There is the image I'm importing :
look_1 = pygame.image.load('data\\png\\look1.png').convert_alpha()
And what I tried to get its size reduce was this :
pygame.transform.scale()
But this seems not to be the right way to do it.
You have to decide if you want to use Use pygame.transform.smoothscale
or pygame.transform.scale
. While pygame.transform.scale
performs a fast scaling with the nearest pixel, pygame.transform.smoothscale
scales a surface smoothly to any size with interpolation of the pixels.
Scaling up a Surface with pygame.transform.scale()
will result in a jagged result. When downscaling you lose information (pixels). In comparison, pygame.transform.smoothscale
blurs the Surface.
pygame.transform.scale()
and pygame.transform.smoothscale
are used in the same way. They do not scale the input Surface itself. It creates a new surface and does a scaled "blit" to the new surface. The new surface is returned by the return value. They:
newSurface
) with size (width, height)
.Surface
to newSurface
.newSurface
.look_1 = pygame.image.load('data\\png\\look1.png').convert_alpha()
look_1 = pygame.transform.scale(look_1, (new_width, new_height))
or
look_1 = pygame.image.load('data\\png\\look1.png').convert_alpha()
look_1 = pygame.transform.smoothscale(look_1, (new_width, new_height))
See also Transform scale and zoom surface
Minimal example: replit.com/@Rabbid76/PyGame-ScaleCenter
import pygame
class ScaleSprite(pygame.sprite.Sprite):
def __init__(self, center, image):
super().__init__()
self.original_image = image
self.image = image
self.rect = self.image.get_rect(center = center)
self.mode = 1
self.grow = 0
def update(self):
if self.grow > 100:
self.mode = -1
if self.grow < 1:
self.mode = 1
self.grow += 1 * self.mode
orig_x, orig_y = self.original_image.get_size()
size_x = orig_x + round(self.grow)
size_y = orig_y + round(self.grow)
self.image = pygame.transform.scale(self.original_image, (size_x, size_y))
self.rect = self.image.get_rect(center = self.rect.center)
pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
sprite = ScaleSprite(window.get_rect().center, pygame.image.load("Banana64.png"))
group = pygame.sprite.Group(sprite)
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
group.update()
window.fill(0)
group.draw(window)
pygame.display.flip()
pygame.quit()
exit()