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I can only assume at this point that creating the rectangle is what's causing my issue. This produced the same output as the previous implementation with a BLEND_MAX. I then changed the original implementation to just pull back the positions of the rectangles and then I applied that rectangle as the view point over the entire sheet. This command will load the image into what is called a surface and save it to a variable called tom. tom ('images/tomstanding.png').convertalpha () tomX 10.
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#Pygame image convert alpha code#
So what I ended up trying was a slightly different approach to the original. Place the following lines of code in your main function, near the top like so : looping True. But it's the entire sheet displayed on screen. Loading the entire sheet as a plain image and applying the BLEND_MAX looks perfect. Using this with a BLEND_MAX gets me the desired result but it is faded and missing colors. Then it played them back using a frame interval. What the previous code did was taken in a sprite sheet and then cut it in to smaller images and load those in to an array. I was messing with this to figure out what I was doing wrong, but now I'm even MORE confused. Surface.blit - draw one image onto another: nvert - change the pixel format of an image: nvertalpha - change the pixel format of an image including per pixel alphas: py - create a new copy of a Surface: Surface.fill - fill Surface with a solid color: Surface. Copy the image surface object to the display surface object using blit () method. Create a Image surface object i.e.surface object in which image is drawn on it, using image.load () method of pygame. Image.blit(self.sheet, (0, 0), rect) # Write image to surface There are four basic steps to displaying images on the pygame window : Create a display surface object using tmode () method of pygame. # Load a specific image from a specific rectangleĭef image_at(self, rectangle, colorkey=None): Self.sheet = pygame.Surface(image.get_size(), pygame.SRCALPHA, depth=32) Using the "Spritesheet" in this way def _init_(self, filename): There's a color around the sprites to denote the transparent color and no matter how I load or change the way the image loads, I can't get it go away. I can get those sprites to display, but for whatever reason no matter how I draw them, I always end up with some unintended side effects. I changed them to suit and now I can effectively load sprite sheets of any size, yada, yada. I was having an issue with sprite sheets in PyGame so I dug up some basic classes out on the Wiki. I've read through a bunch of the forum posts here and some documentation online, but I can't seem to come up with a solid answer. I was actually using it as a tool to perfect my Python knowledge, but I ran up against a wall.
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Images.append(self.Hey guys! New to PyGame. Strip.append(self.get_image_at(x, y, width_pframe, height_pframe))ĭef get_all_images(self, width_pframe, height_pframe):įor y in xrange(rect.height/height_pframe):įor x in xrange(rect.width/width_pframe): Image = pygame.Surface(rect.size).convert_alpha()ĭef get_image_strip(self, x, y, width_pframe, height_pframe, num_frames): Self.sheet = (filename).convert_alpha()ĭef get_image_at(self, x, y, width, height): I would love it if someone could point out my mistake, or provide other tips to improve my code. I've tried placing nvert() and nvert_alpha() statements everywhere, but nothing really works. But, whenever I use the get_image_at() function, the image I return always has a black background. When I initialize the spritesheet object, its self.sheet attribute is converted and has a transparent background like normal. In the game I'm currently making, I'm using the following spritesheet class, imported in its own.
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