Objects students can reason about
Shapes, images, and text behave like the objects students already imagine—create one, move it, resize it, and make it respond.
Graphics for first-time Python creators
pyDraw gives students a friendly, object-oriented way to turn code into shapes, stories, games, and ideas—without getting lost in graphics boilerplate.
Built by students, for students—and shaped by the classroom.
1 from pydraw import *
2
3 screen = Screen(640, 420)
4 sun = Oval(screen, 470, 48,
5 72, 72, Color("gold"))
6
7 def mousedown(location, button):
8 rocket.move(0, -12)
9
10 screen.listen()
11 screen.loop()Run the code, then click the scene.
Made for the moment when
Less setup. More discovery.
pyDraw makes programming ideas tangible, keeping attention on the concept—not on untangling an API.
Shapes, images, and text behave like the objects students already imagine—create one, move it, resize it, and make it respond.
Keyboard and mouse events connect directly to student-written functions, making interactive work feel immediate.
A visual, predictable screen model builds intuition for position, motion, distance, and geometry.
Begin with a single shape. Grow into sprites, scenes, collision detection, custom polygons, images, and animations—all in the same approachable system.
Designed for learning
Every pyDraw choice is made to help new programmers form a clear mental model. The result is an API students can remember and code teachers can read at a glance.
Method names say what they do, so examples feel more like instructions than incantations.
Move naturally from coordinates and loops to objects, events, scenes, and larger projects.
Designed by students and teachers who understand where beginners actually get stuck.
From syntax to story
Rectangle(...)Make somethingplayer.move(...)Change somethingdef keydown(key):Make it respondReady when you are
Start with one shape. See where your mind takes you.