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First steps to moddability are working... |
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Written by Stefan Hendriks
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Monday, 04 June 2007 |
I've accomplished the following in the engine: - define your own surfaces - define your own color keys (ie for transparency) - load them, link them , draw them.
In short: - i have loaded up my mouse, with a purple key i do not want to draw as background - i define a colorkey , with the proper RGB values and name it CC_DEFAULT - i have set the colorkey in my mouse surface as CC_DEFAULT so it points to my just defined colorkey
The engine does the rest. Read more if you want to know the XML structure.
I've accomplished the following in the engine:
- define your own surfaces
- define your own color keys (ie for transparency)
- load them, link them , draw them.
In short:
- i have loaded up my mouse, with a purple key i do not want to draw as background
- i define a colorkey , with the proper RGB values and name it CC_DEFAULT
- i have set the colorkey in my mouse surface as CC_DEFAULT so it points to my just defined colorkey
The engine does the rest.
The XML looks like this: <?xml version="1.0" standalone="no"?> <resources> <!-- MME --> <surfaces> <!-- mouse --> <surface path="data/mouse.bmp" id="BMP_MOUSE" ckey="CC_DEFAULT"/> </surfaces> <!-- GDB --> <!-- color keys are needed for transparant surfaces --> <colorkeys> <!-- default colorkey is PURPLE --> <colorkey id="CC_DEFAULT"> <red>255</red> <green>0</green> <blue>255</blue> </colorkey> </colorkeys> <!-- MME --> <sounds> <sound path="" id=""/> </sounds> <music> <music path="" id="" type=""/> </music> </resources>
Interesting huh? This opens doors to add your own graphics to the engine more easily, without any programming knowledge.
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