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<title>Pygame Documentation</title>
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<a href=http://www.pygame.org>
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<b>pygame documentation</b>
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<a href=http://www.pygame.org>Home</a> ||
<a href=index.html>Help Contents</a> ||
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|| <a href=ref/pygame.html>pygame</a> ||
<a href=ref/pygame_cdrom.html>cdrom</a> ||
<a href=ref/pygame_constants.html>constants</a> ||
<a href=ref/pygame_cursor.html>cursor</a> ||
<a href=ref/pygame_display.html>display</a> ||
<a href=ref/pygame_draw.html>draw</a> ||<br>
|| <a href=ref/pygame_event.html>event</a> ||
<a href=ref/pygame_font.html>font</a> ||
<a href=ref/pygame_image.html>image</a> ||
<a href=ref/pygame_joystick.html>joystick</a> ||
<a href=ref/pygame_key.html>key</a> ||
<a href=ref/pygame_mixer.html>mixer</a> ||<br>
|| <a href=ref/pygame_mixer_music.html>mixer_music</a> ||
<a href=ref/pygame_mouse.html>mouse</a> ||
<a href=ref/pygame_movie.html>movie</a> ||
<a href=ref/pygame_sndarray.html>sndarray</a> ||
<a href=ref/pygame_surfarray.html>surfarray</a> ||
<a href=ref/pygame_time.html>time</a> ||<br>
|| <a href=ref/pygame_transform.html>transform</a> ||<br>
<br>|| <a href=ref/CD.html>CD</a> ||
<a href=ref/Channel.html>Channel</a> ||
<a href=ref/Clock.html>Clock</a> ||
<a href=ref/Font.html>Font</a> ||
<a href=ref/Joystick.html>Joystick</a> ||
<a href=ref/Movie.html>Movie</a> ||<br>
|| <a href=ref/Overlay.html>Overlay</a> ||
<a href=ref/Rect.html>Rect</a> ||
<a href=ref/Sound.html>Sound</a> ||
<a href=ref/Surface.html>Surface</a> ||<br>
<br>|| <a href=ref/pygame_color.html>color</a> ||
<a href=ref/pygame_cursors.html>cursors</a> ||
<a href=ref/pygame_sprite.html>sprite</a> ||<br>
</td></tr></table></td></tr></table>
<br>
<h2 align=center>Pygame Documentation</h2>
<hr>
<table>
<tr><td>
The <b>pygame documentation</b> is mainly generated automatically from the
source code. Each module and object in the package is broken into its
own page in the reference documentation. The names of the objects are
capitalized, while the regular module names are lower case.
<br> <br>
The <b>pygame documentation</b> also comes with a full set of tutorials.
You can find links to these tutorials and other documentation files below.
</td></tr>
</table>
<hr>
<font size=+2><b>Tutorials</b></font><br><li><a href=tut/DisplayModes.html>DisplayModes</a> - Choosing and Configuring Display Modes
</li>
<li><a href=tut/Executable.html>Executable</a> - Creating a Standalone Windows Executable
</li>
<li><a href=tut/ImportInit.html>ImportInit</a> - Import and Initialize
</li>
<li><a href=tut/MoveIt.html>MoveIt</a> - Help! How Do I Move An Image?
</li>
<li><a href=tut/SpriteIntro.html>SpriteIntro</a> - Sprite Module Introduction
</li>
<li><a href=tut/chimp/ChimpLineByLine.html>ChimpLineByLine</a> - Line by Line Descriptions of the Chimp Example
</li>
<li><a href=tut/intro/intro.html>Intro</a> - Pygame Python Introduction
</li>
<li><a href=tut/newbieguide.html>Newbieguide</a> - David Clark's Newbie Guide To Pygame
</li>
<li><a href=tut/surfarray/SurfarrayIntro.html>SurfarrayIntro</a> - Introduction to the surfarray module
</li>
<li><a href=tut/tom/MakeGames.html>MakeGames</a> - Tom Chance's Making Games Tutorial
</li><br> <br><font size=+1><b>Included With Pygame</b></font><br><li><a href=../readme.html>Readme</a> - Pygame Readme Information
</li>
<li><a href=../install.html>Install</a> - Install Information
</li>
<li><a href=LGPL>LGPL</a> - Gnu lesser general public license</li>
<li><a href=logos.html>Logos</a> - Pygame Logos
</li>
<br><hr><br><font size=+1><b>Full Index</b></font><ul>
<!--FULLINDEX-->
<a href=ref/CD.html#eject>CD.eject</a> - ejects cdrom drive<br>
<a href=ref/CD.html#get_all>CD.get_all</a> - get all track information for the cd<br>
<a href=ref/CD.html#get_busy>CD.get_busy</a> - checks if the cd is currently playing<br>
<a href=ref/CD.html#get_current>CD.get_current</a> - get current position of the cdrom<br>
<a href=ref/CD.html#get_empty>CD.get_empty</a> - checks for a cd in the drive<br>
<a href=ref/CD.html#get_id>CD.get_id</a> - get device id number for drive<br>
<a href=ref/CD.html#get_init>CD.get_init</a> - check if cd is initialized<br>
<a href=ref/CD.html#get_name>CD.get_name</a> - query name of cdrom drive<br>
<a href=ref/CD.html#get_numtracks>CD.get_numtracks</a> - get number of tracks on cd<br>
<a href=ref/CD.html#get_paused>CD.get_paused</a> - checks if the cd is currently paused<br>
<a href=ref/CD.html#get_track_audio>CD.get_track_audio</a> - check if a track has audio data<br>
<a href=ref/CD.html#get_track_length>CD.get_track_length</a> - check the length of an audio track<br>
<a href=ref/CD.html#get_track_start>CD.get_track_start</a> - check the start of an audio track<br>
<a href=ref/CD.html#init>CD.init</a> - initialize a cdrom device for use<br>
<a href=ref/CD.html#pause>CD.pause</a> - pause playing cdrom<br>
<a href=ref/CD.html#play>CD.play</a> - play music from cdrom<br>
<a href=ref/CD.html#quit>CD.quit</a> - uninitialize a cdrom device for use<br>
<a href=ref/CD.html#resume>CD.resume</a> - resume paused cdrom<br>
<a href=ref/CD.html#stop>CD.stop</a> - stops playing cdrom<br>
<a href=ref/Channel.html#fadeout>Channel.fadeout</a> - fade out the channel<br>
<a href=ref/Channel.html#get_busy>Channel.get_busy</a> - query state of the channel<br>
<a href=ref/Channel.html#get_endevent>Channel.get_endevent</a> - get the endevent for a channel<br>
<a href=ref/Channel.html#get_queue>Channel.get_queue</a> - get the currently queued sound object<br>
<a href=ref/Channel.html#get_sound>Channel.get_sound</a> - get the currently playing sound object<br>
<a href=ref/Channel.html#get_volume>Channel.get_volume</a> - query the volume for the<br>
<a href=ref/Channel.html#pause>Channel.pause</a> - temporarily stop the channel<br>
<a href=ref/Channel.html#play>Channel.play</a> - play a sound on this channel<br>
<a href=ref/Channel.html#queue>Channel.queue</a> - queue a sound on this channel<br>
<a href=ref/Channel.html#set_endevent>Channel.set_endevent</a> - set an endevent for a channel<br>
<a href=ref/Channel.html#set_volume>Channel.set_volume</a> - set volume for channel<br>
<a href=ref/Channel.html#stop>Channel.stop</a> - stop playing on the channel<br>
<a href=ref/Channel.html#unpause>Channel.unpause</a> - restart a paused channel<br>
<a href=ref/Clock.html#get_fps>Clock.get_fps</a> - get the current rate of frames per second<br>
<a href=ref/Clock.html#get_rawtime>Clock.get_rawtime</a> - get number of nondelayed milliseconds between last two calls to tick()<br>
<a href=ref/Clock.html#get_time>Clock.get_time</a> - get number of milliseconds between last two calls to tick()<br>
<a href=ref/Clock.html#tick>Clock.tick</a> - control timer events<br>
<a href=ref/Font.html#get_ascent>Font.get_ascent</a> - gets the font ascent<br>
<a href=ref/Font.html#get_bold>Font.get_bold</a> - status of the bold attribute<br>
<a href=ref/Font.html#get_descent>Font.get_descent</a> - gets the font descent<br>
<a href=ref/Font.html#get_height>Font.get_height</a> - average height of font glyph<br>
<a href=ref/Font.html#get_italic>Font.get_italic</a> - status of the italic attribute<br>
<a href=ref/Font.html#get_linesize>Font.get_linesize</a> - gets the font recommended linesize<br>
<a href=ref/Font.html#get_underline>Font.get_underline</a> - status of the underline attribute<br>
<a href=ref/Font.html#render>Font.render</a> - render text to a new image<br>
<a href=ref/Font.html#set_bold>Font.set_bold</a> - assign the bold attribute<br>
<a href=ref/Font.html#set_italic>Font.set_italic</a> - assign the italic attribute<br>
<a href=ref/Font.html#set_underline>Font.set_underline</a> - assign the underline attribute<br>
<a href=ref/Font.html#size>Font.size</a> - size of rendered text<br>
<a href=ref/Joystick.html#get_axis>Joystick.get_axis</a> - get the position of a joystick axis<br>
<a href=ref/Joystick.html#get_ball>Joystick.get_ball</a> - get the movement of a joystick trackball<br>
<a href=ref/Joystick.html#get_button>Joystick.get_button</a> - get the position of a joystick button<br>
<a href=ref/Joystick.html#get_hat>Joystick.get_hat</a> - get the position of a joystick hat<br>
<a href=ref/Joystick.html#get_id>Joystick.get_id</a> - get device id number for joystick<br>
<a href=ref/Joystick.html#get_init>Joystick.get_init</a> - check if joystick is initialized<br>
<a href=ref/Joystick.html#get_name>Joystick.get_name</a> - query name of joystick drive<br>
<a href=ref/Joystick.html#get_numaxes>Joystick.get_numaxes</a> - get number of axes on a joystick<br>
<a href=ref/Joystick.html#get_numballs>Joystick.get_numballs</a> - get number of trackballs on a joystick<br>
<a href=ref/Joystick.html#get_numbuttons>Joystick.get_numbuttons</a> - get number of buttons on a joystick<br>
<a href=ref/Joystick.html#get_numhats>Joystick.get_numhats</a> - get number of hats on a joystick<br>
<a href=ref/Joystick.html#init>Joystick.init</a> - initialize a joystick device for use<br>
<a href=ref/Joystick.html#quit>Joystick.quit</a> - uninitialize a joystick device for use<br>
<a href=ref/Movie.html#get_busy>Movie.get_busy</a> - query the playback state<br>
<a href=ref/Movie.html#get_busy>Movie.get_busy</a> - query the playback state<br>
<a href=ref/Movie.html#get_frame>Movie.get_frame</a> - query the current frame in the movie<br>
<a href=ref/Movie.html#get_frame>Movie.get_frame</a> - query the current frame in the movie<br>
<a href=ref/Movie.html#get_length>Movie.get_length</a> - query playback time of the movie<br>
<a href=ref/Movie.html#get_length>Movie.get_length</a> - query playback time of the movie<br>
<a href=ref/Movie.html#get_size>Movie.get_size</a> - query the size of the video image<br>
<a href=ref/Movie.html#get_size>Movie.get_size</a> - query the size of the video image<br>
<a href=ref/Movie.html#get_time>Movie.get_time</a> - query the current time in the movie<br>
<a href=ref/Movie.html#get_time>Movie.get_time</a> - query the current time in the movie<br>
<a href=ref/Movie.html#has_audio>Movie.has_audio</a> - query if movie stream has audio<br>
<a href=ref/Movie.html#has_audio>Movie.has_audio</a> - query if movie stream has audio<br>
<a href=ref/Movie.html#has_video>Movie.has_video</a> - query if movie stream has video<br>
<a href=ref/Movie.html#has_video>Movie.has_video</a> - query if movie stream has video<br>
<a href=ref/Movie.html#pause>Movie.pause</a> - pause/resume movie playback<br>
<a href=ref/Movie.html#pause>Movie.pause</a> - pause/resume movie playback<br>
<a href=ref/Movie.html#play>Movie.play</a> - start movie playback<br>
<a href=ref/Movie.html#play>Movie.play</a> - start movie playback<br>
<a href=ref/Movie.html#render_frame>Movie.render_frame</a> - Render a specfic numbered frame.<br>
<a href=ref/Movie.html#rewind>Movie.rewind</a> - set playback position to the beginning of the movie<br>
<a href=ref/Movie.html#rewind>Movie.rewind</a> - set playback position to the beginning of the movie<br>
<a href=ref/Movie.html#set_display>Movie.set_display</a> - change the video output surface<br>
<a href=ref/Movie.html#set_display>Movie.set_display</a> - change the video output surface<br>
<a href=ref/Movie.html#set_volume>Movie.set_volume</a> - change volume for sound<br>
<a href=ref/Movie.html#set_volume>Movie.set_volume</a> - change volume for sound<br>
<a href=ref/Movie.html#skip>Movie.skip</a> - skip ahead a given amount of time<br>
<a href=ref/Movie.html#skip>Movie.skip</a> - skip the movie playback position forward<br>
<a href=ref/Movie.html#stop>Movie.stop</a> - stop movie playback<br>
<a href=ref/Movie.html#stop>Movie.stop</a> - stop movie playback<br>
<a href=ref/Overlay.html#display>Overlay.display</a> - display the yuv data<br>
<a href=ref/Overlay.html#set_location>Overlay.set_location</a> - set overlay location<br>
<a href=ref/Rect.html#clamp>Rect.clamp</a> - move rectangle inside another<br>
<a href=ref/Rect.html#clamp_ip>Rect.clamp_ip</a> - moves the rectangle inside another<br>
<a href=ref/Rect.html#clip>Rect.clip</a> - rectangle cropped inside another<br>
<a href=ref/Rect.html#collidedict>Rect.collidedict</a> - find overlapping rectangle in a dictionary<br>
<a href=ref/Rect.html#collidedictall>Rect.collidedictall</a> - find all overlapping rectangles<br>
<a href=ref/Rect.html#collidelist>Rect.collidelist</a> - find overlapping rectangle<br>
<a href=ref/Rect.html#collidelistall>Rect.collidelistall</a> - find all overlapping rectangles<br>
<a href=ref/Rect.html#collidepoint>Rect.collidepoint</a> - point inside rectangle<br>
<a href=ref/Rect.html#colliderect>Rect.colliderect</a> - check overlapping rectangles<br>
<a href=ref/Rect.html#contains>Rect.contains</a> - check if rectangle fully inside another<br>
<a href=ref/Rect.html#fit>Rect.fit</a> - Fill as much of the argument as possible, maintains aspect ratio<br>
<a href=ref/Rect.html#inflate>Rect.inflate</a> - new rectangle with size changed<br>
<a href=ref/Rect.html#inflate_ip>Rect.inflate_ip</a> - changes the Rect size<br>
<a href=ref/Rect.html#move>Rect.move</a> - new rectangle with position changed<br>
<a href=ref/Rect.html#move_ip>Rect.move_ip</a> - move the Rect by the given offset<br>
<a href=ref/Rect.html#normalize>Rect.normalize</a> - corrects negative sizes<br>
<a href=ref/Rect.html#union>Rect.union</a> - makes new rectangle covering both inputs<br>
<a href=ref/Rect.html#union_ip>Rect.union_ip</a> - rectangle covering both input<br>
<a href=ref/Rect.html#unionall>Rect.unionall</a> - rectangle covering all inputs<br>
<a href=ref/Rect.html#unionall_ip>Rect.unionall_ip</a> - rectangle covering all inputs<br>
<a href=ref/Sound.html#fadeout>Sound.fadeout</a> - fadeout all channels playing this sound<br>
<a href=ref/Sound.html#get_length>Sound.get_length</a> - get the length of the Sound in seconds.<br>
<a href=ref/Sound.html#get_num_channels>Sound.get_num_channels</a> - number of channels with sound<br>
<a href=ref/Sound.html#get_volume>Sound.get_volume</a> - query volume for sound<br>
<a href=ref/Sound.html#play>Sound.play</a> - play sound<br>
<a href=ref/Sound.html#set_volume>Sound.set_volume</a> - change volume for sound<br>
<a href=ref/Sound.html#stop>Sound.stop</a> - stop all channels playing this sound<br>
<a href=ref/Surface.html#blit>Surface.blit</a> - copy a one Surface to another.<br>
<a href=ref/Surface.html#convert>Surface.convert</a> - new copy of surface with different format<br>
<a href=ref/Surface.html#convert_alpha>Surface.convert_alpha</a> - new copy of surface with different format and per pixel alpha<br>
<a href=ref/Surface.html#copy>Surface.copy</a> - creates a new copy of a Surface<br>
<a href=ref/Surface.html#fill>Surface.fill</a> - fill areas of a Surface<br>
<a href=ref/Surface.html#get_abs_offset>Surface.get_abs_offset</a> - get absolute offset of subsurface<br>
<a href=ref/Surface.html#get_abs_parent>Surface.get_abs_parent</a> - get the toplevel surface for a subsurface<br>
<a href=ref/Surface.html#get_alpha>Surface.get_alpha</a> - query alpha information<br>
<a href=ref/Surface.html#get_at>Surface.get_at</a> - get a pixel color<br>
<a href=ref/Surface.html#get_bitsize>Surface.get_bitsize</a> - query size of pixel<br>
<a href=ref/Surface.html#get_bytesize>Surface.get_bytesize</a> - query size of pixel<br>
<a href=ref/Surface.html#get_clip>Surface.get_clip</a> - query the clipping area<br>
<a href=ref/Surface.html#get_colorkey>Surface.get_colorkey</a> - query colorkey<br>
<a href=ref/Surface.html#get_flags>Surface.get_flags</a> - query the surface flags<br>
<a href=ref/Surface.html#get_height>Surface.get_height</a> - query the surface height<br>
<a href=ref/Surface.html#get_locked>Surface.get_locked</a> - check if the surface needs locking<br>
<a href=ref/Surface.html#get_losses>Surface.get_losses</a> - get mapping losses for each colorplane<br>
<a href=ref/Surface.html#get_masks>Surface.get_masks</a> - get mapping bitmasks for each colorplane<br>
<a href=ref/Surface.html#get_offset>Surface.get_offset</a> - get offset of subsurface<br>
<a href=ref/Surface.html#get_palette>Surface.get_palette</a> - get the palette<br>
<a href=ref/Surface.html#get_palette_at>Surface.get_palette_at</a> - get a palette entry<br>
<a href=ref/Surface.html#get_parent>Surface.get_parent</a> - get a subsurface parent<br>
<a href=ref/Surface.html#get_pitch>Surface.get_pitch</a> - query the surface pitch<br>
<a href=ref/Surface.html#get_rect>Surface.get_rect</a> - get a rectangle covering the entire surface<br>
<a href=ref/Surface.html#get_shifts>Surface.get_shifts</a> - alphashift<br>
<a href=ref/Surface.html#get_size>Surface.get_size</a> - query the surface size<br>
<a href=ref/Surface.html#get_width>Surface.get_width</a> - query the surface width<br>
<a href=ref/Surface.html#lock>Surface.lock</a> - locks Surface for pixel access<br>
<a href=ref/Surface.html#map_rgb>Surface.map_rgb</a> - convert RGB into a mapped color<br>
<a href=ref/Surface.html#mustlock>Surface.mustlock</a> - check if the surface needs locking<br>
<a href=ref/Surface.html#set_alpha>Surface.set_alpha</a> - change alpha information<br>
<a href=ref/Surface.html#set_at>Surface.set_at</a> - set pixel at given position<br>
<a href=ref/Surface.html#set_clip>Surface.set_clip</a> - assign destination clipping rectangle<br>
<a href=ref/Surface.html#set_colorkey>Surface.set_colorkey</a> - change colorkey information<br>
<a href=ref/Surface.html#set_palette>Surface.set_palette</a> - set the palette<br>
<a href=ref/Surface.html#set_palette_at>Surface.set_palette_at</a> - set a palette entry<br>
<a href=ref/Surface.html#subsurface>Surface.subsurface</a> - create a new surface that shares pixel data<br>
<a href=ref/Surface.html#unlock>Surface.unlock</a> - locks Surface for pixel access<br>
<a href=ref/Surface.html#unmap_rgb>Surface.unmap_rgb</a> - convert mapped color into RGB<br>
<a href=ref/pygame.html#Overlay>pygame.Overlay</a> - Create a new video overlay object<br>
<a href=ref/pygame.html#Rect>pygame.Rect</a> - create a new rectangle<br>
<a href=ref/pygame.html#Surface>pygame.Surface</a> - create a new Surface<br>
<a href=ref/pygame.html#get_error>pygame.get_error</a> - get current error message<br>
<a href=ref/pygame.html#get_sdl_version>pygame.get_sdl_version</a> - get the version of the linked SDL runtime<br>
<a href=ref/pygame.html#init>pygame.init</a> - autoinitialize all imported pygame modules<br>
<a href=ref/pygame.html#quit>pygame.quit</a> - uninitialize all pygame modules<br>
<a href=ref/pygame.html#register_quit>pygame.register_quit</a> - routine to call when pygame quits<br>
<a href=ref/pygame_cdrom.html#CD>cdrom.CD</a> - create new CD object<br>
<a href=ref/pygame_cdrom.html#get_count>cdrom.get_count</a> - query number of cdroms on system<br>
<a href=ref/pygame_cdrom.html#get_init>cdrom.get_init</a> - query init of cdrom module<br>
<a href=ref/pygame_cdrom.html#init>cdrom.init</a> - initialize the cdrom subsystem<br>
<a href=ref/pygame_cdrom.html#quit>cdrom.quit</a> - uninitialize the cdrom subsystem<br>
<a href=ref/pygame_color.html#Color>color.Color</a> - Get RGB values from common color names<br>
<a href=ref/pygame_color.html#add>color.add</a> - add two colors<br>
<a href=ref/pygame_color.html#multiply>color.multiply</a> - multiply two colors<br>
<a href=ref/pygame_color.html#subtract>color.subtract</a> - subtract two colors<br>
<a href=ref/pygame_constants.html#display >constants.display </a> - The following constants are used by the display module and Surfaces<br>
<a href=ref/pygame_constants.html#events >constants.events </a> - These constants define the various event types<br>
<a href=ref/pygame_constants.html#keyboard >constants.keyboard </a> - These constants represent the keys on the keyboard.<br>
<a href=ref/pygame_constants.html#modifiers >constants.modifiers </a> - These constants represent the modifier keys on the keyboard.<br>
<a href=ref/pygame_constants.html#time >constants.time </a> - These constants define the various time constants<br>
<a href=ref/pygame_cursor.html#compile>cursor.compile</a> - compile cursor strings into cursor data<br>
<a href=ref/pygame_cursors.html#load_xbm>cursors.load_xbm</a> - reads a pair of XBM files into set_cursor arguments<br>
<a href=ref/pygame_display.html#Info>display.Info</a> - get display capabilities and settings<br>
<a href=ref/pygame_display.html#flip>display.flip</a> - update the display<br>
<a href=ref/pygame_display.html#get_active>display.get_active</a> - get state of display mode<br>
<a href=ref/pygame_display.html#get_caption>display.get_caption</a> - get the current title of the window<br>
<a href=ref/pygame_display.html#get_driver>display.get_driver</a> - get the current sdl video driver<br>
<a href=ref/pygame_display.html#get_init>display.get_init</a> - get status of display module initialization<br>
<a href=ref/pygame_display.html#get_surface>display.get_surface</a> - get current display surface<br>
<a href=ref/pygame_display.html#get_wm_info>display.get_wm_info</a> - get settings from the system window manager<br>
<a href=ref/pygame_display.html#gl_get_attribute>display.gl_get_attribute</a> - get special OPENGL attributes<br>
<a href=ref/pygame_display.html#gl_set_attribute>display.gl_set_attribute</a> - set special OPENGL attributes<br>
<a href=ref/pygame_display.html#iconify>display.iconify</a> - minimize the display window<br>
<a href=ref/pygame_display.html#init>display.init</a> - initialize the display module<br>
<a href=ref/pygame_display.html#list_modes>display.list_modes</a> - query all resolutions for requested mode<br>
<a href=ref/pygame_display.html#mode_ok>display.mode_ok</a> - query a specific display mode<br>
<a href=ref/pygame_display.html#quit>display.quit</a> - uninitialize the display module<br>
<a href=ref/pygame_display.html#set_caption>display.set_caption</a> - changes the title of the window<br>
<a href=ref/pygame_display.html#set_gamma>display.set_gamma</a> - change the brightness of the display<br>
<a href=ref/pygame_display.html#set_gamma_ramp>display.set_gamma_ramp</a> - advanced control over the display gamma ramps<br>
<a href=ref/pygame_display.html#set_icon>display.set_icon</a> - changes the window manager icon for the window<br>
<a href=ref/pygame_display.html#set_mode>display.set_mode</a> - set the display mode<br>
<a href=ref/pygame_display.html#set_palette>display.set_palette</a> - set the palette<br>
<a href=ref/pygame_display.html#toggle_fullscreen>display.toggle_fullscreen</a> - switch the display fullscreen mode<br>
<a href=ref/pygame_display.html#update>display.update</a> - update an area of the display<br>
<a href=ref/pygame_draw.html#aaline>draw.aaline</a> - draw a line on a surface<br>
<a href=ref/pygame_draw.html#aalines>draw.aalines</a> - draw multiple connected anti-aliased lines on a surface<br>
<a href=ref/pygame_draw.html#arc>draw.arc</a> - draw an elliptic arc on a surface<br>
<a href=ref/pygame_draw.html#circle>draw.circle</a> - draw a circle on a surface<br>
<a href=ref/pygame_draw.html#ellipse>draw.ellipse</a> - draw an ellipse on a surface<br>
<a href=ref/pygame_draw.html#line>draw.line</a> - draw a line on a surface<br>
<a href=ref/pygame_draw.html#lines>draw.lines</a> - draw multiple connected lines on a surface<br>
<a href=ref/pygame_draw.html#polygon>draw.polygon</a> - draws a polygon on a surface<br>
<a href=ref/pygame_draw.html#rect>draw.rect</a> - draws a rectangle on a surface<br>
<a href=ref/pygame_event.html#Event>event.Event</a> - create new event object<br>
<a href=ref/pygame_event.html#clear>event.clear</a> - remove all of an event type from the queue<br>
<a href=ref/pygame_event.html#event_name>event.event_name</a> - name for event type<br>
<a href=ref/pygame_event.html#get>event.get</a> - get all of an event type from the queue<br>
<a href=ref/pygame_event.html#get_blocked>event.get_blocked</a> - checks if an event is being blocked<br>
<a href=ref/pygame_event.html#get_grab>event.get_grab</a> - query the state of input grabbing<br>
<a href=ref/pygame_event.html#peek>event.peek</a> - query if any of event types are waiting<br>
<a href=ref/pygame_event.html#poll>event.poll</a> - get an available event<br>
<a href=ref/pygame_event.html#post>event.post</a> - place an event on the queue<br>
<a href=ref/pygame_event.html#pump>event.pump</a> - update the internal messages<br>
<a href=ref/pygame_event.html#set_allowed>event.set_allowed</a> - allows certain events onto the queue<br>
<a href=ref/pygame_event.html#set_blocked>event.set_blocked</a> - blocks certain events from the queue<br>
<a href=ref/pygame_event.html#set_grab>event.set_grab</a> - grab all input events<br>
<a href=ref/pygame_event.html#wait>event.wait</a> - wait for an event<br>
<a href=ref/pygame_font.html#Font>font.Font</a> - create a new font object<br>
<a href=ref/pygame_font.html#SysFont>font.SysFont</a> - create a pygame Font from system font resources<br>
<a href=ref/pygame_font.html#get_default_font>font.get_default_font</a> - get the name of the default font<br>
<a href=ref/pygame_font.html#get_fonts>font.get_fonts</a> - get a list of system font names<br>
<a href=ref/pygame_font.html#get_init>font.get_init</a> - get status of font module initialization<br>
<a href=ref/pygame_font.html#init>font.init</a> - initialize the display module<br>
<a href=ref/pygame_font.html#match_font>font.match_font</a> - find the filename for the named system font<br>
<a href=ref/pygame_font.html#quit>font.quit</a> - uninitialize the font module<br>
<a href=ref/pygame_image.html#frombuffer>image.frombuffer</a> - create a surface from a python memory buffer<br>
<a href=ref/pygame_image.html#fromstring>image.fromstring</a> - create a surface from a raw string buffer<br>
<a href=ref/pygame_image.html#get_extended>image.get_extended</a> - returns true if SDL_image formats are available<br>
<a href=ref/pygame_image.html#load>image.load</a> - load an image to a new Surface<br>
<a href=ref/pygame_image.html#save>image.save</a> - save surface data<br>
<a href=ref/pygame_image.html#tostring>image.tostring</a> - create a raw string buffer of the surface data<br>
<a href=ref/pygame_joystick.html#Joystick>joystick.Joystick</a> - create new joystick object<br>
<a href=ref/pygame_joystick.html#get_count>joystick.get_count</a> - query number of joysticks on system<br>
<a href=ref/pygame_joystick.html#get_init>joystick.get_init</a> - query initialization of joystick module<br>
<a href=ref/pygame_joystick.html#init>joystick.init</a> - initialize joystick module<br>
<a href=ref/pygame_joystick.html#quit>joystick.quit</a> - uninitialize joystick module<br>
<a href=ref/pygame_key.html#get_focused>key.get_focused</a> - state of keyboard focus<br>
<a href=ref/pygame_key.html#get_mods>key.get_mods</a> - get current state of modifier keys<br>
<a href=ref/pygame_key.html#get_pressed>key.get_pressed</a> - get the pressed state for all keys<br>
<a href=ref/pygame_key.html#name>key.name</a> - get the name of a key<br>
<a href=ref/pygame_key.html#set_mods>key.set_mods</a> - set the state of the modifier keys<br>
<a href=ref/pygame_key.html#set_repeat>key.set_repeat</a> - change the keyboard repeat<br>
<a href=ref/pygame_mixer.html#Channel>mixer.Channel</a> - get channel object<br>
<a href=ref/pygame_mixer.html#Sound>mixer.Sound</a> - load a new soundfile<br>
<a href=ref/pygame_mixer.html#fadeout>mixer.fadeout</a> - fadeout all channels<br>
<a href=ref/pygame_mixer.html#find_channel>mixer.find_channel</a> - find an available sound channel<br>
<a href=ref/pygame_mixer.html#get_busy>mixer.get_busy</a> - query busy channels<br>
<a href=ref/pygame_mixer.html#get_init>mixer.get_init</a> - query initialization for the mixer<br>
<a href=ref/pygame_mixer.html#get_num_channels>mixer.get_num_channels</a> - query the number of channels<br>
<a href=ref/pygame_mixer.html#init>mixer.init</a> - initialize mixer module<br>
<a href=ref/pygame_mixer.html#pause>mixer.pause</a> - pause all channels<br>
<a href=ref/pygame_mixer.html#pre_init>mixer.pre_init</a> - presets the init default values<br>
<a href=ref/pygame_mixer.html#quit>mixer.quit</a> - unitializes the mixer<br>
<a href=ref/pygame_mixer.html#set_num_channels>mixer.set_num_channels</a> - sets the number of available channels<br>
<a href=ref/pygame_mixer.html#set_reserved>mixer.set_reserved</a> - reserves first given channels<br>
<a href=ref/pygame_mixer.html#stop>mixer.stop</a> - stop all channels<br>
<a href=ref/pygame_mixer.html#unpause>mixer.unpause</a> - restart any pause channels<br>
<a href=ref/pygame_mixer_music.html#fadeout>mixer.music.fadeout</a> - fadeout current music<br>
<a href=ref/pygame_mixer_music.html#get_busy>mixer.music.get_busy</a> - query state of the music<br>
<a href=ref/pygame_mixer_music.html#get_endevent>mixer.music.get_endevent</a> - query the current music finished event<br>
<a href=ref/pygame_mixer_music.html#get_pos>mixer.music.get_pos</a> - query music position<br>
<a href=ref/pygame_mixer_music.html#get_volume>mixer.music.get_volume</a> - query music volume<br>
<a href=ref/pygame_mixer_music.html#load>mixer.music.load</a> - load current music<br>
<a href=ref/pygame_mixer_music.html#pause>mixer.music.pause</a> - pause the playing music<br>
<a href=ref/pygame_mixer_music.html#play>mixer.music.play</a> - play the current loaded music<br>
<a href=ref/pygame_mixer_music.html#queue>mixer.music.queue</a> - preload and queue a music file<br>
<a href=ref/pygame_mixer_music.html#rewind>mixer.music.rewind</a> - restarts music<br>
<a href=ref/pygame_mixer_music.html#set_endevent>mixer.music.set_endevent</a> - sets music finished event<br>
<a href=ref/pygame_mixer_music.html#set_volume>mixer.music.set_volume</a> - set music volume<br>
<a href=ref/pygame_mixer_music.html#stop>mixer.music.stop</a> - stop the playing music<br>
<a href=ref/pygame_mixer_music.html#unpause>mixer.music.unpause</a> - restarts the paused music<br>
<a href=ref/pygame_mouse.html#get_cursor>mouse.get_cursor</a> - get mouse cursor data<br>
<a href=ref/pygame_mouse.html#get_focused>mouse.get_focused</a> - state of mouse input focus<br>
<a href=ref/pygame_mouse.html#get_pos>mouse.get_pos</a> - gets the cursor position<br>
<a href=ref/pygame_mouse.html#get_pressed>mouse.get_pressed</a> - state of the mouse buttons<br>
<a href=ref/pygame_mouse.html#get_rel>mouse.get_rel</a> - gets the movement of the mouse<br>
<a href=ref/pygame_mouse.html#set_cursor>mouse.set_cursor</a> - state of shape of the mouse cursor<br>
<a href=ref/pygame_mouse.html#set_pos>mouse.set_pos</a> - moves the cursor position<br>
<a href=ref/pygame_mouse.html#set_visible>mouse.set_visible</a> - show or hide the mouse cursor<br>
<a href=ref/pygame_movie.html#Movie>movie.Movie</a> - load a new MPEG stream<br>
<a href=ref/pygame_movie.html#Movie>movie.Movie</a> - load a new MPEG stream<br>
<a href=ref/pygame_sndarray.html#array>sndarray.array</a> - get an array copied from a sound<br>
<a href=ref/pygame_sndarray.html#make_sound>sndarray.make_sound</a> - create a new Sound object from array data<br>
<a href=ref/pygame_sndarray.html#samples>sndarray.samples</a> - get a reference to the sound samples<br>
<a href=ref/pygame_sprite.html#AbstractGroup.add>sprite.AbstractGroup.add</a> - add sprite to group<br>
<a href=ref/pygame_sprite.html#AbstractGroup.clear>sprite.AbstractGroup.clear</a> - erase the previous position of all sprites<br>
<a href=ref/pygame_sprite.html#AbstractGroup.copy>sprite.AbstractGroup.copy</a> - copy a group with all the same sprites<br>
<a href=ref/pygame_sprite.html#AbstractGroup.draw>sprite.AbstractGroup.draw</a> - draw all sprites onto the surface<br>
<a href=ref/pygame_sprite.html#AbstractGroup.empty>sprite.AbstractGroup.empty</a> - remove all sprites<br>
<a href=ref/pygame_sprite.html#AbstractGroup.has>sprite.AbstractGroup.has</a> - ask if group has a sprite or sprites<br>
<a href=ref/pygame_sprite.html#AbstractGroup.remove>sprite.AbstractGroup.remove</a> - remove sprite from group<br>
<a href=ref/pygame_sprite.html#AbstractGroup.sprites>sprite.AbstractGroup.sprites</a> - get a list of sprites in the group<br>
<a href=ref/pygame_sprite.html#AbstractGroup.update>sprite.AbstractGroup.update</a> - call update for all member sprites<br>
<a href=ref/pygame_sprite.html#AbstractGroup>sprite.AbstractGroup</a> - <b>(class)</b> - A base for containers for sprites. It does everything<br>
<a href=ref/pygame_sprite.html#Group>sprite.Group</a> - <b>(class)</b> - The basic Group class you will want to use.<br>
<a href=ref/pygame_sprite.html#GroupSingle>sprite.GroupSingle</a> - <b>(class)</b> - A group container that holds a single most recent item.<br>
<a href=ref/pygame_sprite.html#OrderedUpdates>sprite.OrderedUpdates</a> - <b>(class)</b> - RenderUpdates, but the sprites are drawn in the order they were added.<br>
<a href=ref/pygame_sprite.html#RenderClear>sprite.RenderClear</a> - <b>(class)</b> - The basic Group class you will want to use.<br>
<a href=ref/pygame_sprite.html#RenderPlain>sprite.RenderPlain</a> - <b>(class)</b> - The basic Group class you will want to use.<br>
<a href=ref/pygame_sprite.html#RenderUpdates>sprite.RenderUpdates</a> - <b>(class)</b> - A sprite group that's more efficient at updating.<br>
<a href=ref/pygame_sprite.html#Sprite.add>sprite.Sprite.add</a> - add a sprite to container<br>
<a href=ref/pygame_sprite.html#Sprite.alive>sprite.Sprite.alive</a> - check to see if the sprite is in any groups<br>
<a href=ref/pygame_sprite.html#Sprite.groups>sprite.Sprite.groups</a> - list used sprite containers<br>
<a href=ref/pygame_sprite.html#Sprite.kill>sprite.Sprite.kill</a> - remove this sprite from all groups<br>
<a href=ref/pygame_sprite.html#Sprite.remove>sprite.Sprite.remove</a> - remove a sprite from container<br>
<a href=ref/pygame_sprite.html#Sprite>sprite.Sprite</a> - <b>(class)</b> - The base class for your visible game objects.<br>
<a href=ref/pygame_sprite.html#groupcollide>sprite.groupcollide</a> - collision detection between group and group<br>
<a href=ref/pygame_sprite.html#spritecollide>sprite.spritecollide</a> - collision detection between sprite and group<br>
<a href=ref/pygame_sprite.html#spritecollideany>sprite.spritecollideany</a> - finds any sprites that collide<br>
<a href=ref/pygame_surfarray.html#array2d>surfarray.array2d</a> - get a 2d array copied from a surface<br>
<a href=ref/pygame_surfarray.html#array3d>surfarray.array3d</a> - get a 3d array copied from a surface<br>
<a href=ref/pygame_surfarray.html#array_alpha>surfarray.array_alpha</a> - get an array with a surface pixel alpha values<br>
<a href=ref/pygame_surfarray.html#array_colorkey>surfarray.array_colorkey</a> - get an array with a surface colorkey values<br>
<a href=ref/pygame_surfarray.html#blit_array>surfarray.blit_array</a> - quickly transfer an array to a Surface<br>
<a href=ref/pygame_surfarray.html#make_surface>surfarray.make_surface</a> - create a new Surface from array data<br>
<a href=ref/pygame_surfarray.html#map_array>surfarray.map_array</a> - map an array with RGB values into mapped colors<br>
<a href=ref/pygame_surfarray.html#pixels2d>surfarray.pixels2d</a> - get a 2d reference array to a surface<br>
<a href=ref/pygame_surfarray.html#pixels3d>surfarray.pixels3d</a> - get a 3d reference array to a surface<br>
<a href=ref/pygame_surfarray.html#pixels_alpha>surfarray.pixels_alpha</a> - get a reference array to a surface alpha data<br>
<a href=ref/pygame_time.html#Clock>time.Clock</a> - create a new clock<br>
<a href=ref/pygame_time.html#delay>time.delay</a> - accurately delay for a number of milliseconds<br>
<a href=ref/pygame_time.html#get_ticks>time.get_ticks</a> - milliseconds since initialization<br>
<a href=ref/pygame_time.html#set_timer>time.set_timer</a> - control timer events<br>
<a href=ref/pygame_time.html#wait>time.wait</a> - yielding delay for a number of milliseconds<br>
<a href=ref/pygame_transform.html#chop>transform.chop</a> - remove a region of an surface<br>
<a href=ref/pygame_transform.html#flip>transform.flip</a> - flips a surface on either axis<br>
<a href=ref/pygame_transform.html#rotate>transform.rotate</a> - rotate a Surface<br>
<a href=ref/pygame_transform.html#rotozoom>transform.rotozoom</a> - smoothly scale and/or rotate an image<br>
<a href=ref/pygame_transform.html#scale2x>transform.scale2x</a> - doubles the size of the image with advanced scaling<br>
<a href=ref/pygame_transform.html#scale>transform.scale</a> - scale a Surface to an arbitrary size<br>
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