Reputation: 371
I'm trying to make a Mario game clone, and right now, in my constructor, I have a method that is supposed to make a certain color transparent instead of the current pinkish (R: 255, G: 0, B: 254). According to Photoshop, the hex value is ff00fe. My method is:
public Mario(){
this.state = MarioState.SMALL;
this.x = 54;
this.y = 806;
URL spriteAtLoc = getClass().getResource("sprites/Mario/SmallStandFaceRight.bmp");
try{
sprite = ImageIO.read(spriteAtLoc);
int width = sprite.getWidth();
int height = sprite.getHeight();
int[] pixels = new int[width * height];
sprite.getRGB(0, 0, width, height, pixels, 0, width);
for (int i = 0; i < pixels.length; i++) {
if (pixels[i] == 0xFFff00fe) {
pixels[i] = 0x00ff00fe; //this is supposed to set alpha value to 0 and make the target color transparent
}
}
} catch(IOException e){
System.out.println("sprite not found");
e.printStackTrace();
}
}
it runs and compiles, but sprite comes out exactly the same when I render it. (edit: perhaps of note I do not have super.paintComponent(g) in my paintComponent(g) method. The sprites are .bmps.
Upvotes: 0
Views: 80
Reputation: 31279
You are only retrieving the pixels using BufferedImage.getRGB
. That returns a copy of the data in a certain area of the BufferedImage.
Any change you make to the int[]
returned is not automatically reflected back into the image.
To update the image, you need to call BufferedImage.setRGB
after you change the int[]
:
sprite.setRGB(0, 0, width, height, pixels, 0, width);
Another change you should probably make (and this involves a little guesswork as I don't have your bmp to test with) - the BufferedImage returned by ImageIO.read
may have type BufferedImage.TYPE_INT_RGB
- meaning that it doesn't have an alpha channel. You can verify by printing sprite.getType()
, if that prints 1
it's TYPE_INT_RGB without an alpha channel.
To get an alpha channel, create a new BufferedImage of the right size and then set the converted int[]
on that image, then use the new image from then on:
BufferedImage newSprite = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
newSprite.setRGB(0, 0, width, height, pixels, 0, width);
sprite = newSprite; // Swap the old sprite for the new one with an alpha channel
Upvotes: 3
Reputation: 168825
This works:
private BufferedImage switchColors(BufferedImage img) {
int w = img.getWidth();
int h = img.getHeight();
BufferedImage bi = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB);
// top left pixel is presumed to be BG color
int rgb = img.getRGB(0, 0);
for (int xx=0; xx<w; xx++) {
for (int yy=0; yy<h; yy++) {
int rgb2 = img.getRGB(xx, yy);
if (rgb2!=rgb) {
bi.setRGB(xx, yy, rgb2);
}
}
}
return bi;
}
Upvotes: 1
Reputation: 3454
BMP images don't provide an alpha channel, you have to set it manually (as you do in your code)...
when you check your pixel to have a certain color you have to check without alpha (BMP has no alpha it's always 0x0).
if (pixels[i] == 0x00ff00fe) { //THIS is the color WITHOUT alpha
pixels[i] = 0xFFff00fe; //set alpha to 0xFF to make this pixel transparent
}
so in short: you did all right but mixed it up a bit ^^
Upvotes: 1