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<section id="module-pygame.mask">
<span id="pygame-mask"></span><dl class="definition">
<dt class="title module sig sig-object">
<code class="docutils literal notranslate"><span class="pre">pygame.mask</span></code></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">pygame module for image masks.</span></div>
</div>
<table class="toc docutils align-default">
<colgroup>
<col style="width: 35%" />
<col style="width: 1%" />
<col style="width: 64%" />
</colgroup>
<tbody>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.from_surface">pygame.mask.from_surface</a></div>
</td>
<td>—</td>
<td>Creates a Mask from the given surface</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.from_threshold">pygame.mask.from_threshold</a></div>
</td>
<td>—</td>
<td>Creates a mask by thresholding Surfaces</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.Mask">pygame.mask.Mask</a></div>
</td>
<td>—</td>
<td>pygame object for representing 2D bitmasks</td>
</tr>
</tbody>
</table>
<p>Useful for fast pixel perfect collision detection. A mask uses 1 bit per-pixel
to store which parts collide.</p>
<div class="versionadded">
<p><span class="versionmodified added">New in pygame 1.8.</span></p>
</div>
<div class="versionchanged">
<p><span class="versionmodified changed">Changed in pygame 2.0.2: </span>Mask functions now support keyword arguments.</p>
</div>
<div class="versionchanged">
<p><span class="versionmodified changed">Changed in pygame 2.0.2: </span>Mask functions that take positions or offsets now
support <a class="tooltip reference internal" href="math.html#pygame.math.Vector2" title=""><code class="xref py py-class docutils literal notranslate"><span class="pre">pygame.math.Vector2</span></code><span class="tooltip-content">a 2-Dimensional Vector</span></a> arguments.</p>
</div>
<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.mask.from_surface">
<span class="sig-prename descclassname"><span class="pre">pygame.mask.</span></span><span class="sig-name descname"><span class="pre">from_surface</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.mask.from_surface" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Creates a Mask from the given surface</span></div>
<div class="line"><span class="signature">from_surface(surface) -> Mask</span></div>
<div class="line"><span class="signature">from_surface(surface, threshold=127) -> Mask</span></div>
</div>
<p>Creates a <a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask"><code class="xref py py-class docutils literal notranslate"><span class="pre">Mask</span></code></a> object from the given surface by setting all the
opaque pixels and not setting the transparent pixels.</p>
<p>If the surface uses a color-key, then it is used to decide which bits in
the resulting mask are set. All the pixels that are <strong>not</strong> equal to the
color-key are <strong>set</strong> and the pixels equal to the color-key are not set.</p>
<p>If a color-key is not used, then the alpha value of each pixel is used to
decide which bits in the resulting mask are set. All the pixels that have an
alpha value <strong>greater than</strong> the <code class="docutils literal notranslate"><span class="pre">threshold</span></code> parameter are <strong>set</strong> and the
pixels with an alpha value less than or equal to the <code class="docutils literal notranslate"><span class="pre">threshold</span></code> are
not set.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>surface</strong> (<a class="reference internal" href="surface.html#pygame.Surface" title="pygame.Surface"><em>Surface</em></a>) -- the surface to create the mask from</p></li>
<li><p><strong>threshold</strong> (<em>int</em>) -- (optional) the alpha threshold (default is 127) to
compare with each surface pixel's alpha value, if the <code class="docutils literal notranslate"><span class="pre">surface</span></code> is
color-keyed this parameter is ignored</p></li>
</ul>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p>a newly created <a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask"><code class="xref py py-class docutils literal notranslate"><span class="pre">Mask</span></code></a> object from the given surface</p>
</dd>
<dt class="field-odd">Return type</dt>
<dd class="field-odd"><p><a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask">Mask</a></p>
</dd>
</dl>
<div class="admonition note">
<p class="admonition-title">Note</p>
<p>This function is used to create the masks for
<a class="tooltip reference internal" href="sprite.html#pygame.sprite.collide_mask" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.sprite.collide_mask()</span></code><span class="tooltip-content">Collision detection between two sprites, using masks.</span></a>.</p>
</div>
</dd></dl>
<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.mask.from_threshold">
<span class="sig-prename descclassname"><span class="pre">pygame.mask.</span></span><span class="sig-name descname"><span class="pre">from_threshold</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.mask.from_threshold" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Creates a mask by thresholding Surfaces</span></div>
<div class="line"><span class="signature">from_threshold(surface, color) -> Mask</span></div>
<div class="line"><span class="signature">from_threshold(surface, color, threshold=(0, 0, 0, 255), othersurface=None, palette_colors=1) -> Mask</span></div>
</div>
<p>This is a more featureful method of getting a <a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask"><code class="xref py py-class docutils literal notranslate"><span class="pre">Mask</span></code></a> from a surface.</p>
<p>If the optional <code class="docutils literal notranslate"><span class="pre">othersurface</span></code> is not used, all the pixels <strong>within</strong> the
<code class="docutils literal notranslate"><span class="pre">threshold</span></code> of the <code class="docutils literal notranslate"><span class="pre">color</span></code> parameter are <strong>set</strong> in the resulting mask.</p>
<p>If the optional <code class="docutils literal notranslate"><span class="pre">othersurface</span></code> is used, every pixel in the first surface
that is <strong>within</strong> the <code class="docutils literal notranslate"><span class="pre">threshold</span></code> of the corresponding pixel in
<code class="docutils literal notranslate"><span class="pre">othersurface</span></code> is <strong>set</strong> in the resulting mask.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>surface</strong> (<a class="reference internal" href="surface.html#pygame.Surface" title="pygame.Surface"><em>Surface</em></a>) -- the surface to create the mask from</p></li>
<li><p><strong>color</strong> (<a class="reference internal" href="color.html#pygame.Color" title="pygame.Color"><em>Color</em></a><em> or </em><em>int</em><em> or </em><em>tuple</em><em>(</em><em>int</em><em>, </em><em>int</em><em>, </em><em>int</em><em>, </em><em>[</em><em>int</em><em>]</em><em>) or </em><em>list</em><em>[</em><em>int</em><em>, </em><em>int</em><em>, </em><em>int</em><em>, </em><em>[</em><em>int</em><em>]</em><em>]</em>) -- color used to check if the surface's pixels are within the
given <code class="docutils literal notranslate"><span class="pre">threshold</span></code> range, this parameter is ignored if the optional
<code class="docutils literal notranslate"><span class="pre">othersurface</span></code> parameter is supplied</p></li>
<li><p><strong>threshold</strong> (<a class="reference internal" href="color.html#pygame.Color" title="pygame.Color"><em>Color</em></a><em> or </em><em>int</em><em> or </em><em>tuple</em><em>(</em><em>int</em><em>, </em><em>int</em><em>, </em><em>int</em><em>, </em><em>[</em><em>int</em><em>]</em><em>) or </em><em>list</em><em>[</em><em>int</em><em>, </em><em>int</em><em>, </em><em>int</em><em>, </em><em>[</em><em>int</em><em>]</em><em>]</em>) -- (optional) the threshold range used to check the difference
between two colors (default is <code class="docutils literal notranslate"><span class="pre">(0,</span> <span class="pre">0,</span> <span class="pre">0,</span> <span class="pre">255)</span></code>)</p></li>
<li><p><strong>othersurface</strong> (<a class="reference internal" href="surface.html#pygame.Surface" title="pygame.Surface"><em>Surface</em></a>) -- (optional) used to check whether the pixels of
the first surface are within the given <code class="docutils literal notranslate"><span class="pre">threshold</span></code> range of the pixels
from this surface (default is <code class="docutils literal notranslate"><span class="pre">None</span></code>)</p></li>
<li><p><strong>palette_colors</strong> (<em>int</em>) -- (optional) indicates whether to use the palette
colors or not, a nonzero value causes the palette colors to be used and a
0 causes them not to be used (default is 1)</p></li>
</ul>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p>a newly created <a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask"><code class="xref py py-class docutils literal notranslate"><span class="pre">Mask</span></code></a> object from the given surface</p>
</dd>
<dt class="field-odd">Return type</dt>
<dd class="field-odd"><p><a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask">Mask</a></p>
</dd>
</dl>
</dd></dl>
<dl class="py class definition">
<dt class="sig sig-object py title" id="pygame.mask.Mask">
<span class="sig-prename descclassname"><span class="pre">pygame.mask.</span></span><span class="sig-name descname"><span class="pre">Mask</span></span><a class="headerlink" href="#pygame.mask.Mask" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">pygame object for representing 2D bitmasks</span></div>
<div class="line"><span class="signature">Mask(size=(width, height)) -> Mask</span></div>
<div class="line"><span class="signature">Mask(size=(width, height), fill=False) -> Mask</span></div>
</div>
<table class="toc docutils align-default">
<colgroup>
<col style="width: 37%" />
<col style="width: 1%" />
<col style="width: 62%" />
</colgroup>
<tbody>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.Mask.copy">pygame.mask.Mask.copy</a></div>
</td>
<td>—</td>
<td>Returns a new copy of the mask</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.Mask.get_size">pygame.mask.Mask.get_size</a></div>
</td>
<td>—</td>
<td>Returns the size of the mask</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.Mask.get_rect">pygame.mask.Mask.get_rect</a></div>
</td>
<td>—</td>
<td>Returns a Rect based on the size of the mask</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.Mask.get_at">pygame.mask.Mask.get_at</a></div>
</td>
<td>—</td>
<td>Gets the bit at the given position</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.Mask.set_at">pygame.mask.Mask.set_at</a></div>
</td>
<td>—</td>
<td>Sets the bit at the given position</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.Mask.overlap">pygame.mask.Mask.overlap</a></div>
</td>
<td>—</td>
<td>Returns the point of intersection</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.Mask.overlap_area">pygame.mask.Mask.overlap_area</a></div>
</td>
<td>—</td>
<td>Returns the number of overlapping set bits</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.Mask.overlap_mask">pygame.mask.Mask.overlap_mask</a></div>
</td>
<td>—</td>
<td>Returns a mask of the overlapping set bits</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.Mask.fill">pygame.mask.Mask.fill</a></div>
</td>
<td>—</td>
<td>Sets all bits to 1</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.Mask.clear">pygame.mask.Mask.clear</a></div>
</td>
<td>—</td>
<td>Sets all bits to 0</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.Mask.invert">pygame.mask.Mask.invert</a></div>
</td>
<td>—</td>
<td>Flips all the bits</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.Mask.scale">pygame.mask.Mask.scale</a></div>
</td>
<td>—</td>
<td>Resizes a mask</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.Mask.draw">pygame.mask.Mask.draw</a></div>
</td>
<td>—</td>
<td>Draws a mask onto another</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.Mask.erase">pygame.mask.Mask.erase</a></div>
</td>
<td>—</td>
<td>Erases a mask from another</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.Mask.count">pygame.mask.Mask.count</a></div>
</td>
<td>—</td>
<td>Returns the number of set bits</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.Mask.centroid">pygame.mask.Mask.centroid</a></div>
</td>
<td>—</td>
<td>Returns the centroid of the set bits</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.Mask.angle">pygame.mask.Mask.angle</a></div>
</td>
<td>—</td>
<td>Returns the orientation of the set bits</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.Mask.outline">pygame.mask.Mask.outline</a></div>
</td>
<td>—</td>
<td>Returns a list of points outlining an object</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.Mask.convolve">pygame.mask.Mask.convolve</a></div>
</td>
<td>—</td>
<td>Returns the convolution of this mask with another mask</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.Mask.connected_component">pygame.mask.Mask.connected_component</a></div>
</td>
<td>—</td>
<td>Returns a mask containing a connected component</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.Mask.connected_components">pygame.mask.Mask.connected_components</a></div>
</td>
<td>—</td>
<td>Returns a list of masks of connected components</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.Mask.get_bounding_rects">pygame.mask.Mask.get_bounding_rects</a></div>
</td>
<td>—</td>
<td>Returns a list of bounding rects of connected components</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="mask.html#pygame.mask.Mask.to_surface">pygame.mask.Mask.to_surface</a></div>
</td>
<td>—</td>
<td>Returns a surface with the mask drawn on it</td>
</tr>
</tbody>
</table>
<p>A <code class="docutils literal notranslate"><span class="pre">Mask</span></code> object is used to represent a 2D bitmask. Each bit in
the mask represents a pixel. 1 is used to indicate a set bit and 0 is used
to indicate an unset bit. Set bits in a mask can be used to detect collisions
with other masks and their set bits.</p>
<p>A filled mask has all of its bits set to 1, conversely an
unfilled/cleared/empty mask has all of its bits set to 0. Masks can be
created unfilled (default) or filled by using the <code class="docutils literal notranslate"><span class="pre">fill</span></code> parameter. Masks
can also be cleared or filled using the <a class="tooltip reference internal" href="#pygame.mask.Mask.clear" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.mask.Mask.clear()</span></code><span class="tooltip-content">Sets all bits to 0</span></a> and
<a class="tooltip reference internal" href="#pygame.mask.Mask.fill" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.mask.Mask.fill()</span></code><span class="tooltip-content">Sets all bits to 1</span></a> methods respectively.</p>
<p>A mask's coordinates start in the top left corner at <code class="docutils literal notranslate"><span class="pre">(0,</span> <span class="pre">0)</span></code> just like
<a class="tooltip reference internal" href="surface.html#pygame.Surface" title=""><code class="xref py py-mod docutils literal notranslate"><span class="pre">pygame.Surface</span></code><span class="tooltip-content">pygame object for representing images</span></a>. Individual bits can be accessed using the
<a class="tooltip reference internal" href="#pygame.mask.Mask.get_at" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.mask.Mask.get_at()</span></code><span class="tooltip-content">Gets the bit at the given position</span></a> and <a class="tooltip reference internal" href="#pygame.mask.Mask.set_at" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.mask.Mask.set_at()</span></code><span class="tooltip-content">Sets the bit at the given position</span></a>
methods.</p>
<p id="mask-offset-label">The methods <a class="reference internal" href="#pygame.mask.Mask.overlap" title="pygame.mask.Mask.overlap"><code class="xref py py-meth docutils literal notranslate"><span class="pre">overlap()</span></code></a>, <a class="reference internal" href="#pygame.mask.Mask.overlap_area" title="pygame.mask.Mask.overlap_area"><code class="xref py py-meth docutils literal notranslate"><span class="pre">overlap_area()</span></code></a>, <a class="reference internal" href="#pygame.mask.Mask.overlap_mask" title="pygame.mask.Mask.overlap_mask"><code class="xref py py-meth docutils literal notranslate"><span class="pre">overlap_mask()</span></code></a>,
<a class="reference internal" href="#pygame.mask.Mask.draw" title="pygame.mask.Mask.draw"><code class="xref py py-meth docutils literal notranslate"><span class="pre">draw()</span></code></a>, <a class="reference internal" href="#pygame.mask.Mask.erase" title="pygame.mask.Mask.erase"><code class="xref py py-meth docutils literal notranslate"><span class="pre">erase()</span></code></a>, and <a class="reference internal" href="#pygame.mask.Mask.convolve" title="pygame.mask.Mask.convolve"><code class="xref py py-meth docutils literal notranslate"><span class="pre">convolve()</span></code></a> use an offset parameter
to indicate the offset of another mask's top left corner from the calling
mask's top left corner. The calling mask's top left corner is considered to
be the origin <code class="docutils literal notranslate"><span class="pre">(0,</span> <span class="pre">0)</span></code>. Offsets are a sequence of two values
<code class="docutils literal notranslate"><span class="pre">(x_offset,</span> <span class="pre">y_offset)</span></code>. Positive and negative offset values are supported.</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span> <span class="mi">0</span> <span class="n">to</span> <span class="n">x</span> <span class="p">(</span><span class="n">x_offset</span><span class="p">)</span>
<span class="p">:</span> <span class="p">:</span>
<span class="mi">0</span> <span class="o">.....</span> <span class="o">+----</span><span class="p">:</span><span class="o">---------+</span>
<span class="n">to</span> <span class="o">|</span> <span class="p">:</span> <span class="o">|</span>
<span class="n">y</span> <span class="o">..........</span> <span class="o">+-----------+</span>
<span class="p">(</span><span class="n">y_offset</span><span class="p">)</span> <span class="o">|</span> <span class="o">|</span> <span class="n">othermask</span> <span class="o">|</span>
<span class="o">|</span> <span class="o">+-----------+</span>
<span class="o">|</span> <span class="n">calling_mask</span> <span class="o">|</span>
<span class="o">+--------------+</span>
</pre></div>
</div>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>size</strong> -- the dimensions of the mask (width and height)</p></li>
<li><p><strong>fill</strong> (<em>bool</em>) -- (optional) create an unfilled mask (default: <code class="docutils literal notranslate"><span class="pre">False</span></code>) or
filled mask (<code class="docutils literal notranslate"><span class="pre">True</span></code>)</p></li>
</ul>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p>a newly created <a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask"><code class="xref py py-class docutils literal notranslate"><span class="pre">Mask</span></code></a> object</p>
</dd>
<dt class="field-odd">Return type</dt>
<dd class="field-odd"><p><a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask">Mask</a></p>
</dd>
</dl>
<div class="versionchanged">
<p><span class="versionmodified changed">Changed in pygame 2.0.0: </span>Shallow copy support added. The <a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask"><code class="xref py py-class docutils literal notranslate"><span class="pre">Mask</span></code></a> class supports the special
method <code class="docutils literal notranslate"><span class="pre">__copy__()</span></code> and shallow copying via <code class="docutils literal notranslate"><span class="pre">copy.copy(mask)</span></code>.</p>
</div>
<div class="versionchanged">
<p><span class="versionmodified changed">Changed in pygame 2.0.0: </span>Subclassing support added. The <a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask"><code class="xref py py-class docutils literal notranslate"><span class="pre">Mask</span></code></a> class
can be used as a base class.</p>
</div>
<div class="versionchanged">
<p><span class="versionmodified changed">Changed in pygame 1.9.5: </span>Added support for keyword arguments.</p>
</div>
<div class="versionchanged">
<p><span class="versionmodified changed">Changed in pygame 1.9.5: </span>Added the optional keyword parameter <code class="docutils literal notranslate"><span class="pre">fill</span></code>.</p>
</div>
<div class="versionchanged">
<p><span class="versionmodified changed">Changed in pygame 1.9.5: </span>Added support for masks with a width and/or a
height of 0.</p>
</div>
<dl class="py method definition">
<dt class="sig sig-object py title" id="pygame.mask.Mask.copy">
<span class="sig-name descname"><span class="pre">copy</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.mask.Mask.copy" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Returns a new copy of the mask</span></div>
<div class="line"><span class="signature">copy() -> Mask</span></div>
</div>
<dl class="field-list simple">
<dt class="field-odd">Returns</dt>
<dd class="field-odd"><p>a new copy of this mask, the new mask will have the same width,
height, and set/unset bits as the original</p>
</dd>
<dt class="field-even">Return type</dt>
<dd class="field-even"><p><a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask">Mask</a></p>
</dd>
</dl>
<div class="admonition note">
<p class="admonition-title">Note</p>
<p>If a mask subclass needs to copy any instance specific attributes
then it should override the <code class="docutils literal notranslate"><span class="pre">__copy__()</span></code> method. The overridden
<code class="docutils literal notranslate"><span class="pre">__copy__()</span></code> method needs to call <code class="docutils literal notranslate"><span class="pre">super().__copy__()</span></code> and then
copy the required data as in the following example code.</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">SubMask</span><span class="p">(</span><span class="n">pygame</span><span class="o">.</span><span class="n">mask</span><span class="o">.</span><span class="n">Mask</span><span class="p">):</span>
<span class="k">def</span> <span class="nf">__copy__</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="n">new_mask</span> <span class="o">=</span> <span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">__copy__</span><span class="p">()</span>
<span class="c1"># Do any SubMask attribute copying here.</span>
<span class="k">return</span> <span class="n">new_mask</span>
</pre></div>
</div>
</div>
<div class="versionadded">
<p><span class="versionmodified added">New in pygame 2.0.0.</span></p>
</div>
</dd></dl>
<dl class="py method definition">
<dt class="sig sig-object py title" id="pygame.mask.Mask.get_size">
<span class="sig-name descname"><span class="pre">get_size</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.mask.Mask.get_size" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Returns the size of the mask</span></div>
<div class="line"><span class="signature">get_size() -> (width, height)</span></div>
</div>
<dl class="field-list simple">
<dt class="field-odd">Returns</dt>
<dd class="field-odd"><p>the size of the mask, (width, height)</p>
</dd>
<dt class="field-even">Return type</dt>
<dd class="field-even"><p>tuple(int, int)</p>
</dd>
</dl>
</dd></dl>
<dl class="py method definition">
<dt class="sig sig-object py title" id="pygame.mask.Mask.get_rect">
<span class="sig-name descname"><span class="pre">get_rect</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.mask.Mask.get_rect" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Returns a Rect based on the size of the mask</span></div>
<div class="line"><span class="signature">get_rect(**kwargs) -> Rect</span></div>
</div>
<p>Returns a new <a class="tooltip reference internal" href="rect.html#pygame.Rect" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.Rect()</span></code><span class="tooltip-content">pygame object for storing rectangular coordinates</span></a> object based on the size of this mask.
The rect's default position will be <code class="docutils literal notranslate"><span class="pre">(0,</span> <span class="pre">0)</span></code> and its default width and
height will be the same as this mask's. The rect's attributes can be
altered via <a class="tooltip reference internal" href="rect.html#pygame.Rect" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.Rect()</span></code><span class="tooltip-content">pygame object for storing rectangular coordinates</span></a> attribute keyword arguments/values passed
into this method. As an example, <code class="docutils literal notranslate"><span class="pre">a_mask.get_rect(center=(10,</span> <span class="pre">5))</span></code> would
create a <a class="tooltip reference internal" href="rect.html#pygame.Rect" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.Rect()</span></code><span class="tooltip-content">pygame object for storing rectangular coordinates</span></a> based on the mask's size centered at the
given position.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><p><strong>kwargs</strong> (<em>dict</em>) -- <a class="tooltip reference internal" href="rect.html#pygame.Rect" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.Rect()</span></code><span class="tooltip-content">pygame object for storing rectangular coordinates</span></a> attribute keyword arguments/values
that will be applied to the rect</p>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p>a new <a class="tooltip reference internal" href="rect.html#pygame.Rect" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.Rect()</span></code><span class="tooltip-content">pygame object for storing rectangular coordinates</span></a> object based on the size of this mask
with any <a class="tooltip reference internal" href="rect.html#pygame.Rect" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.Rect()</span></code><span class="tooltip-content">pygame object for storing rectangular coordinates</span></a> attribute keyword arguments/values applied
to it</p>
</dd>
<dt class="field-odd">Return type</dt>
<dd class="field-odd"><p><a class="reference internal" href="rect.html#pygame.Rect" title="pygame.Rect">Rect</a></p>
</dd>
</dl>
<div class="versionadded">
<p><span class="versionmodified added">New in pygame 2.0.0.</span></p>
</div>
</dd></dl>
<dl class="py method definition">
<dt class="sig sig-object py title" id="pygame.mask.Mask.get_at">
<span class="sig-name descname"><span class="pre">get_at</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.mask.Mask.get_at" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Gets the bit at the given position</span></div>
<div class="line"><span class="signature">get_at(pos) -> int</span></div>
</div>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><p><strong>pos</strong> -- the position of the bit to get (x, y)</p>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p>1 if the bit is set, 0 if the bit is not set</p>
</dd>
<dt class="field-odd">Return type</dt>
<dd class="field-odd"><p>int</p>
</dd>
<dt class="field-even">Raises</dt>
<dd class="field-even"><p><strong>IndexError</strong> -- if the position is outside of the mask's bounds</p>
</dd>
</dl>
</dd></dl>
<dl class="py method definition">
<dt class="sig sig-object py title" id="pygame.mask.Mask.set_at">
<span class="sig-name descname"><span class="pre">set_at</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.mask.Mask.set_at" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Sets the bit at the given position</span></div>
<div class="line"><span class="signature">set_at(pos) -> None</span></div>
<div class="line"><span class="signature">set_at(pos, value=1) -> None</span></div>
</div>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>pos</strong> -- the position of the bit to set (x, y)</p></li>
<li><p><strong>value</strong> (<em>int</em>) -- any nonzero int will set the bit to 1, 0 will set the
bit to 0 (default is 1)</p></li>
</ul>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p><code class="docutils literal notranslate"><span class="pre">None</span></code></p>
</dd>
<dt class="field-odd">Return type</dt>
<dd class="field-odd"><p>NoneType</p>
</dd>
<dt class="field-even">Raises</dt>
<dd class="field-even"><p><strong>IndexError</strong> -- if the position is outside of the mask's bounds</p>
</dd>
</dl>
</dd></dl>
<dl class="py method definition">
<dt class="sig sig-object py title" id="pygame.mask.Mask.overlap">
<span class="sig-name descname"><span class="pre">overlap</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.mask.Mask.overlap" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Returns the point of intersection</span></div>
<div class="line"><span class="signature">overlap(other, offset) -> (x, y)</span></div>
<div class="line"><span class="signature">overlap(other, offset) -> None</span></div>
</div>
<p>Returns the first point of intersection encountered between this mask and
<code class="docutils literal notranslate"><span class="pre">other</span></code>. A point of intersection is 2 overlapping set bits.</p>
<p>The current algorithm searches the overlapping area in
<code class="docutils literal notranslate"><span class="pre">sizeof(unsigned</span> <span class="pre">long</span> <span class="pre">int)</span> <span class="pre">*</span> <span class="pre">CHAR_BIT</span></code> bit wide column blocks (the value
of <code class="docutils literal notranslate"><span class="pre">sizeof(unsigned</span> <span class="pre">long</span> <span class="pre">int)</span> <span class="pre">*</span> <span class="pre">CHAR_BIT</span></code> is platform dependent, for
clarity it will be referred to as <code class="docutils literal notranslate"><span class="pre">W</span></code>). Starting at the top left corner
it checks bits 0 to <code class="docutils literal notranslate"><span class="pre">W</span> <span class="pre">-</span> <span class="pre">1</span></code> of the first row (<code class="docutils literal notranslate"><span class="pre">(0,</span> <span class="pre">0)</span></code> to
<code class="docutils literal notranslate"><span class="pre">(W</span> <span class="pre">-</span> <span class="pre">1,</span> <span class="pre">0)</span></code>) then continues to the next row (<code class="docutils literal notranslate"><span class="pre">(0,</span> <span class="pre">1)</span></code> to
<code class="docutils literal notranslate"><span class="pre">(W</span> <span class="pre">-</span> <span class="pre">1,</span> <span class="pre">1)</span></code>). Once this entire column block is checked, it continues to
the next one (<code class="docutils literal notranslate"><span class="pre">W</span></code> to <code class="docutils literal notranslate"><span class="pre">2</span> <span class="pre">*</span> <span class="pre">W</span> <span class="pre">-</span> <span class="pre">1</span></code>). This is repeated until it finds a
point of intersection or the entire overlapping area is checked.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>other</strong> (<a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask"><em>Mask</em></a>) -- the other mask to overlap with this mask</p></li>
<li><p><strong>offset</strong> -- the offset of <code class="docutils literal notranslate"><span class="pre">other</span></code> from this mask, for more
details refer to the <a class="reference internal" href="#mask-offset-label"><span class="std std-ref">Mask offset notes</span></a></p></li>
</ul>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p>point of intersection or <code class="docutils literal notranslate"><span class="pre">None</span></code> if no intersection</p>
</dd>
<dt class="field-odd">Return type</dt>
<dd class="field-odd"><p>tuple(int, int) or NoneType</p>
</dd>
</dl>
</dd></dl>
<dl class="py method definition">
<dt class="sig sig-object py title" id="pygame.mask.Mask.overlap_area">
<span class="sig-name descname"><span class="pre">overlap_area</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.mask.Mask.overlap_area" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Returns the number of overlapping set bits</span></div>
<div class="line"><span class="signature">overlap_area(other, offset) -> numbits</span></div>
</div>
<p>Returns the number of overlapping set bits between between this mask and
<code class="docutils literal notranslate"><span class="pre">other</span></code>.</p>
<p>This can be useful for collision detection. An approximate collision
normal can be found by calculating the gradient of the overlapping area
through the finite difference.</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">dx</span> <span class="o">=</span> <span class="n">mask</span><span class="o">.</span><span class="n">overlap_area</span><span class="p">(</span><span class="n">other</span><span class="p">,</span> <span class="p">(</span><span class="n">x</span> <span class="o">+</span> <span class="mi">1</span><span class="p">,</span> <span class="n">y</span><span class="p">))</span> <span class="o">-</span> <span class="n">mask</span><span class="o">.</span><span class="n">overlap_area</span><span class="p">(</span><span class="n">other</span><span class="p">,</span> <span class="p">(</span><span class="n">x</span> <span class="o">-</span> <span class="mi">1</span><span class="p">,</span> <span class="n">y</span><span class="p">))</span>
<span class="n">dy</span> <span class="o">=</span> <span class="n">mask</span><span class="o">.</span><span class="n">overlap_area</span><span class="p">(</span><span class="n">other</span><span class="p">,</span> <span class="p">(</span><span class="n">x</span><span class="p">,</span> <span class="n">y</span> <span class="o">+</span> <span class="mi">1</span><span class="p">))</span> <span class="o">-</span> <span class="n">mask</span><span class="o">.</span><span class="n">overlap_area</span><span class="p">(</span><span class="n">other</span><span class="p">,</span> <span class="p">(</span><span class="n">x</span><span class="p">,</span> <span class="n">y</span> <span class="o">-</span> <span class="mi">1</span><span class="p">))</span>
</pre></div>
</div>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>other</strong> (<a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask"><em>Mask</em></a>) -- the other mask to overlap with this mask</p></li>
<li><p><strong>offset</strong> -- the offset of <code class="docutils literal notranslate"><span class="pre">other</span></code> from this mask, for more
details refer to the <a class="reference internal" href="#mask-offset-label"><span class="std std-ref">Mask offset notes</span></a></p></li>
</ul>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p>the number of overlapping set bits</p>
</dd>
<dt class="field-odd">Return type</dt>
<dd class="field-odd"><p>int</p>
</dd>
</dl>
</dd></dl>
<dl class="py method definition">
<dt class="sig sig-object py title" id="pygame.mask.Mask.overlap_mask">
<span class="sig-name descname"><span class="pre">overlap_mask</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.mask.Mask.overlap_mask" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Returns a mask of the overlapping set bits</span></div>
<div class="line"><span class="signature">overlap_mask(other, offset) -> Mask</span></div>
</div>
<p>Returns a <a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask"><code class="xref py py-class docutils literal notranslate"><span class="pre">Mask</span></code></a>, the same size as this mask, containing the
overlapping set bits between this mask and <code class="docutils literal notranslate"><span class="pre">other</span></code>.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>other</strong> (<a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask"><em>Mask</em></a>) -- the other mask to overlap with this mask</p></li>
<li><p><strong>offset</strong> -- the offset of <code class="docutils literal notranslate"><span class="pre">other</span></code> from this mask, for more
details refer to the <a class="reference internal" href="#mask-offset-label"><span class="std std-ref">Mask offset notes</span></a></p></li>
</ul>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p>a newly created <a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask"><code class="xref py py-class docutils literal notranslate"><span class="pre">Mask</span></code></a> with the overlapping bits set</p>
</dd>
<dt class="field-odd">Return type</dt>
<dd class="field-odd"><p><a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask">Mask</a></p>
</dd>
</dl>
</dd></dl>
<dl class="py method definition">
<dt class="sig sig-object py title" id="pygame.mask.Mask.fill">
<span class="sig-name descname"><span class="pre">fill</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.mask.Mask.fill" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Sets all bits to 1</span></div>
<div class="line"><span class="signature">fill() -> None</span></div>
</div>
<p>Sets all bits in the mask to 1.</p>
<dl class="field-list simple">
<dt class="field-odd">Returns</dt>
<dd class="field-odd"><p><code class="docutils literal notranslate"><span class="pre">None</span></code></p>
</dd>
<dt class="field-even">Return type</dt>
<dd class="field-even"><p>NoneType</p>
</dd>
</dl>
</dd></dl>
<dl class="py method definition">
<dt class="sig sig-object py title" id="pygame.mask.Mask.clear">
<span class="sig-name descname"><span class="pre">clear</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.mask.Mask.clear" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Sets all bits to 0</span></div>
<div class="line"><span class="signature">clear() -> None</span></div>
</div>
<p>Sets all bits in the mask to 0.</p>
<dl class="field-list simple">
<dt class="field-odd">Returns</dt>
<dd class="field-odd"><p><code class="docutils literal notranslate"><span class="pre">None</span></code></p>
</dd>
<dt class="field-even">Return type</dt>
<dd class="field-even"><p>NoneType</p>
</dd>
</dl>
</dd></dl>
<dl class="py method definition">
<dt class="sig sig-object py title" id="pygame.mask.Mask.invert">
<span class="sig-name descname"><span class="pre">invert</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.mask.Mask.invert" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Flips all the bits</span></div>
<div class="line"><span class="signature">invert() -> None</span></div>
</div>
<p>Flips all of the bits in the mask. All the set bits are cleared to 0 and
all the unset bits are set to 1.</p>
<dl class="field-list simple">
<dt class="field-odd">Returns</dt>
<dd class="field-odd"><p><code class="docutils literal notranslate"><span class="pre">None</span></code></p>
</dd>
<dt class="field-even">Return type</dt>
<dd class="field-even"><p>NoneType</p>
</dd>
</dl>
</dd></dl>
<dl class="py method definition">
<dt class="sig sig-object py title" id="pygame.mask.Mask.scale">
<span class="sig-name descname"><span class="pre">scale</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.mask.Mask.scale" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Resizes a mask</span></div>
<div class="line"><span class="signature">scale((width, height)) -> Mask</span></div>
</div>
<p>Creates a new <a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask"><code class="xref py py-class docutils literal notranslate"><span class="pre">Mask</span></code></a> of the requested size with its bits scaled
from this mask.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><p><strong>size</strong> -- the width and height (size) of the mask to create</p>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p>a new <a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask"><code class="xref py py-class docutils literal notranslate"><span class="pre">Mask</span></code></a> object with its bits scaled from this mask</p>
</dd>
<dt class="field-odd">Return type</dt>
<dd class="field-odd"><p><a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask">Mask</a></p>
</dd>
<dt class="field-even">Raises</dt>
<dd class="field-even"><p><strong>ValueError</strong> -- if <code class="docutils literal notranslate"><span class="pre">width</span> <span class="pre"><</span> <span class="pre">0</span></code> or <code class="docutils literal notranslate"><span class="pre">height</span> <span class="pre"><</span> <span class="pre">0</span></code></p>
</dd>
</dl>
</dd></dl>
<dl class="py method definition">
<dt class="sig sig-object py title" id="pygame.mask.Mask.draw">
<span class="sig-name descname"><span class="pre">draw</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.mask.Mask.draw" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Draws a mask onto another</span></div>
<div class="line"><span class="signature">draw(other, offset) -> None</span></div>
</div>
<p>Performs a bitwise OR, drawing <code class="docutils literal notranslate"><span class="pre">othermask</span></code> onto this mask.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>other</strong> (<a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask"><em>Mask</em></a>) -- the mask to draw onto this mask</p></li>
<li><p><strong>offset</strong> -- the offset of <code class="docutils literal notranslate"><span class="pre">other</span></code> from this mask, for more
details refer to the <a class="reference internal" href="#mask-offset-label"><span class="std std-ref">Mask offset notes</span></a></p></li>
</ul>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p><code class="docutils literal notranslate"><span class="pre">None</span></code></p>
</dd>
<dt class="field-odd">Return type</dt>
<dd class="field-odd"><p>NoneType</p>
</dd>
</dl>
</dd></dl>
<dl class="py method definition">
<dt class="sig sig-object py title" id="pygame.mask.Mask.erase">
<span class="sig-name descname"><span class="pre">erase</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.mask.Mask.erase" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Erases a mask from another</span></div>
<div class="line"><span class="signature">erase(other, offset) -> None</span></div>
</div>
<p>Erases (clears) all bits set in <code class="docutils literal notranslate"><span class="pre">other</span></code> from this mask.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>other</strong> (<a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask"><em>Mask</em></a>) -- the mask to erase from this mask</p></li>
<li><p><strong>offset</strong> -- the offset of <code class="docutils literal notranslate"><span class="pre">other</span></code> from this mask, for more
details refer to the <a class="reference internal" href="#mask-offset-label"><span class="std std-ref">Mask offset notes</span></a></p></li>
</ul>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p><code class="docutils literal notranslate"><span class="pre">None</span></code></p>
</dd>
<dt class="field-odd">Return type</dt>
<dd class="field-odd"><p>NoneType</p>
</dd>
</dl>
</dd></dl>
<dl class="py method definition">
<dt class="sig sig-object py title" id="pygame.mask.Mask.count">
<span class="sig-name descname"><span class="pre">count</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.mask.Mask.count" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Returns the number of set bits</span></div>
<div class="line"><span class="signature">count() -> bits</span></div>
</div>
<dl class="field-list simple">
<dt class="field-odd">Returns</dt>
<dd class="field-odd"><p>the number of set bits in the mask</p>
</dd>
<dt class="field-even">Return type</dt>
<dd class="field-even"><p>int</p>
</dd>
</dl>
</dd></dl>
<dl class="py method definition">
<dt class="sig sig-object py title" id="pygame.mask.Mask.centroid">
<span class="sig-name descname"><span class="pre">centroid</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.mask.Mask.centroid" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Returns the centroid of the set bits</span></div>
<div class="line"><span class="signature">centroid() -> (x, y)</span></div>
</div>
<p>Finds the centroid (the center mass of the set bits) for this mask.</p>
<dl class="field-list simple">
<dt class="field-odd">Returns</dt>
<dd class="field-odd"><p>a coordinate tuple indicating the centroid of the mask, it will
return <code class="docutils literal notranslate"><span class="pre">(0,</span> <span class="pre">0)</span></code> if the mask has no bits set</p>
</dd>
<dt class="field-even">Return type</dt>
<dd class="field-even"><p>tuple(int, int)</p>
</dd>
</dl>
</dd></dl>
<dl class="py method definition">
<dt class="sig sig-object py title" id="pygame.mask.Mask.angle">
<span class="sig-name descname"><span class="pre">angle</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.mask.Mask.angle" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Returns the orientation of the set bits</span></div>
<div class="line"><span class="signature">angle() -> theta</span></div>
</div>
<p>Finds the approximate orientation (from -90 to 90 degrees) of the set bits
in the mask. This works best if performed on a mask with only one
connected component.</p>
<dl class="field-list simple">
<dt class="field-odd">Returns</dt>
<dd class="field-odd"><p>the orientation of the set bits in the mask, it will return
<code class="docutils literal notranslate"><span class="pre">0.0</span></code> if the mask has no bits set</p>
</dd>
<dt class="field-even">Return type</dt>
<dd class="field-even"><p>float</p>
</dd>
</dl>
<div class="admonition note">
<p class="admonition-title">Note</p>
<p>See <a class="reference internal" href="#pygame.mask.Mask.connected_component" title="pygame.mask.Mask.connected_component"><code class="xref py py-meth docutils literal notranslate"><span class="pre">connected_component()</span></code></a> for details on how a connected
component is calculated.</p>
</div>
</dd></dl>
<dl class="py method definition">
<dt class="sig sig-object py title" id="pygame.mask.Mask.outline">
<span class="sig-name descname"><span class="pre">outline</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.mask.Mask.outline" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Returns a list of points outlining an object</span></div>
<div class="line"><span class="signature">outline() -> [(x, y), ...]</span></div>
<div class="line"><span class="signature">outline(every=1) -> [(x, y), ...]</span></div>
</div>
<p>Returns a list of points of the outline of the first connected component
encountered in the mask. To find a connected component, the mask is
searched per row (left to right) starting in the top left corner.</p>
<p>The <code class="docutils literal notranslate"><span class="pre">every</span></code> optional parameter skips set bits in the outline. For
example, setting it to 10 would return a list of every 10th set bit in the
outline.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><p><strong>every</strong> (<em>int</em>) -- (optional) indicates the number of bits to skip over in
the outline (default is 1)</p>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p>a list of points outlining the first connected component
encountered, an empty list is returned if the mask has no bits set</p>
</dd>
<dt class="field-odd">Return type</dt>
<dd class="field-odd"><p>list[tuple(int, int)]</p>
</dd>
</dl>
<div class="admonition note">
<p class="admonition-title">Note</p>
<p>See <a class="reference internal" href="#pygame.mask.Mask.connected_component" title="pygame.mask.Mask.connected_component"><code class="xref py py-meth docutils literal notranslate"><span class="pre">connected_component()</span></code></a> for details on how a connected
component is calculated.</p>
</div>
</dd></dl>
<dl class="py method definition">
<dt class="sig sig-object py title" id="pygame.mask.Mask.convolve">
<span class="sig-name descname"><span class="pre">convolve</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.mask.Mask.convolve" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Returns the convolution of this mask with another mask</span></div>
<div class="line"><span class="signature">convolve(other) -> Mask</span></div>
<div class="line"><span class="signature">convolve(other, output=None, offset=(0, 0)) -> Mask</span></div>
</div>
<p>Convolve this mask with the given <code class="docutils literal notranslate"><span class="pre">other</span></code> Mask.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>other</strong> (<a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask"><em>Mask</em></a>) -- mask to convolve this mask with</p></li>
<li><p><strong>output</strong> (<a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask"><em>Mask</em></a><em> or </em><em>NoneType</em>) -- (optional) mask for output (default is <code class="docutils literal notranslate"><span class="pre">None</span></code>)</p></li>
<li><p><strong>offset</strong> -- the offset of <code class="docutils literal notranslate"><span class="pre">other</span></code> from this mask, (default is
<code class="docutils literal notranslate"><span class="pre">(0,</span> <span class="pre">0)</span></code>)</p></li>
</ul>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p><p>a <a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask"><code class="xref py py-class docutils literal notranslate"><span class="pre">Mask</span></code></a> with the <code class="docutils literal notranslate"><span class="pre">(i</span> <span class="pre">-</span> <span class="pre">offset[0],</span> <span class="pre">j</span> <span class="pre">-</span> <span class="pre">offset[1])</span></code> bit
set, if shifting <code class="docutils literal notranslate"><span class="pre">other</span></code> (such that its bottom right corner is at
<code class="docutils literal notranslate"><span class="pre">(i,</span> <span class="pre">j)</span></code>) causes it to overlap with this mask</p>
<p>If an <code class="docutils literal notranslate"><span class="pre">output</span></code> Mask is specified, the output is drawn onto it and
it is returned. Otherwise a mask of size <code class="docutils literal notranslate"><span class="pre">(MAX(0,</span> <span class="pre">width</span> <span class="pre">+</span> <span class="pre">other</span> <span class="pre">mask's</span>
<span class="pre">width</span> <span class="pre">-</span> <span class="pre">1),</span> <span class="pre">MAX(0,</span> <span class="pre">height</span> <span class="pre">+</span> <span class="pre">other</span> <span class="pre">mask's</span> <span class="pre">height</span> <span class="pre">-</span> <span class="pre">1))</span></code> is created and
returned.</p>
</p>
</dd>
<dt class="field-odd">Return type</dt>
<dd class="field-odd"><p><a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask">Mask</a></p>
</dd>
</dl>
</dd></dl>
<dl class="py method definition">
<dt class="sig sig-object py title" id="pygame.mask.Mask.connected_component">
<span class="sig-name descname"><span class="pre">connected_component</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.mask.Mask.connected_component" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Returns a mask containing a connected component</span></div>
<div class="line"><span class="signature">connected_component() -> Mask</span></div>
<div class="line"><span class="signature">connected_component(pos) -> Mask</span></div>
</div>
<p>A connected component is a group (1 or more) of connected set bits
(orthogonally and diagonally). The SAUF algorithm, which checks 8 point
connectivity, is used to find a connected component in the mask.</p>
<p>By default this method will return a <a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask"><code class="xref py py-class docutils literal notranslate"><span class="pre">Mask</span></code></a> containing the largest
connected component in the mask. Optionally, a bit coordinate can be
specified and the connected component containing it will be returned. If
the bit at the given location is not set, the returned <a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask"><code class="xref py py-class docutils literal notranslate"><span class="pre">Mask</span></code></a> will
be empty (no bits set).</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><p><strong>pos</strong> -- (optional) selects the connected component that contains the
bit at this position</p>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p><p>a <a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask"><code class="xref py py-class docutils literal notranslate"><span class="pre">Mask</span></code></a> object (same size as this mask) with the largest
connected component from this mask, if this mask has no bits set then
an empty mask will be returned</p>
<p>If the <code class="docutils literal notranslate"><span class="pre">pos</span></code> parameter is provided then the mask returned will have
the connected component that contains this position. An empty mask will
be returned if the <code class="docutils literal notranslate"><span class="pre">pos</span></code> parameter selects an unset bit.</p>
</p>
</dd>
<dt class="field-odd">Return type</dt>
<dd class="field-odd"><p><a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask">Mask</a></p>
</dd>
<dt class="field-even">Raises</dt>
<dd class="field-even"><p><strong>IndexError</strong> -- if the optional <code class="docutils literal notranslate"><span class="pre">pos</span></code> parameter is outside of the
mask's bounds</p>
</dd>
</dl>
</dd></dl>
<dl class="py method definition">
<dt class="sig sig-object py title" id="pygame.mask.Mask.connected_components">
<span class="sig-name descname"><span class="pre">connected_components</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.mask.Mask.connected_components" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Returns a list of masks of connected components</span></div>
<div class="line"><span class="signature">connected_components() -> [Mask, ...]</span></div>
<div class="line"><span class="signature">connected_components(minimum=0) -> [Mask, ...]</span></div>
</div>
<p>Provides a list containing a <a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask"><code class="xref py py-class docutils literal notranslate"><span class="pre">Mask</span></code></a> object for each connected
component.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><p><strong>minimum</strong> (<em>int</em>) -- (optional) indicates the minimum number of bits (to
filter out noise) per connected component (default is 0, which equates
to no minimum and is equivalent to setting it to 1, as a connected
component must have at least 1 bit set)</p>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p>a list containing a <a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask"><code class="xref py py-class docutils literal notranslate"><span class="pre">Mask</span></code></a> object for each connected
component, an empty list is returned if the mask has no bits set</p>
</dd>
<dt class="field-odd">Return type</dt>
<dd class="field-odd"><p>list[<a class="reference internal" href="#pygame.mask.Mask" title="pygame.mask.Mask">Mask</a>]</p>
</dd>
</dl>
<div class="admonition note">
<p class="admonition-title">Note</p>
<p>See <a class="reference internal" href="#pygame.mask.Mask.connected_component" title="pygame.mask.Mask.connected_component"><code class="xref py py-meth docutils literal notranslate"><span class="pre">connected_component()</span></code></a> for details on how a connected
component is calculated.</p>
</div>
</dd></dl>
<dl class="py method definition">
<dt class="sig sig-object py title" id="pygame.mask.Mask.get_bounding_rects">
<span class="sig-name descname"><span class="pre">get_bounding_rects</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.mask.Mask.get_bounding_rects" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Returns a list of bounding rects of connected components</span></div>
<div class="line"><span class="signature">get_bounding_rects() -> [Rect, ...]</span></div>
</div>
<p>Provides a list containing a bounding rect for each connected component.</p>
<dl class="field-list simple">
<dt class="field-odd">Returns</dt>
<dd class="field-odd"><p>a list containing a bounding rect for each connected component,
an empty list is returned if the mask has no bits set</p>
</dd>
<dt class="field-even">Return type</dt>
<dd class="field-even"><p>list[<a class="reference internal" href="rect.html#pygame.Rect" title="pygame.Rect">Rect</a>]</p>
</dd>
</dl>
<div class="admonition note">
<p class="admonition-title">Note</p>
<p>See <a class="reference internal" href="#pygame.mask.Mask.connected_component" title="pygame.mask.Mask.connected_component"><code class="xref py py-meth docutils literal notranslate"><span class="pre">connected_component()</span></code></a> for details on how a connected
component is calculated.</p>
</div>
</dd></dl>
<dl class="py method definition">
<dt class="sig sig-object py title" id="pygame.mask.Mask.to_surface">
<span class="sig-name descname"><span class="pre">to_surface</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.mask.Mask.to_surface" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Returns a surface with the mask drawn on it</span></div>
<div class="line"><span class="signature">to_surface() -> Surface</span></div>
<div class="line"><span class="signature">to_surface(surface=None, setsurface=None, unsetsurface=None, setcolor=(255, 255, 255, 255), unsetcolor=(0, 0, 0, 255), dest=(0, 0)) -> Surface</span></div>
</div>
<p>Draws this mask on the given surface. Set bits (bits set to 1) and unset
bits (bits set to 0) can be drawn onto a surface.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>surface</strong> (<a class="reference internal" href="surface.html#pygame.Surface" title="pygame.Surface"><em>Surface</em></a><em> or </em><em>None</em>) -- (optional) Surface to draw mask onto, if no surface is
provided one will be created (default is <code class="docutils literal notranslate"><span class="pre">None</span></code>, which will cause a
surface with the parameters
<code class="docutils literal notranslate"><span class="pre">Surface(size=mask.get_size(),</span> <span class="pre">flags=SRCALPHA,</span> <span class="pre">depth=32)</span></code> to be
created, drawn on, and returned)</p></li>
<li><p><strong>setsurface</strong> (<a class="reference internal" href="surface.html#pygame.Surface" title="pygame.Surface"><em>Surface</em></a><em> or </em><em>None</em>) -- (optional) use this surface's color values to draw
set bits (default is <code class="docutils literal notranslate"><span class="pre">None</span></code>), if this surface is smaller than the
mask any bits outside its bounds will use the <code class="docutils literal notranslate"><span class="pre">setcolor</span></code> value</p></li>
<li><p><strong>unsetsurface</strong> (<a class="reference internal" href="surface.html#pygame.Surface" title="pygame.Surface"><em>Surface</em></a><em> or </em><em>None</em>) -- (optional) use this surface's color values to draw
unset bits (default is <code class="docutils literal notranslate"><span class="pre">None</span></code>), if this surface is smaller than the
mask any bits outside its bounds will use the <code class="docutils literal notranslate"><span class="pre">unsetcolor</span></code> value</p></li>
<li><p><strong>setcolor</strong> (<a class="reference internal" href="color.html#pygame.Color" title="pygame.Color"><em>Color</em></a><em> or </em><em>str</em><em> or </em><em>int</em><em> or </em><em>tuple</em><em>(</em><em>int</em><em>, </em><em>int</em><em>, </em><em>int</em><em>, </em><em>[</em><em>int</em><em>]</em><em>) or
</em><em>list</em><em>(</em><em>int</em><em>, </em><em>int</em><em>, </em><em>int</em><em>, </em><em>[</em><em>int</em><em>]</em><em>) or </em><em>None</em>) -- (optional) color to draw set bits (default is
<code class="docutils literal notranslate"><span class="pre">(255,</span> <span class="pre">255,</span> <span class="pre">255,</span> <span class="pre">255)</span></code>, white), use <code class="docutils literal notranslate"><span class="pre">None</span></code> to skip drawing the set
bits, the <code class="docutils literal notranslate"><span class="pre">setsurface</span></code> parameter (if set) will takes precedence over
this parameter</p></li>
<li><p><strong>unsetcolor</strong> (<a class="reference internal" href="color.html#pygame.Color" title="pygame.Color"><em>Color</em></a><em> or </em><em>str</em><em> or </em><em>int</em><em> or </em><em>tuple</em><em>(</em><em>int</em><em>, </em><em>int</em><em>, </em><em>int</em><em>, </em><em>[</em><em>int</em><em>]</em><em>) or
</em><em>list</em><em>(</em><em>int</em><em>, </em><em>int</em><em>, </em><em>int</em><em>, </em><em>[</em><em>int</em><em>]</em><em>) or </em><em>None</em>) -- (optional) color to draw unset bits (default is
<code class="docutils literal notranslate"><span class="pre">(0,</span> <span class="pre">0,</span> <span class="pre">0,</span> <span class="pre">255)</span></code>, black), use <code class="docutils literal notranslate"><span class="pre">None</span></code> to skip drawing the unset
bits, the <code class="docutils literal notranslate"><span class="pre">unsetsurface</span></code> parameter (if set) will takes precedence
over this parameter</p></li>
<li><p><strong>dest</strong> (<a class="reference internal" href="rect.html#pygame.Rect" title="pygame.Rect"><em>Rect</em></a><em> or </em><em>tuple</em><em>(</em><em>int</em><em>, </em><em>int</em><em>) or </em><em>list</em><em>(</em><em>int</em><em>, </em><em>int</em><em>) or </em><a class="reference internal" href="math.html#pygame.math.Vector2" title="pygame.math.Vector2"><em>Vector2</em></a><em>(</em><em>int</em><em>, </em><em>int</em><em>)</em>) -- (optional) surface destination of where to position the
topleft corner of the mask being drawn (default is <code class="docutils literal notranslate"><span class="pre">(0,</span> <span class="pre">0)</span></code>), if a
Rect is used as the <code class="docutils literal notranslate"><span class="pre">dest</span></code> parameter, its <code class="docutils literal notranslate"><span class="pre">x</span></code> and <code class="docutils literal notranslate"><span class="pre">y</span></code> attributes
will be used as the destination, <strong>NOTE1:</strong> rects with a negative width
or height value will not be normalized before using their <code class="docutils literal notranslate"><span class="pre">x</span></code> and
<code class="docutils literal notranslate"><span class="pre">y</span></code> values, <strong>NOTE2:</strong> this destination value is only used to
position the mask on the surface, it does not offset the <code class="docutils literal notranslate"><span class="pre">setsurface</span></code>
and <code class="docutils literal notranslate"><span class="pre">unsetsurface</span></code> from the mask, they are always aligned with the
mask (i.e. position <code class="docutils literal notranslate"><span class="pre">(0,</span> <span class="pre">0)</span></code> on the mask always corresponds to
position <code class="docutils literal notranslate"><span class="pre">(0,</span> <span class="pre">0)</span></code> on the <code class="docutils literal notranslate"><span class="pre">setsurface</span></code> and <code class="docutils literal notranslate"><span class="pre">unsetsurface</span></code>)</p></li>
</ul>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p>the <code class="docutils literal notranslate"><span class="pre">surface</span></code> parameter (or a newly created surface if no
<code class="docutils literal notranslate"><span class="pre">surface</span></code> parameter was provided) with this mask drawn on it</p>
</dd>
<dt class="field-odd">Return type</dt>
<dd class="field-odd"><p><a class="reference internal" href="surface.html#pygame.Surface" title="pygame.Surface">Surface</a></p>
</dd>
<dt class="field-even">Raises</dt>
<dd class="field-even"><p><strong>ValueError</strong> -- if the <code class="docutils literal notranslate"><span class="pre">setsurface</span></code> parameter or <code class="docutils literal notranslate"><span class="pre">unsetsurface</span></code>
parameter does not have the same format (bytesize/bitsize/alpha) as
the <code class="docutils literal notranslate"><span class="pre">surface</span></code> parameter</p>
</dd>
</dl>
<div class="admonition note">
<p class="admonition-title">Note</p>
<p>To skip drawing the set bits, both <code class="docutils literal notranslate"><span class="pre">setsurface</span></code> and <code class="docutils literal notranslate"><span class="pre">setcolor</span></code> must
be <code class="docutils literal notranslate"><span class="pre">None</span></code>. The <code class="docutils literal notranslate"><span class="pre">setsurface</span></code> parameter defaults to <code class="docutils literal notranslate"><span class="pre">None</span></code>, but
<code class="docutils literal notranslate"><span class="pre">setcolor</span></code> defaults to a color value and therefore must be set to
<code class="docutils literal notranslate"><span class="pre">None</span></code>.</p>
</div>
<div class="admonition note">
<p class="admonition-title">Note</p>
<p>To skip drawing the unset bits, both <code class="docutils literal notranslate"><span class="pre">unsetsurface</span></code> and
<code class="docutils literal notranslate"><span class="pre">unsetcolor</span></code> must be <code class="docutils literal notranslate"><span class="pre">None</span></code>. The <code class="docutils literal notranslate"><span class="pre">unsetsurface</span></code> parameter
defaults to <code class="docutils literal notranslate"><span class="pre">None</span></code>, but <code class="docutils literal notranslate"><span class="pre">unsetcolor</span></code> defaults to a color value and
therefore must be set to <code class="docutils literal notranslate"><span class="pre">None</span></code>.</p>
</div>
<div class="versionadded">
<p><span class="versionmodified added">New in pygame 2.0.0.</span></p>
</div>
</dd></dl>
</dd></dl>
</dd></dl>
</section>
<br /><br />
<hr />
<a href="https://github.com/pygame/pygame/edit/main/docs/reST/ref/mask.rst" rel="nofollow">Edit on GitHub</a>
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