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`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 around the edge of the shape. If a width of 0 is passed the function will actually solid fill the entire shape.

  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.

  Most of the arguments accept a color argument that is an `RGB` triplet. These can also accept an `RGBA` quadruplet. The alpha value will be written directly into the Surface if it contains pixel alphas, but the draw function will not draw transparently. The color argument can also be an integer pixel value that is already mapped to the Surface's pixel format.

  These functions must 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.

  `pygame.draw.``rect`()
    draw a rectangle shape
    rect(Surface, color, Rect, width=0) -> Rect

    Draws a rectangular shape on the Surface. The given Rect is the area of the rectangle. The width argument is the thickness to draw the outer edge. If width is zero then the rectangle will be filled.

    Keep in mind the `Surface.fill()` method works just as well for drawing filled rectangles. In fact the `Surface.fill()` can be hardware accelerated on some platforms with both software and hardware display modes.

  `pygame.draw.``polygon`()
    draw a shape with any number of sides
    polygon(Surface, color, pointlist, width=0) -> Rect

    Draws a polygonal shape on the Surface. The pointlist argument is the vertices of the polygon. The width argument is the thickness to draw the outer edge. If width is zero then the polygon will be filled.

    For aapolygon, use aalines with the 'closed' parameter.

  `pygame.draw.``circle`()
    draw a circle around a point
    circle(Surface, color, pos, radius, width=0) -> Rect

    Draws a circular shape on the Surface. The pos argument is the center of the circle, and radius is the size. The width argument is the thickness to draw the outer edge. If width is zero then the circle will be filled.

  `pygame.draw.``ellipse`()
    draw a round shape inside a rectangle
    ellipse(Surface, color, Rect, width=0) -> Rect

    Draws an elliptical shape on the Surface. The given rectangle is the area that the circle will fill. The width argument is the thickness to draw the outer edge. If width is zero then the ellipse will be filled.

  `pygame.draw.``arc`()
    draw a partial section of an ellipse
    arc(Surface, color, Rect, start_angle, stop_angle, width=1) -> Rect

    Draws an elliptical arc on the Surface. The rect argument is the area that the ellipse will fill. The two angle arguments are the initial and final angle in radians, with the zero on the right. The width argument is the thickness to draw the outer edge.

  `pygame.draw.``line`()
    draw a straight line segment
    line(Surface, color, start_pos, end_pos, width=1) -> Rect

    Draw a straight line segment on a Surface. There are no endcaps, the ends are squared off for thick lines.

  `pygame.draw.``lines`()
    draw multiple contiguous line segments
    lines(Surface, color, closed, pointlist, width=1) -> Rect

    Draw a sequence of lines on a Surface. The pointlist argument is a series of points that are connected by a line. If the closed argument is true an additional line segment is drawn between the first and last points.

    This does not draw any endcaps or miter joints. Lines with sharp corners and wide line widths can have improper looking corners.

  `pygame.draw.``aaline`()
    draw fine antialiased lines
    aaline(Surface, color, startpos, endpos, blend=1) -> Rect

    Draws an anti-aliased line on a surface. This will respect the clipping rectangle. A bounding box of the affected area is returned as a rectangle. If blend is true, the shades will be be blended with existing pixel shades instead of overwriting them. This function accepts floating point values for the end points.

  `pygame.draw.``aalines`()
    draw a connected sequence of antialiased lines
    aalines(Surface, color, closed, pointlist, blend=1) -> Rect

    Draws a sequence on a surface. You must pass at least two points in the sequence of points. The closed argument is a simple Boolean and if true, a line will be draw between the first and last points. The Boolean blend argument set to true will blend the shades with existing shades instead of overwriting them. This function accepts floating point values for the end points.

  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 (50.75)
          # 5 pixels wide.
          pygame.draw.line(screen, GREEN, [0, 0], [50,30], 5)

          # Draw on the screen a GREEN line from (0,0) to (50.75)
          # 5 pixels wide.
          pygame.draw.lines(screen, BLACK, False, [[0, 80], [50, 90], [200, 80], [220, 30]], 5)

          # Draw on the screen a GREEN line from (0,0) to (50.75)
          # 5 pixels 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 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)

          # 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()