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pygame.Color
  pygame object for color representations
  Color(r, g, b) -> Color
  Color(r, g, b, a=255) -> Color
  Color(color_value) -> Color

  The `Color` class represents `RGBA` color values using a value range of 0 to 255 inclusive. It allows basic arithmetic operations — binary operations `+`, `-`, `*`, `//`, `%`, and unary operation `~`— to create new colors, supports conversions to other color spaces such as `HSV` or `HSL` and lets you adjust single color channels. Alpha defaults to 255 (fully opaque) when not given. The arithmetic operations and `correct_gamma()` method preserve subclasses. For the binary operators, the class of the returned color is that of the left hand color object of the operator.

  Color objects support equality comparison with other color objects and 3 or 4 element tuples of integers. There was a bug in pygame 1.8.1 where the default alpha was 0, not 255 like previously.

  Color objects export the C level array interface. The interface exports a read-only one dimensional unsigned byte array of the same assigned length as the color. The new buffer interface is also exported, with the same characteristics as the array interface.

  The floor division, `//`, and modulus, `%`, operators do not raise an exception for division by zero. Instead, if a color, or alpha, channel in the right hand color is 0, then the result is 0. For example:

      # These expressions are True
      Color(255, 255, 255, 255) // Color(0, 64, 64, 64) == Color(0, 3, 3, 3)
      Color(255, 255, 255, 255) % Color(64, 64, 64, 0) == Color(63, 63, 63, 0)

  Use `int(color)` to return the immutable integer value of the color, usable as a `dict` key. This integer value differs from the mapped pixel values of `pygame.Surface.get_at_mapped()`get the mapped color value at a single pixel, `pygame.Surface.map_rgb()`convert a color into a mapped color value and `pygame.Surface.unmap_rgb()`convert a mapped integer color value into a Color. It can be passed as a `color_value` argument to `Color` (useful with sets).

  See Named Colors for samples of the available named colors.

  Parameters:

    - r (int) -- red value in the range of 0 to 255 inclusive

    - g (int) -- green value in the range of 0 to 255 inclusive

    - b (int) -- blue value in the range of 0 to 255 inclusive

    - a (int) -- (optional) alpha value in the range of 0 to 255 inclusive, default is 255

    - color_value (Color or str or int or tuple(int, int, int, [int]) or list(int, int, int, [int])) --

      color value (see note below for the supported formats)

      Note

      Supported `color_value` formats:
        - Color object: clones the given `Color` object
        - Color name: str: name of the color to use, e.g. `'red'` (all the supported name strings can be found in the Named Colors, with sample swatches)
        - HTML color format str: `'#rrggbbaa'` or `'#rrggbb'`, where rr, gg, bb, and aa are 2-digit hex numbers in the range of 0 to 0xFF inclusive, the aa (alpha) value defaults to 0xFF if not provided
        - hex number str: `'0xrrggbbaa'` or `'0xrrggbb'`, where rr, gg, bb, and aa are 2-digit hex numbers in the range of 0x00 to 0xFF inclusive, the aa (alpha) value defaults to 0xFF if not provided
        - int: int value of the color to use, using hex numbers can make this parameter more readable, e.g. `0xrrggbbaa`, where rr, gg, bb, and aa are 2-digit hex numbers in the range of 0x00 to 0xFF inclusive, note that the aa (alpha) value is not optional for the int format and must be provided
        - tuple/list of int color values: `(R, G, B, A)` or `(R, G, B)`, where R, G, B, and A are int values in the range of 0 to 255 inclusive, the A (alpha) value defaults to 255 if not provided
  Returns:

    a newly created `Color` object

  Return type:

    Color

  Changed in pygame 2.0.0: Support for tuples, lists, and `Color` objects when creating `Color` objects.

  Changed in pygame 1.9.2: Color objects export the C level array interface.

  Changed in pygame 1.9.0: Color objects support 4-element tuples of integers.

  Changed in pygame 1.8.1: New implementation of the class.

  r
    Gets or sets the red value of the Color.
    r -> int

    The red value of the Color.

  g
    Gets or sets the green value of the Color.
    g -> int

    The green value of the Color.

  b
    Gets or sets the blue value of the Color.
    b -> int

    The blue value of the Color.

  a
    Gets or sets the alpha value of the Color.
    a -> int

    The alpha value of the Color.

  cmy
    Gets or sets the CMY representation of the Color.
    cmy -> tuple

    The `CMY` representation of the Color. The `CMY` components are in the ranges `C` = [0, 1], `M` = [0, 1], `Y` = [0, 1]. Note that this will not return the absolutely exact `CMY` values for the set `RGB` values in all cases. Due to the `RGB` mapping from 0-255 and the `CMY` mapping from 0-1 rounding errors may cause the `CMY` values to differ slightly from what you might expect.

  hsva
    Gets or sets the HSVA representation of the Color.
    hsva -> tuple

    The `HSVA` representation of the Color. The `HSVA` components are in the ranges `H` = [0, 360], `S` = [0, 100], `V` = [0, 100], A = [0, 100]. Note that this will not return the absolutely exact `HSV` values for the set `RGB` values in all cases. Due to the `RGB` mapping from 0-255 and the `HSV` mapping from 0-100 and 0-360 rounding errors may cause the `HSV` values to differ slightly from what you might expect.

  hsla
    Gets or sets the HSLA representation of the Color.
    hsla -> tuple

    The `HSLA` representation of the Color. The `HSLA` components are in the ranges `H` = [0, 360], `S` = [0, 100], `L` = [0, 100], A = [0, 100]. Note that this will not return the absolutely exact `HSL` values for the set `RGB` values in all cases. Due to the `RGB` mapping from 0-255 and the `HSL` mapping from 0-100 and 0-360 rounding errors may cause the `HSL` values to differ slightly from what you might expect.

  i1i2i3
    Gets or sets the I1I2I3 representation of the Color.
    i1i2i3 -> tuple

    The `I1I2I3` representation of the Color. The `I1I2I3` components are in the ranges `I1` = [0, 1], `I2` = [-0.5, 0.5], `I3` = [-0.5, 0.5]. Note that this will not return the absolutely exact `I1I2I3` values for the set `RGB` values in all cases. Due to the `RGB` mapping from 0-255 and the `I1I2I3` mapping from 0-1 rounding errors may cause the `I1I2I3` values to differ slightly from what you might expect.

  normalize()
    Returns the normalized RGBA values of the Color.
    normalize() -> tuple

    Returns the normalized `RGBA` values of the Color as floating point values.

  correct_gamma()
    Applies a certain gamma value to the Color.
    correct_gamma (gamma) -> Color

    Applies a certain gamma value to the Color and returns a new Color with the adjusted `RGBA` values.

  set_length()
    Set the number of elements in the Color to 1,2,3, or 4.
    set_length(len) -> None

    DEPRECATED: You may unpack the values you need like so, `r, g, b, _ = pygame.Color(100, 100, 100)` If you only want r, g and b Or `r, g, *_ = pygame.Color(100, 100, 100)` if you only want r and g

    The default Color length is 4. Colors can have lengths 1,2,3 or 4. This is useful if you want to unpack to r,g,b and not r,g,b,a. If you want to get the length of a Color do `len(acolor)`.

    Deprecated since pygame 2.1.3.

    New in pygame 1.9.0.

  grayscale()
    returns the grayscale of a Color
    grayscale() -> Color

    Returns a Color which represents the grayscaled version of self using the luminosity formula which weights red, green and blue according to their wavelengths..

  lerp()
    returns a linear interpolation to the given Color.
    lerp(Color, float) -> Color

    Returns a Color which is a linear interpolation between self and the given Color in RGBA space. The second parameter determines how far between self and other the result is going to be. It must be a value between 0 and 1 where 0 means self and 1 means other will be returned.

    New in pygame 2.0.1.

  premul_alpha()
    returns a Color where the r,g,b components have been multiplied by the alpha.
    premul_alpha() -> Color

    Returns a new Color where each of the red, green and blue colour channels have been multiplied by the alpha channel of the original color. The alpha channel remains unchanged.

    This is useful when working with the `BLEND_PREMULTIPLIED` blending mode flag for `pygame.Surface.blit()`draw one image onto another, which assumes that all surfaces using it are using pre-multiplied alpha colors.

    New in pygame 2.0.0.

  update()
    Sets the elements of the color
    update(r, g, b) -> None
    update(r, g, b, a=255) -> None
    update(color_value) -> None

    Sets the elements of the color. See parameters for `pygame.Color()`pygame object for color representations for the parameters of this function. If the alpha value was not set it will not change.

    New in pygame 2.0.1.

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