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#' Choose a gameR palette
#' @param palette Character name of palette. Either
#' `r paste(names(gameR_colors), sep="", collapse=", ")`
#' @param reverse Logical. Should the palette be reversed? Defaults to FALSE.
#' @return Vector containing a hex color code representation for the chosen
#' palette
#' @export
gameR_cols <- function(palette = NULL, reverse = FALSE) {
if (is.null(palette)) {
return(names(gameR_colors))
}
if (!(palette %in% names(gameR_colors))) {
stop("palette should be one of the palettes provided by gameR \n")
}
pal <- gameR_colors[[palette]]
if (reverse) pal <- rev(pal)
pal
}
#' Generate continuous palette from a discrete gameR palette
#' @importFrom grDevices colorRampPalette
#' @inheritParams gameR_cols
#' @param n Number of colors to be generated
#' @param bias Passed to \link{colorRamp}. A positive number. Higher values
#' give more widely spaced colors at the high end.
#' @param interpolate Passed to \link{colorRamp}. Use spline or linear
#' interpolation
#' @return Vector containing a hex color code representation for the chosen
#' palette interpolated across \code{n} values
#' @export
gameR_cont <- function(n,
palette = NULL,
reverse = FALSE,
bias = NULL,
interpolate = "spline") {
if (is.character(n)) stop("n should be of type numeric\n")
if (is.null(n) | is.na(n) | n %% 1 != 0 | n < 1) {
stop("n should be a positive integer\n")
}
pal <- gameR_cols(palette = palette, reverse = reverse)
if (is.null(bias)) {
bias <- 1 / length(pal)
}
colfunc <- colorRampPalette(pal,
interpolate = interpolate,
bias = bias
)
colfunc(n)
}
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