Difference between revisions of "WkIndiMask"

From Worms Knowledge Base

Jump to: navigation, search
m (copyedits + add hexadecimal colour notation)
m
Line 15: Line 15:
 
There are 3 'types' of terrain, Destructible, Indestructible and Tough (only removed when an explosion occures that will remove the background soil texture)
 
There are 3 'types' of terrain, Destructible, Indestructible and Tough (only removed when an explosion occures that will remove the background soil texture)
  
All info is stored in the PNG palette for the map. In order to set up a map for wkIndiMask, you much first ensure the palette has a particular entry. The module will search for this entry when a game starts and activate or deactive based on it's presence. Because WA throws away unused map palette entires it will have to exist somewhere on the map, but 1 pixel under the water is fine.
+
All info is stored in the PNG palette for the map. In order to set up a map for wkIndiMask, you must first ensure the palette has a particular entry. The module will search for this entry when a game starts and activate or deactivate based on its presence. Because WA throws away unused map palette entries, it will have to exist somewhere on the map. 1 pixel under the water is fine.
  
 
'''This colour is R:240, G:024, B:204. (<span style="background-color:#f018cc">&emsp;</span> #F018CC)'''
 
'''This colour is R:240, G:024, B:204. (<span style="background-color:#f018cc">&emsp;</span> #F018CC)'''
  
After that, you can pick which colours are destructable or not using the least significalnt bit in the Red componant of the colour. So essentually:  
+
After that, you can pick which colours are destructable or not using the least significalnt bit in the Red component of the colour. So essentially:  
  
'''If the Red component is even you can destroy it, if it is odd, you cant.'''  
+
'''If the Red component is even, you can destroy it; if it is odd, you can't.'''  
  
Thurther to that, the Green componant is similarly used for if the colour is Tough.  
+
Further to that, the Green component is similarly used to decide if the colour is Tough.  
  
 
'''A colour that has odd for both Red and Green will be set as Tough'''.
 
'''A colour that has odd for both Red and Green will be set as Tough'''.

Revision as of 13:44, 28 April 2010

(Up to WormKit)
wkIndiMask
Developer: Plutonic
Latest version: 25 April 2010
Supported games: W:A
Language: C++
License: Restricted-source
Download: [1]

wkIndiMask is a module for WormKit that allows maps to be set up that have both destructable and indestructable parts to them.

There are 3 'types' of terrain, Destructible, Indestructible and Tough (only removed when an explosion occures that will remove the background soil texture)

All info is stored in the PNG palette for the map. In order to set up a map for wkIndiMask, you must first ensure the palette has a particular entry. The module will search for this entry when a game starts and activate or deactivate based on its presence. Because WA throws away unused map palette entries, it will have to exist somewhere on the map. 1 pixel under the water is fine.

This colour is R:240, G:024, B:204. ( #F018CC)

After that, you can pick which colours are destructable or not using the least significalnt bit in the Red component of the colour. So essentially:

If the Red component is even, you can destroy it; if it is odd, you can't.

Further to that, the Green component is similarly used to decide if the colour is Tough.

A colour that has odd for both Red and Green will be set as Tough.

Personal tools