问题描述
我想在运行时动态更改矩形的颜色.目前 set_colour
正在用单一颜色值填充表面的所有像素.这是可行的,但是当调用 set_outline
之类的方法时会出现问题,该方法会修改表面的透明度.
class Rectangle(pg.sprite.Sprite):def __init__(self):pg.sprite.Sprite.__init__(self)self.original_image = pg.Surface((10, 10))self.image = self.original_imageself.rect = self.image.get_rect()def set_colour(self, colour_value):self.color = colour_valueself.image.fill(self.color)self.original_image.fill(self.colour)def set_outline(自我,厚度):self.thickness = 厚度大小 = self.image.get_size()计算 = 厚度/100p_width, p_height = 大小[0], 大小[1]宽度,高度 = 尺寸[0]*计算,尺寸[1]*计算self.image = self.image.convert_alpha()center_x, center_y = (p_width//2)-(width//2), (p_height//2)-(height//2)pg.draw.rect(self.image, (0, 0, 0, 0), (center_x, center_y, width, height))
现在,如果我尝试在运行时更改该矩形的颜色,它将覆盖在 set_outline
中创建的所有透明像素.
有没有办法将颜色遮罩或混合到矩形上,这样它就不会取代任何透明度?
您可以通过 2 个步骤来实现.self.original_image
包含具有所需颜色的填充矩形:
self.original_image.fill(self.colour)
生成一个完全白色的矩形和透明区域.将矩形与 (self.image
) 和混合模式 BLEND_MAX
混合(参见
将pygame导入为pg类矩形(pg.sprite.Sprite):def __init__(self):pg.sprite.Sprite.__init__(self)self.original_image = pg.Surface((150, 150))self.image = self.original_imageself.rect = self.image.get_rect(center = (150, 150))def set_colour(self, colour_value):self.color = colour_valueself.original_image.fill(self.colour)whiteTransparent = pg.Surface(self.image.get_size(), pg.SRCALPHA)whiteTransparent.fill((255, 255, 255, 0))self.image.blit(whiteTransparent, (0, 0), special_flags=pg.BLEND_MAX)self.image.blit(self.original_image, (0, 0), special_flags=pg.BLEND_MULT)def set_outline(自我,厚度):self.thickness = 厚度大小 = self.image.get_size()计算 = 厚度/100p_width, p_height = 大小[0], 大小[1]宽度,高度 = 尺寸[0]*计算,尺寸[1]*计算self.image = self.image.convert_alpha()center_x, center_y = (p_width//2)-(width//2), (p_height//2)-(height//2)pg.draw.rect(self.image, (0, 0, 0, 0), (center_x, center_y, width, height))pg.init()窗口 = pg.display.set_mode((300, 300))时钟 = pg.time.Clock()精灵 = 矩形()sprite.set_colour((255, 0, 0, 255))sprite.set_outline(50)group = pg.sprite.Group(精灵)颜色值 = 0颜色添加 = 5运行 = 真运行时:时钟滴答(60)对于 pg.event.get() 中的事件:如果 event.type == pg.QUIT:运行 = 错误sprite.set_colour((min(colorVal, 255), max(0, min(511-colorVal, 255)), 0, 255))colorVal += colorAdd如果 colorVal = 511:颜色添加 *= -1window.fill(0)group.draw(窗口)pg.display.flip()
I want to change the colour of a rect dynamically during runtime. Currently set_colour
is filling all of the pixels of the surface with a single colour value. This works, but an issue arises when a method like set_outline
is called, which modifies the transparency of the surface.
class Rectangle(pg.sprite.Sprite):
def __init__(self):
pg.sprite.Sprite.__init__(self)
self.original_image = pg.Surface((10, 10))
self.image = self.original_image
self.rect = self.image.get_rect()
def set_colour(self, colour_value):
self.colour = colour_value
self.image.fill(self.colour)
self.original_image.fill(self.colour)
def set_outline(self, thickness):
self.thickness = thickness
size = self.image.get_size()
calc = thickness/100
p_width, p_height = size[0], size[1]
width, height = size[0]*calc, size[1]*calc
self.image = self.image.convert_alpha()
center_x, center_y = (p_width//2)-(width//2), (p_height//2)-(height//2)
pg.draw.rect(self.image, (0, 0, 0, 0), (center_x, center_y, width, height))
Now if I try to change the colour of that rect during runtime, it will overwrite all of those transparent pixels created in set_outline
.
Is there a way to mask or blend the colour on to the rect, so it's not replacing any of the transparency?
You can achieve this by 2 steps. self.original_image
contains the filled rectangle with the desired color:
Generate a completely white rectangle and transparent areas. Blend the rectangle with (self.image
) and the blend mode BLEND_MAX
(see pygame.Surface.blit
):
whiteTransparent = pg.Surface(self.image.get_size(), pg.SRCALPHA)
whiteTransparent.fill((255, 255, 255, 0))
self.image.blit(whiteTransparent, (0, 0), special_flags=pg.BLEND_MAX)
Now the rectangle is completely white, but the transparent areas are kept. Use the blend mode BLEND_MULT
and blend self.original_image
with self.image
to get the desired result:
self.image.blit(self.original_image, (0, 0), special_flags=pg.BLEND_MULT)
Minimal example:
import pygame as pg
class Rectangle(pg.sprite.Sprite):
def __init__(self):
pg.sprite.Sprite.__init__(self)
self.original_image = pg.Surface((150, 150))
self.image = self.original_image
self.rect = self.image.get_rect(center = (150, 150))
def set_colour(self, colour_value):
self.colour = colour_value
self.original_image.fill(self.colour)
whiteTransparent = pg.Surface(self.image.get_size(), pg.SRCALPHA)
whiteTransparent.fill((255, 255, 255, 0))
self.image.blit(whiteTransparent, (0, 0), special_flags=pg.BLEND_MAX)
self.image.blit(self.original_image, (0, 0), special_flags=pg.BLEND_MULT)
def set_outline(self, thickness):
self.thickness = thickness
size = self.image.get_size()
calc = thickness/100
p_width, p_height = size[0], size[1]
width, height = size[0]*calc, size[1]*calc
self.image = self.image.convert_alpha()
center_x, center_y = (p_width//2)-(width//2), (p_height//2)-(height//2)
pg.draw.rect(self.image, (0, 0, 0, 0), (center_x, center_y, width, height))
pg.init()
window = pg.display.set_mode((300, 300))
clock = pg.time.Clock()
sprite = Rectangle()
sprite.set_colour((255, 0, 0, 255))
sprite.set_outline(50)
group = pg.sprite.Group(sprite)
colorVal = 0
colorAdd = 5
run = True
while run:
clock.tick(60)
for event in pg.event.get():
if event.type == pg.QUIT:
run = False
sprite.set_colour((min(colorVal, 255), max(0, min(511-colorVal, 255)), 0, 255))
colorVal += colorAdd
if colorVal <= 0 or colorVal >= 511:
colorAdd *= -1
window.fill(0)
group.draw(window)
pg.display.flip()
这篇关于在不覆盖透明度的情况下更改表面的颜色的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!