I'm playing around with the idea of modifying my game development IDE to produce HTML5 versions of the games created with it. One of the features of the IDE is the ability to define frames, which not only define how a graphics cell is transformed (rotated, stretched, etc), but also how it is colored when it is drawn. So if I wanted green hills and brown hills and uphills and downhills, I would only need 1 graphic defined for all of those, simply transformed and colored differently.
I can see how an HTML5 canvas context will allow me to transform drawImage results, but I don't see a practical way to modulate the colors. I want to be able to say, for example, R=255, G=255, B=0, A=127 and have none of the blue channel come through (a yellow-tinted version of the graphic) drawn at 50% translucency (keeping in mind that portions of the graphic cell may already be translucent or transparent).
Is this possible? Or will I need to getImageData
and manipulate the pixels and cache manipulated copies? If I need to cache manipulated copies, what's the best JavaScript data structure to accomplish this? I think I'd want some kind of dictionary where the key is an image index and an RGBA composed as a single value somehow. Look-ups would have to be very fast because it would potentially be done for a majority of the tiles being drawn.