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Re: [pygame] Using pygame.transform.rotozoom()



I don't know how to fix your problem, but it seems to me that using an alpha channel instead of a colorkey would be one solution. It might be easier than blitting the surface twice, anyway.


On Fri, Jun 14, 2013 at 6:09 AM, Aikiman <jr@xxxxxxxxxxxx> wrote:
Well Im close but still no cigar on this issue and its been there from around
half way through developing my game. Im trying to achieve a rotating image
that scales at the same time with a colorkey. Problem is I can get colorkey
to work. Heres the code...

self.imagePuff = pygame.image.load("Images/puff.tga").convert()
self.imagePuff.set_colorkey((0,0,255))
self.imageMaster = self.imagePuff
self.rect = self.imageMaster.get_rect()
self.image = pygame.transform.rotozoom(self.imageMaster, self.angle,
self.scale/300+0.2)
self.image.set_colorkey((0,0,0))
self.rect = self.image.get_rect()
self.rect.center = oldCenter

After the rotozoom I end up with the original colorkey failing
"colorkey((0,0,255))" AND with an extra black box around the animation. So I
added the second colorkey "colorkey((0,0,0)) " which succeeds in ridding the
black box but with the blue background color persisting. Is there a
workaround I havent tried yet like bringing the image in with transparency
already - if so how to do? Or do I have to structure my code differently to
compensate for the double transform like blitting onto a second temp surface
or something fancy like that?

Thanks in advance



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