Alberto
Alberto
**Description** We've had an essential number of blend modes available for a long time, which are: `MAX` `MIN` `ADD` `SUB` `MULT` While these flags can be combined together to achieve...
Recent updates in #2382, #2565 and #2566 have improved the speed of Surface.fill calls when using the `ADD`, `SUB` `MULT`, `MIN` and `MAX` blend flags. However, there’s still a fundamental...
Closes part of #225.
Similar to Rect's https://pyga.me/docs/ref/rect.html#pygame.Rect.move_to.
This PR tries to simplify and improve geometry docs a bit. **What I tried to achieve:** - Lessen word repetition - Remove obvious statements - Remove self references when describing...
This PR tries to make code more compact, legible and not dependant on SDL versions. Not completely sure this will work though.
With the recent addition of `transform.hsl()` (#2398) we now have 5 ways to interact with pixels from a surface, that are: - `Surface.get_at()` / `Surface.set_at()` - `Surface.blit()` with different blend...
Currently the `Rect`'s (and soon `Circle`'s) collidelistall methods return a list of indices of colliding objects. While this is very useful as an optimization over raw python looping (and generally...
This pull request adds the `Line` class to the `pygame.geometry` module. It also adds the xa, ya, xb, yb, a, b attributes, str functionality (for printing), and the copy method....
Alongside the many blitters in Pygame, we have a function called `alphablit_colorkey`: [`alphablit_colorkey` implementation](https://github.com/pygame-community/pygame-ce/blob/1c2e7526830ba35594ef7ff59354f725b3244e73/src_c/alphablit.c#L2448). It seems this blitter should be used with a surface that has both an alpha channel...