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<section id="pygame-tutorials-import-and-initialize">
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<section id="import-and-initialize">
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<h2>Import and Initialize<a class="headerlink" href="#import-and-initialize" title="Permalink to this headline">¶</a></h2>
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<dl class="docinfo field-list simple">
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<dt class="field-odd">Author</dt>
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<dd class="field-odd"><p>Pete Shinners</p>
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</dd>
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<dt class="field-even">Contact</dt>
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<dd class="field-even"><p><a class="reference external" href="mailto:pete%40shinners.org">pete<span>@</span>shinners<span>.</span>org</a></p>
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</dd>
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</dl>
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<p>Getting pygame imported and initialized is a very simple process. It is also
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flexible enough to give you control over what is happening. Pygame is a
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collection of different modules in a single python package. Some of the
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modules are written in C, and some are written in python. Some modules
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are also optional, and might not always be present.</p>
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<p>This is just a quick introduction on what is going on when you import pygame.
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For a clearer explanation definitely see the pygame examples.</p>
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<section id="import">
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<h3>Import<a class="headerlink" href="#import" title="Permalink to this headline">¶</a></h3>
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<p>First we must import the pygame package. Since pygame version 1.4 this
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has been updated to be much easier. Most games will import all of pygame like this.</p>
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<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="kn">import</span> <span class="nn">pygame</span>
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<span class="kn">from</span> <span class="nn">pygame.locals</span> <span class="kn">import</span> <span class="o">*</span>
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</pre></div>
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</div>
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<p>The first line here is the only necessary one. It imports all the available pygame
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modules into the pygame package. The second line is optional, and puts a limited
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set of constants and functions into the global namespace of your script.</p>
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<p>An important thing to keep in mind is that several pygame modules are optional.
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For example, one of these is the font module. When you "import pygame", pygame
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will check to see if the font module is available. If the font module is available
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it will be imported as "pygame.font". If the module is not available, "pygame.font"
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will be set to None. This makes it fairly easy to later on test if the font module is available.</p>
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</section>
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<section id="init">
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<h3>Init<a class="headerlink" href="#init" title="Permalink to this headline">¶</a></h3>
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<p>Before you can do much with pygame, you will need to initialize it. The most common
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way to do this is just make one call.</p>
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<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">pygame</span><span class="o">.</span><span class="n">init</span><span class="p">()</span>
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</pre></div>
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</div>
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<p>This will attempt to initialize all the pygame modules for you. Not all pygame modules
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need to be initialized, but this will automatically initialize the ones that do. You can
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also easily initialize each pygame module by hand. For example to only initialize the
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font module you would just call.</p>
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<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">pygame</span><span class="o">.</span><span class="n">font</span><span class="o">.</span><span class="n">init</span><span class="p">()</span>
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</pre></div>
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</div>
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<p>Note that if there is an error when you initialize with "pygame.init()", it will silently fail.
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When hand initializing modules like this, any errors will raise an exception. Any
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modules that must be initialized also have a "get_init()" function, which will return true
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if the module has been initialized.</p>
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<p>It is safe to call the init() function for any module more than once.</p>
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</section>
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<section id="quit">
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<h3>Quit<a class="headerlink" href="#quit" title="Permalink to this headline">¶</a></h3>
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<p>Modules that are initialized also usually have a quit() function that will clean up.
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There is no need to explicitly call these, as pygame will cleanly quit all the
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initialized modules when python finishes.</p>
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</section>
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</section>
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</section>
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<a href="https://github.com/pygame/pygame/edit/main/docs/reST/tut\ImportInit.rst" rel="nofollow">Edit on GitHub</a>
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