code: def init(resolution, pygame_flags=0, display_pos=(0, 0), interactive_mode=False):
      
  
      os.environ['SDL_VIDEO_WINDOW_POS'] = "{}, {}".format(*display_pos)
      pygame.init()
      pygame.font.init()
      disp = pygame.display.set_mode(resolution, pygame_flags)
      return _PumpThread() if interactive_mode else disp
docs: Creates a window of given resolution.
  
      :param resolution: the resolution of the windows as (width, height) in
          pixels
      :type resolution: tuple
      :param pygame_flags: modify the creation of the window.
          For further information see :ref:`creating_a_window`
      :type pygame_flags: int
      :param display_pos: determines the position on the desktop where the
          window is created. In a multi monitor system this can be used to position
          the window on a different monitor. E.g. the monitor to the right of the
          main-monitor would be at position (1920, 0) if the main monitor has the
          width 1920.
      :type display_pos: tuple
      :param interactive_mode: Will install a thread, that emptys the
          event-queue every 100ms. This is neccessary to be able to use the
          display() function in an interactive console on windows systems.
          If interactive_mode is set, init() will return a reference to the
          background thread. This thread has a stop() method which can be used to
          cancel it. If you use ctrl+d or exit() within ipython, while the thread
          is still running, ipython will become unusable, but not close. 
      :type interactive_mode: bool
  
      :return: a reference to the display screen, or a reference to the background
          thread if interactive_mode was set to true. In the second scenario you
          can obtain a reference to the display surface via
          pygame.display.get_surface()
          
      :rtype: pygame.Surface