256 Colour Tutorial Part 2(V2.62): Difference between revisions
256 Colour Tutorial Part 2(V2.62) (view source)
Revision as of 03:03, 8 December 2005
, 8 December 2005→Changing an individual colour
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Let's illustrate this with an example, remember the [[media:8bittut_ss1.pcx|sprites]] we used in the part 1? Conside the girl sprite: | Let's illustrate this with an example, remember the [[media:8bittut_ss1.pcx|sprites]] we used in the part 1? Conside the girl sprite: | ||
[[Image:8bittut_sprite0.png]] | [[Image:8bittut_sprite0.png|center|68px|Girl sprite]] | ||
If you check, you'll see that the red tips of her antennae were drawn using colour slot #32. Suppose you want them to alter between black and red colours endlessly throughout the ''whole game'', what we can do is, in each game loop, if the colour of slot #32 is currently <font color='FF0000'>red</font> change it to <font color='000000'>black</font> (where (r, g, b) tuple equals (0, 0, 0) ) , ''else'' change it to <font color='FF0000'>red</font> (where (r, g, b) tuple equals (63, 0, 0) ). This logic can be visualised as follow: | If you check, you'll see that the red tips of her antennae were drawn using colour slot #32. Suppose you want them to alter between black and red colours endlessly throughout the ''whole game'', what we can do is, in each game loop, if the colour of slot #32 is currently <font color='FF0000'>red</font> change it to <font color='000000'>black</font> (where (r, g, b) tuple equals (0, 0, 0) ) , ''else'' change it to <font color='FF0000'>red</font> (where (r, g, b) tuple equals (63, 0, 0) ). This logic can be visualised as follow: |