Quote: "1) so this is to replace having to paste the mask images on the screen?"
yep.
Quote: "2) Whats the "Tile" represent? Index of current Tile in TileMap?"
It's the index of the block that you wish to query for a pixel level impact.
Quote: "3) Im confused by what you mean "
When we query the map for an impact, we give the query a world space coordinate. Our collision function then converts this back to map space, working out what tile we're over within the map, grabs that tile index, then work out what pixel we're cover within that tile.
MapX = WorldSpacePointX / BlockWidth
MapY = WorldSpacePointY / BlockHeight
Now we have the 2d coordinate within our map of which tile we're over. Next grab the tile from our 2D MAP ARRAY
Tile = Map(MapX, MapY)
Tile is the block index, now we need to the pixel within the block we've covering. Either subtract or use modulus..
PixelX = WorldSpacePointX Mod BlockWidth
PixelY = WorldSpacePointX Mod BlockHeight
To grab the pixel for the mem block we, calc our offset in the memblock of our tile, then peek the byte from the tile.
TileOffset = (BlockWidth*BlockHeight) * Tile
Pixel= MEMBLOCK BYTE(MemblockIndex , TileOffset +( PixelY * BlockWidth) + PixelX )
Done.