/* jshint camelcase:false */ /** * A collection of methods useful for manipulating and comparing colors. * * @class Phaser.Plugin.ColorHarmony * @author Richard Davey <rich@photonstorm.com> * @copyright 2013 Photon Storm Ltd. * @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License */ Phaser.Plugins.ColorHarmony.prototype = { /** * Returns a Complementary Color Harmony for the given color. * <p>A complementary hue is one directly opposite the color given on the color wheel</p> * <p>Value returned in 0xAARRGGBB format with Alpha set to 255.</p> * * @method Phaser.Plugin.ColorHarmony#getComplementHarmony * @param {Number} color The color to base the harmony on. * @return {Number} 0xAARRGGBB format color value. */ getComplementHarmony: function (color) { var hsv = Phaser.Color.RGBtoHSV(color); var opposite = Phaser.Color.game.math.wrapValue(hsv.hue, 180, 359); return Phaser.Color.HSVtoRGB(opposite, 1.0, 1.0); }, /** * Returns an Analogous Color Harmony for the given color. * <p>An Analogous harmony are hues adjacent to each other on the color wheel</p> * <p>Values returned in 0xAARRGGBB format with Alpha set to 255.</p> * * @method Phaser.Plugin.ColorHarmony#getAnalogousHarmony * @param {Number} color The color to base the harmony on. * @param {Number} threshold Control how adjacent the colors will be (default +- 30 degrees) * @return {Object} Object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color) */ getAnalogousHarmony: function (color, threshold) { if (typeof threshold === "undefined") { threshold = 30; } var hsv = Phaser.Color.RGBtoHSV(color); if(threshold > 359 || threshold < 0) { throw new Error("Color Warning: Invalid threshold given to getAnalogousHarmony()"); } var warmer = Phaser.Color.game.math.wrapValue(hsv.hue, 359 - threshold, 359); var colder = Phaser.Color.game.math.wrapValue(hsv.hue, threshold, 359); return { color1: color, color2: Phaser.Color.HSVtoRGB(warmer, 1.0, 1.0), color3: Phaser.Color.HSVtoRGB(colder, 1.0, 1.0), hue1: hsv.hue, hue2: warmer, hue3: colder }; }, /** * Returns an Split Complement Color Harmony for the given color. * <p>A Split Complement harmony are the two hues on either side of the color's Complement</p> * <p>Values returned in 0xAARRGGBB format with Alpha set to 255.</p> * * @method Phaser.Plugin.ColorHarmony#getSplitComplementHarmony * @param {Number} color The color to base the harmony on * @param {Number} threshold Control how adjacent the colors will be to the Complement (default +- 30 degrees) * @return {Object} An object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color) */ getSplitComplementHarmony: function (color, threshold) { if (typeof threshold === "undefined") { threshold = 30; } var hsv = Phaser.Color.RGBtoHSV(color); if(threshold >= 359 || threshold <= 0) { throw new Error("Phaser.Color Warning: Invalid threshold given to getSplitComplementHarmony()"); } var opposite = Phaser.Color.game.math.wrapValue(hsv.hue, 180, 359); var warmer = Phaser.Color.game.math.wrapValue(hsv.hue, opposite - threshold, 359); var colder = Phaser.Color.game.math.wrapValue(hsv.hue, opposite + threshold, 359); return { color1: color, color2: Phaser.Color.HSVtoRGB(warmer, hsv.saturation, hsv.value), color3: Phaser.Color.HSVtoRGB(colder, hsv.saturation, hsv.value), hue1: hsv.hue, hue2: warmer, hue3: colder }; }, /** * Returns a Triadic Color Harmony for the given color. * <p>A Triadic harmony are 3 hues equidistant from each other on the color wheel</p> * <p>Values returned in 0xAARRGGBB format with Alpha set to 255.</p> * * @method Phaser.Plugin.ColorHarmony#getTriadicHarmony * @param {Number} color The color to base the harmony on. * @return {Object} An Object containing 3 properties: color1 (the original color), color2 and color3 (the equidistant colors) */ getTriadicHarmony: function (color) { var hsv = Phaser.Color.RGBtoHSV(color); var triadic1 = Phaser.Color.game.math.wrapValue(hsv.hue, 120, 359); var triadic2 = Phaser.Color.game.math.wrapValue(triadic1, 120, 359); return { color1: color, color2: Phaser.Color.HSVtoRGB(triadic1, 1.0, 1.0), color3: Phaser.Color.HSVtoRGB(triadic2, 1.0, 1.0) }; } };