I'm trying to make a simple Pygame application where some colors are blended with colors under them. Here is my code:
code-listing 1:
import pygame, sys, time
from pygame.locals import *
#define constants
WINDOW_WIDTH = 600
WINDOW_HEIGHT = 600
FPS = 60
pygame.init()
clock = pygame.time.Clock()
screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT), 0, 32)
alpha = 0
increasing = True
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
#fill screen with red
screen.fill(pygame.Color(247, 25, 0,255))
alpha_surface = pygame.Surface((screen.get_rect().width, screen.get_rect().height))
alpha_surface = alpha_surface.convert_alpha()
surfaceRect = alpha_surface.get_rect()
#fill surface with orange
pygame.draw.rect(alpha_surface, (247, 137, 0, 255), (0, 0, 480, 480))
#fill surface with translucent yellow
pygame.draw.rect(alpha_surface, (220, 247, 0, alpha), (120, 120, 360, 360))
#fill surface with green
pygame.draw.rect(alpha_surface, (0, 247, 4), (240, 240, 240, 240))
#fill surface with translucent blue
pygame.draw.rect(alpha_surface, (0, 78, 247, alpha), (360, 360, 120, 120))
screen.blit(alpha_surface, (120,120))
pygame.display.update()
clock.tick(FPS)
if increasing:
alpha += 1
if alpha > 255:
alpha = 255
increasing = False
else:
alpha -= 1
if alpha < 0:
alpha = 0
increasing = True
the code is supposed to make it so the yellow rectangle blends with the orange rectangle and the blue rectangle with the green rectangle. Instead I am getting something that goes from this:
figure 1: original state with yellow and blue opacity set to 0%
to this:
figure 2: final state with yellow and blue opacity set to 100%
As you can see the yellow and blue rectangles not only blend with the red rectangle (screen surface) but they also make a hole to the orange and green rectangle so that we can see the red rectangle through them.
If you want to blend different layers, then you have to create different pygame.Surface
s or images. A Surface can be genrated by loading an image (pygame.image
) or by constructing a pygame.Surface
object.
Create a surface completely transparent Surface with per pixel alpha. Use pygame.Surface.convert_alpha
to change the pixel format of an image including per pixel alphas. Fill the Surface with a transparent color (e.g pygame.Color(0, 0, 0, 0)
):
Minimal example:
import pygame
pygame.init()
clock = pygame.time.Clock()
screen = pygame.display.set_mode((600, 600), 0, 32)
def transparentSurface(size):
surface = pygame.Surface(size).convert_alpha()
surface.fill((0, 0, 0, 0))
return surface
alpha, increase = 0, 1
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
screen.fill(pygame.Color(247, 25, 0,255))
alpha_surface1 = transparentSurface(screen.get_size())
pygame.draw.rect(alpha_surface1, (247, 137, 0, 255), (120, 120, 480, 480))
alpha_surface2 = transparentSurface(screen.get_size())
pygame.draw.rect(alpha_surface2, (220, 247, 0, alpha), (240, 240, 360, 360))
alpha_surface3 = transparentSurface(screen.get_size())
pygame.draw.rect(alpha_surface3, (0, 247, 4), (360, 360, 240, 240) )
alpha_surface4 = transparentSurface(screen.get_size())
pygame.draw.rect(alpha_surface4, (0, 78, 247, alpha), (480, 480, 120, 120) )
screen.blit(alpha_surface1, (0,0))
screen.blit(alpha_surface2, (0,0))
screen.blit(alpha_surface3, (0,0))
screen.blit(alpha_surface4, (0,0))
pygame.display.update()
alpha += increase
if alpha < 0 or alpha > 255:
increase *= -1
alpha = max(0, min(255, alpha))
pygame.quit()