Pygame
2.0 Quick Reference
This is a summary of some of the most important modules,
classes, methods, and functions in pygame.
For more information, se the official
documentation.
Index: pygame | display
| draw | event
| font | image
| locals | time
pygame
The top-level pygame package.
- init()
-
Initialize the pygame system. Call this function once at the
beginning of your program.
class Color
A class representing a color.
- Color(r, g, b)
-
Create a Color from red, green and blue components, each in the
range from 0 to 255.
-
Color(name)
-
Create a Color from a color name such as 'red'.
class Rect
A rectangle.
- Rect(left, top, width, height)
-
Create a Rect with the given upper-left corner and size.
-
r.colliderect(rect)
-
Return True if two rectangles overlap, otherwise false.
class Surface
A Surface object represents
an image with a fixed size and pixel format.
- s.blit(source,
dest)
-
Draw a source Surface onto this surface. dest is a pair of
coordinates indicating where the upper-left corner of the source
should be positioned.
-
s.fill(color)
-
Fill a Surface with a solid
color. color
is
a Color object or a triple representing an RGB color.
-
s.get_height()
-
Return the height of a Surface in pixels.
-
s.get_width()
-
Return the width of a Surface in pixels.
pygame.display
- display.set_caption(title)
-
Set the title of the window containing the display surface.
-
display.set_mode(size = (0, 0))
-
Create and return a display Surface with the given size, which must
be a pair of integers
representing a width and height. If size is not
specified, the surface will be as large as the current screen
resolution.
-
display.update()
-
Update the display by
copying the display Surface to the physical display.
Typically you will call this function once in each iteration of your
main event loop.
pygame.draw
This module contains functions that draw simple shapes such as
lines, rectangles, and circles.
In all functions below, color is a Color object or a triple
representing an RGB color. Any parameter representing a point
is a pair of ints.
- draw.circle(surface, color, center, radius, width = 0)
-
Draw a circle. If width is 0, the circle will be filled.
-
draw.line(surface, color, start_pos, end_pos, width = 1)
-
Draw a line.
-
draw.polygon(surface, color, points, width = 0)
-
Draw a polygon. points is a sequence of 3 or more (x, y) pairs
representing the vertices of the polygon. If width is 0, the polygon
will be filled.
-
draw.rect(surface, color, rect, width = 0)
-
Draw a rectangle. rect is
a tuple (x, y, width, height), where (x, y) indicates the upper-left
corner of the rectangle. If width is 0, the rectangle will be
filled.
pygame.event
This module contains
classes and functions for working with events and the event queue.
Every event is represented by an EventType object and has a type.
Event types are defined in the pygame.locals module. Each type of
event has a certain set of
attributes. Event types and their attributes include
KEYDOWN
(key) – the user has pressed a key
KEYUP
(key) – the user has released a key
MOUSEBUTTONDOWN
(pos, button) – the user has pressed a mouse button
MOUSEBUTTONUP
(pos, button) – the user has released a mouse button
MOUSEMOTION
(pos) – the user has moved the mouse
QUIT
– the user has closed the display surface
For
KEYDOWN and KEYUP events, the key
attribute is an integer ID
representing the key that was pressed. Key constants are defined in
pygame.locals, and include
- K_SPACE
- space
-
K_UP, K_DOWN, K_LEFT,
K_RIGHT – the arrow keys
For mouse events, the pos attribute is a pair of integers
indicating where the mouse was pressed, released, or moved. The
button attribute is an integer indicating a button number,
where 1 is the primary mouse button (typically the left button).
- event.get()
-
Retrieve all pending events from the event queue and return them as
a Python sequence.
-
event.wait()
-
Return the next event from the queue, waiting for it if necessary.
class EventType
A pygame event. The type
attribute is an integer
representing a type of event.
pygame.font
class Font
A object representing a
font with a particular style and size.
- Font(filename, size)
-
Load a font with the given
filename, or a default font if filename
is None. size
is
the height of the font in pixels.
-
SysFont(name, size, bold = False, italic = False)
-
Load
a font with the given name and attributes. 'name' can either be a
specific font name such as 'times'
or 'arial', or a generic name such as 'monospace', 'sans' or
'serif'. If 'name' is None or no font with the given name can be
found, pygame loads the default pygame font instead.
-
The
font name can also be a list of font names to try in order.
-
f.render(text, antialias,
color)
-
Return a Surface with the
given text rendered on it. If antialias is True,
the text will be drawn with antialiasing, i.e. edges will appear
smooth. color
is a Color object or a triple representing an RGB color.
pygame.image
- image.load(filename)
-
Load an image from a file, returning a Surface. pygame can read
images in many different formats including BMP, GIF, JPG, PNG and
TIF.
pygame.locals
This module contains various constants, including event types
described in the pygame.event section above. Typically
you will import all names from this module at the top of your
program:
from pygame.locals import *
pygame.time
class
Clock
An object that keeps track of time.
- Clock()
-
Create a new Clock object.
-
-
c.tick(framerate)
-
Wait until the current tick has elapsed. framerate is the
number of ticks per second.
pygame.transform
- transform.smoothscale(image, new_size)
-
Return a copy of an image
scaled to a new size, expressed as a pair of ints containing a width
and height in pixels.