Lenard: his problems was that he was blitting that per-pixel alpha surface onto a newly created surface which also had to be per-pixel alpha, and wasn't sure how to create that. But he figured it out :)
Pymike, that's one way to do it, another way would be to use subsurfaces. They are a bit nicer because you don't have to go through the hassle of making a separate surface for each frame. I think they might take less memory as well. On Thu, Aug 20, 2009 at 8:47 PM, Lenard Lindstrom<[email protected]> wrote: > Hi pymike, > > I don't understand what you are doing here. If you load an image with > per-pixel alpha, the returned surface will also have per-pixel alpha. All > convert_alpha() may do here is improve performance by formating the surface > to match the display. Of course this is with Pygame 1.9.1. Earlier Pygames > may have a problem with 32bit to 32bit surface blits. > > Lenard Lindstrom > > pymike wrote: >> >> Aha! Figured it out! >> >> def load_strip(filename, width): >> imgs = [] >> img = load_image(filename) >> for x in range(img.get_width()/width): >> * i = pygame.Surface((width, img.get_height())).convert_alpha() >> i = i.convert_alpha() >> i.fill((255,255,255,0))* >> i.blit(img, (-x*width, 0)) >> imgs.append(i) >> return imgs >> >> Everything's working awesome now. >> >> -- >> - pymike > >
