/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2015 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Phaser.Color class is a set of static methods that assist in color manipulation and conversion. * * @class Phaser.Color */ Phaser.Color = { /** * Packs the r, g, b, a components into a single integer, for use with Int32Array. * If device is little endian then ABGR order is used. Otherwise RGBA order is used. * * @author Matt DesLauriers (@mattdesl) * @method Phaser.Color.packPixel * @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 - The alpha color component, in the range 0 - 255. * @return {number} The packed color as uint32 */ packPixel: function (r, g, b, a) { if (Phaser.Device.LITTLE_ENDIAN) { return ( (a << 24) | (b << 16) | (g << 8) | r ) >>> 0; } else { return ( (r << 24) | (g << 16) | (b << 8) | a ) >>> 0; } }, /** * Unpacks the r, g, b, a components into the specified color object, or a new * object, for use with Int32Array. If little endian, then ABGR order is used when * unpacking, otherwise, RGBA order is used. The resulting color object has the * `r, g, b, a` properties which are unrelated to endianness. * * Note that the integer is assumed to be packed in the correct endianness. On little-endian * the format is 0xAABBGGRR and on big-endian the format is 0xRRGGBBAA. If you want a * endian-independent method, use fromRGBA(rgba) and toRGBA(r, g, b, a). * * @author Matt DesLauriers (@mattdesl) * @method Phaser.Color.unpackPixel * @static * @param {number} rgba - The integer, packed in endian order by packPixel. * @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. * @param {boolean} [hsl=false] - Also convert the rgb values into hsl? * @param {boolean} [hsv=false] - Also convert the rgb values into hsv? * @return {object} An object with the red, green and blue values set in the r, g and b properties. */ unpackPixel: function (rgba, out, hsl, hsv) { if (out === undefined || out === null) { out = Phaser.Color.createColor(); } if (hsl === undefined || hsl === null) { hsl = false; } if (hsv === undefined || hsv === null) { hsv = false; } if (Phaser.Device.LITTLE_ENDIAN) { out.a = ((rgba & 0xff000000) >>> 24); out.b = ((rgba & 0x00ff0000) >>> 16); out.g = ((rgba & 0x0000ff00) >>> 8); out.r = ((rgba & 0x000000ff)); } else { out.r = ((rgba & 0xff000000) >>> 24); out.g = ((rgba & 0x00ff0000) >>> 16); out.b = ((rgba & 0x0000ff00) >>> 8); out.a = ((rgba & 0x000000ff)); } out.color = rgba; out.rgba = 'rgba(' + out.r + ',' + out.g + ',' + out.b + ',' + (out.a / 255) + ')'; if (hsl) { Phaser.Color.RGBtoHSL(out.r, out.g, out.b, out); } if (hsv) { Phaser.Color.RGBtoHSV(out.r, out.g, out.b, out); } return out; }, /** * A utility to convert an integer in 0xRRGGBBAA format to a color object. * This does not rely on endianness. * * @author Matt DesLauriers (@mattdesl) * @method Phaser.Color.fromRGBA * @static * @param {number} rgba - An RGBA hex * @param {object} [out] - The object to use, optional. * @return {object} A color object. */ fromRGBA: function (rgba, out) { if (!out) { out = Phaser.Color.createColor(); } out.r = ((rgba & 0xff000000) >>> 24); out.g = ((rgba & 0x00ff0000) >>> 16); out.b = ((rgba & 0x0000ff00) >>> 8); out.a = ((rgba & 0x000000ff)); out.rgba = 'rgba(' + out.r + ',' + out.g + ',' + out.b + ',' + out.a + ')'; return out; }, /** * A utility to convert RGBA components to a 32 bit integer in RRGGBBAA format. * * @author Matt DesLauriers (@mattdesl) * @method Phaser.Color.toRGBA * @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 - The alpha color component, in the range 0 - 255. * @return {number} A RGBA-packed 32 bit integer */ toRGBA: function (r, g, b, a) { return (r << 24) | (g << 16) | (b << 8) | a; }, /** * Converts an RGB color value to HSL (hue, saturation and lightness). * Conversion forumla from http://en.wikipedia.org/wiki/HSL_color_space. * Assumes RGB values are contained in the set [0, 255] and returns h, s and l in the set [0, 1]. * Based on code by Michael Jackson (https://github.com/mjijackson) * * @method Phaser.Color.RGBtoHSL * @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 {object} [out] - An object into which 3 properties will be created, h, s and l. If not provided a new object will be created. * @return {object} An object with the hue, saturation and lightness values set in the h, s and l properties. */ RGBtoHSL: function (r, g, b, out) { if (!out) { out = Phaser.Color.createColor(r, g, b, 1); } r /= 255; g /= 255; b /= 255; var min = Math.min(r, g, b); var max = Math.max(r, g, b); // achromatic by default out.h = 0; out.s = 0; out.l = (max + min) / 2; if (max !== min) { var d = max - min; out.s = out.l > 0.5 ? d / (2 - max - min) : d / (max + min); if (max === r) { out.h = (g - b) / d + (g < b ? 6 : 0); } else if (max === g) { out.h = (b - r) / d + 2; } else if (max === b) { out.h = (r - g) / d + 4; } out.h /= 6; } return out; }, /** * Converts an HSL (hue, saturation and lightness) color value to RGB. * Conversion forumla from http://en.wikipedia.org/wiki/HSL_color_space. * Assumes HSL values are contained in the set [0, 1] and returns r, g and b values in the set [0, 255]. * Based on code by Michael Jackson (https://github.com/mjijackson) * * @method Phaser.Color.HSLtoRGB * @static * @param {number} h - The hue, in the range 0 - 1. * @param {number} s - The saturation, in the range 0 - 1. * @param {number} l - The lightness, in the range 0 - 1. * @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. * @return {object} An object with the red, green and blue values set in the r, g and b properties. */ HSLtoRGB: function (h, s, l, out) { if (!out) { out = Phaser.Color.createColor(l, l, l); } else { // achromatic by default out.r = l; out.g = l; out.b = l; } if (s !== 0) { var q = l < 0.5 ? l * (1 + s) : l + s - l * s; var p = 2 * l - q; out.r = Phaser.Color.hueToColor(p, q, h + 1 / 3); out.g = Phaser.Color.hueToColor(p, q, h); out.b = Phaser.Color.hueToColor(p, q, h - 1 / 3); } // out.r = (out.r * 255 | 0); // out.g = (out.g * 255 | 0); // out.b = (out.b * 255 | 0); out.r = Math.floor((out.r * 255 | 0)); out.g = Math.floor((out.g * 255 | 0)); out.b = Math.floor((out.b * 255 | 0)); Phaser.Color.updateColor(out); return out; }, /** * Converts an RGB color value to HSV (hue, saturation and value). * Conversion forumla from http://en.wikipedia.org/wiki/HSL_color_space. * Assumes RGB values are contained in the set [0, 255] and returns h, s and v in the set [0, 1]. * Based on code by Michael Jackson (https://github.com/mjijackson) * * @method Phaser.Color.RGBtoHSV * @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 {object} [out] - An object into which 3 properties will be created, h, s and v. If not provided a new object will be created. * @return {object} An object with the hue, saturation and value set in the h, s and v properties. */ RGBtoHSV: function (r, g, b, out) { if (!out) { out = Phaser.Color.createColor(r, g, b, 255); } r /= 255; g /= 255; b /= 255; var min = Math.min(r, g, b); var max = Math.max(r, g, b); var d = max - min; // achromatic by default out.h = 0; out.s = max === 0 ? 0 : d / max; out.v = max; if (max !== min) { if (max === r) { out.h = (g - b) / d + (g < b ? 6 : 0); } else if (max === g) { out.h = (b - r) / d + 2; } else if (max === b) { out.h = (r - g) / d + 4; } out.h /= 6; } return out; }, /** * Converts an HSV (hue, saturation and value) color value to RGB. * Conversion forumla from http://en.wikipedia.org/wiki/HSL_color_space. * Assumes HSV values are contained in the set [0, 1] and returns r, g and b values in the set [0, 255]. * Based on code by Michael Jackson (https://github.com/mjijackson) * * @method Phaser.Color.HSVtoRGB * @static * @param {number} h - The hue, in the range 0 - 1. * @param {number} s - The saturation, in the range 0 - 1. * @param {number} v - The value, in the range 0 - 1. * @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. * @return {object} An object with the red, green and blue values set in the r, g and b properties. */ HSVtoRGB: function (h, s, v, out) { if (out === undefined) { out = Phaser.Color.createColor(0, 0, 0, 1, h, s, 0, v); } var r, g, b; var i = Math.floor(h * 6); var f = h * 6 - i; var p = v * (1 - s); var q = v * (1 - f * s); var t = v * (1 - (1 - f) * s); switch (i % 6) { case 0: r = v; g = t; b = p; break; case 1: r = q; g = v; b = p; break; case 2: r = p; g = v; b = t; break; case 3: r = p; g = q; b = v; break; case 4: r = t; g = p; b = v; break; case 5: r = v; g = p; b = q; break; } out.r = Math.floor(r * 255); out.g = Math.floor(g * 255); out.b = Math.floor(b * 255); Phaser.Color.updateColor(out); return out; }, /** * Converts a hue to an RGB color. * Based on code by Michael Jackson (https://github.com/mjijackson) * * @method Phaser.Color.hueToColor * @static * @param {number} p * @param {number} q * @param {number} t * @return {number} The color component value. */ hueToColor: function (p, q, t) { if (t < 0) { t += 1; } if (t > 1) { t -= 1; } if (t < 1 / 6) { return p + (q - p) * 6 * t; } if (t < 1 / 2) { return q; } if (t < 2 / 3) { return p + (q - p) * (2 / 3 - t) * 6; } return p; }, /** * 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) { 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: '' }; return Phaser.Color.updateColor(out); }, /** * Takes a color object and updates the rgba, color and color32 properties. * * @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) { out.rgba = 'rgba(' + out.r.toString() + ',' + out.g.toString() + ',' + out.b.toString() + ',' + out.a.toString() + ')'; out.color = Phaser.Color.getColor(out.r, out.g, out.b); out.color32 = Phaser.Color.getColor32(out.a * 255, out.r, out.g, out.b); 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 (a === undefined) { a = 255; } if (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; Phaser.Color.updateColor(out); } 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 (s === undefined) { s = 1.0; } if (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 (s === undefined) { s = 0.5; } if (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 (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=0] - The lowest value to use for the color. * @param {number} [max=255] - The highest value to use for the color. * @param {number} [alpha=255] - 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 (min === undefined) { min = 0; } if (max === undefined) { max = 255; } if (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; }, /** * Blends the source color, ignoring the backdrop. * * @method Phaser.Color.blendNormal * @static * @param {integer} a - The source color to blend, in the range 1 to 255. * @param {integer} b - The backdrop color to blend, in the range 1 to 255. * @returns {integer} The blended color value, in the range 1 to 255. */ blendNormal: function (a) { return a; }, /** * Selects the lighter of the backdrop and source colors. * * @method Phaser.Color.blendLighten * @static * @param {integer} a - The source color to blend, in the range 1 to 255. * @param {integer} b - The backdrop color to blend, in the range 1 to 255. * @returns {integer} The blended color value, in the range 1 to 255. */ blendLighten: function (a, b) { return (b > a) ? b : a; }, /** * Selects the darker of the backdrop and source colors. * * @method Phaser.Color.blendDarken * @static * @param {integer} a - The source color to blend, in the range 1 to 255. * @param {integer} b - The backdrop color to blend, in the range 1 to 255. * @returns {integer} The blended color value, in the range 1 to 255. */ blendDarken: function (a, b) { return (b > a) ? a : b; }, /** * Multiplies the backdrop and source color values. * The result color is always at least as dark as either of the two constituent * colors. Multiplying any color with black produces black; * multiplying with white leaves the original color unchanged. * * @method Phaser.Color.blendMultiply * @static * @param {integer} a - The source color to blend, in the range 1 to 255. * @param {integer} b - The backdrop color to blend, in the range 1 to 255. * @returns {integer} The blended color value, in the range 1 to 255. */ blendMultiply: function (a, b) { return (a * b) / 255; }, /** * Takes the average of the source and backdrop colors. * * @method Phaser.Color.blendAverage * @static * @param {integer} a - The source color to blend, in the range 1 to 255. * @param {integer} b - The backdrop color to blend, in the range 1 to 255. * @returns {integer} The blended color value, in the range 1 to 255. */ blendAverage: function (a, b) { return (a + b) / 2; }, /** * Adds the source and backdrop colors together and returns the value, up to a maximum of 255. * * @method Phaser.Color.blendAdd * @static * @param {integer} a - The source color to blend, in the range 1 to 255. * @param {integer} b - The backdrop color to blend, in the range 1 to 255. * @returns {integer} The blended color value, in the range 1 to 255. */ blendAdd: function (a, b) { return Math.min(255, a + b); }, /** * Combines the source and backdrop colors and returns their value minus 255. * * @method Phaser.Color.blendSubtract * @static * @param {integer} a - The source color to blend, in the range 1 to 255. * @param {integer} b - The backdrop color to blend, in the range 1 to 255. * @returns {integer} The blended color value, in the range 1 to 255. */ blendSubtract: function (a, b) { return Math.max(0, a + b - 255); }, /** * Subtracts the darker of the two constituent colors from the lighter. * * Painting with white inverts the backdrop color; painting with black produces no change. * * @method Phaser.Color.blendDifference * @static * @param {integer} a - The source color to blend, in the range 1 to 255. * @param {integer} b - The backdrop color to blend, in the range 1 to 255. * @returns {integer} The blended color value, in the range 1 to 255. */ blendDifference: function (a, b) { return Math.abs(a - b); }, /** * Negation blend mode. * * @method Phaser.Color.blendNegation * @static * @param {integer} a - The source color to blend, in the range 1 to 255. * @param {integer} b - The backdrop color to blend, in the range 1 to 255. * @returns {integer} The blended color value, in the range 1 to 255. */ blendNegation: function (a, b) { return 255 - Math.abs(255 - a - b); }, /** * Multiplies the complements of the backdrop and source color values, then complements the result. * The result color is always at least as light as either of the two constituent colors. * Screening any color with white produces white; screening with black leaves the original color unchanged. * * @method Phaser.Color.blendScreen * @static * @param {integer} a - The source color to blend, in the range 1 to 255. * @param {integer} b - The backdrop color to blend, in the range 1 to 255. * @returns {integer} The blended color value, in the range 1 to 255. */ blendScreen: function (a, b) { return 255 - (((255 - a) * (255 - b)) >> 8); }, /** * Produces an effect similar to that of the Difference mode, but lower in contrast. * Painting with white inverts the backdrop color; painting with black produces no change. * * @method Phaser.Color.blendExclusion * @static * @param {integer} a - The source color to blend, in the range 1 to 255. * @param {integer} b - The backdrop color to blend, in the range 1 to 255. * @returns {integer} The blended color value, in the range 1 to 255. */ blendExclusion: function (a, b) { return a + b - 2 * a * b / 255; }, /** * Multiplies or screens the colors, depending on the backdrop color. * Source colors overlay the backdrop while preserving its highlights and shadows. * The backdrop color is not replaced, but is mixed with the source color to reflect the lightness or darkness of the backdrop. * * @method Phaser.Color.blendOverlay * @static * @param {integer} a - The source color to blend, in the range 1 to 255. * @param {integer} b - The backdrop color to blend, in the range 1 to 255. * @returns {integer} The blended color value, in the range 1 to 255. */ blendOverlay: function (a, b) { return b < 128 ? (2 * a * b / 255) : (255 - 2 * (255 - a) * (255 - b) / 255); }, /** * Darkens or lightens the colors, depending on the source color value. * * If the source color is lighter than 0.5, the backdrop is lightened, as if it were dodged; * this is useful for adding highlights to a scene. * * If the source color is darker than 0.5, the backdrop is darkened, as if it were burned in. * The degree of lightening or darkening is proportional to the difference between the source color and 0.5; * if it is equal to 0.5, the backdrop is unchanged. * * Painting with pure black or white produces a distinctly darker or lighter area, but does not result in pure black or white. * The effect is similar to shining a diffused spotlight on the backdrop. * * @method Phaser.Color.blendSoftLight * @static * @param {integer} a - The source color to blend, in the range 1 to 255. * @param {integer} b - The backdrop color to blend, in the range 1 to 255. * @returns {integer} The blended color value, in the range 1 to 255. */ blendSoftLight: function (a, b) { return b < 128 ? (2 * ((a >> 1) + 64)) * (b / 255) : 255 - (2 * (255 - ((a >> 1) + 64)) * (255 - b) / 255); }, /** * Multiplies or screens the colors, depending on the source color value. * * If the source color is lighter than 0.5, the backdrop is lightened, as if it were screened; * this is useful for adding highlights to a scene. * * If the source color is darker than 0.5, the backdrop is darkened, as if it were multiplied; * this is useful for adding shadows to a scene. * * The degree of lightening or darkening is proportional to the difference between the source color and 0.5; * if it is equal to 0.5, the backdrop is unchanged. * * Painting with pure black or white produces pure black or white. The effect is similar to shining a harsh spotlight on the backdrop. * * @method Phaser.Color.blendHardLight * @static * @param {integer} a - The source color to blend, in the range 1 to 255. * @param {integer} b - The backdrop color to blend, in the range 1 to 255. * @returns {integer} The blended color value, in the range 1 to 255. */ blendHardLight: function (a, b) { return Phaser.Color.blendOverlay(b, a); }, /** * Brightens the backdrop color to reflect the source color. * Painting with black produces no change. * * @method Phaser.Color.blendColorDodge * @static * @param {integer} a - The source color to blend, in the range 1 to 255. * @param {integer} b - The backdrop color to blend, in the range 1 to 255. * @returns {integer} The blended color value, in the range 1 to 255. */ blendColorDodge: function (a, b) { return b === 255 ? b : Math.min(255, ((a << 8) / (255 - b))); }, /** * Darkens the backdrop color to reflect the source color. * Painting with white produces no change. * * @method Phaser.Color.blendColorBurn * @static * @param {integer} a - The source color to blend, in the range 1 to 255. * @param {integer} b - The backdrop color to blend, in the range 1 to 255. * @returns {integer} The blended color value, in the range 1 to 255. */ blendColorBurn: function (a, b) { return b === 0 ? b : Math.max(0, (255 - ((255 - a) << 8) / b)); }, /** * An alias for blendAdd, it simply sums the values of the two colors. * * @method Phaser.Color.blendLinearDodge * @static * @param {integer} a - The source color to blend, in the range 1 to 255. * @param {integer} b - The backdrop color to blend, in the range 1 to 255. * @returns {integer} The blended color value, in the range 1 to 255. */ blendLinearDodge: function (a, b) { return Phaser.Color.blendAdd(a, b); }, /** * An alias for blendSubtract, it simply sums the values of the two colors and subtracts 255. * * @method Phaser.Color.blendLinearBurn * @static * @param {integer} a - The source color to blend, in the range 1 to 255. * @param {integer} b - The backdrop color to blend, in the range 1 to 255. * @returns {integer} The blended color value, in the range 1 to 255. */ blendLinearBurn: function (a, b) { return Phaser.Color.blendSubtract(a, b); }, /** * This blend mode combines Linear Dodge and Linear Burn (rescaled so that neutral colors become middle gray). * Dodge applies to values of top layer lighter than middle gray, and burn to darker values. * The calculation simplifies to the sum of bottom layer and twice the top layer, subtract 128. The contrast decreases. * * @method Phaser.Color.blendLinearLight * @static * @param {integer} a - The source color to blend, in the range 1 to 255. * @param {integer} b - The backdrop color to blend, in the range 1 to 255. * @returns {integer} The blended color value, in the range 1 to 255. */ blendLinearLight: function (a, b) { return b < 128 ? Phaser.Color.blendLinearBurn(a, 2 * b) : Phaser.Color.blendLinearDodge(a, (2 * (b - 128))); }, /** * This blend mode combines Color Dodge and Color Burn (rescaled so that neutral colors become middle gray). * Dodge applies when values in the top layer are lighter than middle gray, and burn to darker values. * The middle gray is the neutral color. When color is lighter than this, this effectively moves the white point of the bottom * layer down by twice the difference; when it is darker, the black point is moved up by twice the difference. The perceived contrast increases. * * @method Phaser.Color.blendVividLight * @static * @param {integer} a - The source color to blend, in the range 1 to 255. * @param {integer} b - The backdrop color to blend, in the range 1 to 255. * @returns {integer} The blended color value, in the range 1 to 255. */ blendVividLight: function (a, b) { return b < 128 ? Phaser.Color.blendColorBurn(a, 2 * b) : Phaser.Color.blendColorDodge(a, (2 * (b - 128))); }, /** * If the backdrop color (light source) is lighter than 50%, the blendDarken mode is used, and colors lighter than the backdrop color do not change. * If the backdrop color is darker than 50% gray, colors lighter than the blend color are replaced, and colors darker than the blend color do not change. * * @method Phaser.Color.blendPinLight * @static * @param {integer} a - The source color to blend, in the range 1 to 255. * @param {integer} b - The backdrop color to blend, in the range 1 to 255. * @returns {integer} The blended color value, in the range 1 to 255. */ blendPinLight: function (a, b) { return b < 128 ? Phaser.Color.blendDarken(a, 2 * b) : Phaser.Color.blendLighten(a, (2 * (b - 128))); }, /** * Runs blendVividLight on the source and backdrop colors. * If the resulting color is 128 or more, it receives a value of 255; if less than 128, a value of 0. * Therefore, all blended pixels have red, green, and blue channel values of either 0 or 255. * This changes all pixels to primary additive colors (red, green, or blue), white, or black. * * @method Phaser.Color.blendHardMix * @static * @param {integer} a - The source color to blend, in the range 1 to 255. * @param {integer} b - The backdrop color to blend, in the range 1 to 255. * @returns {integer} The blended color value, in the range 1 to 255. */ blendHardMix: function (a, b) { return Phaser.Color.blendVividLight(a, b) < 128 ? 0 : 255; }, /** * Reflect blend mode. This mode is useful when adding shining objects or light zones to images. * * @method Phaser.Color.blendReflect * @static * @param {integer} a - The source color to blend, in the range 1 to 255. * @param {integer} b - The backdrop color to blend, in the range 1 to 255. * @returns {integer} The blended color value, in the range 1 to 255. */ blendReflect: function (a, b) { return b === 255 ? b : Math.min(255, (a * a / (255 - b))); }, /** * Glow blend mode. This mode is a variation of reflect mode with the source and backdrop colors swapped. * * @method Phaser.Color.blendGlow * @static * @param {integer} a - The source color to blend, in the range 1 to 255. * @param {integer} b - The backdrop color to blend, in the range 1 to 255. * @returns {integer} The blended color value, in the range 1 to 255. */ blendGlow: function (a, b) { return Phaser.Color.blendReflect(b, a); }, /** * Phoenix blend mode. This subtracts the lighter color from the darker color, and adds 255, giving a bright result. * * @method Phaser.Color.blendPhoenix * @static * @param {integer} a - The source color to blend, in the range 1 to 255. * @param {integer} b - The backdrop color to blend, in the range 1 to 255. * @returns {integer} The blended color value, in the range 1 to 255. */ blendPhoenix: function (a, b) { return Math.min(a, b) - Math.max(a, b) + 255; } };