- pygame.display.set_mode(resolution=(0,0), flags=0, depth=0) # Returns a pygame.Surface representing the window on screen
- flags = pygame.FULLSCREEN | pygame.OPENGL # Flags can be combined using the "|" (bitwise OR or "pipe") character.
|resolution||a pair of numbers representing the width and height of the window|
|flags||additional options that change the type of window - see "Remarks" for avaliable flags|
|depth||amount of bits used for color|
- Possible values for the
|pygame.FULLSCREEN||window is fullscreen|
|pygame.RESIZABLE||window is resizeable|
|pygame.NOFRAME||window has no border or controls|
|pygame.DOUBLEBUF||use double buffer - recommended for |
|pygame.HWSURFACE||window is hardware accelerated, only possible in combination with |
|pygame.OPENGL||window is renderable by OpenGL|
Pygame can currently only handle one single window at a time. Creating a second window by calling
pygame.display.set_mode((x,y))a second time will close the first window.
depthsargument is almost never required - pygame will select the best one by itself. In case a depth that is not supported by the system is set, pygame will emulate this depth, which can be very slow.
Things that are drawn onto the surface returned by
pygame.display.set_mode()are not immediately visible on screen - the display first has to be flipped using
Create a pygame window
This creates a window in fullscreen with size 500x500 pixels:
pygame.init() screen = pygame.display.set_mode((500, 500), pygame.FULLSCREEN)
screen represents from now on the window on screen; it is a pygame.Surface object. Anything that should be come visible to the user has to be drawn onto it using