Python pygame draw line
a rect bounding the changed pixels, if nothing is drawn the bounding rect’s position will be the center parameter value (float values will be truncated) and its width and height will be 0
- TypeError — if center is not a sequence of two numbers
- TypeError — if radius is not a number
Changed in pygame 2.0.0: Added support for keyword arguments. Nothing is drawn 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 the center param. The drawing algorithm was improved to look more like a circle.
Changed in pygame 2.0.0.dev8: Added support for drawing circle quadrants.
Draws an ellipse on the given surface.
- surface (Surface) — surface to draw on
- color (Colororintortuple(int,int,int,[int])) — color to draw with, the alpha value is optional if using a tuple (RGB[A])
- rect (Rect) — rectangle to indicate the position and dimensions of the ellipse, the ellipse will be centered inside the rectangle and bounded by it
- 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)
Note When using width values > 1 , the edge lines will only grow inward from the original boundary of the rect parameter.
a rect bounding the changed pixels, if nothing is drawn the bounding rect’s position will be the position of the given rect parameter and its width and height will be 0
Changed in pygame 2.0.0: Added support for keyword arguments.
Draws an elliptical arc on the given surface.
The two angle arguments are given in radians and indicate the start and stop positions of the arc. The arc is drawn in a counterclockwise direction from the start_angle to the stop_angle .
- surface (Surface) — surface to draw on
- color (Colororintortuple(int,int,int,[int])) — color to draw 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 be 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 the start_angle to the stop_angle
if start_angle > stop_angle , tau (tau == 2 * pi) will be added to the stop_angle , if the resulting stop angle value is greater than the start_angle the above start_angle < stop_angle case applies, otherwise nothing will be drawn
Note When using width values > 1 , the edge lines will only grow inward from the original boundary of the rect parameter.
a rect bounding the changed pixels, if nothing is drawn the bounding rect’s position will be the position of the given rect parameter and its width and height will be 0
Changed in pygame 2.0.0: Added support for keyword arguments.
Draws a straight line on the given surface. There are no endcaps. For thick lines the ends are squared off.
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 offset from the center (as there is no exact center line drawn). As a result, lines with a slope < 1 (horizontal-ish) will have 1 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 right of the original line (in the x direction).
a rect bounding the changed pixels, if nothing is drawn the bounding rect’s position will be the start_pos parameter value (float values will be truncated) and its width and height will be 0
TypeError — if start_pos or end_pos is not a sequence of two numbers
Changed in pygame 2.0.0: Added support for keyword arguments.
Draws a sequence of contiguous 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 sharp corners can have undesired looking results.
- surface (Surface) — surface to draw on
- color (Colororintortuple(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 between the first and last points in the points sequence
- points (tuple(coordinate) orlist(coordinate)) — a sequence of 2 or more (x, y) coordinates, where each coordinate in the sequence must be a tuple/list/ pygame.math.Vector2 a 2-Dimensional Vector of 2 ints/floats and adjacent coordinates will be connected by 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 the closed parameter is True another line segment will be drawn from (x3, y3) to (x1, y1)
- width (int) — (optional) used for line thickness
Note When using width values > 1 refer to the width notes of line() for details on how thick lines grow.
a rect bounding the changed pixels, if nothing is drawn the bounding rect’s position will be the position of the first point in the points parameter (float values will be truncated) and its width and height will be 0
Changed in pygame 2.0.0: Added support for keyword arguments.
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 one pixel each.
The way a line and its endpoints are drawn:
If both endpoints are equal, only a single pixel is drawn (after rounding floats to nearest integer).
Otherwise if the line is not steep (i.e. if the length along the x-axis is greater than the height along the y-axis):
If x , the endpoint’s x-coordinate, is a whole number find which pixels would be covered by it and draw them.
Otherwise:
Calculate the position of the nearest point with a whole number for its x-coordinate, when extending the line past the endpoint.
Find which pixels would be covered and how much by that point.
If the endpoint is the left one, multiply the coverage by (1 — the decimal part of x ).
Otherwise multiply the coverage by the decimal part of x .
Then draw those pixels.
e.g.:
The left endpoint of the line ((1, 1.3), (5, 3)) would cover 70% of the pixel (1, 1) and 30% of the pixel (1, 2) while the right one would cover 100% of the pixel (5, 3) .
The left endpoint of the line ((1.2, 1.4), (4.6, 3.1)) would cover 56% (i.e. 0.8 * 70%) of the pixel (1, 1) and 24% (i.e. 0.8 * 30%) of the pixel (1, 2) while the right one would cover 42% (i.e. 0.6 * 70%) of the pixel (5, 3) and 18% (i.e. 0.6 * 30%) of the pixel (5, 4) while the right
Then for each point between the endpoints, along the line, whose x-coordinate is a whole number:
Find which pixels would be covered and how much by that point and draw them.
e.g.:
The points along the line ((1, 1), (4, 2.5)) would be (2, 1.5) and (3, 2) and would cover 50% of the pixel (2, 1) , 50% of the pixel (2, 2) and 100% of the pixel (3, 2) .
The points along the line ((1.2, 1.4), (4.6, 3.1)) would be (2, 1.8) (covering 20% of the pixel (2, 1) and 80% of the pixel (2, 2) ), (3, 2.3) (covering 70% of the pixel (3, 2) and 30% of the pixel (3, 3) ) and (4, 2.8) (covering 20% of the pixel (2, 1) and 80% of the pixel (2, 2) )
Otherwise do the same for steep lines as for non-steep lines except along the y-axis instead of the x-axis (using y instead of x , top instead of left and bottom instead of right).
Regarding float values for coordinates, a point with coordinate consisting of two whole numbers is considered being right in the center 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 have non-zero decimal parts would be partially covering two (or four if both numbers have decimal parts) adjacent pixels, e.g. the point (1.4, 2) covers 60% of the pixel (1, 2) and 40% of the pixel (2,2) .
a rect bounding the changed pixels, if nothing is drawn the bounding rect’s position will be the start_pos parameter value (float values will be truncated) and its width and height will be 0
TypeError — if start_pos or end_pos is not a sequence of two numbers
Changed in pygame 2.0.0: Added support for keyword arguments.
Draws a sequence of contiguous straight antialiased lines on the given surface.
- surface (Surface) — surface to draw on
- color (Colororintortuple(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 between the first and last points in the points sequence
- points (tuple(coordinate) orlist(coordinate)) — a sequence of 2 or more (x, y) coordinates, where each coordinate in the sequence must be a tuple/list/ pygame.math.Vector2 a 2-Dimensional Vector of 2 ints/floats and adjacent coordinates will be connected by 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 the closed parameter is True another line segment will be drawn from (x3, y3) to (x1, y1)
- blend (int) — (optional) (deprecated) if non-zero (default) each line will be blended with the surface’s existing pixel shades, otherwise the pixels will be overwritten
a rect bounding the changed pixels, if nothing is drawn the bounding rect’s position will be the position of the first point in the points parameter (float values will be truncated) and its width and height will be 0
Changed in pygame 2.0.0: Added support for keyword arguments.
import pygame from math import pi # Initialize pygame pygame.init() # Set the height and width of the screen size = [400, 300] screen = pygame.display.set_mode(size) pygame.display.set_caption("Example code for the draw module") # Loop until the user clicks the close button. done = False clock = pygame.time.Clock() while not done: # This limits the while loop to a max of 60 times per second. # Leave this out and we will use all CPU we can. clock.tick(60) for event in pygame.event.get(): # User did something if event.type == pygame.QUIT: # If user clicked close done = True # Flag that we are done so we exit this loop # Clear the screen and set the screen background screen.fill("white") # Draw on the screen a green line from (0, 0) to (50, 30) # 5 pixels wide. Uses (r, g, b) color - medium sea green. pygame.draw.line(screen, (60, 179, 113), [0, 0], [50, 30], 5) # Draw on the screen a green line from (0, 50) to (50, 80) # Because it is an antialiased line, it is 1 pixel wide. # Uses (r, g, b) color - medium sea green. pygame.draw.aaline(screen, (60, 179, 113), [0, 50], [50, 80], True) # Draw on the screen 3 black lines, each 5 pixels wide. # The 'False' means the first and last points are not connected. pygame.draw.lines( screen, "black", False, [[0, 80], [50, 90], [200, 80], [220, 30]], 5 ) # Draw a rectangle outline pygame.draw.rect(screen, "black", [75, 10, 50, 20], 2) # Draw a solid rectangle. Same color as "black" above, specified in a new way pygame.draw.rect(screen, (0, 0, 0), [150, 10, 50, 20]) # Draw a rectangle with rounded corners pygame.draw.rect(screen, "green", [115, 210, 70, 40], 10, border_radius=15) pygame.draw.rect( screen, "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 as the outside boundaries pygame.draw.ellipse(screen, "red", [225, 10, 50, 20], 2) # Draw an solid ellipse, using a rectangle as the outside boundaries pygame.draw.ellipse(screen, "red", [300, 10, 50, 20]) # This draws a triangle using the polygon command pygame.draw.polygon(screen, "black", [[100, 100], [0, 200], [200, 200]], 5) # Draw an arc as part of an ellipse. # Use radians to determine what angle to draw. pygame.draw.arc(screen, "black", [210, 75, 150, 125], 0, pi / 2, 2) pygame.draw.arc(screen, "green", [210, 75, 150, 125], pi / 2, pi, 2) pygame.draw.arc(screen, "blue", [210, 75, 150, 125], pi, 3 * pi / 2, 2) pygame.draw.arc(screen, "red", [210, 75, 150, 125], 3 * pi / 2, 2 * pi, 2) # Draw a circle pygame.draw.circle(screen, "blue", [60, 250], 40) # Draw only one circle quadrant pygame.draw.circle(screen, "blue", [250, 250], 40, 0, draw_top_right=True) pygame.draw.circle(screen, "red", [250, 250], 40, 30, draw_top_left=True) pygame.draw.circle(screen, "green", [250, 250], 40, 20, draw_bottom_left=True) pygame.draw.circle(screen, "black", [250, 250], 40, 10, draw_bottom_right=True) # Go ahead and update the screen with what we've drawn. # This MUST happen after all the other drawing commands. pygame.display.flip() # Be IDLE friendly pygame.quit()