@R0J0hound Can this be used to create alpha based collissions detection using rgbaAt(Mouse.X,Mouse.Y)? For instance make an object uncklickable where it's alpha value is "transparent"? does it take the value of all layers combined? Preferably i would like to get the alpha value of a certain sprite, at a certain point returned to compare it.
I was also thinking of using rgbaAt for detecting other colissions. Let's say you have a 2 sprites with a a circular shaped alpha. While overlapping, detecting if there's any point on this overlap where both of the alpha values from the two sprites adds up to more than 1 would count as a "colission". That could make interesting race tracks using alpha channel as boundries instead of placing a lot of dummy sprites.
Getting the rgba at a point in a certain layer?
If you can get the rgba of a certain point in a certain layer you could use this value to create depth or scale, rotate, move stuff depending on the returned rpga value from that layer. For instance you could have a layer controlling the elevetion of a character in an isometric view by getting the rgba value. Displacing the character upwards depending on the value.
Attaching a mockup to explain what I'm trying to do using rgba.
You could use the ammount of red in an image to control rotation of a sprite. green to control, another value, and blue & alpha to control other things. Don't know weather it's possible or not. but would be really cool to have a "hidden layer" using color info to control certain things.
Color info from Depth maps could also be used to create really cool effects. Scaling an object based on distance when getting the rgba value of the depth map could be very useful to get the illusion of depth. placing a sprite on black will scale it down to match it to the perspecive. placing it on white will scale it up to have it seem like in the foreground.
There's a lot of interesting stuff that can be done with the rgba value i guess.