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phaser-ce

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Phaser CE (Community Edition) is a fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2016 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 = {

    /**
     * Red (0xff0000)
     *
     * @type number
     * @constant
     * @default
     */
    RED: 0xff0000,

    /**
     * Orange (0xff9900)
     *
     * @type number
     * @constant
     * @default
     */
    ORANGE: 0xff9900,

    /**
     * Yellow (0xffff00)
     *
     * @type number
     * @constant
     * @default
     */
    YELLOW: 0xffff00,

    /**
     * Green (0x00ff00)
     *
     * @type number
     * @constant
     * @default
     */
    GREEN: 0x00ff00,

    /**
     * Aqua (0x00ffff)
     *
     * @type number
     * @constant
     * @default
     */
    AQUA: 0x00ffff,

    /**
     * Blue (0x0000ff)
     *
     * @type number
     * @constant
     * @default
     */
    BLUE: 0x0000ff,

    /**
     * Violet/purple (0xff00ff)
     *
     * @type number
     * @constant
     * @default
     */
    VIOLET: 0xff00ff,

    /**
     * White (0xffffff)
     *
     * @type number
     * @constant
     * @default
     */
    WHITE: 0xffffff,

    /**
     * Black (0x000000)
     *
     * @type number
     * @constant
     * @default
     */
    BLACK: 0,

    /**
     * Gray (0x666666)
     *
     * @type number
     * @constant
     * @default
     */
    GRAY: 0x666666,

    /**
     * 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 RGBA components to a 32 bit integer in AABBGGRR format.
     *
     * @method Phaser.Color.toABGR
     * @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
     */
    toABGR: function (r, g, b, a)
    {
        return ((a << 24) | (b << 16) | (g << 8) | r) >>> 0;
    },

    /**
     * Converts a hex color value to an [R, G, B] array.
     *
     * @static
     * @method Phaser.Color.hexToRGBArray
     * @param {number} color - The color to convert to an RGB array. In the format 0xRRGGBB.
     * @return {array} An array with element 0 containing the Red value, 1 containing Green, and 2 containing Blue.
     */
    hexToRGBArray: function (color)
    {
        return [
            (color >> 16 & 0xFF) / 255,
            (color >> 8 & 0xFF) / 255,
            (color & 0xFF) / 255
        ];
    },

    /**
     * Converts an RGB color array, in the format: [R, G, B], to a hex color value.
     *
     * @static
     * @method Phaser.Color.RGBArrayToHex
     * @param {array} rgb - An array with element 0 containing the Red value, 1 containing Green, and 2 containing Blue.
     * @return {number} The color value, in the format 0xRRGGBB.
     */
    RGBArrayToHex: function (rgb)
    {
        return ((rgb[0] * 255 << 16) + (rgb[1] * 255 << 8) + rgb[2] * 255);
    },

    /**
     * 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.toFixed() + ',' + out.g.toFixed() + ',' + out.b.toFixed() + ',' + 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 = ~~Number(result[1]);
            out.g = ~~Number(result[2]);
            out.b = ~~Number(result[3]);
            out.a = result[4] !== undefined ? Number(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.
     * @param {number} [colorSpace=0] - The color space to interpolate in. 0 = RGB, 1 = HSV.
     * @returns {number} The interpolated color value.
     */
    interpolateColor: function (color1, color2, steps, currentStep, alpha, colorSpace)
    {
        if (alpha === undefined) { alpha = 255; }
        if (colorSpace === undefined) { colorSpace = 0; }

        var src1 = Phaser.Color.getRGB(color1);
        var src2 = Phaser.Color.getRGB(color2);

        if (colorSpace === 0)
        {
            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;
        }

        if (colorSpace === 1)
        {
            var hsv1 = Phaser.Color.RGBtoHSV(src1.r, src1.g, src1.b);
            var hsv2 = Phaser.Color.RGBtoHSV(src2.r, src2.g, src2.b);
            var dh = hsv2.h - hsv1.h;
            var h;

            if (hsv1.h > hsv2.h)
            {
                var h3 = hsv2.h;
                hsv2.h = hsv1.h;
                hsv1.h = h3;
                dh = -dh;
                currentStep = steps - currentStep;
            }

            if (dh > 0.5)
            {
                hsv1.h = hsv1.h + 1;
                h = (((hsv2.h - hsv1.h) * currentStep / steps) + hsv1.h) % 1;
            }

            if (dh <= 0.5)
            {
                h = ((hsv2.h - hsv1.h) * currentStep / steps) + hsv1.h;
            }

            var s = (((hsv2.s - hsv1.s) * currentStep) / steps) + hsv1.s;
            var v = (((hsv2.v - hsv1.v) * currentStep) / steps) + hsv1.v;

            var rgb = Phaser.Color.HSVtoRGB(h, s, v, rgb);
            var r = rgb.r;
            var g = rgb.g;
            var b = rgb.b;
        }

        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);
    },

    /**
     * Calculates a linear (interpolation) value of two colors over t.
     *
     * This is a slightly simpler interface to {@link Phaser.Color.interpolateColor}.
     *
     * The arguments are similar to {@link Phaser.Math.linear}.
     *
     * @method Phaser.Color.linear
     * @param {number} color1 - The first color value.
     * @param {number} color2 - The second color value.
     * @param {number} t - A value between 0 and 1.
     * @return {number} The interpolated color value.
     */
    linear: function (color1, color2, t)
    {
        return this.interpolateColor(color1, color2, 1, t);
    },

    /**
     * Calculates a linear (interpolation) value of an array of colors over t.
     *
     * The arguments are similar to {@link Phaser.Math.linearInterpolation}.
     *
     * This can be used as a {@link Phaser.TweenData#interpolationFunction}.
     *
     * @method Phaser.Color.linearInterpolation
     * @param {number[]} colors - The input array of color values to interpolate between.
     * @param {number} t - The amount of interpolation, between 0 (start) and 1 (end).
     * @return {number} The interpolated color value.
     */
    linearInterpolation: function (colors, t)
    {
        var k = Phaser.Math.linear(0, colors.length - 1, t);
        var color1 = colors[Math.floor(k)];
        var color2 = colors[Math.ceil(k)];

        return this.linear(color1, color2, k % 1);
    },

    /**
     * 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;
    }

};