I can't figure out why the code below renders the sprite without transparency (with the rest of the sprite filled with black). I'm almost a beginner to programming so it might be very obvious but no other answers to similar questions here helped me. The file has transparency and I used convert_alpha()
when loading the file.
import pygame
class Piece(pygame.sprite.Sprite):
def __init__(self, kind, posx, posy, sheet, color):
# Call the parent class (Sprite) constructor
pygame.sprite.Sprite.__init__(self)
# Create an image for the piece and fill it with the image
# TO DO: cut the right type of piece from a sheet, preferably before constructing the object
self.image = pygame.Surface([128, 128])
self.image.blit(sheet, [0, 0])
self.kind = kind # piece type, designated with an uppercase letter, eg. Q for queen
self.color = color # W or B for white or black
# Fetch the rectangle object that has the dimensions of the image
# Update the position of this object by setting the values of rect.x and rect.y
self.rect = self.image.get_rect()
self.rect.x = posx
self.rect.y = posy
class App:
def __init__(self):
self._running = True
self._display_surf = None
self.size = self.weight, self.height = 1024, 768
self.sprites = pygame.sprite.Group() # all sprites in the app to iterate on
self.spritesheet = 0 # this will be loaded later
self.bgcolor = [200, 200, 200]
def on_init(self):
pygame.init()
self._display_surf = pygame.display.set_mode(self.size, pygame.HWSURFACE | pygame.DOUBLEBUF)
self._running = True
self.spritesheet = pygame.image.load("resources/w_queen_png_shadow_128px.png", "r").convert_alpha()
self.sprites.add(Piece("Q", 64, 64, self.spritesheet, "W"))
def on_event(self, event):
if event.type == pygame.QUIT:
self._running = False
def on_loop(self):
pass
def on_render(self):
self._display_surf.fill(self.bgcolor)
self.sprites.draw(self._display_surf)
pygame.display.flip()
def on_cleanup(self):
pygame.quit()
def on_execute(self):
if self.on_init() is False:
self._running = False
while self._running:
for event in pygame.event.get():
self.on_event(event)
self.on_loop()
self.on_render()
self.on_cleanup()
if __name__ == "__main__":
game = App()
game.on_execute()
If you are copying an image with a per pixel alpha format on another pygame.Surface
onto another surface, you need to ensure that the target Surface has a per pixel alpha format, too. If the target cannot save the alpha channel, the transparency will be lost. Set the SRCALPHA
flag to create a surface with an image format that includes a per-pixel alpha.
self.image = pygame.Surface([128, 128])
self.image = pygame.Surface([128, 128], pygame.SRCALPHA)
class Piece
:
class Piece(pygame.sprite.Sprite):
def __init__(self, kind, posx, posy, sheet, color):
# Call the parent class (Sprite) constructor
pygame.sprite.Sprite.__init__(self)
# Create an image for the piece and fill it with the image
# TO DO: cut the right type of piece from a sheet, preferably before constructing the object
self.image = pygame.Surface([128, 128], pygame.SRCALPHA)
self.image.blit(sheet, [0, 0])
self.kind = kind # piece type, designated with an uppercase letter, eg. Q for queen
self.color = color # W or B for white or black
# Fetch the rectangle object that has the dimensions of the image
# Update the position of this object by setting the values of rect.x and rect.y
self.rect = self.image.get_rect()
self.rect.x = posx
self.rect.y = posy