I don't know how to fix your problem, but it seems to me that using an
alpha channel instead of a colorkey would be one solution. It might be
easier than blitting the surface twice, anyway.


On Fri, Jun 14, 2013 at 6:09 AM, Aikiman <j...@diadem.co.nz> wrote:

> Well Im close but still no cigar on this issue and its been there from
> around
> half way through developing my game. Im trying to achieve a rotating image
> that scales at the same time with a colorkey. Problem is I can get colorkey
> to work. Heres the code...
>
> self.imagePuff = pygame.image.load("Images/puff.tga").convert()
> self.imagePuff.set_colorkey((0,0,255))
> self.imageMaster = self.imagePuff
> self.rect = self.imageMaster.get_rect()
> self.image = pygame.transform.rotozoom(self.imageMaster, self.angle,
> self.scale/300+0.2)
> self.image.set_colorkey((0,0,0))
> self.rect = self.image.get_rect()
> self.rect.center = oldCenter
>
> After the rotozoom I end up with the original colorkey failing
> "colorkey((0,0,255))" AND with an extra black box around the animation. So
> I
> added the second colorkey "colorkey((0,0,0)) " which succeeds in ridding
> the
> black box but with the blue background color persisting. Is there a
> workaround I havent tried yet like bringing the image in with transparency
> already - if so how to do? Or do I have to structure my code differently to
> compensate for the double transform like blitting onto a second temp
> surface
> or something fancy like that?
>
> Thanks in advance
>
>
>
> --
> View this message in context:
> http://pygame-users.25799.x6.nabble.com/Using-pygame-transform-rotozoom-tp744.html
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>

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