pygame.draw
  
 pygame module for drawing shapes  Draw several simple shapes to a surface. These functions will work for rendering to any format of surface. Rendering to hardware surfaces will be slower than regular software surfaces. Most of the functions take a width argument to represent the size of stroke (thickness) around 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 will 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 object an (RGB) triplet (tuple/list) an (RGBA) quadruplet (tuple/list) an integer value that has been mapped to the surface's pixel format (see pygame.Surface.map_rgb() and pygame.Surface.unmap_rgb())  
 A color's alpha value will be written directly into the surface (if the surface contains pixel alphas), but the draw function will not draw transparently. These functions temporarily lock the surface they are operating on. Many sequential drawing calls can be sped up by locking and unlocking the surface object around the draw calls (see pygame.Surface.lock() and pygame.Surface.unlock()).  Note See the pygame.gfxdraw module for alternative draw methods.    pygame.draw.rect() 
 draw a rectangle rect(surface, color, rect) -> Rect rect(surface, color, rect, width=0, border_radius=0, border_top_left_radius=-1, border_top_right_radius=-1, border_bottom_left_radius=-1, border_bottom_right_radius=-1) -> Rect  Draws a rectangle 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 alpha value is optional if using a tuple (RGB[A])
 
rect (Rect) -- rectangle to draw, position and dimensions 
width (int) -- (optional) used for line thickness or to indicate that the rectangle is to be filled (not to be confused with the width value of the rect parameter)  
 if width == 0, (default) fill the rectangle 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 rect. For more details on how the thickness for edge lines grow, refer to the width notes of the pygame.draw.line() function.  
  
border_radius (int) -- (optional) used for drawing rectangle with rounded corners. The supported range is [0, min(height, 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 set this value, it will use the border_radius value. 
border_top_right_radius (int) -- (optional) used for setting the value of top right border. If you don't set 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 set this value, it will use the border_radius value. 
border_bottom_right_radius (int) -- (optional) used for setting the value of bottom right border. If you don't set this value, it will use the border_radius value.  
 if border_radius < 1 it will draw rectangle without rounded corners if any of border radii has the value < 0 it will use value of the border_radius If 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's position will be the position of the given rect parameter and its width and height will be 0   
Return type:

Rect      Note The pygame.Surface.fill() method works just as well for drawing filled rectangles and can be hardware accelerated on some platforms with both software and hardware display modes.   Changed in pygame 2.0.0: Added support for keyword arguments.   Changed in pygame 2.0.0.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 alpha 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 up the vertices of the polygon, each coordinate in the sequence must be a tuple/list/pygame.math.Vector2 of 2 ints/floats, e.g. [(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) fill 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 grow, refer to the width notes of the pygame.draw.line() function.  
     
Returns:

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   
Return type:

Rect   
Raises:

 
ValueError -- if len(points) < 3 (must have at least 3 points) 
TypeError -- if points is not a sequence or points does not contain number pairs       Note For an aapolygon, use aalines() with closed=True.   Changed in pygame 2.0.0: Added support for keyword arguments.  
   pygame.draw.circle() 
 draw a circle circle(surface, color, center, radius) -> Rect circle(surface, color, center, 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 (Color or int or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A])
 
center (tuple(int or float, int or float) or list(int or float, int or float) or Vector2(int or float, int or float)) -- center point of the circle as a sequence of 2 ints/floats, e.g. (x, y)
 
radius (int or float) -- radius of the circle, measured from the center parameter, nothing will be drawn if the radius 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) fill the circle if width > 0, used for line thickness if width < 0, nothing will be drawn    Note When using width values > 1, the edge lines will only grow inward.  
  
draw_top_right (bool) -- (optional) if this is set to True then the top right corner of the circle will be drawn 
draw_top_left (bool) -- (optional) if this is set to True then the top left corner of the circle will be drawn 
draw_bottom_left (bool) -- (optional) if this is set to True then the bottom left corner of the circle will be drawn 
draw_bottom_right (bool) -- (optional) if this is set to True then the bottom right corner of the circle will be drawn  
 if any of the draw_circle_part is True then it will draw all circle parts that have the True value, otherwise it will draw the entire circle.  
     
Returns:

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   
Return type:

Rect   
Raises:

 
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.  
   pygame.draw.ellipse() 
 draw 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 
color (Color 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 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)  
 if width == 0, (default) fill the ellipse if width > 0, used for line thickness if width < 0, 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.  
     
Returns:

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   
Return type:

Rect      Changed in pygame 2.0.0: 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 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.     
Parameters:

 
surface (Surface) -- surface to draw on 
color (Color 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 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 if start_angle == stop_angle, nothing will be drawn   
  
width (int) -- (optional) used for line thickness (not to be confused with the width value of the rect parameter)  
 if width == 0, nothing will be drawn if width > 0, (default is 1) used for line thickness if width < 0, same as width == 0
   Note When using width values > 1, the edge lines will only grow inward from the original boundary of the rect parameter.  
     
Returns:

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   
Return type:

Rect      Changed in pygame 2.0.0: Added support for keyword arguments.  
   pygame.draw.line() 
 draw a straight line line(surface, color, start_pos, end_pos, width) -> Rect line(surface, color, start_pos, end_pos, width=1) -> Rect  Draws a straight line on the given surface. There are no endcaps. For thick lines the ends are squared off.     
Parameters:

 
surface (Surface) -- surface to draw on 
color (Color or int or tuple(int, int, int, [int])) -- color to draw 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)) -- start position of the line, (x, y) 
end_pos (tuple(int or float, int or float) or list(int or float, int or float) or Vector2(int or float, int or float)) -- end position of the line, (x, y) 
width (int) -- (optional) used for line thickness  if width >= 1, used for line thickness (default is 1) if width < 1, nothing will be drawn    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).      
Returns:

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   
Return type:

Rect   
Raises:

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.  
   pygame.draw.lines() 
 draw multiple contiguous straight line segments lines(surface, color, closed, points) -> Rect lines(surface, color, closed, points, width=1) -> Rect  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.     
Parameters:

 
surface (Surface) -- surface to draw on 
color (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 between the first and last points in the points sequence 
points (tuple(coordinate) or list(coordinate)) -- a sequence of 2 or more (x, y) coordinates, where each coordinate in the sequence must be a tuple/list/pygame.math.Vector2 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  if width >= 1, used for line thickness (default is 1) if width < 1, nothing will be drawn    Note When using width values > 1 refer to the width notes of line() for details on how thick lines grow.      
Returns:

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   
Return type:

Rect   
Raises:

 
ValueError -- if len(points) < 2 (must have at least 2 points) 
TypeError -- if points is not a sequence or points does not contain number pairs       Changed in pygame 2.0.0: Added support for keyword arguments.  
   pygame.draw.aaline() 
 draw a straight antialiased line aaline(surface, color, 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 one pixel each.  The way a line and it's 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):  
For each endpoint:  
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 it's 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).    Note 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).      
Parameters:

 
surface (Surface) -- surface to draw on 
color (Color or int or tuple(int, int, int, [int])) -- color to draw 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)) -- start position of the line, (x, y) 
end_pos (tuple(int or float, int or float) or list(int or float, int or float) or Vector2(int or float, int or float)) -- end position of the line, (x, y) 
blend (int) -- (optional) if non-zero (default) the line will be blended with the surface's existing pixel shades, otherwise it will overwrite them    
Returns:

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   
Return type:

Rect   
Raises:

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.  
   pygame.draw.aalines() 
 draw multiple contiguous straight antialiased line segments aalines(surface, color, closed, points) -> Rect aalines(surface, color, closed, points, blend=1) -> Rect  Draws a sequence of contiguous straight 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 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) or list(coordinate)) -- a sequence of 2 or more (x, y) coordinates, where each coordinate in the sequence must be a tuple/list/pygame.math.Vector2 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) if non-zero (default) each line will be blended with the surface's existing pixel shades, otherwise the pixels will be overwritten    
Returns:

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   
Return type:

Rect   
Raises:

 
ValueError -- if len(points) < 2 (must have at least 2 points) 
TypeError -- if points is not a sequence or points does not contain number pairs       Changed in pygame 2.0.0: Added support for keyword arguments.  
   Example code for draw module.  # Import a library of functions called 'pygame'
import pygame
from math import pi
 
# Initialize the game engine
pygame.init()
 
# Define the colors we will use 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 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 10 times per second.
    # Leave this out and we will use all CPU we can.
    clock.tick(10)
     
    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
 
    # All drawing code happens after the for loop and but
    # inside the main while done==False 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.
    pygame.draw.line(screen, GREEN, [0, 0], [50,30], 5)
 
    # 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 on the screen a GREEN line from (0, 50) to (50, 80) 
    # Because it is an antialiased line, it is 1 pixel wide.
    pygame.draw.aaline(screen, GREEN, [0, 50],[50, 80], True)

    # Draw a rectangle outline
    pygame.draw.rect(screen, BLACK, [75, 10, 50, 20], 2)
     
    # Draw a solid rectangle
    pygame.draw.rect(screen, BLACK, [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()