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`pygame.mask`
  pygame module for image masks.

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

  New in pygame 1.8.

  Changed in pygame 2.0.2: Mask functions now support keyword arguments.

  Changed in pygame 2.0.2: Mask functions that take positions or offsets now support `pygame.math.Vector2` a 2-Dimensional Vector arguments.

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

    Creates a `Mask` object from the given surface by setting all the opaque pixels and not setting the transparent pixels.

    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 not equal to the color-key are set and the pixels equal to the color-key are not set.

    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 greater than the `threshold` parameter are set and the pixels with an alpha value less than or equal to the `threshold` are not set.

    Parameters:

      - surface (Surface) -- the surface to create the mask from

      - threshold (int) -- (optional) the alpha threshold (default is 127) to compare with each surface pixel's alpha value, if the `surface` is color-keyed this parameter is ignored

    Returns:

      a newly created `Mask` object from the given surface

    Return type:

      Mask

    Note

    This function is used to create the masks for `pygame.sprite.collide_mask()`Collision detection between two sprites, using masks..

  pygame.mask.from_threshold()
    Creates a mask by thresholding Surfaces
    from_threshold(surface, color) -> Mask
    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 the optional `othersurface` is not used, all the pixels within the `threshold` of the `color` parameter are set in the resulting mask.

    If the optional `othersurface` is used, every pixel in the first surface that is within the `threshold` of the corresponding pixel in `othersurface` is set in the resulting mask.

    Parameters:

      - surface (Surface) -- the surface to create the mask from

      - color (Color or int or tuple(int, int, int, [int]) or list[int, int, int, [int]]) -- color used to check if the surface's pixels are within the given `threshold` range, this parameter is ignored if the optional `othersurface` parameter is supplied

      - threshold (Color or int or tuple(int, int, int, [int]) or list[int, int, int, [int]]) -- (optional) the threshold range used to check the difference between two colors (default is `(0, 0, 0, 255)`)

      - othersurface (Surface) -- (optional) used to check whether the pixels of the first surface are within the given `threshold` range of the pixels from this surface (default is `None`)

      - palette_colors (int) -- (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)

    Returns:

      a newly created `Mask` object from the given surface

    Return type:

      Mask

  pygame.mask.Mask
    pygame object for representing 2D bitmasks
    Mask(size=(width, height)) -> Mask
    Mask(size=(width, height), fill=False) -> Mask

    A `Mask` 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.

    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 `fill` parameter. Masks can also be cleared or filled using the `pygame.mask.Mask.clear()`Sets all bits to 0 and `pygame.mask.Mask.fill()`Sets all bits to 1 methods respectively.

    A mask's coordinates start in the top left corner at `(0, 0)` just like `pygame.Surface` pygame object for representing images. Individual bits can be accessed using the `pygame.mask.Mask.get_at()`Gets the bit at the given position and `pygame.mask.Mask.set_at()`Sets the bit at the given position methods.

    The methods `overlap()`, `overlap_area()`, `overlap_mask()`, `draw()`, `erase()`, and `convolve()` 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 `(0, 0)`. Offsets are a sequence of two values `(x_offset, y_offset)`. Positive and negative offset values are supported.

                   0 to x (x_offset)
                   :    :
           0 ..... +----:---------+
           to      |    :         |
           y .......... +-----------+
        (y_offset) |    | othermask |
                   |    +-----------+
                   | calling_mask |
                   +--------------+

    Parameters:

      - size -- the dimensions of the mask (width and height)

      - fill (bool) -- (optional) create an unfilled mask (default: `False`) or filled mask (`True`)

    Returns:

      a newly created `Mask` object

    Return type:

      Mask

    Changed in pygame 2.0.0: Shallow copy support added. The `Mask` class supports the special method `__copy__()` and shallow copying via `copy.copy(mask)`.

    Changed in pygame 2.0.0: Subclassing support added. The `Mask` class can be used as a base class.

    Changed in pygame 1.9.5: Added support for keyword arguments.

    Changed in pygame 1.9.5: Added the optional keyword parameter `fill`.

    Changed in pygame 1.9.5: Added support for masks with a width and/or a height of 0.

    copy()
      Returns a new copy of the mask
      copy() -> Mask
      Returns:

        a new copy of this mask, the new mask will have the same width, height, and set/unset bits as the original

      Return type:

        Mask

      Note

      If a mask subclass needs to copy any instance specific attributes then it should override the `__copy__()` method. The overridden `__copy__()` method needs to call `super().__copy__()` and then copy the required data as in the following example code.

          class SubMask(pygame.mask.Mask):
              def __copy__(self):
                  new_mask = super().__copy__()
                  # Do any SubMask attribute copying here.
                  return new_mask

      New in pygame 2.0.0.

    get_size()
      Returns the size of the mask
      get_size() -> (width, height)
      Returns:

        the size of the mask, (width, height)

      Return type:

        tuple(int, int)

    get_rect()
      Returns a Rect based on the size of the mask
      get_rect(**kwargs) -> Rect

      Returns a new `pygame.Rect()`pygame object for storing rectangular coordinates object based on the size of this mask. The rect's default position will be `(0, 0)` and its default width and height will be the same as this mask's. The rect's attributes can be altered via `pygame.Rect()`pygame object for storing rectangular coordinates attribute keyword arguments/values passed into this method. As an example, `a_mask.get_rect(center=(10, 5))` would create a `pygame.Rect()`pygame object for storing rectangular coordinates based on the mask's size centered at the given position.

      Parameters:

        kwargs (dict) -- `pygame.Rect()`pygame object for storing rectangular coordinates attribute keyword arguments/values that will be applied to the rect

      Returns:

        a new `pygame.Rect()`pygame object for storing rectangular coordinates object based on the size of this mask with any `pygame.Rect()`pygame object for storing rectangular coordinates attribute keyword arguments/values applied to it

      Return type:

        Rect

      New in pygame 2.0.0.

    get_at()
      Gets the bit at the given position
      get_at(pos) -> int
      Parameters:

        pos -- the position of the bit to get (x, y)

      Returns:

        1 if the bit is set, 0 if the bit is not set

      Return type:

        int

      Raises:

        IndexError -- if the position is outside of the mask's bounds

    set_at()
      Sets the bit at the given position
      set_at(pos) -> None
      set_at(pos, value=1) -> None
      Parameters:

        - pos -- the position of the bit to set (x, y)

        - value (int) -- any nonzero int will set the bit to 1, 0 will set the bit to 0 (default is 1)

      Returns:

        `None`

      Return type:

        NoneType

      Raises:

        IndexError -- if the position is outside of the mask's bounds

    overlap()
      Returns the point of intersection
      overlap(other, offset) -> (x, y)
      overlap(other, offset) -> None

      Returns the first point of intersection encountered between this mask and `other`. A point of intersection is 2 overlapping set bits.

      The current algorithm searches the overlapping area in `sizeof(unsigned long int) * CHAR_BIT` bit wide column blocks (the value of `sizeof(unsigned long int) * CHAR_BIT` is platform dependent, for clarity it will be referred to as `W`). Starting at the top left corner it checks bits 0 to `W - 1` of the first row (`(0, 0)` to `(W - 1, 0)`) then continues to the next row (`(0, 1)` to `(W - 1, 1)`). Once this entire column block is checked, it continues to the next one (`W` to `2 * W - 1`). This is repeated until it finds a point of intersection or the entire overlapping area is checked.

      Parameters:

        - other (Mask) -- the other mask to overlap with this mask

        - offset -- the offset of `other` from this mask, for more details refer to the Mask offset notes

      Returns:

        point of intersection or `None` if no intersection

      Return type:

        tuple(int, int) or NoneType

    overlap_area()
      Returns the number of overlapping set bits
      overlap_area(other, offset) -> numbits

      Returns the number of overlapping set bits between between this mask and `other`.

      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.

          dx = mask.overlap_area(other, (x + 1, y)) - mask.overlap_area(other, (x - 1, y))
          dy = mask.overlap_area(other, (x, y + 1)) - mask.overlap_area(other, (x, y - 1))

      Parameters:

        - other (Mask) -- the other mask to overlap with this mask

        - offset -- the offset of `other` from this mask, for more details refer to the Mask offset notes

      Returns:

        the number of overlapping set bits

      Return type:

        int

    overlap_mask()
      Returns a mask of the overlapping set bits
      overlap_mask(other, offset) -> Mask

      Returns a `Mask`, the same size as this mask, containing the overlapping set bits between this mask and `other`.

      Parameters:

        - other (Mask) -- the other mask to overlap with this mask

        - offset -- the offset of `other` from this mask, for more details refer to the Mask offset notes

      Returns:

        a newly created `Mask` with the overlapping bits set

      Return type:

        Mask

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

      Sets all bits in the mask to 1.

      Returns:

        `None`

      Return type:

        NoneType

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

      Sets all bits in the mask to 0.

      Returns:

        `None`

      Return type:

        NoneType

    invert()
      Flips all the bits
      invert() -> None

      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.

      Returns:

        `None`

      Return type:

        NoneType

    scale()
      Resizes a mask
      scale((width, height)) -> Mask

      Creates a new `Mask` of the requested size with its bits scaled from this mask.

      Parameters:

        size -- the width and height (size) of the mask to create

      Returns:

        a new `Mask` object with its bits scaled from this mask

      Return type:

        Mask

      Raises:

        ValueError -- if `width < 0` or `height < 0`

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

      Performs a bitwise OR, drawing `othermask` onto this mask.

      Parameters:

        - other (Mask) -- the mask to draw onto this mask

        - offset -- the offset of `other` from this mask, for more details refer to the Mask offset notes

      Returns:

        `None`

      Return type:

        NoneType

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

      Erases (clears) all bits set in `other` from this mask.

      Parameters:

        - other (Mask) -- the mask to erase from this mask

        - offset -- the offset of `other` from this mask, for more details refer to the Mask offset notes

      Returns:

        `None`

      Return type:

        NoneType

    count()
      Returns the number of set bits
      count() -> bits
      Returns:

        the number of set bits in the mask

      Return type:

        int

    centroid()
      Returns the centroid of the set bits
      centroid() -> (x, y)

      Finds the centroid (the center mass of the set bits) for this mask.

      Returns:

        a coordinate tuple indicating the centroid of the mask, it will return `(0, 0)` if the mask has no bits set

      Return type:

        tuple(int, int)

    angle()
      Returns the orientation of the set bits
      angle() -> theta

      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.

      Returns:

        the orientation of the set bits in the mask, it will return `0.0` if the mask has no bits set

      Return type:

        float

      Note

      See `connected_component()` for details on how a connected component is calculated.

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

      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.

      The `every` 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.

      Parameters:

        every (int) -- (optional) indicates the number of bits to skip over in the outline (default is 1)

      Returns:

        a list of points outlining the first connected component encountered, an empty list is returned if the mask has no bits set

      Return type:

        list[tuple(int, int)]

      Note

      See `connected_component()` for details on how a connected component is calculated.

    convolve()
      Returns the convolution of this mask with another mask
      convolve(other) -> Mask
      convolve(other, output=None, offset=(0, 0)) -> Mask

      Convolve this mask with the given `other` Mask.

      Parameters:

        - other (Mask) -- mask to convolve this mask with

        - output (Mask or NoneType) -- (optional) mask for output (default is `None`)

        - offset -- the offset of `other` from this mask, (default is `(0, 0)`)

      Returns:

        a `Mask` with the `(i - offset[0], j - offset[1])` bit set, if shifting `other` (such that its bottom right corner is at `(i, j)`) causes it to overlap with this mask

        If an `output` Mask is specified, the output is drawn onto it and it is returned. Otherwise a mask of size `(MAX(0, width + other mask's width - 1), MAX(0, height + other mask's height - 1))` is created and returned.

      Return type:

        Mask

    connected_component()
      Returns a mask containing a connected component
      connected_component() -> Mask
      connected_component(pos) -> Mask

      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.

      By default this method will return a `Mask` 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 `Mask` will be empty (no bits set).

      Parameters:

        pos -- (optional) selects the connected component that contains the bit at this position

      Returns:

        a `Mask` 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

        If the `pos` parameter is provided then the mask returned will have the connected component that contains this position. An empty mask will be returned if the `pos` parameter selects an unset bit.

      Return type:

        Mask

      Raises:

        IndexError -- if the optional `pos` parameter is outside of the mask's bounds

    connected_components()
      Returns a list of masks of connected components
      connected_components() -> [Mask, ...]
      connected_components(minimum=0) -> [Mask, ...]

      Provides a list containing a `Mask` object for each connected component.

      Parameters:

        minimum (int) -- (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)

      Returns:

        a list containing a `Mask` object for each connected component, an empty list is returned if the mask has no bits set

      Return type:

        list[Mask]

      Note

      See `connected_component()` for details on how a connected component is calculated.

    get_bounding_rects()
      Returns a list of bounding rects of connected components
      get_bounding_rects() -> [Rect, ...]

      Provides a list containing a bounding rect for each connected component.

      Returns:

        a list containing a bounding rect for each connected component, an empty list is returned if the mask has no bits set

      Return type:

        list[Rect]

      Note

      See `connected_component()` for details on how a connected component is calculated.

    to_surface()
      Returns a surface with the mask drawn on it
      to_surface() -> Surface
      to_surface(surface=None, setsurface=None, unsetsurface=None, setcolor=(255, 255, 255, 255), unsetcolor=(0, 0, 0, 255), dest=(0, 0)) -> Surface

      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.

      Parameters:

        - surface (Surface or None) -- (optional) Surface to draw mask onto, if no surface is provided one will be created (default is `None`, which will cause a surface with the parameters `Surface(size=mask.get_size(), flags=SRCALPHA, depth=32)` to be created, drawn on, and returned)

        - setsurface (Surface or None) -- (optional) use this surface's color values to draw set bits (default is `None`), if this surface is smaller than the mask any bits outside its bounds will use the `setcolor` value

        - unsetsurface (Surface or None) -- (optional) use this surface's color values to draw unset bits (default is `None`), if this surface is smaller than the mask any bits outside its bounds will use the `unsetcolor` value

        - setcolor (Color or str or int or tuple(int, int, int, [int]) or list(int, int, int, [int]) or None) -- (optional) color to draw set bits (default is `(255, 255, 255, 255)`, white), use `None` to skip drawing the set bits, the `setsurface` parameter (if set) will takes precedence over this parameter

        - unsetcolor (Color or str or int or tuple(int, int, int, [int]) or list(int, int, int, [int]) or None) -- (optional) color to draw unset bits (default is `(0, 0, 0, 255)`, black), use `None` to skip drawing the unset bits, the `unsetsurface` parameter (if set) will takes precedence over this parameter

        - dest (Rect or tuple(int, int) or list(int, int) or Vector2 (int, int)) -- (optional) surface destination of where to position the topleft corner of the mask being drawn (default is `(0, 0)`), if a Rect is used as the `dest` parameter, its `x` and `y` attributes will be used as the destination, NOTE1: rects with a negative width or height value will not be normalized before using their `x` and `y` values, NOTE2: this destination value is only used to position the mask on the surface, it does not offset the `setsurface` and `unsetsurface` from the mask, they are always aligned with the mask (i.e. position `(0, 0)` on the mask always corresponds to position `(0, 0)` on the `setsurface` and `unsetsurface`)

      Returns:

        the `surface` parameter (or a newly created surface if no `surface` parameter was provided) with this mask drawn on it

      Return type:

        Surface

      Raises:

        ValueError -- if the `setsurface` parameter or `unsetsurface` parameter does not have the same format (bytesize/bitsize/alpha) as the `surface` parameter

      Note

      To skip drawing the set bits, both `setsurface` and `setcolor` must be `None`. The `setsurface` parameter defaults to `None`, but `setcolor` defaults to a color value and therefore must be set to `None`.

      Note

      To skip drawing the unset bits, both `unsetsurface` and `unsetcolor` must be `None`. The `unsetsurface` parameter defaults to `None`, but `unsetcolor` defaults to a color value and therefore must be set to `None`.

      New in pygame 2.0.0.

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