Does anyone know how to create two new colours (highlight and shadow) based on one colour in ActionScript 3? So, if I have red (0xFF0000), I will get a light red and dark red too?
I have no idea. Thanks!
To get Highlight (lightness) you increase each R, G and B equally by same amount (with maximum at 255
or 0xFF
). In your case Red is already at its maximum so increase both Green and Blue by same amount ( eg do a += 128
on each of those channels).
To get Shadow (darkness) you decrease each R, G and B equally by same amount (with minimum at 0
or 0x00
). In your case both Green and Blue are already at their minimum so just decrease only Red by x amount ( eg do a -= 128
on Red channel).
In short:
Input = 0xFF0000
... then Highlight = 0xFF8080
and Shadow = 0x800000
.
Update:
A good point was made in the comments about highlight/shadow cases of other colours (or hues). If we agree that "lighter" means adding more white and "darker" means adding more black then maybe a linear interpolation might help you (basically make a gradient of input colour fading to black or to white and choose your preferred darker/lighter colour along those A-to-B paths...
PS: By interpolating, you'll have the flexibility of blending to different hues and shades of lightness/darkness. Maybe blend from a bright red towards a darker reddish-purple (instead of just black) for "sweeter" shade colours, and your greens could have yellow highlights (instead of just white). Blue is up to you.
example usage:
var newColour :uint = 0;
newColour = blendRGB_AS3 (0xFF0000, 0xFFFFFF, 0.5) //# get 50% white added
newColour = blendRGB_AS3 (0xFF0000, 0x000000, 0.5) //# get 50% black added
Example function:
(note: (temp_int >> 0)
is used here as a quick Math.Floor
for any fractioned results)
//# function inputs: src_C, dest_C, stopPoint ... where:
//# src_C = source / start colour A (as 0xRGB)
//# dest_C = destination / end colour B (as 0xRGB)
//# stopPoint = A-to-B stopping point (as ranging from 0.0 to 1.0)
function blendRGB_AS3 (src_C, dest_C, stopPoint ) :uint
{
//# using Unsigned INTegers since no need of the minus ( - ) sign.
var temp_int :uint = 0; var res_C :uint = 0;
var src_R :uint = (src_C >> 16 & 0xFF);
var src_G :uint = (src_C >> 8 & 0xFF);
var src_B :uint = (src_C >> 0 & 0xFF);
var dst_R :uint = (dest_C >> 16 & 0xFF);
var dst_G :uint = (dest_C >> 8 & 0xFF);
var dst_B :uint = (dest_C >> 0 & 0xFF);
//# Now for each R, G, B Channel...
//# calculate the mid-point value then merge that into output of "res_C"
//# for Red
temp_int = src_R + stopPoint * (dst_R - src_R);
res_C = ( (temp_int >> 0) << 16);
//# for Green
temp_int = src_G + stopPoint * (dst_G - src_G);
res_C |= ( (temp_int >> 0) << 8);
//# for Blue
temp_int = src_B + stopPoint * (dst_B - src_B);
res_C |= ( (temp_int >> 0) << 0);
return res_C; //# gives: example 0xFF0000 if red
}
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