This worked for me, to create array containing images and shrink it
import Numeric as N import pygame.surfarray as surfarray def load(name, path=None): "load an image, halve if it small tiles tune flags for display mode" img = load_raw(IMGPREFIX + name, path) if SHRINKIMAGES: img = halve_image(img) if not img.get_flags() & HWSURFACE: transparentcolourkey = 255,0,0 img.set_colorkey(transparentcolourkey, RLEACCEL) return img.convert() def halve_image(img): "halve an image in both dimensions, force transparent colour to RED" imgarray=surfarray.array3d(img) (src_maxx,src_maxy) = img.get_size() # All images must have even width and height values smallpic = pygame.Surface((src_maxx>>1,src_maxy>>1)) surfarray.blit_array(smallpic,imgarray[::2,::2]) if not smallpic.get_flags() & HWSURFACE: transparentcolourkey = 255,0,0 smallpic.set_colorkey(transparentcolourkey, RLEACCEL) return smallpic This is from pyplace/gfx.py If you get the pyplace code from pyplace.sourceforge.net then you have
tile blitting and image halving and things, you'd want version alpha 0f
Panagiotis Halatsakos wrote: Ok Well since I am new with all the pygame/python... How do arrays work there? I want to translate my (formerly) directx tilemap reader to python for the project... Is there a specific package I need to use to do arrays? I mean the only data that I found are tuples and ordinary data types.... Thanks in advance... |