Kris Schnee wrote:
Kamilche wrote:
Try the following code. It uses a gradient light.
I'm trying to figure out how your example (much better than mine)
works. It looks like the key is the last line of this function:
def RefreshNight(night, alpha, light, x, y):
a = NIGHTCOLOR[3]
alph
Kris Schnee wrote:
Kamilche wrote:
Try the following code. It uses a gradient light.
I'm trying to figure out how your example (much better than mine) works.
It looks like the key is the last line of this function:
def RefreshNight(night, alpha, light, x, y):
a = NIGHTCOLOR[3]
alph
Kamilche wrote:
Try the following code. It uses a gradient light.
I'm trying to figure out how your example (much better than mine) works.
It looks like the key is the last line of this function:
def RefreshNight(night, alpha, light, x, y):
a = NIGHTCOLOR[3]
alpha.fill([a, a, a])
Kris Schnee wrote:
But a problem appeared in trying to make the process more efficient, by
drawing a lightmask on its own, once, then each blitting it onto the
black mask, then blitting the black mask onto the screen. Doing it that
way would be better for complex, gradient lights such as the bi
I played with the idea more and was able to make a moving light source
by, each frame, making a solid black mask, using pygame.draw.circle to
draw a transparent circle on it, then blitting the holey mask onto the
screen. This turned everything black except where the "light" had been
placed, and