Clone or download
Fetching latest commit…
Cannot retrieve the latest commit at this time.
Permalink
Type Name Latest commit message Commit time
Failed to load latest commit information.
public
.gitignore
Makefile
README.md
bower.json
package.json

README.md

Colour Clock

This is a simple clock that tells time by converting the time of day to a hue, then varying the lightness and saturation over the course of the hours and minutes

View it live to see what's up.

By default it displays local time, but you can set (nearly) any modern time zone by appending a fragment identifier, e.g. #UTC or #Canada/Eastern. It should take any modern timezone name from the IANA Time Zone Database.

Calculating the Colour

The colour clock uses the HSLuv (formerly HUSL) colour space (revision 3) to calculate the colours used. All calculations are done in floating point up to the final conversion to sRGB colours for display.

To calculate the colour, start with the current hour (24 hour clock), minute, and second, and calculate these intermediate values:

  • seconds_since_midnight = (current_hour × 60 × 60) + (current_minute × 60) + current_second
  • seconds_since_hour = (current_minute × 60) + current_second

Now calculate the colour hue (an angle in degrees).

  • hue = seconds_since_midnight ÷ 86400 × 360

And the saturation value (radius). This generates values oscillating between 50 and 100. It is most saturated on second 0 of the minute, least saturated on second 30.

(Note that most cos functions expect an angle in radians, so that's what's used here)

  • saturation = 75 + cos(current_second ÷ 60 × 2 × π) × 25

Finally, the lightness value can be calculated. This varies over the course of the hour; brightest on minute 0 and darkest on minute 30. The range of values used here is 40 to 60.

(Again, the argument for the cos function is in radians)

  • lightness = 50 + cos(seconds_since_hour ÷ 3600 × 2 × π) × 10

The hue, saturation, and lightness arguments can then be used as input to the HUSL library, which can convert to sRGB via e.g. the toHex() function.

Note that I'm also rendering text above the background. The text colour used is the same hue as the background, but the saturation is calculated differently; the sign on the cos is inverted and the range is from 75 to 100. The L value is increased by 20.