Conqarous Posted November 12, 2015 Share Posted November 12, 2015 Hey, maybe someone solved this problem before. Lets say I have a variable from 0 to 100.How can I map it to the tint color for the sprite? I.e.:when variable is at 0 -> sprite.tint = white;[everything in between]when variable is at maximum (100) -> sprite.tint = red; Thanks! Link to comment Share on other sites More sharing options...
jmp909 Posted November 13, 2015 Share Posted November 13, 2015 what are the colours in between? you cant tint a sprite white, so i assume you just mean a tint of 0xFFFFFF which will show it's original colour i've used HSLtoRGB to do Black to Red to White tint which isn't quite what you want thoughhttp://phaser.io/sandbox/fiSAdnSD/play (maybe 50 to 100% lightness covers what you need, so you can fix it up with a bit of maths to map to your original range... in which case try ths http://phaser.io/sandbox/viiUTUex/play ) If you could clarify exactly what you need though. webcaetano, Conqarous and Skeptron 3 Link to comment Share on other sites More sharing options...
drhayes Posted November 13, 2015 Share Posted November 13, 2015 I imagine almost all of Phaser.Color is going to be your friend. Skeptron 1 Link to comment Share on other sites More sharing options...
Conqarous Posted November 13, 2015 Author Share Posted November 13, 2015 var L = (50+(100-percent)/2)/100 var rgb = Phaser.Color.HSLtoRGB(0,1,L) var hex = (rgb.r * 0x010000) + (rgb.g * 0x000100) + (rgb.b * 0x000001) This is exactly what I needed! Your are awesome! Thank you. Link to comment Share on other sites More sharing options...
jmp909 Posted November 13, 2015 Share Posted November 13, 2015 there's probably a cleverer away involving a << but it'll do Link to comment Share on other sites More sharing options...
webcaetano Posted November 14, 2015 Share Posted November 14, 2015 @jmp already answered ...This is also a very similar answer http://www.html5gamedevs.com/topic/7162-tweening-a-tint/?p=42712 Link to comment Share on other sites More sharing options...
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