I am using pygame and python for a project I am building, and I am building a splashscreen for when the game first opens. I have a .png that I want to show for the splashscr
Another problem that you might be having (besides what monkey said) is that you might need to use surface.convert() which converts the image into a form where the alpha can be changed. You can do either of the following.
image = pygame.image.load("logo.png")
image = image.convert()
or
image = pygame.image.load("logo.png").convert()
I have found that, although surface.convert_alpha() should do pretty much the same thing, it doesn't usually work. Try this test code to check.
import pygame, sys
pygame.init()
window=pygame.display.set_mode((1500, 800))
background=pygame.Surface((window.get_rect().width, window.get_rect().height))
background.fill((0, 0, 0))
image=pygame.image.load('InsertImageHere.png')
image=image.convert()
image2=pygame.image.load('InsertImage2Here.png')
image2=image2.convert_alpha()
rect=image.get_rect()
rect2=image2.get_rect()
rect2.left=rect.width+1
i=1
while True:
for event in pygame.event.get():
if event.type==12:
pygame.quit()
sys.exit()
image.set_alpha(i)
image2.set_alpha(i)
window.fill((255, 255, 255))
window.blit(background, background.get_rect())
window.blit(image, rect)
window.blit(image2, rect2)
pygame.time.delay(20)
i+=1
if i==255:
i=1
pygame.display.update()
In my testings, image 1 faded in properly, but image 2 stayed dark the whole time. You should try it for yourself; your computer might work differently.
If surface.convert_alpha() does work for you, you should use it, otherwise, do what I said before. This should solve your problem.
You should also note that I used pygame.time.delay(20) rather than 2000 like you had before. 2000 would be a bit too long if you are increasing the alpha in incraments of one.