hi, I'm in irc now putting bitmask into pygame.
illume is my nick. Cheers, On 5/6/07, Ulf Ekström <[EMAIL PROTECTED]> wrote:
Hi. > Bitmask as a separate module is a good idea. I think your pygame.mask > is a good name. Then we can provide some pygame.sprite mixins, or > methods to help there. > > - pygame.mask module. > - move docs from the source to .doc file. > - some unittests in the test/ directory. Ok, I can do this. > - move your pygame example to examples/bitmask.py or maybe... > bouncy_bitmask.py ? Sure, no problem. I have not even looked at the pygame source tree, so I don't know how you organize stuff. I will have a look. > I'm not sure about a surface method. It might simplify things for > some people though. However then it makes surface depend on the > bitmask module (not necessarily bad). It is more complicated, but I can imagine it makes it easier to use for beginners. Anyway, I cannot really help with this part so I leave it up to you guys. > Has it been tested on big endian machines? eg ppc macs? It looks to > have checks in there for 64bit machines - has it been tested on 64bit > machines too? Yes. The library is used in my game 'Airstrike', which has been tested on a lot of platforms: sparc, ppc, i386 and even some old amiga platform. So I think it works. I develop on ppc and i386. > 'maskFromSurface' might be a constructor argument? This would be so > common, that we should do our own implementation. Yes. It is also much faster in C than in Python. I can't really think of a good set of arguments to the constructor that allows for either (width,height) or a surface, though. Do you think it > would be very different for different games? eg, using different > alpha levels as 'empty'. 5% alpha might be considered to be gone by > some games/sprites. If you think that's useful, an alpha_threshold > argument might be appropriate. I think it's a good idea. It can default to 50%. > As you suggest, there's lots of other uses for bitmasks, other than collision. > > Blitting surfaces masked with a bitmask might be a future application. > Another future application might be to reduce over draw - by using > the bitmask to show which pixels we have updated. > > A mask.setrange() method might be useful. So you can set a range of > bits at once, quickly. Perhaps this can wait until the next release, I think collision detection is the main feature, and it may seem overly complicated if we add a lot of extra functions. But again, I think you can decide this best. I will start working on this and try to be on irc next wednesday. Regards, UIf