pygame.mask
pygame module for image masks.
pygame.mask.from_surface Returns a Mask from the given surface.
pygame.mask.from_threshold Creates a mask by thresholding Surfaces
pygame.mask.Mask pygame object for representing 2d bitmasks

Useful for fast pixel perfect collision detection. A Mask uses 1bit per pixel to store which parts collide.

New in pygame 1.8.

pygame.mask.from_surface()
Returns a Mask from the given surface.
from_surface(Surface, threshold = 127) -> Mask

Makes the transparent parts of the Surface not set, and the opaque parts set.

The alpha of each pixel is checked to see if it is greater than the given threshold.

If the Surface is color keyed, then threshold is not used.

pygame.mask.from_threshold()
Creates a mask by thresholding Surfaces
from_threshold(Surface, color, threshold = (0,0,0,255), othersurface = None, palette_colors = 1) -> Mask

This is a more featureful method of getting a Mask from a Surface. If supplied with only one Surface, all pixels within the threshold of the supplied color are set in the Mask. If given the optional othersurface, all pixels in Surface that are within the threshold of the corresponding pixel in othersurface are set in the Mask.

class pygame.mask.Mask
pygame object for representing 2d bitmasks
Mask((width, height)) -> Mask
pygame.mask.Mask.get_size Returns the size of the mask.
pygame.mask.Mask.get_at Returns nonzero if the bit at (x,y) is set.
pygame.mask.Mask.set_at Sets the position in the mask given by x and y.
pygame.mask.Mask.overlap Returns the point of intersection if the masks overlap with the given offset - or None if it does not overlap.
pygame.mask.Mask.overlap_area Returns the number of overlapping ‘pixels’.
pygame.mask.Mask.overlap_mask Returns a mask of the overlapping pixels
pygame.mask.Mask.fill Sets all bits to 1
pygame.mask.Mask.clear Sets all bits to 0
pygame.mask.Mask.invert Flips the bits in a Mask
pygame.mask.Mask.scale Resizes a mask
pygame.mask.Mask.draw Draws a mask onto another
pygame.mask.Mask.erase Erases a mask from another
pygame.mask.Mask.count Returns the number of set pixels
pygame.mask.Mask.centroid Returns the centroid of the pixels in a Mask
pygame.mask.Mask.angle Returns the orientation of the pixels
pygame.mask.Mask.outline list of points outlining an object
pygame.mask.Mask.convolve Return the convolution of self with another mask.
pygame.mask.Mask.connected_component Returns a mask of a connected region of pixels.
pygame.mask.Mask.connected_components Returns a list of masks of connected regions of pixels.
pygame.mask.Mask.get_bounding_rects Returns a list of bounding rects of regions of set pixels.
get_size()
Returns the size of the mask.
get_size() -> width,height
get_at()
Returns nonzero if the bit at (x,y) is set.
get_at((x,y)) -> int

Coordinates start at (0,0) is top left - just like Surfaces.

set_at()
Sets the position in the mask given by x and y.
set_at((x,y),value) -> None
overlap()
Returns the point of intersection if the masks overlap with the given offset - or None if it does not overlap.
overlap(othermask, offset) -> x,y

The overlap tests uses the following offsets (which may be negative):

+----+----------..
|A   | yoffset
|  +-+----------..
+--|B
|xoffset
|  |
:  :
overlap_area()
Returns the number of overlapping ‘pixels’.
overlap_area(othermask, offset) -> numpixels

You can see how many pixels overlap with the other mask given. This can be used to see in which direction things collide, or to see how much the two masks collide. An approximate collision normal can be found by calculating the gradient of the overlap area through the finite difference.

dx = Mask.overlap_area(othermask,(x+1,y)) - Mask.overlap_area(othermask,(x-1,y))
dy = Mask.overlap_area(othermask,(x,y+1)) - Mask.overlap_area(othermask,(x,y-1))
overlap_mask()
Returns a mask of the overlapping pixels
overlap_mask(othermask, offset) -> Mask

Returns a Mask the size of the original Mask containing only the overlapping pixels between Mask and othermask.

fill()
Sets all bits to 1
fill() -> None

Sets all bits in a Mask to 1.

clear()
Sets all bits to 0
clear() -> None

Sets all bits in a Mask to 0.

invert()
Flips the bits in a Mask
invert() -> None

Flips all of the bits in a Mask, so that the set pixels turn to unset pixels and the unset pixels turn to set pixels.

scale()
Resizes a mask
scale((x, y)) -> Mask

Returns a new Mask of the Mask scaled to the requested size.

draw()
Draws a mask onto another
draw(othermask, offset) -> None

Performs a bitwise OR, drawing othermask onto Mask.

erase()
Erases a mask from another
erase(othermask, offset) -> None

Erases all pixels set in othermask from Mask.

count()
Returns the number of set pixels
count() -> pixels

Returns the number of set pixels in the Mask.

centroid()
Returns the centroid of the pixels in a Mask
centroid() -> (x, y)

Finds the centroid, the center of pixel mass, of a Mask. Returns a coordinate tuple for the centroid of the Mask. In the event the Mask is empty, it will return (0,0).

angle()
Returns the orientation of the pixels
angle() -> theta

Finds the approximate orientation of the pixels in the image from -90 to 90 degrees. This works best if performed on one connected component of pixels. It will return 0.0 on an empty Mask.

outline()
list of points outlining an object
outline(every = 1) -> [(x,y), (x,y) ...]

Returns a list of points of the outline of the first object it comes across in a Mask. For this to be useful, there should probably only be one connected component of pixels in the Mask. The every option allows you to skip pixels in the outline. For example, setting it to 10 would return a list of every 10th pixel in the outline.

convolve()
Return the convolution of self with another mask.
convolve(othermask, outputmask = None, offset = (0,0)) -> Mask

Returns a mask with the (i-offset[0],j-offset[1]) bit set if shifting othermask so that it’s lower right corner pixel is at (i,j) would cause it to overlap with self.

If an outputmask is specified, the output is drawn onto outputmask and outputmask is returned. Otherwise a mask of size self.get_size() + othermask.get_size() - (1,1) is created.

connected_component()
Returns a mask of a connected region of pixels.
connected_component((x,y) = None) -> Mask

This uses the SAUF algorithm to find a connected component in the Mask. It checks 8 point connectivity. By default, it will return the largest connected component in the image. Optionally, a coordinate pair of a pixel can be specified, and the connected component containing it will be returned. In the event the pixel at that location is not set, the returned Mask will be empty. The Mask returned is the same size as the original Mask.

connected_components()
Returns a list of masks of connected regions of pixels.
connected_components(min = 0) -> [Masks]

Returns a list of masks of connected regions of pixels. An optional minimum number of pixels per connected region can be specified to filter out noise.

get_bounding_rects()
Returns a list of bounding rects of regions of set pixels.
get_bounding_rects() -> Rects

This gets a bounding rect of connected regions of set pixels. A bounding rect is one for which each of the connected pixels is inside the rect.