Title: Vertical Image Wipe Effect

Author: Gareth 'Korruptor' Noyce (g at korruptor.demon.co.uk)
Submission date: February 12, 2002

Description: A function that will progressively 'wipe' a supplied image with a given color, using surfarray.

Download: vertical_alpha-wipe.zip

pygame version required: Any (with surfarray)
SDL version required: Any
Python version required: 2.0 or newer (with Numeric)

Comments: Mr. Noyce is clearly enjoying playing with Numeric and Surfarray; I've gotten a flurry of effects submissions from him in the past month. This function gradually 'wipes' an image from top to bottom with a solid color; alpha effects keep the transition gradual and attractive. The code invites generalization - as Mr. Noyce mentions in the included readme file, horizontal and diagonal wipes should be easy to add. A sample image is included, so you can see the function in action when the module is run as a script.

Messages: 0


import pygame, pygame.image
from pygame.surfarray import *
from pygame.locals import *

# ------------------------------------------------------------------------------------
# Glob decs

# Screen resolution...
RES 	= (320,200)

# ------------------------------------------------------------------------------------
def main():
    	# Initialise pygame, and grab an 8bit display.
    	pygame.init()
    	screen_surface = pygame.display.set_mode(RES, FULLSCREEN)

	
	# Load a dummy image
    	image = pygame.image.load("pygame_small.bmp")

	
	# Give it some colourkey info...
    	image.set_colorkey((255,255,255))

	
	# Create a surface suitable for pixels_alpha()
    	image_surface = pygame.Surface((image.get_size()), SRCALPHA, 32)
    
	
	# Blit the dummy image onto it...
    	image_surface.blit(image, (0,0))
    
        # Call our "fade" module, and wait for it to do it's stuff...
        do_vert_alpha_fade(image_surface, 0, 16, (255,255,0), screen_surface)

        # Bye!
        return

# ------------------------------------------------------------------------------------
def do_vert_alpha_fade(image_surface, offset, num_fade_rows, background_colour, display_surface):
    """ For a given number of rows, decrements the alpha of all pixels on the row. By contantly moving down a 
    row, we cn fade out the entire surface..."""
        
    size = image_surface.get_size()

    # Calculate the amount we will decerement each alpha value per row...
    # It helps if num_rows is a whole divisor of 256...
    fade_factor = int(256/num_fade_rows)	

    # for each row in the image_surface...	
    for i in range(0,(size[1]+num_fade_rows)):

        # Make a new array of alpha values for the surface as we deleted the last one...
        arr = pygame.surfarray.pixels_alpha(image_surface)

		
        # Increment the scanline offset to move to the next row...
        offset +=1
		
        for i in range(0,num_fade_rows):

            # Bounds check...
            if((offset - i) < 0):
                    # Ignore rows "above" screen...
                    break
            if((offset - i) > size[1] - 1):
                    # Ignore rows "below" screen, but continue as we need to process all the rows in the surface $row times...
                    continue
            else:
                    # Images with fixed alpha values will allow you to optimise this loop away:
                    # Essentially you can insert one big row of new (identical) alpha values at a time
                    # instead of iterating over each pixel, decrementing the individual alpha value for each...
                    #
                    # Unforuntately, I'm fairly sure I'll need vairable alpha ranges for my logos, so per pixel 
                    # accuracy is going to be useful. Hence the slow version! :-)

                    # for each pixel in this row...
                    for j in range(0, (size[0]-1)):

                            # Check it's current value...
                            if (arr[j][offset-i] <= fade_factor):
                            
                                    # Hmmm, number smaller than what we plan to decrement it by.
                                    # Set it to zero (to prevent 8bit-int looping and giving us a full alpha value again!)
                                    arr[j][offset-i]=0
                            else: 

                                    # Or decrement it by the fade amount...
                                    arr[j][offset-i] -= fade_factor
	

        # Right, delete the alpha_array so the surface is no longer locked...
        del arr

        # Display the newly calculated surface over the supplied background colour...
        display_surface.fill(background_colour)
        display_surface.blit(image_surface, (0, 64))

   	# Show our audience...
        pygame.display.update()

# ------------------------------------------------------------------------------------
if __name__ == '__main__': main()
# End of sauce. Pass the chips...


Main - Repository - Submit - News

Feedback