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pygame.init | — | initialize all imported pygame modules |
pygame.quit | — | uninitialize all pygame modules |
pygame.error | — | standard pygame exception |
pygame.get_error | — | get the current error message |
pygame.set_error | — | set the current error message |
pygame.get_sdl_version | — | get the version number of SDL |
pygame.get_sdl_byteorder | — | get the byte order of SDL |
pygame.register_quit | — | register a function to be called when pygame quits |
pygame.encode_string | — | Encode a unicode or bytes object |
pygame.encode_file_path | — | Encode a unicode or bytes object as a file system path |
The pygame package represents the top-level package for others to use. Pygame itself is broken into many submodules, but this does not affect programs that use Pygame.
As a convenience, most of the top-level variables in pygame have been placed inside a module named ‘pygame.locals’. This is meant to be used with ‘from pygame.localspygame constants import *’, in addition to ‘import pygame’.
When you ‘import pygame’ all available pygame submodules are automatically imported. Be aware that some of the pygame modules are considered “optional”, and may not be available. In that case, Pygame will provide a placeholder object instead of the module, which can be used to test for availability.
Initialize all imported Pygame modules. No exceptions will be raised if a module fails, but the total number if successful and failed inits will be returned as a tuple. You can always initialize individual modules manually, but pygame.init()initialize all imported pygame modules is a convenient way to get everything started. The init() functions for individual modules will raise exceptions when they fail.
You may want to initalise the different modules seperately to speed up your program or to not use things your game does not.
It is safe to call this init() more than once: repeated calls will have no effect. This is true even if you have pygame.quit() all the modules.
Uninitialize all pygame modules that have previously been initialized. When the Python interpreter shuts down, this method is called regardless, so your program should not need it, except when it wants to terminate its pygame resources and continue. It is safe to call this function more than once: repeated calls have no effect.
Note, that pygame.quit()uninitialize all pygame modules will not exit your program. Consider letting your program end in the same way a normal python program will end.
This exception is raised whenever a pygame or SDL operation fails. You can catch any anticipated problems and deal with the error. The exception is always raised with a descriptive message about the problem.
Derived from the RuntimeError exception, which can also be used to catch these raised errors.
SDL maintains an internal error message. This message will usually be given to you when pygame.error()standard pygame exception is raised. You will rarely need to call this function.
SDL maintains an internal error message. This message will usually be given to you when pygame.error()standard pygame exception is raised. You will rarely need to call this function.
Returns the three version numbers of the SDL library. This version is built at compile time. It can be used to detect which features may not be available through Pygame.
get_sdl_version is new in pygame 1.7.0
Returns the byte order of the SDL library. It returns LIL_ENDIAN for little endian byte order and BIG_ENDIAN for big endian byte order.
get_sdl_byteorder is new in pygame 1.8
When pygame.quit()uninitialize all pygame modules is called, all registered quit functions are called. Pygame modules do this automatically when they are initializing. This function is not be needed for regular pygame users.
obj: If unicode, encode; if bytes, return unaltered; if anything else, return None; if not given, raise SyntaxError.
encoding (string): If present, encoding to use. The default is ‘unicode_escape’.
errors (string): If given, how to handle unencodable characters. The default is ‘backslashreplace’.
etype (exception type): If given, the exception type to raise for an encoding error. The default is UnicodeEncodeError, as returned by PyUnicode_AsEncodedString(). For the default encoding and errors values there should be no encoding errors.
This function is used in encoding file paths. Keyword arguments are supported.
Added in Pygame 1.9.2 (primarily for use in unit tests)
obj: If unicode, encode; if bytes, return unaltered; if anything else, return None; if not given, raise SyntaxError.
etype (exception type): If given, the exception type to raise for an encoding error. The default is UnicodeEncodeError, as returned by PyUnicode_AsEncodedString().
This function is used to encode file paths in Pygame. Encoding is to the codec as returned by sys.getfilesystemencoding(). Keyword arguments are supported.
Added in Pygame 1.9.2 (primarily for use in unit tests)
pygame.version.ver | — | version number as a string |
pygame.version.vernum | — | tupled integers of the version |
This module is automatically imported into the pygame package and offers a few variables to check with version of pygame has been imported.
This is the version represented as a string. It can contain a micro release number as well, e.g., ‘1.5.2’
This variable for the version can easily be compared with other version numbers of the same format. An example of checking Pygame version numbers would look like this:
if pygame.version.vernum < (1, 5):
print 'Warning, older version of Pygame (%s)' % pygame.version.ver
disable_advanced_features = True