|
* @param {string|number} value - The color expressed as a recognized string format or a packed integer.
|
|
* @param {object} [out] - The object to use for the output. If not provided a new object will be created.
|
|
* @return {object} The (`out`) object with the red, green, blue, and alpha values set as the r/g/b/a properties.
|
|
*/
|
|
valueToColor: function (value, out) {
|
|
|
|
// The behavior is not consistent between hexToColor/webToColor on invalid input.
|
|
// This unifies both by returning a new object, but returning null may be better.
|
|
if (!out)
|
|
{
|
|
out = Phaser.Color.createColor();
|
|
}
|
|
|
|
if (typeof value === 'string')
|
|
{
|
|
if (value.indexOf('rgb') === 0)
|
|
{
|
|
return Phaser.Color.webToColor(value, out);
|
|
}
|
|
else
|
|
{
|
|
// `hexToColor` does not support alpha; match `createColor`.
|
|
out.a = 1;
|
|
return Phaser.Color.hexToColor(value, out);
|
|
}
|
|
}
|
|
else if (typeof value === 'number')
|
|
{
|
|
// `getRGB` does not take optional object to modify;
|
|
// alpha is also adjusted to match `createColor`.
|
|
var tempColor = Phaser.Color.getRGB(value);
|
|
out.r = tempColor.r;
|
|
out.g = tempColor.g;
|
|
out.b = tempColor.b;
|
|
out.a = tempColor.a / 255;
|
|
return out;
|
|
}
|
|
else
|
|
{
|
|
return out;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Return a string containing a hex representation of the given color component.
|
|
*
|
|
* @method Phaser.Color.componentToHex
|
|
* @static
|
|
* @param {number} color - The color channel to get the hex value for, must be a value between 0 and 255.
|
|
* @returns {string} A string of length 2 characters, i.e. 255 = ff, 100 = 64.
|
|
*/
|
|
componentToHex: function (color) {
|
|
|
|
var hex = color.toString(16);
|
|
return hex.length == 1 ? "0" + hex : hex;
|
|
|
|
},
|
|
|
|
/**
|
|
* Get HSV color wheel values in an array which will be 360 elements in size.
|
|
*
|
|
* @method Phaser.Color.HSVColorWheel
|
|
* @static
|
|
* @param {number} [s=1] - The saturation, in the range 0 - 1.
|
|
* @param {number} [v=1] - The value, in the range 0 - 1.
|
|
* @return {array} An array containing 360 elements corresponding to the HSV color wheel.
|
|
*/
|
|
HSVColorWheel: function (s, v) {
|
|
|
|
if (typeof s === 'undefined') { s = 1.0; }
|
|
if (typeof v === 'undefined') { v = 1.0; }
|
|
|
|
var colors = [];
|
|
|
|
for (var c = 0; c <= 359; c++)
|
|
{
|
|
colors.push(Phaser.Color.HSVtoRGB(c / 359, s, v));
|
|
}
|
|
|
|
return colors;
|
|
|
|
},
|
|
|
|
/**
|
|
* Get HSL color wheel values in an array which will be 360 elements in size.
|
|
*
|
|
* @method Phaser.Color.HSLColorWheel
|
|
* @static
|
|
* @param {number} [s=0.5] - The saturation, in the range 0 - 1.
|
|
* @param {number} [l=0.5] - The lightness, in the range 0 - 1.
|
|
* @return {array} An array containing 360 elements corresponding to the HSL color wheel.
|
|
*/
|
|
HSLColorWheel: function (s, l) {
|
|
|
|
if (typeof s === 'undefined') { s = 0.5; }
|
|
if (typeof l === 'undefined') { l = 0.5; }
|
|
|
|
var colors = [];
|
|
|
|
for (var c = 0; c <= 359; c++)
|
|
{
|
|
colors.push(Phaser.Color.HSLtoRGB(c / 359, s, l));
|
|
}
|
|
|
|
return colors;
|
|
|
|
},
|
|
|
|
/**
|
|
* Interpolates the two given colours based on the supplied step and currentStep properties.
|
|
*
|
|
* @method Phaser.Color.interpolateColor
|
|
* @static
|
|
* @param {number} color1 - The first color value.
|
|
* @param {number} color2 - The second color value.
|
|
* @param {number} steps - The number of steps to run the interpolation over.
|
|
* @param {number} currentStep - The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the two.
|
|
* @param {number} alpha - The alpha of the returned color.
|
|
* @returns {number} The interpolated color value.
|
|
*/
|
|
interpolateColor: function (color1, color2, steps, currentStep, alpha) {
|
|
|
|
if (typeof alpha === "undefined") { alpha = 255; }
|
|
|
|
var src1 = Phaser.Color.getRGB(color1);
|
|
var src2 = Phaser.Color.getRGB(color2);
|
|
var r = (((src2.red - src1.red) * currentStep) / steps) + src1.red;
|
|
var g = (((src2.green - src1.green) * currentStep) / steps) + src1.green;
|
|
var b = (((src2.blue - src1.blue) * currentStep) / steps) + src1.blue;
|
|
|
|
return Phaser.Color.getColor32(alpha, r, g, b);
|
|
|
|
},
|
|
|
|
/**
|
|
* Interpolates the two given colours based on the supplied step and currentStep properties.
|
|
*
|
|
* @method Phaser.Color.interpolateColorWithRGB
|
|
* @static
|
|
* @param {number} color - The first color value.
|
|
* @param {number} r - The red color value, between 0 and 0xFF (255).
|
|
* @param {number} g - The green color value, between 0 and 0xFF (255).
|
|
* @param {number} b - The blue color value, between 0 and 0xFF (255).
|
|
* @param {number} steps - The number of steps to run the interpolation over.
|
|
* @param {number} currentStep - The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the two.
|
|
* @returns {number} The interpolated color value.
|
|
*/
|
|
interpolateColorWithRGB: function (color, r, g, b, steps, currentStep) {
|
|
|
|
var src = Phaser.Color.getRGB(color);
|
|
var or = (((r - src.red) * currentStep) / steps) + src.red;
|
|
var og = (((g - src.green) * currentStep) / steps) + src.green;
|
|
var ob = (((b - src.blue) * currentStep) / steps) + src.blue;
|
|
|
|
return Phaser.Color.getColor(or, og, ob);
|
|
|
|
},
|
|
|
|
/**
|
|
* Interpolates the two given colours based on the supplied step and currentStep properties.
|
|
* @method Phaser.Color.interpolateRGB
|
|
* @static
|
|
* @param {number} r1 - The red color value, between 0 and 0xFF (255).
|
|
* @param {number} g1 - The green color value, between 0 and 0xFF (255).
|
|
* @param {number} b1 - The blue color value, between 0 and 0xFF (255).
|
|
* @param {number} r2 - The red color value, between 0 and 0xFF (255).
|
|
* @param {number} g2 - The green color value, between 0 and 0xFF (255).
|
|
* @param {number} b2 - The blue color value, between 0 and 0xFF (255).
|
|
* @param {number} steps - The number of steps to run the interpolation over.
|
|
* @param {number} currentStep - The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the two.
|
|
* @returns {number} The interpolated color value.
|
|
*/
|
|
interpolateRGB: function (r1, g1, b1, r2, g2, b2, steps, currentStep) {
|
|
|
|
var r = (((r2 - r1) * currentStep) / steps) + r1;
|
|
var g = (((g2 - g1) * currentStep) / steps) + g1;
|
|
var b = (((b2 - b1) * currentStep) / steps) + b1;
|
|
|
|
return Phaser.Color.getColor(r, g, b);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns a random color value between black and white
|
|
* Set the min value to start each channel from the given offset.
|
|
* Set the max value to restrict the maximum color used per channel.
|
|
*
|
|
* @method Phaser.Color.getRandomColor
|
|
* @static
|
|
* @param {number} min - The lowest value to use for the color.
|
|
* @param {number} max - The highest value to use for the color.
|
|
* @param {number} alpha - The alpha value of the returning color (default 255 = fully opaque).
|
|
* @returns {number} 32-bit color value with alpha.
|
|
*/
|
|
getRandomColor: function (min, max, alpha) {
|
|
|
|
if (typeof min === "undefined") { min = 0; }
|
|
if (typeof max === "undefined") { max = 255; }
|
|
if (typeof alpha === "undefined") { alpha = 255; }
|
|
|
|
// Sanity checks
|
|
if (max > 255 || min > max)
|
|
{
|
|
return Phaser.Color.getColor(255, 255, 255);
|
|
}
|
|
|
|
var red = min + Math.round(Math.random() * (max - min));
|
|
var green = min + Math.round(Math.random() * (max - min));
|
|
var blue = min + Math.round(Math.random() * (max - min));
|
|
|
|
return Phaser.Color.getColor32(alpha, red, green, blue);
|
|
|
|
},
|
|
|
|
/**
|
|
* Return the component parts of a color as an Object with the properties alpha, red, green, blue.
|
|
*
|
|
* Alpha will only be set if it exist in the given color (0xAARRGGBB)
|
|
*
|
|
* @method Phaser.Color.getRGB
|
|
* @static
|
|
* @param {number} color - Color in RGB (0xRRGGBB) or ARGB format (0xAARRGGBB).
|
|
* @returns {object} An Object with properties: alpha, red, green, blue (also r, g, b and a). Alpha will only be present if a color value > 16777215 was given.
|
|
*/
|
|
getRGB: function (color) {
|
|
|
|
if (color > 16777215)
|
|
{
|
|
// The color value has an alpha component
|
|
return {
|
|
alpha: color >>> 24,
|
|
red: color >> 16 & 0xFF,
|
|
green: color >> 8 & 0xFF,
|
|
blue: color & 0xFF,
|
|
a: color >>> 24,
|
|
r: color >> 16 & 0xFF,
|
|
g: color >> 8 & 0xFF,
|
|
b: color & 0xFF
|
|
};
|
|
}
|
|
else
|
|
{
|
|
return {
|
|
alpha: 255,
|
|
red: color >> 16 & 0xFF,
|
|
green: color >> 8 & 0xFF,
|
|
blue: color & 0xFF,
|
|
a: 255,
|
|
r: color >> 16 & 0xFF,
|
|
g: color >> 8 & 0xFF,
|
|
b: color & 0xFF
|
|
};
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns a CSS friendly string value from the given color.
|
|
*
|
|
* @method Phaser.Color.getWebRGB
|
|
* @static
|
|
* @param {number|Object} color - Color in RGB (0xRRGGBB), ARGB format (0xAARRGGBB) or an Object with r, g, b, a properties.
|
|
* @returns {string} A string in the format: 'rgba(r,g,b,a)'
|
|
*/
|
|
getWebRGB: function (color) {
|
|
|
|
if (typeof color === 'object')
|
|
{
|
|
return 'rgba(' + color.r.toString() + ',' + color.g.toString() + ',' + color.b.toString() + ',' + (color.a / 255).toString() + ')';
|
|
}
|
|
else
|
|
{
|
|
var rgb = Phaser.Color.getRGB(color);
|
|
return 'rgba(' + rgb.r.toString() + ',' + rgb.g.toString() + ',' + rgb.b.toString() + ',' + (rgb.a / 255).toString() + ')';
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component, as a value between 0 and 255.
|
|
*
|
|
* @method Phaser.Color.getAlpha
|
|
* @static
|
|
* @param {number} color - In the format 0xAARRGGBB.
|
|
* @returns {number} The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent)).
|
|
*/
|
|
getAlpha: function (color) {
|
|
return color >>> 24;
|
|
},
|
|
|
|
/**
|
|
* Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component as a value between 0 and 1.
|
|
*
|
|
* @method Phaser.Color.getAlphaFloat
|
|
* @static
|
|
* @param {number} color - In the format 0xAARRGGBB.
|
|
* @returns {number} The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent)).
|
|
*/
|
|
getAlphaFloat: function (color) {
|
|
return (color >>> 24) / 255;
|
|
},
|
|
|
|
/**
|
|
* Given a native color value (in the format 0xAARRGGBB) this will return the Red component, as a value between 0 and 255.
|
|
*
|
|
* @method Phaser.Color.getRed
|
|
* @static
|
|
* @param {number} color In the format 0xAARRGGBB.
|
|
* @returns {number} The Red component of the color, will be between 0 and 255 (0 being no color, 255 full Red).
|
|
*/
|
|
getRed: function (color) {
|
|
return color >> 16 & 0xFF;
|
|
},
|
|
|
|
/**
|
|
* Given a native color value (in the format 0xAARRGGBB) this will return the Green component, as a value between 0 and 255.
|
|
*
|
|
* @method Phaser.Color.getGreen
|
|
* @static
|
|
* @param {number} color - In the format 0xAARRGGBB.
|
|
* @returns {number} The Green component of the color, will be between 0 and 255 (0 being no color, 255 full Green).
|
|
*/
|
|
getGreen: function (color) {
|
|
return color >> 8 & 0xFF;
|
|
},
|
|
|
|
/**
|
|
* Given a native color value (in the format 0xAARRGGBB) this will return the Blue component, as a value between 0 and 255.
|
|
*
|
|
* @method Phaser.Color.getBlue
|
|
* @static
|
|
* @param {number} color - In the format 0xAARRGGBB.
|
|
* @returns {number} The Blue component of the color, will be between 0 and 255 (0 being no color, 255 full Blue).
|
|
*/
|
|
getBlue: function (color) {
|
|
return color & 0xFF;
|
|
}
|
|
|
|
};
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