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pygame.scrap.init() Initializes the scrap module. init() -> None Initialize the scrap module. Raises: pygame.error -- if unable to initialize scrap module Note The scrap module requires pygame.display.set_mode() be called before being initialized.
pygame.ref.scrap#pygame.scrap.init
pygame.scrap.lost() Indicates if the clipboard ownership has been lost by the pygame application. lost() -> bool Indicates if the clipboard ownership has been lost by the pygame application. Returns: True, if the clipboard ownership has been lost by the pygame application, False if the pygame application still...
pygame.ref.scrap#pygame.scrap.lost
pygame.scrap.put() Places data into the clipboard. put(type, data) -> None Places data for a given clipboard type into the clipboard. The data must be a string buffer. The type is a string identifying the type of data to be placed into the clipboard. This can be one of the predefined pygame.SCRAP_PBM, pygame.SCRAP_P...
pygame.ref.scrap#pygame.scrap.put
pygame.scrap.set_mode() Sets the clipboard access mode. set_mode(mode) -> None Sets the access mode for the clipboard. This is only of interest for X11 environments where clipboard modes pygame.SCRAP_SELECTION (for mouse selections) and pygame.SCRAP_CLIPBOARD (for the clipboard) are available. Setting the mode to py...
pygame.ref.scrap#pygame.scrap.set_mode
pygame.set_error() set the current error message set_error(error_msg) -> None SDL maintains an internal error message. This message will usually be given to you when pygame.error() is raised, so this function will rarely be needed.
pygame.ref.pygame#pygame.set_error
pygame.sndarray.array() copy Sound samples into an array array(Sound) -> array Creates a new array for the sound data and copies the samples. The array will always be in the format returned from pygame.mixer.get_init().
pygame.ref.sndarray#pygame.sndarray.array
pygame.sndarray.get_arraytype() Gets the currently active array type. get_arraytype () -> str DEPRECATED: Returns the currently active array type. This will be a value of the get_arraytypes() tuple and indicates which type of array module is used for the array creation. New in pygame 1.8.
pygame.ref.sndarray#pygame.sndarray.get_arraytype
pygame.sndarray.get_arraytypes() Gets the array system types currently supported. get_arraytypes () -> tuple DEPRECATED: Checks, which array systems are available and returns them as a tuple of strings. The values of the tuple can be used directly in the pygame.sndarray.use_arraytype() () method. If no supported arr...
pygame.ref.sndarray#pygame.sndarray.get_arraytypes
pygame.sndarray.make_sound() convert an array into a Sound object make_sound(array) -> Sound Create a new playable Sound object from an array. The mixer module must be initialized and the array format must be similar to the mixer audio format.
pygame.ref.sndarray#pygame.sndarray.make_sound
pygame.sndarray.samples() reference Sound samples into an array samples(Sound) -> array Creates a new array that directly references the samples in a Sound object. Modifying the array will change the Sound. The array will always be in the format returned from pygame.mixer.get_init().
pygame.ref.sndarray#pygame.sndarray.samples
pygame.sndarray.use_arraytype() Sets the array system to be used for sound arrays use_arraytype (arraytype) -> None DEPRECATED: Uses the requested array type for the module functions. The only supported arraytype is 'numpy'. Other values will raise ValueError.
pygame.ref.sndarray#pygame.sndarray.use_arraytype
pygame.sprite.collide_circle() Collision detection between two sprites, using circles. collide_circle(left, right) -> bool Tests for collision between two sprites, by testing to see if two circles centered on the sprites overlap. If the sprites have a "radius" attribute, that is used to create the circle, otherwise ...
pygame.ref.sprite#pygame.sprite.collide_circle
pygame.sprite.collide_circle_ratio() Collision detection between two sprites, using circles scaled to a ratio. collide_circle_ratio(ratio) -> collided_callable A callable class that checks for collisions between two sprites, using a scaled version of the sprites radius. Is created with a floating point ratio, the in...
pygame.ref.sprite#pygame.sprite.collide_circle_ratio
pygame.sprite.collide_mask() Collision detection between two sprites, using masks. collide_mask(sprite1, sprite2) -> (int, int) collide_mask(sprite1, sprite2) -> None Tests for collision between two sprites, by testing if their bitmasks overlap (uses pygame.mask.Mask.overlap()). If the sprites have a mask attribute,...
pygame.ref.sprite#pygame.sprite.collide_mask
pygame.sprite.collide_rect() Collision detection between two sprites, using rects. collide_rect(left, right) -> bool Tests for collision between two sprites. Uses the pygame rect colliderect function to calculate the collision. Intended to be passed as a collided callback function to the *collide functions. Sprites ...
pygame.ref.sprite#pygame.sprite.collide_rect
pygame.sprite.collide_rect_ratio() Collision detection between two sprites, using rects scaled to a ratio. collide_rect_ratio(ratio) -> collided_callable A callable class that checks for collisions between two sprites, using a scaled version of the sprites rects. Is created with a ratio, the instance is then intende...
pygame.ref.sprite#pygame.sprite.collide_rect_ratio
pygame.sprite.DirtySprite A subclass of Sprite with more attributes and features. DirtySprite(*groups) -> DirtySprite Extra DirtySprite attributes with their default values: dirty = 1 if set to 1, it is repainted and then set to 0 again if set to 2 then it is always dirty ( repainted each frame, flag is not reset) 0...
pygame.ref.sprite#pygame.sprite.DirtySprite
pygame.sprite.Group A container class to hold and manage multiple Sprite objects. Group(*sprites) -> Group A simple container for Sprite objects. This class can be inherited to create containers with more specific behaviors. The constructor takes any number of Sprite arguments to add to the Group. The group supports...
pygame.ref.sprite#pygame.sprite.Group
add() add Sprites to this Group add(*sprites) -> None Add any number of Sprites to this Group. This will only add Sprites that are not already members of the Group. Each sprite argument can also be a iterator containing Sprites.
pygame.ref.sprite#pygame.sprite.Group.add
clear() draw a background over the Sprites clear(Surface_dest, background) -> None Erases the Sprites used in the last Group.draw() call. The destination Surface is cleared by filling the drawn Sprite positions with the background. The background is usually a Surface image the same dimensions as the destination Surf...
pygame.ref.sprite#pygame.sprite.Group.clear
copy() duplicate the Group copy() -> Group Creates a new Group with all the same Sprites as the original. If you have subclassed Group, the new object will have the same (sub-)class as the original. This only works if the derived class's constructor takes the same arguments as the Group class's.
pygame.ref.sprite#pygame.sprite.Group.copy
draw() blit the Sprite images draw(Surface) -> None Draws the contained Sprites to the Surface argument. This uses the Sprite.image attribute for the source surface, and Sprite.rect for the position. The Group does not keep sprites in any order, so the draw order is arbitrary.
pygame.ref.sprite#pygame.sprite.Group.draw
empty() remove all Sprites empty() -> None Removes all Sprites from this Group.
pygame.ref.sprite#pygame.sprite.Group.empty
has() test if a Group contains Sprites has(*sprites) -> bool Return True if the Group contains all of the given sprites. This is similar to using the "in" operator on the Group ("if sprite in group: ..."), which tests if a single Sprite belongs to a Group. Each sprite argument can also be a iterator containing Sprit...
pygame.ref.sprite#pygame.sprite.Group.has
remove() remove Sprites from the Group remove(*sprites) -> None Remove any number of Sprites from the Group. This will only remove Sprites that are already members of the Group. Each sprite argument can also be a iterator containing Sprites.
pygame.ref.sprite#pygame.sprite.Group.remove
sprites() list of the Sprites this Group contains sprites() -> sprite_list Return a list of all the Sprites this group contains. You can also get an iterator from the group, but you cannot iterate over a Group while modifying it.
pygame.ref.sprite#pygame.sprite.Group.sprites
update() call the update method on contained Sprites update(*args, **kwargs) -> None Calls the update() method on all Sprites in the Group. The base Sprite class has an update method that takes any number of arguments and does nothing. The arguments passed to Group.update() will be passed to each Sprite. There is no...
pygame.ref.sprite#pygame.sprite.Group.update
pygame.sprite.groupcollide() Find all sprites that collide between two groups. groupcollide(group1, group2, dokill1, dokill2, collided = None) -> Sprite_dict This will find collisions between all the Sprites in two groups. Collision is determined by comparing the Sprite.rect attribute of each Sprite or by using the ...
pygame.ref.sprite#pygame.sprite.groupcollide
pygame.sprite.GroupSingle() Group container that holds a single sprite. GroupSingle(sprite=None) -> GroupSingle The GroupSingle container only holds a single Sprite. When a new Sprite is added, the old one is removed. There is a special property, GroupSingle.sprite, that accesses the Sprite that this Group contains....
pygame.ref.sprite#pygame.sprite.GroupSingle
pygame.sprite.LayeredDirty LayeredDirty group is for DirtySprite objects. Subclasses LayeredUpdates. LayeredDirty(*spites, **kwargs) -> LayeredDirty This group requires pygame.sprite.DirtySprite or any sprite that has the following attributes: image, rect, dirty, visible, blendmode (see doc of DirtySprite). It uses ...
pygame.ref.sprite#pygame.sprite.LayeredDirty
change_layer() changes the layer of the sprite change_layer(sprite, new_layer) -> None sprite must have been added to the renderer. It is not checked.
pygame.ref.sprite#pygame.sprite.LayeredDirty.change_layer
clear() used to set background clear(surface, bgd) -> None
pygame.ref.sprite#pygame.sprite.LayeredDirty.clear
draw() draw all sprites in the right order onto the passed surface. draw(surface, bgd=None) -> Rect_list You can pass the background too. If a background is already set, then the bgd argument has no effect.
pygame.ref.sprite#pygame.sprite.LayeredDirty.draw
get_clip() clip the area where to draw. Just pass None (default) to reset the clip get_clip() -> Rect
pygame.ref.sprite#pygame.sprite.LayeredDirty.get_clip
repaint_rect() repaints the given area repaint_rect(screen_rect) -> None screen_rect is in screen coordinates.
pygame.ref.sprite#pygame.sprite.LayeredDirty.repaint_rect
set_clip() clip the area where to draw. Just pass None (default) to reset the clip set_clip(screen_rect=None) -> None
pygame.ref.sprite#pygame.sprite.LayeredDirty.set_clip
set_timing_treshold() sets the threshold in milliseconds set_timing_treshold(time_ms) -> None Default is 1000./80 where 80 is the fps I want to switch to full screen mode. This method's name is a typo and should be fixed. Raises: TypeError -- if time_ms is not int or float
pygame.ref.sprite#pygame.sprite.LayeredDirty.set_timing_treshold
pygame.sprite.LayeredUpdates LayeredUpdates is a sprite group that handles layers and draws like OrderedUpdates. LayeredUpdates(*spites, **kwargs) -> LayeredUpdates This group is fully compatible with pygame.sprite.Sprite. You can set the default layer through kwargs using 'default_layer' and an integer for the laye...
pygame.ref.sprite#pygame.sprite.LayeredUpdates
add() add a sprite or sequence of sprites to a group add(*sprites, **kwargs) -> None If the sprite(s) have an attribute layer then that is used for the layer. If **kwargs contains 'layer' then the sprite(s) will be added to that argument (overriding the sprite layer attribute). If neither is passed then the sprite(s...
pygame.ref.sprite#pygame.sprite.LayeredUpdates.add
change_layer() changes the layer of the sprite change_layer(sprite, new_layer) -> None sprite must have been added to the renderer. It is not checked.
pygame.ref.sprite#pygame.sprite.LayeredUpdates.change_layer
draw() draw all sprites in the right order onto the passed surface. draw(surface) -> Rect_list
pygame.ref.sprite#pygame.sprite.LayeredUpdates.draw
get_bottom_layer() returns the bottom layer get_bottom_layer() -> layer
pygame.ref.sprite#pygame.sprite.LayeredUpdates.get_bottom_layer
get_layer_of_sprite() returns the layer that sprite is currently in. get_layer_of_sprite(sprite) -> layer If the sprite is not found then it will return the default layer.
pygame.ref.sprite#pygame.sprite.LayeredUpdates.get_layer_of_sprite
get_sprite() returns the sprite at the index idx from the groups sprites get_sprite(idx) -> sprite Raises IndexOutOfBounds if the idx is not within range.
pygame.ref.sprite#pygame.sprite.LayeredUpdates.get_sprite
get_sprites_at() returns a list with all sprites at that position. get_sprites_at(pos) -> colliding_sprites Bottom sprites first, top last.
pygame.ref.sprite#pygame.sprite.LayeredUpdates.get_sprites_at
get_sprites_from_layer() returns all sprites from a layer, ordered by how they where added get_sprites_from_layer(layer) -> sprites Returns all sprites from a layer, ordered by how they where added. It uses linear search and the sprites are not removed from layer.
pygame.ref.sprite#pygame.sprite.LayeredUpdates.get_sprites_from_layer
get_top_layer() returns the top layer get_top_layer() -> layer
pygame.ref.sprite#pygame.sprite.LayeredUpdates.get_top_layer
get_top_sprite() returns the topmost sprite get_top_sprite() -> Sprite
pygame.ref.sprite#pygame.sprite.LayeredUpdates.get_top_sprite
layers() returns a list of layers defined (unique), sorted from bottom up. layers() -> layers
pygame.ref.sprite#pygame.sprite.LayeredUpdates.layers
move_to_back() moves the sprite to the bottom layer move_to_back(sprite) -> None Moves the sprite to the bottom layer, moving it behind all other layers and adding one additional layer.
pygame.ref.sprite#pygame.sprite.LayeredUpdates.move_to_back
move_to_front() brings the sprite to front layer move_to_front(sprite) -> None Brings the sprite to front, changing sprite layer to topmost layer (added at the end of that layer).
pygame.ref.sprite#pygame.sprite.LayeredUpdates.move_to_front
remove_sprites_of_layer() removes all sprites from a layer and returns them as a list. remove_sprites_of_layer(layer_nr) -> sprites
pygame.ref.sprite#pygame.sprite.LayeredUpdates.remove_sprites_of_layer
sprites() returns a ordered list of sprites (first back, last top). sprites() -> sprites
pygame.ref.sprite#pygame.sprite.LayeredUpdates.sprites
switch_layer() switches the sprites from layer1 to layer2 switch_layer(layer1_nr, layer2_nr) -> None The layers number must exist, it is not checked.
pygame.ref.sprite#pygame.sprite.LayeredUpdates.switch_layer
pygame.sprite.OrderedUpdates() RenderUpdates sub-class that draws Sprites in order of addition. OrderedUpdates(*spites) -> OrderedUpdates This class derives from pygame.sprite.RenderUpdates(). It maintains the order in which the Sprites were added to the Group for rendering. This makes adding and removing Sprites fr...
pygame.ref.sprite#pygame.sprite.OrderedUpdates
pygame.sprite.RenderClear Same as pygame.sprite.Group This class is an alias to pygame.sprite.Group(). It has no additional functionality.
pygame.ref.sprite#pygame.sprite.RenderClear
pygame.sprite.RenderPlain Same as pygame.sprite.Group This class is an alias to pygame.sprite.Group(). It has no additional functionality.
pygame.ref.sprite#pygame.sprite.RenderPlain
pygame.sprite.RenderUpdates Group sub-class that tracks dirty updates. RenderUpdates(*sprites) -> RenderUpdates This class is derived from pygame.sprite.Group(). It has an extended draw() method that tracks the changed areas of the screen. draw() blit the Sprite images and track changed areas draw(surface) -> Re...
pygame.ref.sprite#pygame.sprite.RenderUpdates
draw() blit the Sprite images and track changed areas draw(surface) -> Rect_list Draws all the Sprites to the surface, the same as Group.draw(). This method also returns a list of Rectangular areas on the screen that have been changed. The returned changes include areas of the screen that have been affected by previ...
pygame.ref.sprite#pygame.sprite.RenderUpdates.draw
pygame.sprite.Sprite Simple base class for visible game objects. Sprite(*groups) -> Sprite The base class for visible game objects. Derived classes will want to override the Sprite.update() and assign a Sprite.image and Sprite.rect attributes. The initializer can accept any number of Group instances to be added to. ...
pygame.ref.sprite#pygame.sprite.Sprite
add() add the sprite to groups add(*groups) -> None Any number of Group instances can be passed as arguments. The Sprite will be added to the Groups it is not already a member of.
pygame.ref.sprite#pygame.sprite.Sprite.add
alive() does the sprite belong to any groups alive() -> bool Returns True when the Sprite belongs to one or more Groups.
pygame.ref.sprite#pygame.sprite.Sprite.alive
groups() list of Groups that contain this Sprite groups() -> group_list Return a list of all the Groups that contain this Sprite.
pygame.ref.sprite#pygame.sprite.Sprite.groups
kill() remove the Sprite from all Groups kill() -> None The Sprite is removed from all the Groups that contain it. This won't change anything about the state of the Sprite. It is possible to continue to use the Sprite after this method has been called, including adding it to Groups.
pygame.ref.sprite#pygame.sprite.Sprite.kill
remove() remove the sprite from groups remove(*groups) -> None Any number of Group instances can be passed as arguments. The Sprite will be removed from the Groups it is currently a member of.
pygame.ref.sprite#pygame.sprite.Sprite.remove
update() method to control sprite behavior update(*args, **kwargs) -> None The default implementation of this method does nothing; it's just a convenient "hook" that you can override. This method is called by Group.update() with whatever arguments you give it. There is no need to use this method if not using the con...
pygame.ref.sprite#pygame.sprite.Sprite.update
pygame.sprite.spritecollide() Find sprites in a group that intersect another sprite. spritecollide(sprite, group, dokill, collided = None) -> Sprite_list Return a list containing all Sprites in a Group that intersect with another Sprite. Intersection is determined by comparing the Sprite.rect attribute of each Sprit...
pygame.ref.sprite#pygame.sprite.spritecollide
pygame.sprite.spritecollideany() Simple test if a sprite intersects anything in a group. spritecollideany(sprite, group, collided = None) -> Sprite Collision with the returned sprite. spritecollideany(sprite, group, collided = None) -> None No collision If the sprite collides with any single sprite in the group, a...
pygame.ref.sprite#pygame.sprite.spritecollideany
pygame.Surface pygame object for representing images Surface((width, height), flags=0, depth=0, masks=None) -> Surface Surface((width, height), flags=0, Surface) -> Surface A pygame Surface is used to represent any image. The Surface has a fixed resolution and pixel format. Surfaces with 8-bit pixels use a color p...
pygame.ref.surface
_pixels_address pixel buffer address _pixels_address -> int The starting address of the surface's raw pixel bytes. New in pygame 1.9.2.
pygame.ref.surface#pygame.Surface._pixels_address
blit() draw one image onto another blit(source, dest, area=None, special_flags=0) -> Rect Draws a source Surface onto this Surface. The draw can be positioned with the dest argument. The dest argument can either be a pair of coordinates representing the position of the upper left corner of the blit or a Rect, where ...
pygame.ref.surface#pygame.Surface.blit
blits() draw many images onto another blits(blit_sequence=(source, dest), ...), doreturn=1) -> [Rect, ...] or None blits((source, dest, area), ...)) -> [Rect, ...] blits((source, dest, area, special_flags), ...)) -> [Rect, ...] Draws many surfaces onto this Surface. It takes a sequence as input, with each of the ele...
pygame.ref.surface#pygame.Surface.blits
convert() change the pixel format of an image convert(Surface=None) -> Surface convert(depth, flags=0) -> Surface convert(masks, flags=0) -> Surface Creates a new copy of the Surface with the pixel format changed. The new pixel format can be determined from another existing Surface. Otherwise depth, flags, and masks...
pygame.ref.surface#pygame.Surface.convert
convert_alpha() change the pixel format of an image including per pixel alphas convert_alpha(Surface) -> Surface convert_alpha() -> Surface Creates a new copy of the surface with the desired pixel format. The new surface will be in a format suited for quick blitting to the given format with per pixel alpha. If no su...
pygame.ref.surface#pygame.Surface.convert_alpha
copy() create a new copy of a Surface copy() -> Surface Makes a duplicate copy of a Surface. The new surface will have the same pixel formats, color palettes, transparency settings, and class as the original. If a Surface subclass also needs to copy any instance specific attributes then it should override copy().
pygame.ref.surface#pygame.Surface.copy
fill() fill Surface with a solid color fill(color, rect=None, special_flags=0) -> Rect Fill the Surface with a solid color. If no rect argument is given the entire Surface will be filled. The rect argument will limit the fill to a specific area. The fill will also be contained by the Surface clip area. The color arg...
pygame.ref.surface#pygame.Surface.fill
get_abs_offset() find the absolute position of a child subsurface inside its top level parent get_abs_offset() -> (x, y) Get the offset position of a child subsurface inside of its top level parent Surface. If the Surface is not a subsurface this will return (0, 0).
pygame.ref.surface#pygame.Surface.get_abs_offset
get_abs_parent() find the top level parent of a subsurface get_abs_parent() -> Surface Returns the parent Surface of a subsurface. If this is not a subsurface then this surface will be returned.
pygame.ref.surface#pygame.Surface.get_abs_parent
get_alpha() get the current Surface transparency value get_alpha() -> int_value Return the current alpha value for the Surface.
pygame.ref.surface#pygame.Surface.get_alpha
get_at() get the color value at a single pixel get_at((x, y)) -> Color Return a copy of the RGBA Color value at the given pixel. If the Surface has no per pixel alpha, then the alpha value will always be 255 (opaque). If the pixel position is outside the area of the Surface an IndexError exception will be raised. Ge...
pygame.ref.surface#pygame.Surface.get_at
get_at_mapped() get the mapped color value at a single pixel get_at_mapped((x, y)) -> Color Return the integer value of the given pixel. If the pixel position is outside the area of the Surface an IndexError exception will be raised. This method is intended for pygame unit testing. It unlikely has any use in an appl...
pygame.ref.surface#pygame.Surface.get_at_mapped
get_bitsize() get the bit depth of the Surface pixel format get_bitsize() -> int Returns the number of bits used to represent each pixel. This value may not exactly fill the number of bytes used per pixel. For example a 15 bit Surface still requires a full 2 bytes.
pygame.ref.surface#pygame.Surface.get_bitsize
get_bounding_rect() find the smallest rect containing data get_bounding_rect(min_alpha = 1) -> Rect Returns the smallest rectangular region that contains all the pixels in the surface that have an alpha value greater than or equal to the minimum alpha value. This function will temporarily lock and unlock the Surface...
pygame.ref.surface#pygame.Surface.get_bounding_rect
get_buffer() acquires a buffer object for the pixels of the Surface. get_buffer() -> BufferProxy Return a buffer object for the pixels of the Surface. The buffer can be used for direct pixel access and manipulation. Surface pixel data is represented as an unstructured block of memory, with a start address and length...
pygame.ref.surface#pygame.Surface.get_buffer
get_bytesize() get the bytes used per Surface pixel get_bytesize() -> int Return the number of bytes used per pixel.
pygame.ref.surface#pygame.Surface.get_bytesize
get_clip() get the current clipping area of the Surface get_clip() -> Rect Return a rectangle of the current clipping area. The Surface will always return a valid rectangle that will never be outside the bounds of the image. If the Surface has had None set for the clipping area, the Surface will return a rectangle w...
pygame.ref.surface#pygame.Surface.get_clip
get_colorkey() Get the current transparent colorkey get_colorkey() -> RGB or None Return the current colorkey value for the Surface. If the colorkey is not set then None is returned.
pygame.ref.surface#pygame.Surface.get_colorkey
get_flags() get the additional flags used for the Surface get_flags() -> int Returns a set of current Surface features. Each feature is a bit in the flags bitmask. Typical flags are HWSURFACE, RLEACCEL, SRCALPHA, and SRCCOLORKEY. Here is a more complete list of flags. A full list can be found in SDL_video.h SWSURFAC...
pygame.ref.surface#pygame.Surface.get_flags
get_height() get the height of the Surface get_height() -> height Return the height of the Surface in pixels.
pygame.ref.surface#pygame.Surface.get_height
get_locked() test if the Surface is current locked get_locked() -> bool Returns True when the Surface is locked. It doesn't matter how many times the Surface is locked.
pygame.ref.surface#pygame.Surface.get_locked
get_locks() Gets the locks for the Surface get_locks() -> tuple Returns the currently existing locks for the Surface.
pygame.ref.surface#pygame.Surface.get_locks
get_losses() the significant bits used to convert between a color and a mapped integer get_losses() -> (R, G, B, A) Return the least significant number of bits stripped from each color in a mapped integer. This value is not needed for normal pygame usage.
pygame.ref.surface#pygame.Surface.get_losses
get_masks() the bitmasks needed to convert between a color and a mapped integer get_masks() -> (R, G, B, A) Returns the bitmasks used to isolate each color in a mapped integer. This value is not needed for normal pygame usage.
pygame.ref.surface#pygame.Surface.get_masks
get_offset() find the position of a child subsurface inside a parent get_offset() -> (x, y) Get the offset position of a child subsurface inside of a parent. If the Surface is not a subsurface this will return (0, 0).
pygame.ref.surface#pygame.Surface.get_offset
get_palette() get the color index palette for an 8-bit Surface get_palette() -> [RGB, RGB, RGB, ...] Return a list of up to 256 color elements that represent the indexed colors used in an 8-bit Surface. The returned list is a copy of the palette, and changes will have no effect on the Surface. Returning a list of Co...
pygame.ref.surface#pygame.Surface.get_palette
get_palette_at() get the color for a single entry in a palette get_palette_at(index) -> RGB Returns the red, green, and blue color values for a single index in a Surface palette. The index should be a value from 0 to 255. New in pygame 1.9: Returning Color(with length 3) instance instead of a tuple.
pygame.ref.surface#pygame.Surface.get_palette_at
get_parent() find the parent of a subsurface get_parent() -> Surface Returns the parent Surface of a subsurface. If this is not a subsurface then None will be returned.
pygame.ref.surface#pygame.Surface.get_parent
get_pitch() get the number of bytes used per Surface row get_pitch() -> int Return the number of bytes separating each row in the Surface. Surfaces in video memory are not always linearly packed. Subsurfaces will also have a larger pitch than their real width. This value is not needed for normal pygame usage.
pygame.ref.surface#pygame.Surface.get_pitch
get_rect() get the rectangular area of the Surface get_rect(**kwargs) -> Rect Returns a new rectangle covering the entire surface. This rectangle will always start at (0, 0) with a width and height the same size as the image. You can pass keyword argument values to this function. These named values will be applied t...
pygame.ref.surface#pygame.Surface.get_rect
get_shifts() the bit shifts needed to convert between a color and a mapped integer get_shifts() -> (R, G, B, A) Returns the pixel shifts need to convert between each color and a mapped integer. This value is not needed for normal pygame usage.
pygame.ref.surface#pygame.Surface.get_shifts