---
title: "Colour toolkit: API"
package: "@phaser-ae/color"
tier: Free
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-20
description: "Colour as data for any game, building, blending and shifting hex colours, generating rainbows, ramps and gradients, and choosing label colours that stay readable."
url: https://phaser.io/packs/color/api
site: Phaser - https://phaser.io
---

# Colour toolkit: API

`@phaser-ae/color` — Colour as data: parse and pack hex, build from HSV, hue wheels, rainbows, ramps, gradients, lerp, hue shift, alpha, and WCAG contrast.

## The pack

### `color`

```ts
function color(): Pack<{ color: ColorApi }>
```

The color pack: puts `colorApi` on `game.color`. No columns, steps, hooks or options; requires nothing.

## Helpers

### `contrast`

```ts
function contrast(a: Hex, b: Hex): number
```

The WCAG contrast ratio between two colours, 1 (identical) to 21 (black on white). Order does not matter.
WCAG asks 4.5 for body text and 3 for large or bold text; below 3 nothing is comfortably readable.
Alpha is ignored — contrast is a question about what is actually painted.

### `gradient`

```ts
function gradient(from: Hex, to: Hex, count: number): Hex[]
```

`count` RGB stops inclusive from `from` to `to`; one stop returns `from`.

### `hsv`

```ts
function hsv(h: number, s = 1, v = 1): Hex
```

Hue in degrees (wraps), saturation and value in 0..1 (clamped; default 1) → `#rrggbb`.

### `lerp`

```ts
function lerp(a: Hex, b: Hex, t: number): Hex
```

RGB blend from `a` to `b` at `t` (clamped to 0..1). Alpha is dropped. Throws on a malformed hex.

### `luminance`

```ts
function luminance(hex: Hex): number
```

WCAG relative luminance, 0 (black) to 1 (white). Not the `v` of HSV and not the average of the channels:
the channels are gamma-decoded and then weighted the way an eye weights them, so pure green reads as far
brighter than pure blue. This is the number every legibility question actually turns on.

### `rainbow`

```ts
function rainbow(count: number, opts: ColorOptions = {}): Hex[]
```

`count` evenly spaced hues that loop seamlessly (the last is one step short of the first).

### `ramp`

```ts
function ramp(fromHue: number, toHue: number, count: number, opts: ColorOptions = {}): Hex[]
```

`count` hues spread inclusively from `fromHue` to `toHue` (degrees).

### `readableOn`

```ts
function readableOn(background: Hex, candidates: ReadonlyArray<Hex> = ['#000000', '#ffffff']): Hex
```

The ink to write on `background`: whichever candidate contrasts with it most. Defaults to black or white,
which is the choice a label on a coloured chip, tile, badge or bar is really making.

Picking this by eye is how a palette ends up with one unreadable tile in it. Pale tints need dark ink and
saturated ones need light, the crossover is not where a `v > 0.5` guess puts it, and the failure only ever
shows on the one value nobody screenshotted.

```ts
const ink = game.color.readableOn(tileTint);                          // '#000000' or '#ffffff'
const ink = game.color.readableOn(tileTint, ['#776e65', '#fffaf2']);  // a warm pair, still chosen for you
```

### `wheel`

```ts
function wheel(opts: ColorOptions = {}): Wheel
```

A `Wheel` at the given saturation and value (both default 1).

## Functions

### `brighten`

```ts
function brighten(hex: Hex, amount: number): Hex
```

Add `amount` (−1..1) to the value channel, clamped; negative darkens.

### `lifeRamp`

```ts
function lifeRamp(ramp: RampName | ReadonlyArray<Hex>): ReadonlyArray<Hex>
```

A named life ramp's stops, or a custom list passed straight through, so code can take either. Throws on an unknown name.

### `pack`

```ts
function pack(hex: Hex): number
```

Pack to the roster's 0xRRGGBBAA.

### `parse`

```ts
function parse(hex: Hex): [number, number, number, number]
```

`#rgb`, `#rrggbb` or `#rrggbbaa` → `[r, g, b, a]` in 0..1. A malformed string is a loud error (a silent white hides a typo forever).

### `rampAt`

```ts
function rampAt(r: Float32Array, t: number, out: Float32Array, o: number): void
```

Sample a baked ramp at `t` into `out[o..o+2]`.

It lives here, beside {@link RAMPS}, because BOTH particle systems need it and a ramp sampled two
slightly different ways is a 2D effect and its 3D twin that do not match.

### `rgb`

```ts
function rgb(r: number, g: number, b: number, a?: number): Hex
```

Components in 0..1 (clamped) → `#rrggbb`, or `#rrggbbaa` when `a` is given.

### `sample`

```ts
function sample(stops: ReadonlyArray<Hex>, t: number): Hex
```

A multi-stop gradient sampled at t.

### `shift`

```ts
function shift(hex: Hex, degrees: number): Hex
```

Rotate the hue by `degrees`, keeping saturation and value.

### `toHsv`

```ts
function toHsv(hex: Hex): { h: number; s: number; v: number }
```

A hex colour → `{ h, s, v }` with `h` in 0..360 and `s`, `v` in 0..1. Throws on a malformed hex.

### `withAlpha`

```ts
function withAlpha(hex: Hex, alpha: number): Hex
```

The same colour with an alpha byte from `alpha` in 0..1 → `#rrggbbaa`.

## Constants

### `colorApi`

```ts
const colorApi: ColorApi
```

The single `ColorApi` instance; `color()` attaches this same object.

### `RAMPS`

```ts
const RAMPS: Record<RampName, ReadonlyArray<Hex>>
```

The named life ramps: head is birth, the last stop is death.

### `SAMPLES`

```ts
const SAMPLES: 64
```

Steps in a baked ramp: a table holds `SAMPLES + 1` RGB entries, which {@link rampAt} reads.

## Types

### `ColorApi`

```ts
interface ColorApi
```

What `game.color` presents: every exported function of this module, by the same name.

- `parse: typeof parse` — Hex → `[r, g, b, a]` in 0..1; throws on a malformed string.
- `rgb: typeof rgb` — Components 0..1 → hex.
- `hsv: typeof hsv` — Hue, saturation, value → hex.
- `toHsv: typeof toHsv` — Hex → `{ h, s, v }`.
- `lerp: typeof lerp` — RGB blend at `t`.
- `shift: typeof shift` — Rotate hue by degrees.
- `withAlpha: typeof withAlpha` — Attach an alpha byte.
- `brighten: typeof brighten` — Add to the value channel.
- `wheel: typeof wheel` — A hue wheel at fixed S and V.
- `rainbow: typeof rainbow` — Evenly spaced hues that loop.
- `ramp: typeof ramp` — Hues inclusive between two angles.
- `gradient: typeof gradient` — RGB stops inclusive between two hexes.
- `RAMPS: typeof RAMPS` — The eight named life ramps, birth to death.
- `lifeRamp: typeof lifeRamp` — A named life ramp's stops, or a custom list passed through.
- `sample: typeof sample` — A multi-stop gradient at `t`.
- `pack: typeof pack` — Hex → the roster's 0xRRGGBBAA.
- `luminance: typeof luminance` — WCAG relative luminance, 0..1 — gamma-decoded and eye-weighted, not HSV's `v`.
- `contrast: typeof contrast` — The WCAG contrast ratio between two colours, 1..21.
- `readableOn: typeof readableOn` — The candidate ink that contrasts with a background most; black or white by default.

### `ColorOptions`

```ts
interface ColorOptions
```

Saturation and value for the palette builders (`wheel`, `rainbow`, `ramp`).

- `saturation?: number` — 0..1; default 1 (fully saturated).
- `value?: number` — 0..1; default 1 (full brightness).

### `Hex`

```ts
type Hex = string
```

A hex colour string: `#rgb`, `#rgba`, `#rrggbb` or `#rrggbbaa`. The form a handle's `tint` takes.

### `RampName`

```ts
type RampName = 'fire' | 'spark' | 'ember' | 'smoke' | 'ice' | 'magic' | 'toxic' | 'rainbow'
```

The eight named LIFE RAMPS — the colours a particle walks from birth to death.

They are here rather than in a particle pack because a ramp is a colour vocabulary, not a particle
feature: the same eight name a trail's gradient, a beam, a light that cools, a bar that heats. All but
`rainbow` run BRIGHT to DARK, which is what makes a burst read as energy leaving rather than arriving.

### `Wheel`

```ts
interface Wheel
```

A hue wheel at fixed saturation and value, from `wheel()`.

- `hue(deg: number): Hex` — The colour at a hue in degrees (wraps).
- `at(t: number): Hex` — The colour at `t` in 0..1 around the wheel (`t · 360` degrees).
- `colors(count: number, t0?: number, t1?: number): Hex[]` — `count` colours spread inclusively from `t0` (default 0) to `t1` (default 1) around the wheel.

---

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