Draw a Circle With Pygame
-
pygame.depict
-
pygame module for drawing shapes
pygame.draw.rect
— depict a rectangle pygame.draw.polygon
— describe a polygon pygame.draw.circle
— draw a circle pygame.draw.ellipse
— describe an ellipse pygame.draw.arc
— describe an elliptical arc pygame.depict.line
— draw a straight line pygame.draw.lines
— draw multiple contiguous directly line segments pygame.describe.aaline
— draw a direct antialiased line pygame.draw.aalines
— draw multiple contiguous straight antialiased line segments Draw several simple shapes to a surface. These functions volition work for rendering to any format of surface. Rendering to hardware surfaces will exist slower than regular software surfaces.
Nearly of the functions take a width statement to correspond the size of stroke (thickness) effectually the edge of the shape. If a width of 0 is passed the shape will be filled (solid).
All the drawing functions respect the clip area for the surface and volition be constrained to that area. The functions return a rectangle representing the bounding area of changed pixels. This bounding rectangle is the 'minimum' bounding box that encloses the affected area.
All the drawing functions accept a color argument that can be one of the following formats:
-
a
pygame.Color
pygame object for color representations object -
an
(RGB)
triplet (tuple/list) -
an
(RGBA)
quadruplet (tuple/listing) -
an integer value that has been mapped to the surface's pixel format (see
pygame.Surface.map_rgb()
catechumen a color into a mapped color value andpygame.Surface.unmap_rgb()
catechumen a mapped integer colour value into a Color)
A color's alpha value volition be written directly into the surface (if the surface contains pixel alphas), but the draw role will non draw transparently.
These functions temporarily lock the surface they are operating on. Many sequential cartoon calls can exist sped upwardly by locking and unlocking the surface object effectually the draw calls (see
pygame.Surface.lock()
lock the Surface memory for pixel access andpygame.Surface.unlock()
unlock the Surface memory from pixel access).- pygame.draw. rect ( )¶
-
draw a rectangle
rect(surface, color, rect) -> Rect
rect(surface, colour, rect, width=0, border_radius=0, border_top_left_radius=-1, border_top_right_radius=-1, border_bottom_left_radius=-i, border_bottom_right_radius=-1) -> Rect
Draws a rectangle on the given surface.
- Parameters
-
-
surface (Surface) -- surface to describe on
-
color (Color or int or tuple ( int , int , int , [ int ] )) -- colour to draw with, the alpha value is optional if using a tuple
(RGB[A])
-
rect (Rect) -- rectangle to depict, position and dimensions
-
width (int) --
(optional) used for line thickness or to indicate that the rectangle is to exist filled (non to be dislocated with the width value of the
rect
parameter)if
width == 0
, (default) fill the rectangleif
width > 0
, used for line thicknessif
width < 0
, zero will exist drawnNote
When using
width
values> i
, the edge lines volition grow outside the original boundary of the rect. For more details on how the thickness for edge lines abound, refer to thewidth
notes of thepygame.draw.line()
draw a straight line function. -
border_radius (int) -- (optional) used for cartoon rectangle with rounded corners. The supported range is [0, min(pinnacle, width) / 2], with 0 representing a rectangle without rounded corners.
-
border_top_left_radius (int) -- (optional) used for setting the value of top left border. If you don't ready this value, it will use the border_radius value.
-
border_top_right_radius (int) -- (optional) used for setting the value of acme correct border. If yous don't ready this value, it will use the border_radius value.
-
border_bottom_left_radius (int) -- (optional) used for setting the value of bottom left border. If you don't ready this value, it volition use the border_radius value.
-
border_bottom_right_radius (int) --
(optional) used for setting the value of lesser right border. If you don't gear up this value, it volition employ the border_radius value.
if
border_radius < ane
information technology will draw rectangle without rounded cornersif any of border radii has the value
< 0
it will apply value of the border_radiusIf sum of radii on the same side of the rectangle is greater than the rect size the radii
will get scaled
-
- Returns
-
a rect bounding the changed pixels, if nothing is drawn the bounding rect'due south position will be the position of the given
rect
parameter and its width and height will exist 0 - Return type
-
Rect
Inverse in pygame 2.0.0: Added support for keyword arguments.
Changed in pygame two.0.0.dev8: Added support for border radius.
- pygame.draw. polygon ( )¶
-
draw a polygon
polygon(surface, color, points) -> Rect
polygon(surface, color, points, width=0) -> Rect
Draws a polygon on the given surface.
- Parameters
-
-
surface (Surface) -- surface to draw on
-
color (Color or int or tuple ( int , int , int , [ int ] )) -- color to draw with, the blastoff value is optional if using a tuple
(RGB[A])
-
points (tuple ( coordinate ) or list ( coordinate )) -- a sequence of 3 or more (x, y) coordinates that make upwardly the vertices of the polygon, each coordinate in the sequence must be a tuple/list/
pygame.math.Vector2
a 2-Dimensional Vector of two ints/floats, due east.yard.[(x1, y1), (x2, y2), (x3, y3)]
-
width (int) --
(optional) used for line thickness or to indicate that the polygon is to be filled
if width == 0, (default) make full the polygon
if width > 0, used for line thickness
if width < 0, nothing will be drawn
Note
When using
width
values> 1
, the edge lines will grow outside the original boundary of the polygon. For more details on how the thickness for edge lines abound, refer to thewidth
notes of thepygame.draw.line()
draw a direct line role.
-
- Returns
-
a rect bounding the changed pixels, if nothing is fatigued the bounding rect'south position will be the position of the kickoff point in the
points
parameter (bladder values volition be truncated) and its width and acme will exist 0 - Render type
-
Rect
- Raises
-
-
ValueError -- if
len(points) < 3
(must have at least 3 points) -
TypeError -- if
points
is not a sequence orpoints
does not contain number pairs
-
Annotation
For an aapolygon, use
aalines()
withclosed=Truthful
.Changed in pygame 2.0.0: Added back up for keyword arguments.
- pygame.draw. circle ( )¶
-
draw a circle
circle(surface, colour, center, radius) -> Rect
circle(surface, colour, middle, radius, width=0, draw_top_right=None, draw_top_left=None, draw_bottom_left=None, draw_bottom_right=None) -> Rect
Draws a circle on the given surface.
- Parameters
-
-
surface (Surface) -- surface to draw on
-
color (Colour or int or tuple ( int , int , int , [ int ] )) -- color to depict with, the alpha value is optional if using a tuple
(RGB[A])
-
center (tuple ( int or float , int or float ) or list ( int or bladder , int or float ) or Vector2 ( int or bladder , int or float )) -- center point of the circle as a sequence of 2 ints/floats, e.m.
(x, y)
-
radius (int or bladder) -- radius of the circle, measured from the
center
parameter, nothing will be drawn if theradius
is less than 1 -
width (int) --
(optional) used for line thickness or to indicate that the circle is to be filled
if
width == 0
, (default) make full the circleif
width > 0
, used for line thicknessif
width < 0
, nothing will be drawnNote
When using
width
values> 1
, the edge lines will simply grow inward. -
draw_top_right (bool) -- (optional) if this is set to Truthful then the height right corner of the circumvolve will exist drawn
-
draw_top_left (bool) -- (optional) if this is set to Truthful and so the peak left corner of the circle will be drawn
-
draw_bottom_left (bool) -- (optional) if this is gear up to True then the bottom left corner of the circle will be drawn
-
draw_bottom_right (bool) --
(optional) if this is set to Truthful so the lesser right corner of the circle will exist drawn
if whatever of the draw_circle_part is Truthful so it will draw all circle parts that have the True
value, otherwise it will draw the entire circle.
-
- Returns
-
a rect bounding the inverse pixels, if zero is fatigued the bounding rect'due south position will be the
middle
parameter value (float values will be truncated) and its width and height will be 0 - Return type
-
Rect
- Raises
-
-
TypeError -- if
eye
is not a sequence of two numbers -
TypeError -- if
radius
is not a number
-
Changed in pygame ii.0.0: Added support for keyword arguments. Nothing is fatigued when the radius is 0 (a pixel at the
center
coordinates used to be drawn when the radius equaled 0). Floats, and Vector2 are accepted for thecenter
param. The drawing algorithm was improved to wait more than like a circle.Inverse in pygame 2.0.0.dev8: Added support for drawing circle quadrants.
- pygame.draw. ellipse ( )¶
-
depict an ellipse
ellipse(surface, color, rect) -> Rect
ellipse(surface, color, rect, width=0) -> Rect
Draws an ellipse on the given surface.
- Parameters
-
-
surface (Surface) -- surface to draw on
-
colour (Colour or int or tuple ( int , int , int , [ int ] )) -- color to draw with, the alpha value is optional if using a tuple
(RGB[A])
-
rect (Rect) -- rectangle to signal the position and dimensions of the ellipse, the ellipse will be centered inside the rectangle and bounded by information technology
-
width (int) --
(optional) used for line thickness or to indicate that the ellipse is to be filled (not to be confused with the width value of the
rect
parameter)if
width == 0
, (default) make full the ellipseif
width > 0
, used for line thicknessif
width < 0
, nothing will exist drawnNote
When using
width
values> ane
, the edge lines will simply abound in from the original boundary of therect
parameter.
-
- Returns
-
a rect bounding the changed pixels, if zippo is drawn the bounding rect's position will be the position of the given
rect
parameter and its width and height volition be 0 - Return type
-
Rect
Changed in pygame two.0.0: Added support for keyword arguments.
- pygame.draw. arc ( )¶
-
draw an elliptical arc
arc(surface, color, rect, start_angle, stop_angle) -> Rect
arc(surface, color, rect, start_angle, stop_angle, width=1) -> Rect
Draws an elliptical arc on the given surface.
The 2 angle arguments are given in radians and betoken the offset and terminate positions of the arc. The arc is drawn in a counterclockwise management from the
start_angle
to thestop_angle
.- Parameters
-
-
surface (Surface) -- surface to draw on
-
color (Color or int or tuple ( int , int , int , [ int ] )) -- color to depict with, the alpha value is optional if using a tuple
(RGB[A])
-
rect (Rect) -- rectangle to indicate the position and dimensions of the ellipse which the arc will be based on, the ellipse will exist centered inside the rectangle
-
start_angle (float) -- start angle of the arc in radians
-
stop_angle (float) --
stop angle of the arc in radians
if
start_angle < stop_angle
, the arc is drawn in a counterclockwise direction from thestart_angle
to thestop_angle
if
start_angle > stop_angle
, tau (tau == 2 * pi) will exist added to thestop_angle
, if the resulting cease angle value is greater than thestart_angle
the higher upstart_angle < stop_angle
case applies, otherwise zilch will exist fatiguedif
start_angle == stop_angle
, null will be drawn -
width (int) --
(optional) used for line thickness (not to exist confused with the width value of the
rect
parameter)if
width == 0
, nothing will be drawnif
width > 0
, (default is 1) used for line thicknessif
width < 0
, same every bitwidth == 0
Note
When using
width
values> 1
, the edge lines volition simply grow inward from the original boundary of therect
parameter.
-
- Returns
-
a rect bounding the changed pixels, if goose egg is drawn the bounding rect's position will be the position of the given
rect
parameter and its width and pinnacle will be 0 - Return type
-
Rect
Changed in pygame two.0.0: Added support for keyword arguments.
- pygame.draw. line ( )¶
-
draw a direct line
line(surface, color, start_pos, end_pos) -> Rect
line(surface, color, start_pos, end_pos, width=1) -> Rect
Draws a direct line on the given surface. There are no endcaps. For thick lines the ends are squared off.
- Parameters
-
-
surface (Surface) -- surface to draw on
-
colour (Colour or int or tuple ( int , int , int , [ int ] )) -- color to describe with, the blastoff value is optional if using a tuple
(RGB[A])
-
start_pos (tuple ( int or float , int or float ) or list ( int or float , int or bladder ) or Vector2 ( int or float , int or float )) -- start position of the line, (x, y)
-
end_pos (tuple ( int or bladder , int or float ) or list ( int or float , int or float ) or Vector2 ( int or bladder , int or float )) -- end position of the line, (x, y)
-
width (int) --
(optional) used for line thickness
if width >= one, used for line thickness (default is 1)
if width < 1, nothing will be fatigued
Note
When using
width
values> 1
, lines will grow as follows.For odd
width
values, the thickness of each line grows with the original line being in the center.For even
width
values, the thickness of each line grows with the original line being outset from the center (every bit at that place is no exact center line drawn). As a result, lines with a slope < 1 (horizontal-ish) volition have i more pixel of thickness below the original line (in the y direction). Lines with a slope >= 1 (vertical-ish) will have 1 more pixel of thickness to the correct of the original line (in the x direction).
-
- Returns
-
a rect bounding the changed pixels, if nothing is drawn the bounding rect'south position will be the
start_pos
parameter value (float values will be truncated) and its width and height will be 0 - Render blazon
-
Rect
- Raises
-
TypeError -- if
start_pos
orend_pos
is not a sequence of two numbers
Changed in pygame 2.0.0: Added support for keyword arguments.
- pygame.draw. lines ( )¶
-
draw multiple contiguous straight line segments
lines(surface, color, closed, points) -> Rect
lines(surface, colour, closed, points, width=1) -> Rect
Draws a sequence of face-to-face straight lines on the given surface. There are no endcaps or miter joints. For thick lines the ends are squared off. Drawing thick lines with precipitous corners tin can have undesired looking results.
- Parameters
-
-
surface (Surface) -- surface to depict on
-
colour (Color or int or tuple ( int , int , int , [ int ] )) -- color to draw with, the alpha value is optional if using a tuple
(RGB[A])
-
closed (bool) -- if
True
an additional line segment is drawn betwixt the get-go and last points in thepoints
sequence -
points (tuple ( coordinate ) or list ( coordinate )) -- a sequence of 2 or more (x, y) coordinates, where each coordinate in the sequence must exist a tuple/list/
pygame.math.Vector2
a ii-Dimensional Vector of 2 ints/floats and side by side coordinates will be connected past a line segment, e.g. for the points[(x1, y1), (x2, y2), (x3, y3)]
a line segment will be drawn from(x1, y1)
to(x2, y2)
and from(x2, y2)
to(x3, y3)
, additionally if theclosed
parameter isTrue
some other line segment will be drawn from(x3, y3)
to(x1, y1)
-
width (int) --
(optional) used for line thickness
if width >= ane, used for line thickness (default is ane)
if width < 1, cipher volition be drawn
Note
When using
width
values> i
refer to thewidth
notes ofline()
for details on how thick lines abound.
-
- Returns
-
a rect bounding the changed pixels, if nothing is drawn the bounding rect's position volition be the position of the first betoken in the
points
parameter (float values will be truncated) and its width and superlative volition be 0 - Return type
-
Rect
- Raises
-
-
ValueError -- if
len(points) < 2
(must have at least 2 points) -
TypeError -- if
points
is not a sequence orpoints
does not contain number pairs
-
Changed in pygame ii.0.0: Added support for keyword arguments.
- pygame.depict. aaline ( )¶
-
draw a straight antialiased line
aaline(surface, colour, start_pos, end_pos) -> Rect
aaline(surface, color, start_pos, end_pos, blend=1) -> Rect
Draws a straight antialiased line on the given surface.
The line has a thickness of one pixel and the endpoints have a height and width of 1 pixel each.
- The way a line and it's endpoints are drawn:
-
If both endpoints are equal, simply a single pixel is fatigued (after rounding floats to nearest integer).
Otherwise if the line is not steep (i.eastward. if the length along the ten-axis is greater than the height forth the y-centrality):
For each endpoint:
If
x
, the endpoint's 10-coordinate, is a whole number notice which pixels would be covered past information technology and draw them.Otherwise:
Calculate the position of the nearest point with a whole number for it'due south x-coordinate, when extending the line past the endpoint.
Find which pixels would exist covered and how much by that point.
If the endpoint is the left ane, multiply the coverage by (1 - the decimal part of
ten
).Otherwise multiply the coverage by the decimal role of
10
.And then draw those pixels.
- e.k.:
-
The left endpoint of the line
((ane, 1.3), (five, 3))
would comprehend 70% of the pixel(1, 1)
and 30% of the pixel(1, ii)
while the right one would cover 100% of the pixel(v, 3)
.The left endpoint of the line
((1.2, 1.four), (4.6, iii.one))
would cover 56% (i.e. 0.eight * lxx%) of the pixel(ane, 1)
and 24% (i.e. 0.viii * xxx%) of the pixel(1, 2)
while the right 1 would cover 42% (i.e. 0.half dozen * 70%) of the pixel(five, three)
and 18% (i.e. 0.half dozen * 30%) of the pixel(5, four)
while the right
Then for each betoken between the endpoints, along the line, whose ten-coordinate is a whole number:
Find which pixels would be covered and how much past that point and draw them.
- due east.one thousand.:
-
The points along the line
((one, 1), (4, 2.5))
would be(ii, 1.5)
and(iii, 2)
and would cover 50% of the pixel(2, 1)
, 50% of the pixel(2, two)
and 100% of the pixel(three, two)
.The points along the line
((ane.ii, 1.4), (four.6, 3.1))
would be(2, 1.8)
(covering twenty% of the pixel(2, 1)
and 80% of the pixel(2, 2)
),(3, ii.iii)
(covering seventy% of the pixel(three, 2)
and 30% of the pixel(iii, three)
) and(4, 2.viii)
(roofing twenty% of the pixel(2, one)
and 80% of the pixel(ii, two)
)
Otherwise do the same for steep lines as for non-steep lines except along the y-axis instead of the ten-centrality (using
y
instead ofx
, top instead of left and bottom instead of right).
Note
Regarding float values for coordinates, a bespeak with coordinate consisting of ii whole numbers is considered being right in the middle of said pixel (and having a height and width of 1 pixel would therefore completely cover it), while a point with coordinate where one (or both) of the numbers accept not-zilch decimal parts would be partially roofing two (or 4 if both numbers take decimal parts) adjacent pixels, eastward.g. the indicate
(1.4, 2)
covers threescore% of the pixel(1, 2)
and 40% of the pixel(2,2)
.- Parameters
-
-
surface (Surface) -- surface to draw on
-
color (Color or int or tuple ( int , int , int , [ int ] )) -- color to depict with, the alpha value is optional if using a tuple
(RGB[A])
-
start_pos (tuple ( int or float , int or float ) or list ( int or float , int or float ) or Vector2 ( int or float , int or float )) -- offset position of the line, (x, y)
-
end_pos (tuple ( int or bladder , int or bladder ) or listing ( int or bladder , int or float ) or Vector2 ( int or float , int or bladder )) -- finish position of the line, (10, y)
-
alloy (int) -- (optional) if not-aught (default) the line will exist blended with the surface's existing pixel shades, otherwise information technology will overwrite them
-
- Returns
-
a rect bounding the changed pixels, if nothing is fatigued the bounding rect'south position will exist the
start_pos
parameter value (float values volition exist truncated) and its width and superlative will be 0 - Return blazon
-
Rect
- Raises
-
TypeError -- if
start_pos
orend_pos
is not a sequence of two numbers
Changed in pygame 2.0.0: Added support for keyword arguments.
- pygame.describe. aalines ( )¶
-
draw multiple contiguous straight antialiased line segments
aalines(surface, colour, closed, points) -> Rect
aalines(surface, color, closed, points, blend=1) -> Rect
Draws a sequence of contiguous direct antialiased lines on the given surface.
- Parameters
-
-
surface (Surface) -- surface to draw on
-
color (Color or int or tuple ( int , int , int , [ int ] )) -- color to draw with, the blastoff value is optional if using a tuple
(RGB[A])
-
closed (bool) -- if
True
an additional line segment is fatigued between the first and terminal points in thepoints
sequence -
points (tuple ( coordinate ) or list ( coordinate )) -- a sequence of two or more than (x, y) coordinates, where each coordinate in the sequence must exist a tuple/list/
pygame.math.Vector2
a 2-Dimensional Vector of 2 ints/floats and adjacent coordinates will exist connected past a line segment, e.g. for the points[(x1, y1), (x2, y2), (x3, y3)]
a line segment will be fatigued from(x1, y1)
to(x2, y2)
and from(x2, y2)
to(x3, y3)
, additionally if theclosed
parameter isTrue
another line segment will be drawn from(x3, y3)
to(x1, y1)
-
blend (int) -- (optional) if non-nil (default) each line will be blended with the surface'southward existing pixel shades, otherwise the pixels volition be overwritten
-
- Returns
-
a rect bounding the inverse pixels, if nothing is drawn the bounding rect'south position will exist the position of the first betoken in the
points
parameter (float values will be truncated) and its width and summit volition be 0 - Render type
-
Rect
- Raises
-
-
ValueError -- if
len(points) < 2
(must have at least two points) -
TypeError -- if
points
is non a sequence orpoints
does not contain number pairs
-
Changed in pygame 2.0.0: Added support for keyword arguments.
Example code for depict module.¶
# Import a library of functions called 'pygame' import pygame from math import pi # Initialize the game engine pygame . init () # Define the colors nosotros will utilize in RGB format Black = ( 0 , 0 , 0 ) WHITE = ( 255 , 255 , 255 ) Blue = ( 0 , 0 , 255 ) GREEN = ( 0 , 255 , 0 ) RED = ( 255 , 0 , 0 ) # Set the meridian and width of the screen size = [ 400 , 300 ] screen = pygame . display . set_mode ( size ) pygame . display . set_caption ( "Instance code for the draw module" ) #Loop until the user clicks the close push. washed = False clock = pygame . fourth dimension . Clock () while not done : # This limits the while loop to a max of 10 times per second. # Go out this out and we will use all CPU nosotros can. clock . tick ( x ) for event in pygame . effect . become (): # User did something if consequence . type == pygame . QUIT : # If user clicked shut washed = True # Flag that we are done so we exit this loop # All cartoon code happens afterwards the for loop and but # within the main while done==Imitation loop. # Articulate the screen and set the screen background screen . fill ( WHITE ) # Draw on the screen a Greenish line from (0, 0) to (l, 30) # five pixels broad. pygame . draw . line ( screen , GREEN , [ 0 , 0 ], [ fifty , 30 ], 5 ) # Draw on the screen 3 Blackness lines, each 5 pixels wide. # The 'False' ways the first and terminal points are non connected. pygame . draw . lines ( screen , Black , False , [[ 0 , eighty ], [ 50 , 90 ], [ 200 , 80 ], [ 220 , 30 ]], five ) # Draw on the screen a GREEN line from (0, 50) to (50, 80) # Considering it is an antialiased line, it is 1 pixel broad. pygame . depict . aaline ( screen , GREEN , [ 0 , 50 ],[ l , 80 ], Truthful ) # Draw a rectangle outline pygame . draw . rect ( screen , BLACK , [ 75 , ten , 50 , 20 ], two ) # Describe a solid rectangle pygame . draw . rect ( screen , Blackness , [ 150 , 10 , l , twenty ]) # Draw a rectangle with rounded corners pygame . draw . rect ( screen , Greenish , [ 115 , 210 , 70 , 40 ], x , border_radius = 15 ) pygame . describe . rect ( screen , Cherry-red , [ 135 , 260 , 50 , 30 ], 0 , border_radius = 10 , border_top_left_radius = 0 , border_bottom_right_radius = 15 ) # Draw an ellipse outline, using a rectangle equally the exterior boundaries pygame . draw . ellipse ( screen , Blood-red , [ 225 , 10 , 50 , 20 ], 2 ) # Draw an solid ellipse, using a rectangle equally the outside boundaries pygame . draw . ellipse ( screen , Reddish , [ 300 , 10 , l , xx ]) # This draws a triangle using the polygon command pygame . draw . polygon ( screen , BLACK , [[ 100 , 100 ], [ 0 , 200 ], [ 200 , 200 ]], five ) # Draw an arc as part of an ellipse. # Use radians to make up one's mind what angle to draw. pygame . draw . arc ( screen , BLACK ,[ 210 , 75 , 150 , 125 ], 0 , pi / 2 , 2 ) pygame . draw . arc ( screen , Dark-green ,[ 210 , 75 , 150 , 125 ], pi / 2 , pi , 2 ) pygame . draw . arc ( screen , Bluish , [ 210 , 75 , 150 , 125 ], pi , 3 * pi / two , 2 ) pygame . draw . arc ( screen , RED , [ 210 , 75 , 150 , 125 ], iii * pi / 2 , 2 * pi , 2 ) # Draw a circle pygame . depict . circle ( screen , Blue , [ 60 , 250 ], 40 ) # Draw just i circle quadrant pygame . describe . circle ( screen , Blueish , [ 250 , 250 ], xl , 0 , draw_top_right = True ) pygame . describe . circle ( screen , RED , [ 250 , 250 ], 40 , 30 , draw_top_left = True ) pygame . describe . circle ( screen , Green , [ 250 , 250 ], 40 , xx , draw_bottom_left = True ) pygame . draw . circumvolve ( screen , Black , [ 250 , 250 ], twoscore , x , draw_bottom_right = Truthful ) # Get ahead and update the screen with what nosotros've drawn. # This MUST happen after all the other drawing commands. pygame . display . flip () # Exist IDLE friendly pygame . quit ()
-
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Source: https://www.pygame.org/docs/ref/draw.html
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