It means it doesn't yet know what 'pygame' means. Adding the line 'import pygame' fixes that.
[ Note: If you aren't already, make sure you're Using a text editor like scite, Notepad++, geany, or a similar one helps a ton. Syntax hilighting and code folding are very useful. Geany has a couple python features that are nice too. ] Here is some template code you can use. It creates a window, fills the screen, gets keyboard input, and loops. ( press Escape to quit ). # About: basic 'emtpy' template that runs, but doesn't do much. WINDOW_TITLE = "pygame template code" try: import pygame from pygame.locals import * except ImportError, err: print "Couldn't load module. %s" % (err) sys.exit(2) class Game(): """game Main entry point. handles intialization of game and graphics. methods: __init__(width, height) : init members: screen : screen display surface done : if ever set to False, game will quit. bLimitFPS, fps_limit : toggle capping FPS to 40 fps. """ done = False def __init__(self, width=800, height=600): """Initialize PyGame""" pygame.init() self.width, self.height = width, height self.screen = pygame.display.set_mode(( self.width, self.height )) pygame.display.set_caption( WINDOW_TITLE ) self.bLimitFPS = True self.fps_limit = 40 self.clock = pygame.time.Clock() def main_loop(self): """Game() main loop main game loop does: 1) get input / events 2) update / physics 3) draw """ while not self.done: self.handle_events() self.update() self.draw() # delay here: toggle FPS cap if self.bLimitFPS: self.clock.tick( self.fps_limit ) else: self.clock.tick() def update(self): self.now = pygame.time.get_ticks() # todo: move your sprites here def handle_events(self): """do regular events. Also sends copies to Note()s, etc...""" # handle events, events = pygame.event.get() for event in events: if event.type == pygame.QUIT: sys.exit() # event: keydown elif event.type == KEYDOWN: # exit on 'escape' if (event.key == K_ESCAPE): self.done = True elif event.type == MOUSEBUTTONDOWN: x,y = event.pos button = event.button # todo: do something on mouseclick def draw(self): """render screen""" # first clear screen, then update. self.screen.fill( (230,230,153) ) # todo: draw sprites here pygame.display.flip() # == entry point == if __name__ == "__main__": print WINDOW_TITLE print "Press ESCAPE to quit" # create the game, and start looping game = Game(640,480) game.main_loop() -- Jake
