Description:
Draws a circle on the specified surface with fine-grained control over
which quadrants are rendered. This allows partial circles to be drawn,
enabling advanced visual effects such as progress indicators, segmented
UI elements, or stylized outlines. The circle can be rendered as either
an outline or a filled shape depending on the width value.
from VertexEngine import VertexScreen
vs = VertexScreen()
# Draw a full outlined circle
vs.Draw.circle(
surface,
(0, 120, 255),
center=(200, 200),
radius=80,
width=4,
draw_top_right=True,
draw_top_left=True,
draw_bottom_right=True,
draw_bottom_left=True
)
surface (Surface):
The surface on which the circle will be drawn, such as the main
display surface or an off-screen rendering buffer.
color (tuple):
The RGB color of the circle, specified as (R, G, B).
center (tuple):
The center point of the circle in the format (x, y).
radius (int):
The radius of the circle in pixels.
width (int):
The thickness of the circle outline. Set to 0 to draw
a filled circle.
draw_top_right (bool):
If True, renders the top-right quadrant of the circle.
draw_top_left (bool):
If True, renders the top-left quadrant of the circle.
draw_bottom_right (bool):
If True, renders the bottom-right quadrant of the circle.
draw_bottom_left (bool):
If True, renders the bottom-left quadrant of the circle.
None — This method draws directly onto the surface and does not return a value.
width = 0) ignore quadrant flags in some implementations.