I've been searching around, trying to see if there is a 'best practice" way
of doing this in PyGame. Havn't found much, time to ask. I'm used to doing
this in Processing where it's pretty
easy<http://www.processing.org/reference/tint_.html>,
so I feel like I may be missing something. But don't worry, I'm a PyGame
convert :)
Example:
- A texture (.png): donut shape, (donut pixels are white) feathered
edges blend into alpha. Loaded as a Surface.
- A predefined Color (say, "orange").
- I want to 'tint' my whole Surface based on the Color. Preferably, I'd
do this at every loop, it wouldn't be 'baked' into the image.
Currently, I'm kind of hacking around this:
- Load my featherd donut image.
- Make a new "tint" surface based on the donut image resolution.
- Fill the "tint" surface with the given color.
- Then at each frame:
- Blit the tint surface to a copy of my donut surface, with
"special_flags=BLEND_RGBA_MULT"
This *does *work. But seems like a lot of extra surfaces I'm making to pull
it off. I'd rather see (given the ability)
Surface.tint(someColor)
Which would simply return a new surface tinted with the given color.
Am I missing something built-in? Any other ideas?
Thanks