Fills the opaque areas of a sprite with a solid color, and features an adjustable automatic flashing effect (can also be set to not flash to simply fill a sprite with color).
This is different than a sprite's default color filter, because it completely wipes all color data from the sprite, and replaces it with a value from 0 to 255 for the red, green, and blue channels.
A Megaman sprite sheet with the effect applied. No events. I do not condone the use of copyrighted sprites, this is for demonstration purposes only. Draw your own graphics, please.
<img src="http://dl.dropbox.com/u/1010927/Forumpics/SolidFill.gif">
It can be used to create those classic "white flash" impact or powerup effects featured in many arcade and 16-bit games. The fill can be any color, so red flashes are also possible.
--------------------------------------------------------------------------
This section covers manual flashes. Ignore the following instructions if you will be using the automatic flashing feature.
--------------------------------------------------------------------------
To create a flash effect with this shader,
-give a sprite a 'flash' variable
- Always -----> deactivate SolidFill
- When 'flash'%(frames between flash,specify integer, must be 2 or more.)<(number of frames to keep sprite filled) ----->activate SolidFill
- When 'flash' greater than 0 -----> subtract 1 from 'flash'
Whenever you want the sprite to flash, set 'flash' to a number greater than 0. The number you choose will determine the amount of time in frames that the sprite will flash. setting flash to 60 will make the sprite flash for 60 frames.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Download: http://dl.dropbox.com/u/1010927/Forumpi ... oFlash.zip