What Are Special Flags?¶
Special flags are a means of controlling how a
Surface
is drawn onto another. They can be used to create visual effects, such as glowing particles, or to perform surface masking or manipulation. They are used with the following methods:Specifically they are passed as the
special_flags
argument of these methods by usingpygame.BLEND_*
constants and allow you to choose how the colors of the surfaces are combined or blended together. Different flags can produce widely different results, so it is important to experiment to understand how they work.By default, surfaces are drawn without any special flags, meaning they will be drawn based on their bit
depth
andcolorkey
:
If the
Surface
has acolorkey
, the pixels matching thecolorkey
will be transparent.If the
Surface
has a per-pixel or global alpha value, the alpha value will be used to blend the pixels with theSurface
below.If the
Surface
doesn't have acolorkey
or alpha value, the pixels will be opaque, meaning that theSurface
will effectively overwrite the pixels of theSurface
below.The default drawing mode has its own flag:
BLENDMODE_NONE
(0
).
Special Flags List¶
Blending without Alpha Channel (RGB)
New in pygame 1.8: / 1.8.1
BLEND_ADD
/BLEND_RGB_ADD
Adds the source color channels to the destination color channels, clamped to a maximum of 255. The result color is always a lighter color or the same color.
BLEND_SUB
/BLEND_RGB_SUB
Subtracts the source color channels from the destination color channels, clamped to a minimum of 0. The result color is always a darker color or the same color.
BLEND_MULT
/BLEND_RGB_MULT
Multiplies the destination color channels by the source color channels, divided by 256 (or >> 8). The result color is always a darker color or the same color.
BLEND_MIN
/BLEND_RGB_MIN
Takes the minimum value between the source and destination color channels.
BLEND_MAX
/BLEND_RGB_MAX
Takes the maximum value of each color channel
Blending with Alpha Channel (RGBA)
New in pygame 1.8.1:
BLEND_RGBA_ADD
Works like
BLEND_RGB_ADD
, but also adds the alpha channel.
BLEND_RGBA_SUB
Works like
BLEND_RGB_SUB
, but also subtracts the alpha channel.
BLEND_RGBA_MULT
Works like
BLEND_RGB_MULT
, but also multiplies the alpha channel.
BLEND_RGBA_MIN
Works like
BLEND_RGB_MIN
, but also minimizes the alpha channel.
BLEND_RGBA_MAX
Works like
BLEND_RGB_MAX
, but also maximizes the alpha channel.
Special Alpha Blending (RGBA)
New in pygame 1.9.2:
BLEND_PREMULTIPLIED
Uses premultiplied alpha blending for slightly faster blits and more accurate blending results when the color channels are already multiplied by the surface alpha channel. You should only use this blend mode if you previously premultiplied the Surface with
pygame.Surface.premul_alpha()
returns a copy of the surface with the RGB channels pre-multiplied by the alpha channel., or if you know that the Surface was already created or loaded in with premultiplied alpha colors. You can read more about the advantages of premultiplied alpha blending here.New in pygame 2.0.0:
BLEND_ALPHA_SDL2
Uses the SDL2 blitter for alpha blending, which may give slightly different results compared to the default blitter used in Pygame 1. This algorithm uses different approximations for alpha blending and supports Run-Length Encoding (RLE) on alpha-blended surfaces.
Other (RGB / RGBA)
BLENDMODE_NONE
It's the default drawing mode. It's equivalent to not passing any special flags.
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