# These are the minimum suggested module imports to get started. # "os" will be used to set a system environment variable import os # This environment variable, if present, will supress the printout # of the PyGame welcome text each time the program is launched os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = "hide" # The pygame module itself import pygame # We use the sys module to cleanly exit the program import sys # This initializes the back-end bits and pieces of pygame pygame.init() # Some global variables used to initialize the window # The width and height are in pixels WIN_WIDTH = 600 WIN_HEIGHT = 480 # We create a window object used to draw pygame things # It is initialized with set_mode((width, height)) window = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT)) # This sets the text in the window's title bar pygame.display.set_caption("PyGame Basics") # this clock variable is just an instance of the # pygame.time.Clock() class so it's less wordy when we # need to do clock/fps related tasks clock = pygame.time.Clock() # The main loop. This while loop runs until "running" is False running = True while running is True: # pygame.event.get() returns any events that have happened # since the last call to get(). This lets us catch any # key presses/releases, mouse clicks, etc. for event in pygame.event.get(): # pygame.QUIT event happens when you click the "X" # in the window title. if event.type == pygame.QUIT: running = False # flip() updates the entire window with all changes since # the last update pygame.display.flip() # tick() is typically used to set the frame rate of the # application (fps) so it doesn't run too fast, and doesn't # use excessive CPU cycles when not needed clock.tick(60) # We get to this poince once "running" is False. # Clean up pygame with the quit() method, then exit program. pygame.quit() sys.exit()