Ejemplo n.º 1
0
    def redrawAll(self, screen):

        # Add background
        screen.blit(self.background, (0, 0))

        # Add title to title page
        titleLocationMod = -(screen.get_rect().centery // 5)
        titleRect = self.titleImage.get_rect()
        titleRect.centerx = screen.get_rect().centerx
        titleRect.centery = screen.get_rect().centery
        screen.blit(self.titleImage, titleRect)

        # Draw My Credits
        DrawText.drawText(screen, self.NameText, self.NameTextCX,
                          self.NameTextCY)
Ejemplo n.º 2
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 def redrawAll(self, screen):
     
     # Fill Background first
     screen.fill(CollegiateCombat.purple)
     
     # Create boarder attributes i.e. dimensions and color
     selectColor = CollegiateCombat.blue
     
     rectTobackImageSpace = 5
     backRectX1 = self.backImageX1 - rectTobackImageSpace
     backRectY = self.backImageY - rectTobackImageSpace
     backRectWidth = self.backImageWidth + (2*rectTobackImageSpace)
     backRectHeight = self.backImageHeight + (2*rectTobackImageSpace)
     
     # Create Background Boarder
     pygame.draw.rect( screen, selectColor, (backRectX1, backRectY, backRectWidth, backRectHeight) )
     screen.blit( self.currentImage, (self.backImageX1, self.backImageY) )
     
     # Create board of backgrounds with selection boarders
     
     # Create selection boarders
     rectToImageSpace = 5
     boardRectWidth = self.rectWidth + (2*rectToImageSpace)
     boardRectWidth = self.rectHeight + (2*rectToImageSpace)
     
     selectX = self.width // 2 - self.rectWidth - 250 - rectToImageSpace + self.imageCol * ( self.rectWidth + (2*rectToImageSpace) )
     selectY = self.boardY = self.PressEnterTextCY + 30 - rectToImageSpace + self.imageRow * ( self.rectHeight + (2*rectToImageSpace) )
     pygame.draw.rect( screen, selectColor, (selectX, selectY, boardRectWidth, boardRectWidth) )
     
     # Draw images of the board
     for row in range(len(self.backBoard)):
         for col in range(len(self.backBoard[0])):
             for key in self.backBoard[row][col]:
                 self.boardX = self.width // 2 - self.rectWidth - 250 + col * ( self.rectWidth + (2*rectToImageSpace) )
                 self.boardY = self.PressEnterTextCY + 30 + row * ( self.rectHeight + (2*rectToImageSpace) )
                 screen.blit( self.backBoard[row][col][key][0], (self.boardX, self.boardY) )
     
     # Draw Text
     flag = True
     i = 0
     while flag:
         text = self.currentBackground[i:]
         if text[0] in string.ascii_letters:
             flag = False
         i += 1
     self.BackgroundText = DrawText.createText(text = "%s" %text, color = CollegiateCombat.white, fontType = self.BackgroundFont)
     
     # Draw Text
     DrawText.drawText(screen, self.SelectBackText, self.SelectBackTextCX, self.SelectBackTextCY)
     DrawText.drawText(screen, self.PressEnterText, self.PressEnterTextCX, self.PressEnterTextCY)
     DrawText.drawText(screen, self.InfoText, self.InfoTextCX, self.InfoTextCY)
     DrawText.drawText(screen, self.BackgroundText, self.BackgroundTextCX, self.BackgroundTextCY)
Ejemplo n.º 3
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    def init(self):

        CollegiateCombat.mode = "MainTitle"

        # Start Music
        CollegiateCombat.playMusic()

        # Import and resize background image
        self.background = pygame.image.load(
            "images/backgrounds/fireicefists.png")

        wBackground, hBackground = self.width, self.height
        self.background = pygame.transform.scale(self.background,
                                                 (wBackground, hBackground))

        # Import and resize title image
        self.titleImage = CollegiateCombat.titleImage

        wTitle, hTitle = self.titleImage.get_size()
        factorTitle = 1
        if wTitle > (self.width // 2):
            factorTitle = (self.width // 2) / wTitle
        elif hTitle > (self.height // 2):
            factorTitle = (self.height // 2) / hTitle
        self.titleImage = pygame.transform.scale(
            self.titleImage,
            (int(wTitle * factorTitle), int(hTitle * factorTitle)))

        self.timePassed = 0

        # Render text for name
        self.NameFont = DrawText.createFont("Alger", 30)
        self.NameText = DrawText.createText(text="By: Lucky Wavai",
                                            color=CollegiateCombat.blue,
                                            fontType=self.NameFont)
        self.NameTextCX, self.NameTextCY = self.width // 7, self.height - 50
Ejemplo n.º 4
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 def init(self):
     
     CollegiateCombat.mode == "BackgroundSelect"
     
     # Create background and board sizes
     margin = 10
     self.iconImageWidth = 200
     self.iconImageHeight = 200
     self.iconImageY = self.height // 8 - 15
     self.iconImageLeftX = margin + (self.width // 5)
     self.iconImageRightX = self.width - margin - self.iconImageWidth - (self.width // 5)
     
     self.backImageWidth = 300
     self.backImageHeight = 200
     self.backImageY = self.height // 8 - 15
     self.backImageX1 = margin + (self.width // 2) - (self.backImageWidth // 2)
     self.backImageX2 = self.width - margin - self.backImageWidth - (self.width // 5)
     
     self.rectWidth = 100
     self.rectHeight = 100
     self.rectY = self.height // 4
     self.leftRectX = margin + (self.width // 5)
     self.rightRectX = self.width - margin - self.rectWidth - (self.width // 5)
     
     self.imageY = (self.rectY )
     self.imageLeftX = (self.leftRectX )
     self.imageRightX = (self.rightRectX)
     
     # Upload each icon image and resize accordingly
     
     self.backgrounds = ["0-outside uc", "1-outside hammershlag", "2-fence", "3-wiegand", "4-tennis courts", "5-maggy mo", "6-gates bridge", "7-hunt", "8-the maze baker-porter", "9-mcconomy", "10-practice field", "11-stadium", "12-pittsburgh winter", "13-pittsburgh spring"]
     
     self.images = []
     self.selectedImages = []
     
     for imageName in self.backgrounds:
         image = pygame.image.load("images/backgrounds/game/%s.png" %imageName)
         selectedImage = image
         
         image = pygame.transform.scale( image, ( self.rectWidth, self.rectHeight ) )
         selectedImage = pygame.transform.scale( image, ( self.backImageWidth, self.backImageHeight ) )
         
         self.images.append(image)
         self.selectedImages.append(selectedImage)
     
     #print("Num backgrounds: %d, NumImages: %d" %(len(self.backgrounds), len(self.images)))
     
     # Create a dictionary of backgrounds
     
     self.backBoard =    [   [{}, {}, {}, {}, {}, {}, {}],
                             [{}, {}, {}, {}, {}, {}, {}]
                         ]
     rowLst = []
     j = 0
     for row in range(len(self.backBoard)):
         for col in range(len(self.backBoard[0])):
             dict = {}
             dict = {self.backgrounds[j]: [ self.images[j], self.selectedImages[j] ]}
             self.backBoard[row][col] = dict
             j += 1
     
     self.imageRow = 0
     self.imageCol = 0
             
     #for row in range(len(self.backBoard)):
         #print(self.backBoard[row])
     
     for back in self.backBoard[self.imageRow][self.imageCol]:
         self.currentBackground = back
         self.currentImage = self.backBoard[self.imageRow][self.imageCol][back][1]
     
     self.SelectBackFont = DrawText.createFont("Alger", 50)
     self.SelectBackText = DrawText.createText(text = "Select Background", color = CollegiateCombat.red, fontType = self.SelectBackFont)
     self.SelectBackTextCX, self.SelectBackTextCY = ( ( (2 * self.backImageX1) + self.backImageWidth ) // 2), 20
     
     self.InfoFont = DrawText.createFont("Alger", 25)
     self.InfoText = DrawText.createText(text = "Use Arrow Keys", color = CollegiateCombat.white, fontType = self.InfoFont)
     self.InfoTextCX, self.InfoTextCY = (self.width // 6), (self.height // 3)
     
     self.BackgroundFont = DrawText.createFont("Alger", 20)
     self.BackgroundText = DrawText.createText(text = "%s" %self.currentBackground, color = CollegiateCombat.white, fontType = self.BackgroundFont)
     self.BackgroundTextCX, self.BackgroundTextCY = ( ( (2 * self.backImageX1) + self.backImageWidth) // 2), (self.backImageY + self.backImageHeight + 25)
     
     self.PressEnterFont = DrawText.createFont("Alger", 40)
     self.PressEnterText = DrawText.createText(text = "Press Enter To Continue", color = CollegiateCombat.red, fontType = self.PressEnterFont)
     self.PressEnterTextCX, self.PressEnterTextCY = ( ( (2 * self.backImageX1) + self.backImageWidth ) // 2), (self.BackgroundTextCY + 30)
Ejemplo n.º 5
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    def redrawAll(self, screen):
        # Fill Background first
        screen.fill(CollegiateCombat.purple)

        # Create boarder attributes i.e. dimensions and color
        leftSelectColor = CollegiateCombat.green
        rightSelectColor = CollegiateCombat.gold

        rectToIconImageSpace = 5
        iconLeftRectX = self.iconImageLeftX - rectToIconImageSpace
        iconRightRectX = self.iconImageRightX - rectToIconImageSpace
        iconRectY = self.iconImageY - rectToIconImageSpace
        iconRectWidth = self.iconImageWidth + (2 * rectToIconImageSpace)
        iconRectHeight = self.iconImageHeight + (2 * rectToIconImageSpace)

        # Create Left Icon Boarder
        pygame.draw.rect(
            screen, leftSelectColor,
            (iconLeftRectX, iconRectY, iconRectWidth, iconRectHeight))
        leftIconImage = pygame.transform.scale(
            self.currentLeftImage, (self.iconImageWidth, self.iconImageHeight))
        screen.blit(leftIconImage, (self.iconImageLeftX, self.iconImageY))

        # Create right icon boarder
        pygame.draw.rect(
            screen, rightSelectColor,
            (iconRightRectX, iconRectY, iconRectWidth, iconRectHeight))
        rightIconImage = pygame.transform.scale(
            self.currentRightImage,
            (self.iconImageWidth, self.iconImageHeight))
        screen.blit(rightIconImage, (self.iconImageRightX, self.iconImageY))

        # Create board of characters with selection boarders

        # Create left and right selection boarders
        rectToImageSpace = 5
        boardIconRectWidth = self.rectWidth + (2 * rectToImageSpace)
        boardIconRectWidth = self.rectHeight + (2 * rectToImageSpace)

        leftSelectX = self.width // 2 - self.rectWidth - 60 - rectToImageSpace + self.imageColLeft * (
            self.rectWidth + (2 * rectToImageSpace))
        leftSelectY = self.boardY = self.height // 2 + 50 - rectToImageSpace + self.imageRowLeft * (
            self.rectHeight + (2 * rectToImageSpace))
        pygame.draw.rect(
            screen, leftSelectColor,
            (leftSelectX, leftSelectY, boardIconRectWidth, boardIconRectWidth))

        rightSelectX = self.width // 2 - self.rectWidth - 60 - rectToImageSpace + self.imageColRight * (
            self.rectWidth + (2 * rectToImageSpace))
        rightSelectY = self.boardY = self.height // 2 + 50 - rectToImageSpace + self.imageRowRight * (
            self.rectHeight + (2 * rectToImageSpace))
        pygame.draw.rect(screen, rightSelectColor,
                         (rightSelectX, rightSelectY, boardIconRectWidth,
                          boardIconRectWidth))

        # Draw images of the board
        for row in range(len(self.charBoard)):
            for col in range(len(self.charBoard[0])):
                for key in self.charBoard[row][col]:
                    self.boardX = self.width // 2 - self.rectWidth - 60 + col * (
                        self.rectWidth + (2 * rectToImageSpace))
                    self.boardY = self.height // 2 + 50 + row * (
                        self.rectHeight + (2 * rectToImageSpace))
                    screen.blit(self.charBoard[row][col][key],
                                (self.boardX, self.boardY))

        # Draw Text
        self.CharacterLeftText = DrawText.createText(
            text="%s" % self.currentLeftCharacter,
            color=CollegiateCombat.white,
            fontType=self.CharacterLeftFont)
        self.CharacterRightText = DrawText.createText(
            text="%s" % self.currentRightCharacter,
            color=CollegiateCombat.white,
            fontType=self.CharacterRightFont)

        DrawText.drawText(screen, self.SelectCharText, self.SelectCharTextCX,
                          self.SelectCharTextCY)
        DrawText.drawText(screen, self.PressEnterText, self.PressEnterTextCX,
                          self.PressEnterTextCY)
        DrawText.drawText(screen, self.LeftInfoText, self.LeftInfoTextCX,
                          self.LeftInfoTextCY)
        DrawText.drawText(screen, self.RightInfoText, self.RightInfoTextCX,
                          self.RightInfoTextCY)
        DrawText.drawText(screen, self.CharacterLeftText,
                          self.CharacterLeftTextCX, self.CharacterLeftTextCY)
        DrawText.drawText(screen, self.CharacterRightText,
                          self.CharacterRightTextCX, self.CharacterRightTextCY)


# CharacterSelect(1200, 600).run()
Ejemplo n.º 6
0
    def init(self):

        CollegiateCombat.mode == "CharacterSelect"

        # Create icon and board sizes
        wBackground, hBackground = self.width, self.height

        margin = 10
        self.iconImageWidth = 200
        self.iconImageHeight = 200
        self.iconImageY = self.height // 8 - 15
        self.iconImageLeftX = margin + (self.width // 5)
        self.iconImageRightX = self.width - margin - self.iconImageWidth - (
            self.width // 5)

        self.rectWidth = 100
        self.rectHeight = 100
        self.rectY = self.height // 4
        self.leftRectX = margin + (self.width // 5)
        self.rightRectX = self.width - margin - self.rectWidth - (self.width //
                                                                  5)

        self.imageY = (self.rectY)
        self.imageLeftX = (self.leftRectX)
        self.imageRightX = (self.rightRectX)

        # Upload each icon image and resize accordingly

        self.images = []

        path = "images/icons"

        for imageName in os.listdir(path):

            image = pygame.image.load(path + os.sep + imageName)

            image = pygame.transform.scale(image,
                                           (self.rectWidth, self.rectHeight))

            self.images.append(image)

        # Create a dictionary of characters

        self.characters = [
            "subzero", "scorpion", "raizen", "goku", "naruto", "sasuke"
        ]
        #print("Num Characters: %d, NumImages: %d" %(len(self.characters), len(self.images)))

        self.charBoard = [[{}, {}, {}], [{}, {}, {}]]
        rowLst = []
        j = 0
        for row in range(len(self.charBoard)):
            for col in range(len(self.charBoard[0])):
                dict = {}
                dict = {self.characters[j]: self.images[j]}
                self.charBoard[row][col] = dict
                j += 1

        self.imageRowLeft = 0
        self.imageColLeft = 0
        self.imageRowRight = 0
        self.imageColRight = len(self.charBoard[0]) - 1

        #for row in range(len(self.charBoard)):
        #print(self.charBoard[row])

        for charLeft in self.charBoard[self.imageRowLeft][self.imageColLeft]:
            self.currentLeftCharacter = charLeft
            self.currentLeftImage = self.charBoard[self.imageRowLeft][
                self.imageColLeft][charLeft]

        for charRight in self.charBoard[self.imageRowRight][
                self.imageColRight]:
            self.currentRightCharacter = charRight
            self.currentRightImage = self.charBoard[self.imageRowRight][
                self.imageColRight][charRight]

        self.SelectCharFont = DrawText.createFont("Alger", 50)
        self.SelectCharText = DrawText.createText(text="Select Character",
                                                  color=CollegiateCombat.red,
                                                  fontType=self.SelectCharFont)
        self.SelectCharTextCX, self.SelectCharTextCY = self.width // 2, 20

        self.PressEnterFont = DrawText.createFont("Alger", 40)
        self.PressEnterText = DrawText.createText(
            text="Press Enter To Continue",
            color=CollegiateCombat.red,
            fontType=self.PressEnterFont)
        self.PressEnterTextCX, self.PressEnterTextCY = self.width // 2, (
            self.height // 2 + 15)

        self.LeftInfoFont = DrawText.createFont("Alger", 25)
        self.LeftInfoText = DrawText.createText(text="Use W,A,S,D",
                                                color=CollegiateCombat.white,
                                                fontType=self.LeftInfoFont)
        self.LeftInfoTextCX, self.LeftInfoTextCY = self.width // 9, self.height // 4

        self.RightInfoFont = DrawText.createFont("Alger", 25)
        self.RightInfoText = DrawText.createText(text="Use Arrow Keys",
                                                 color=CollegiateCombat.white,
                                                 fontType=self.RightInfoFont)
        self.RightInfoTextCX, self.RightInfoTextCY = (
            8 * self.width) // 9, self.height // 4

        self.CharacterLeftFont = DrawText.createFont("Alger", 20)
        self.CharacterLeftText = DrawText.createText(
            text="%s" % self.currentLeftCharacter,
            color=CollegiateCombat.white,
            fontType=self.CharacterLeftFont)
        self.CharacterLeftTextCX, self.CharacterLeftTextCY = (
            ((2 * self.iconImageLeftX) + self.iconImageWidth) //
            2), (self.iconImageY + self.iconImageHeight + 25)

        self.CharacterRightFont = DrawText.createFont("Alger", 20)
        self.CharacterRightText = DrawText.createText(
            text="%s" % self.currentRightCharacter,
            color=CollegiateCombat.white,
            fontType=self.CharacterRightFont)
        self.CharacterRightTextCX, self.CharacterRightTextCY = (
            ((2 * self.iconImageRightX) + self.iconImageWidth) //
            2), (self.iconImageY + self.iconImageHeight + 25)
Ejemplo n.º 7
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    def redrawAll(self, screen):

        # Draw Main Menu
        if not self.isOptions and not self.isCredits:
            
            # Add background
            screen.blit( self.background, (0, 0) )
            
            # Add Title
            DrawText.drawText(screen, self.TitleText, self.TitleCX, self.TitleCY)
        
            # Draw Menu Text
            
                # Play Button
            pygame.draw.rect( screen, CollegiateCombat.white, ( self.mainRectX - self.mainRectBoarder, self.playRectY - self.mainRectBoarder, self.mainRectWidth + (2 * self.mainRectBoarder), self.mainRectHeight + (2 * self.mainRectBoarder) ) )
            pygame.draw.rect( screen, CollegiateCombat.black, ( self.mainRectX - self.mainRectOutline, self.playRectY - self.mainRectOutline, self.mainRectWidth + (2 * self.mainRectOutline), self.mainRectHeight + (2 * self.mainRectOutline) ) )
            pygame.draw.rect( screen, CollegiateCombat.silver, (self.mainRectX, self.playRectY, self.mainRectWidth, self.mainRectHeight) )
            DrawText.drawText(screen, self.PlayText, self.PlayTextCX, self.PlayTextCY)
            
                # Options Button
            pygame.draw.rect( screen, CollegiateCombat.white, ( self.mainRectX - self.mainRectBoarder, self.optionsRectY - self.mainRectBoarder, self.mainRectWidth + (2 * self.mainRectBoarder), self.mainRectHeight + (2 * self.mainRectBoarder) ) )
            pygame.draw.rect( screen, CollegiateCombat.black, ( self.mainRectX - self.mainRectOutline, self.optionsRectY - self.mainRectOutline, self.mainRectWidth + (2 * self.mainRectOutline), self.mainRectHeight + (2 * self.mainRectOutline) ) )
            pygame.draw.rect( screen, CollegiateCombat.silver, (self.mainRectX, self.optionsRectY, self.mainRectWidth, self.mainRectHeight) )
            DrawText.drawText(screen, self.OptionsText, self.OptionsTextCX, self.OptionsTextCY)
            
                # Credits Button
            pygame.draw.rect( screen, CollegiateCombat.white, ( self.mainRectX - self.mainRectBoarder, self.creditsRectY - self.mainRectBoarder, self.mainRectWidth + (2 * self.mainRectBoarder), self.mainRectHeight + (2 * self.mainRectBoarder) ) )
            pygame.draw.rect( screen, CollegiateCombat.black, ( self.mainRectX - self.mainRectOutline, self.creditsRectY - self.mainRectOutline, self.mainRectWidth + (2 * self.mainRectOutline), self.mainRectHeight + (2 * self.mainRectOutline) ) )
            pygame.draw.rect( screen, CollegiateCombat.silver, (self.mainRectX, self.creditsRectY, self.mainRectWidth, self.mainRectHeight) )
            DrawText.drawText(screen, self.CreditsText, self.CreditsTextCX, self.CreditsTextCY)
        
        # Draw Options Menu
        
        if self.isOptions and not self.isCredits:
            
            # Fill Background first
            screen.fill(CollegiateCombat.purple)
        
            # Draw Options Menu Text
                
                # Options Title
            DrawText.drawText(screen, self.OptionsTextOptionsMenu, self.OptionsTextOptionsMenuCX, self.OptionsTextOptionsMenuCY)
                
                # Music text
            DrawText.drawText(screen, self.MusicTextOptionsMenu, self.MusicTextOptionsMenuCX, self.MusicTextOptionsMenuCY)
            
                # In-Game Controls Instruction
                
                    # In-Game Text Title
            
            DrawText.drawText(screen, self.InGameTextOptionsMenu, self.InGameTextOptionsMenuCX, self.InGameTextOptionsMenuCY)
            
                    # Music Info
            DrawText.drawText(screen, self.MusicInGameTextOptionsMenu, self.MusicInGameTextOptionsMenuCX, self.MusicInGameTextOptionsMenuCY)
                        
                        # On
            DrawText.drawText(screen, self.OnInGameTextOptionsMenu, self.OnInGameTextOptionsMenuCX, self.OnOffInGameTextOptionsMenuCY)
                        
                        # Off
            DrawText.drawText(screen, self.OffInGameTextOptionsMenu, self.OffInGameTextOptionsMenuCX, self.OnOffInGameTextOptionsMenuCY)
            
                # Pause Text
                
            DrawText.drawText(screen, self.PauseInGameTextOptionsMenu, self.PauseInGameTextOptionsMenuCX, self.PauseInGameTextOptionsMenuCY)
            
                # Restart Text
                
            DrawText.drawText(screen, self.RestartInGameTextOptionsMenu, self.RestartInGameTextOptionsMenuCX, self.RestartInGameTextOptionsMenuCY)
            
            moveSpace = 50
            self.moveTextCY = self.InGameTextOptionsMenuCY + 50
            for i in range(len(self.moveText)):
                #print( "self.moveTextCX: %d self.moveTextCY: %d self.button1TextCX: %d self.button2TextCX: %d" %(self.moveTextCX, self.moveTextCY, self.button1TextCX, self.button2TextCX) )
                DrawText.drawText(screen, self.moveText[i], self.moveTextCX, self.moveTextCY)
                DrawText.drawText(screen, self.buttonText1[i], self.button1TextCX, self.moveTextCY)
                DrawText.drawText(screen, self.buttonText2[i], self.button2TextCX, self.moveTextCY)
                self.moveTextCY += moveSpace
            
                # On and Off text and buttons
                    
                    # On
            if CollegiateCombat.isMusicPlaying:
                
                pygame.draw.rect( screen, CollegiateCombat.white, ( self.onRectX - self.onffRectBoarder, self.onOffRectY - self.onffRectBoarder, self.onOffRectWidth + (2 * self.onffRectBoarder), self.onOffRectHeight + (2 * self.onffRectBoarder) ) )
                pygame.draw.rect( screen, CollegiateCombat.black, ( self.onRectX - self.onOffRectOutline, self.onOffRectY - self.onOffRectOutline, self.onOffRectWidth + (2 * self.onOffRectOutline), self.onOffRectHeight + (2 * self.onOffRectOutline) ) )
                pygame.draw.rect( screen, CollegiateCombat.green, (self.onRectX, self.onOffRectY, self.onOffRectWidth, self.onOffRectHeight) )   
            
            DrawText.drawText(screen, self.OnTextOptionsMenu, self.OnTextOptionsMenuCX, self.OnTextOptionsMenuCY)
                    # Off
            if not CollegiateCombat.isMusicPlaying:
                
                pygame.draw.rect( screen, CollegiateCombat.white, ( self.offRectX - self.onffRectBoarder, self.onOffRectY - self.onffRectBoarder, self.onOffRectWidth + (2 * self.onffRectBoarder), self.onOffRectHeight + (2 * self.onffRectBoarder) ) )
                pygame.draw.rect( screen, CollegiateCombat.black, ( self.offRectX - self.onOffRectOutline, self.onOffRectY - self.onOffRectOutline, self.onOffRectWidth + (2 * self.onOffRectOutline), self.onOffRectHeight + (2 * self.onOffRectOutline) ) )
                pygame.draw.rect( screen, CollegiateCombat.red, (self.offRectX, self.onOffRectY, self.onOffRectWidth, self.onOffRectHeight) )   
            
            DrawText.drawText(screen, self.OffTextOptionsMenu, self.OffTextOptionsMenuCX, self.OffTextOptionsMenuCY)
            
        if not self.isOptions and self.isCredits:
            screen.blit( self.creditImages[self.creditsIndex], (self.creditX, self.creditY) )
            
        if self.isOptions or self.isCredits:
            
            # Draw back button
            pygame.draw.polygon(screen, CollegiateCombat.silver, self.backPoints, 5)          
Ejemplo n.º 8
0
 def init(self):
     
     CollegiateCombat.mode == "Menu"
     
     # Add a background
     self.background = pygame.image.load("images/backgrounds/menuBackground.png")
     
     wBackground, hBackground = self.width, self.height
     self.background = pygame.transform.scale( self.background, ( wBackground, hBackground) )
     
     # Add credit Images
     
     self.creditX, self.creditY = 0, 0
     
     self.creditImages = []
     
     self.creditsIndex = 0
     
     path = "images/credits"
     
     for imageName in os.listdir(path):
         
         image = pygame.image.load(path + os.sep + imageName)
         
         w, h = image.get_size()
         
         factor = self.width // w
         
         w = self.width
         
         h = 1580
         
         image = pygame.transform.scale( image, ( w, h ) )
         
         self.creditImages.append(image)
     
     self.creditWidth, self.creditHeight = self.creditImages[0].get_size()
     
     #print("credit height =", self.creditHeight)
     #print("screen height =", self.height)
     
     
     self.isOptions = False
     self.isCredits = False
     
     self.isMusicPlaying = True
     
     # Main menu title
     
     self.TitleFont = DrawText.createFont("Alger", 110)
     self.TitleText = DrawText.createText(text = "Collegiate Combat", color = CollegiateCombat.white, fontType = self.TitleFont)
     self.TitleCX, self.TitleCY = self.width // 2, 100
     
     # Make main menu buttons
     
     self.mainRectOutline = 2
     self.mainRectBoarder = 4
     self.mainRectWidth = 150
     self.mainRectHeight = 70
     self.mainRectSpace = 20 + self.mainRectHeight
     self.mainRectX = (self.width // 2) - (self.mainRectWidth // 2)
     
     self.playRectY = (3 * self.height) // 7
     
     self.optionsRectY = self.playRectY + self.mainRectSpace
     
     self.creditsRectY = self.optionsRectY + self.mainRectSpace
     
         # Render Text:
     
     self.PlayFont = DrawText.createFont("Alger", 50)
     self.PlayText = DrawText.createText(text = "Play", color = CollegiateCombat.black, fontType = self.PlayFont)
     self.PlayTextCX, self.PlayTextCY = ( (2 * self.mainRectX) + self.mainRectWidth) // 2, ( (2 * self.playRectY) + self.mainRectHeight) // 2
     
     self.OptionsFont = DrawText.createFont("Alger", 35)
     self.OptionsText = DrawText.createText(text = "Options", color = CollegiateCombat.black, fontType = self.OptionsFont)
     self.OptionsTextCX, self.OptionsTextCY = ( (2 * self.mainRectX) + self.mainRectWidth) // 2, ( (2 * self.optionsRectY) + self.mainRectHeight) // 2
     
     self.CreditsFont = DrawText.createFont("Alger", 35)
     self.CreditsText = DrawText.createText(text = "Credits", color = CollegiateCombat.black, fontType = self.CreditsFont)
     self.CreditsTextCX, self.CreditsTextCY = ( (2 * self.mainRectX) + self.mainRectWidth) // 2, ( (2 * self.creditsRectY) + self.mainRectHeight) // 2
     # Draw options menu buttons and text
         
     self.marginOptionsMenu = 10
     self.textSizeOptionsMenu = 50
     
         # Options title
     self.OptionsFontOptionsMenu = DrawText.createFont("Alger", 70)
     self.OptionsTextOptionsMenu = DrawText.createText(text = "Options", color = CollegiateCombat.white, fontType = self.OptionsFontOptionsMenu)
     self.OptionsTextOptionsMenuCX, self.OptionsTextOptionsMenuCY = self.width // 2, 35
     
         # Music text
     self.MusicFontOptionsMenu = DrawText.createFont("Alger", self.textSizeOptionsMenu)
     self.MusicTextOptionsMenu = DrawText.createText(text = "Music", color = CollegiateCombat.white, fontType = self.MusicFontOptionsMenu)
     self.MusicTextOptionsMenuCX, self.MusicTextOptionsMenuCY = self.marginOptionsMenu + (2 * self.textSizeOptionsMenu), self.OptionsTextOptionsMenuCY + (2 * self.textSizeOptionsMenu)
     
         # On/Off buttons and text
             
     self.onOffRectOutline = 2
     self.onffRectBoarder = 4
     self.onOffRectWidth = 150
     self.onOffRectHeight = 70
     self.onOffRectSpace = 20 + self.onOffRectWidth
     self.onOffRectY = self.MusicTextOptionsMenuCY - 35
     
     self.onRectX = self.MusicTextOptionsMenuCX + (self.onOffRectSpace // 2)
     
     self.offRectX = self.onRectX + self.onOffRectSpace
     
     self.OnFontOptionsMenu = DrawText.createFont("Alger", self.textSizeOptionsMenu)
     self.OnTextOptionsMenu = DrawText.createText(text = "On", color = CollegiateCombat.white, fontType = self.OnFontOptionsMenu)
     self.OnTextOptionsMenuCX, self.OnTextOptionsMenuCY = ( (2 * self.onRectX) + self.onOffRectWidth) // 2, ( (2 * self.onOffRectY) + self.onOffRectHeight) // 2
     
     self.OffFontOptionsMenu = DrawText.createFont("Alger", self.textSizeOptionsMenu)
     self.OffTextOptionsMenu = DrawText.createText(text = "Off", color = CollegiateCombat.white, fontType = self.OffFontOptionsMenu)
     self.OffTextOptionsMenuCX, self.OffTextOptionsMenuCY = ( (2 * self.offRectX) + self.onOffRectWidth) // 2, ( (2 * self.onOffRectY) + self.onOffRectHeight) // 2
     
         # Back button
     
     self.backWidth = 50
     self.backHeight = 25
     self.backP1 = (self.marginOptionsMenu, self.OptionsTextOptionsMenuCY)
     self.backP2 = ( (self.backP1[0] + self.backWidth), ( self.backP1[1] - (self.backHeight // 2) ) )
     self.backP3 = ( self.backP2[0], (self.backP2[1] + self.backHeight) )
     self.backPoints = [self.backP1, self.backP2, self.backP3]
     
         # In game info
         
             # In-Game Text Title
     self.InGameFontOptionsMenu = DrawText.createFont("Alger", 50)
     self.InGameTextOptionsMenu = DrawText.createText(text = "In-Game Controls", color = CollegiateCombat.white, fontType = self.InGameFontOptionsMenu)
     self.InGameTextOptionsMenuCX, self.InGameTextOptionsMenuCY = self.OptionsTextOptionsMenuCX, self.MusicTextOptionsMenuCY + 100
     
             # Move Labels
     self.moveTextSize = 40
     self.moveFont = DrawText.createFont("Alger", self.moveTextSize)
     self.MoveText = DrawText.createText(text = "Move", color = CollegiateCombat.silver, fontType = self.moveFont)
     self.MotionText = DrawText.createText(text = "Motion", color = CollegiateCombat.white, fontType = self.moveFont)
     self.BlockText = DrawText.createText(text = "Block", color = CollegiateCombat.red, fontType = self.moveFont)
     self.PunchText = DrawText.createText(text = "Punch", color = CollegiateCombat.lightBlue, fontType = self.moveFont)
     self.KickText = DrawText.createText(text = "Kick", color = CollegiateCombat.green, fontType = self.moveFont)
     self.SpecialText = DrawText.createText(text = "Special", color = CollegiateCombat.gold, fontType = self.moveFont)
     self.moveText = [self.MoveText, self.MotionText, self.BlockText, self.PunchText, self.KickText, self.SpecialText]
     
     self.moveTextCX, self.moveTextCY = (self.width // 4), self.InGameTextOptionsMenuCY + 50
         
             # Move Buttons
     self.buttonTextSize = 30
     self.buttonFont = DrawText.createFont("Alger", self.buttonTextSize)
     
     self.Player1Text = DrawText.createText(text = "Player 1", color = CollegiateCombat.orange, fontType = self.buttonFont)
     self.Player2Text = DrawText.createText(text = "Player 2", color = CollegiateCombat.orange, fontType = self.buttonFont)
     
     self.Motion1Text = DrawText.createText(text = "W, A, D", color = CollegiateCombat.white, fontType = self.buttonFont)
     self.Motion2Text = DrawText.createText(text = "Up, Left, Right", color = CollegiateCombat.white, fontType = self.buttonFont)
     
     self.Block1Text = DrawText.createText(text = "S", color = CollegiateCombat.red, fontType = self.buttonFont)
     self.Block2Text = DrawText.createText(text = "Down", color = CollegiateCombat.red, fontType = self.buttonFont)
     
     self.Punch1Text = DrawText.createText(text = "V", color = CollegiateCombat.lightBlue, fontType = self.buttonFont)
     self.Punch2Text = DrawText.createText(text = "L", color = CollegiateCombat.lightBlue, fontType = self.buttonFont)
     
     self.Kick1Text = DrawText.createText(text = "C", color = CollegiateCombat.green, fontType = self.buttonFont)
     self.Kick2Text = DrawText.createText(text = "K", color = CollegiateCombat.green, fontType = self.buttonFont)
     
     self.Special1Text = DrawText.createText(text = "Space x 2", color = CollegiateCombat.gold, fontType = self.buttonFont)
     self.Special2Text = DrawText.createText(text = "J x 2", color = CollegiateCombat.gold, fontType = self.buttonFont)
     
     self.buttonText1 = [self.Player1Text, self.Motion1Text, self.Block1Text, self.Punch1Text, self.Kick1Text, self.Special1Text]
     self.buttonText2 = [self.Player2Text, self.Motion2Text, self.Block2Text, self.Punch2Text, self.Kick2Text, self.Special2Text]
     
     self.button1TextCX, self.button2TextCX = self.moveTextCX - 200, self.moveTextCX + 200
     
             # Music In game controls
     
     self.MusicInGameFontOptionsMenu = DrawText.createFont("Alger", self.textSizeOptionsMenu)
     self.MusicInGameTextOptionsMenu = DrawText.createText(text = "Music", color = CollegiateCombat.white, fontType = self.MusicInGameFontOptionsMenu)
     self.MusicInGameTextOptionsMenuCX, self.MusicInGameTextOptionsMenuCY = ( (3 * self.width) // 4 ), self.InGameTextOptionsMenuCY + 100
     
                 # On and Off in game buttons
     self.OnOffInGameTextOptionsMenuCY = self.MusicInGameTextOptionsMenuCY + 50
     self.OnOffInGameTextOptionsMenuSpace = 100
     
     self.OnOffInGameFontOptionsMenu = DrawText.createFont("Alger", self.textSizeOptionsMenu)
     
     self.OnInGameTextOptionsMenu = DrawText.createText(text = "On: 'M'", color = CollegiateCombat.white, fontType = self.OnOffInGameFontOptionsMenu)
     self.OnInGameTextOptionsMenuCX = self.MusicInGameTextOptionsMenuCX - self.OnOffInGameTextOptionsMenuSpace
     
     self.OffInGameTextOptionsMenu = DrawText.createText(text = "Off: 'N'", color = CollegiateCombat.white, fontType = self.OnOffInGameFontOptionsMenu)
     self.OffInGameTextOptionsMenuCX = self.MusicInGameTextOptionsMenuCX + self.OnOffInGameTextOptionsMenuSpace
     
             # Pause In game controls
     
     self.PauseInGameFontOptionsMenu = DrawText.createFont("Alger", self.textSizeOptionsMenu)
     self.PauseInGameTextOptionsMenu = DrawText.createText(text = "Pause: 'P'", color = CollegiateCombat.white, fontType = self.PauseInGameFontOptionsMenu)
     self.PauseInGameTextOptionsMenuCX, self.PauseInGameTextOptionsMenuCY = ( (3 * self.width) // 4 ), self.OnOffInGameTextOptionsMenuCY + 65
     
     self.RestartInGameFontOptionsMenu = DrawText.createFont("Alger", self.textSizeOptionsMenu)
     self.RestartInGameTextOptionsMenu = DrawText.createText(text = "Restart: 'R'", color = CollegiateCombat.white, fontType = self.RestartInGameFontOptionsMenu)
     self.RestartInGameTextOptionsMenuCX, self.RestartInGameTextOptionsMenuCY = self.PauseInGameTextOptionsMenuCX, self.PauseInGameTextOptionsMenuCY + 65
Ejemplo n.º 9
0
    def redrawAll(self, screen):
        # Add background
        screen.blit(self.background, (0, 0))

        # Draw Character Bars
        if self.timeCount <= 2:

            # Draw Fight Text
            DrawText.drawText(screen, self.fightText, self.width // 2,
                              self.height // 2)

        # Left Facing Character Energy Health & Icon
        imageDistance = 45
        imageY = self.characterLeft.healthY
        imageLeftX = self.characterLeft.healthX - imageDistance

        screen.blit(self.imageLeft, (imageLeftX, imageY))

        pygame.draw.rect(
            screen, self.characterLeft.healthColor,
            (self.characterLeft.healthX, self.characterLeft.healthY,
             self.characterLeft.health, self.characterLeft.barHeight))

        pygame.draw.rect(
            screen, CollegiateCombat.blue,
            (self.characterLeft.energyX, self.characterLeft.energyY,
             self.characterLeft.energy, self.characterLeft.barHeight))

        # Right Facing Character Energy Health & Icon
        imageRightX = self.characterRight.healthX - imageDistance

        screen.blit(self.imageRight, (imageRightX, imageY))

        pygame.draw.rect(
            screen, self.characterRight.healthColor,
            (self.characterRight.healthX, self.characterRight.healthY,
             self.characterRight.health, self.characterRight.barHeight))

        pygame.draw.rect(
            screen, CollegiateCombat.blue,
            (self.characterRight.energyX, self.characterRight.energyY,
             self.characterRight.energy, self.characterRight.barHeight))

        # Add other game objects in specified order
        self.characterGroup.draw(screen)
        self.characterRightProjectiles.draw(screen)
        self.characterLeftProjectiles.draw(screen)

        # Draw Health and Energy Labels
        labelSpace = 35

        self.QPATextLeftCX, self.QPATextLeftCY = (
            self.characterLeft.healthX + self.characterLeft.maxHealth +
            labelSpace), (self.characterLeft.healthY +
                          (self.characterLeft.barHeight // 2))
        DrawText.drawText(screen, self.QPAText, self.QPATextLeftCX,
                          self.QPATextLeftCY)

        self.QPATextRightCX, self.QPATextRightCY = (
            self.characterRight.healthX + self.characterRight.maxHealth +
            labelSpace), (self.characterRight.healthY +
                          (self.characterRight.barHeight // 2))
        DrawText.drawText(screen, self.QPAText, self.QPATextRightCX,
                          self.QPATextRightCY)

        labelSpace = 45

        self.SleepTextLeftCX, self.SleepTextLeftCY = (
            self.characterLeft.energyX + self.characterLeft.maxEnergy +
            labelSpace), (self.characterLeft.energyY +
                          (self.characterLeft.barHeight // 2))
        DrawText.drawText(screen, self.SleepText, self.SleepTextLeftCX,
                          self.SleepTextLeftCY)

        self.SleepTextRightCX, self.SleepTextRightCY = (
            self.characterRight.energyX + self.characterRight.maxEnergy +
            labelSpace), (self.characterRight.energyY +
                          (self.characterRight.barHeight // 2))
        DrawText.drawText(screen, self.SleepText, self.SleepTextRightCX,
                          self.SleepTextRightCY)

        # Draw pause Screen
        if self.isPaused:

            pauseRectX = self.width // 9
            pauseRectY = self.height // 9
            pauseRectWidth = (7 * self.width) // 9
            pauseRectHeight = (7 * self.height) // 9
            pygame.draw.rect(
                screen, CollegiateCombat.purple,
                (pauseRectX, pauseRectY, pauseRectWidth, pauseRectHeight))

            # Draw Icons and character controls:

            # Draw Character Icons and title image
            pauseImageMarginX = 150
            pauseImageMarginY = 25
            pauseImageRightX = pauseRectX + pauseRectWidth - self.pauseCharIconDim - pauseImageMarginX
            pauseImageLeftX = pauseRectX + pauseImageMarginX
            pauseTitleImageX = ((2 * pauseRectX) + pauseRectWidth) // 2 - (
                self.titleImageDim // 2)
            pauseImageY = pauseRectY + pauseImageMarginY

            screen.blit(self.titleImage, (pauseTitleImageX, pauseImageY))
            screen.blit(self.pauseImageRight, (pauseImageLeftX, pauseImageY))
            screen.blit(self.pauseImageLeft, (pauseImageRightX, pauseImageY))

            # Draw Controls Text
            pauseTextMarginY = pauseImageY + self.pauseCharIconDim + self.moveTextSize
            pauseTextSpaceY = self.moveTextSize

            self.button1TextCX = pauseRectX + 200
            self.button2TextCX = pauseRectX + pauseRectWidth - 200
            self.moveTextCX = ((2 * pauseRectX) + pauseRectWidth) // 2
            for i in range(len(self.moveText)):
                self.moveTextCY = pauseTextMarginY + (i * pauseTextSpaceY)
                DrawText.drawText(screen, self.moveText[i], self.moveTextCX,
                                  self.moveTextCY)
                DrawText.drawText(screen, self.buttonText1[i],
                                  self.button1TextCX, self.moveTextCY)
                DrawText.drawText(screen, self.buttonText2[i],
                                  self.button2TextCX, self.moveTextCY)

            pygame.draw.rect(
                screen, CollegiateCombat.white,
                (self.restartRectX - self.restartRectBoarder,
                 self.restartRectY - self.restartRectBoarder,
                 self.restartRectWidth + (2 * self.restartRectBoarder),
                 self.restartRectHeight + (2 * self.restartRectBoarder)))
            pygame.draw.rect(
                screen, CollegiateCombat.black,
                (self.restartRectX - self.restartRectOutline,
                 self.restartRectY - self.restartRectOutline,
                 self.restartRectWidth + (2 * self.restartRectOutline),
                 self.restartRectHeight + (2 * self.restartRectOutline)))
            pygame.draw.rect(screen, CollegiateCombat.red,
                             (self.restartRectX, self.restartRectY,
                              self.restartRectWidth, self.restartRectHeight))

            DrawText.drawText(screen, self.RestartText, self.RestartTextCX,
                              self.RestartTextCY)

        # Draw game over screen
        if self.isGameOver:

            # CollegiateCombat.stopMusic()

            if not self.isEnding:

                CollegiateCombat.kanyeGodSpeech.play()
                CollegiateCombat.kanyeGodSpeech.set_volume(1.0)

                self.isEnding = True

            screen.blit(self.gameOverImage, (0, 0))

            if self.characterLeft.health > self.characterRight.health:
                #print(self.characterLeft.health, self.characterRight.health)
                self.winner = CollegiateCombat.character2
            else:
                self.winner = CollegiateCombat.character1

            self.WinnerText = DrawText.createText(text="%s Wins" % self.winner,
                                                  color=CollegiateCombat.white,
                                                  fontType=self.WinnerFont)

            DrawText.drawText(screen, self.WinnerText, self.WinnerTextCX,
                              self.WinnerTextCY)
Ejemplo n.º 10
0
    def init(self):

        CollegiateCombat.mode = "RunGame"

        CollegiateCombat.stopMusic()
        CollegiateCombat.playMusic()

        # Resize title image:
        self.titleImageDim = 125
        self.titleImage = pygame.transform.scale(
            CollegiateCombat.titleImage,
            (self.titleImageDim, self.titleImageDim))
        self.titleImageW, self.titleImageH = self.titleImage.get_size()

        # Set game over and pause booleans
        self.isGameOver = False
        self.isPaused = False

        # Set ending sound boolean
        self.isEnding = False

        # Obtain and resize background
        w, h = self.width, self.height

        if "spring" in CollegiateCombat.gameBackground:

            self.initialBackground = pygame.image.load(
                "images/backgrounds/game/13-pittsburgh spring.png")
            self.initialBackground = pygame.transform.scale(
                self.initialBackground, (w, h))

            self.realBackground = pygame.image.load(
                "images/backgrounds/game/14-pittsburgh spring alt.png")
            w, h = self.width, self.height
            self.realBackground = pygame.transform.scale(
                self.realBackground, (w, h))

            self.background = self.initialBackground

        elif "spring" not in CollegiateCombat.gameBackground:

            self.background = pygame.image.load(
                "images/backgrounds/game/%s.png" %
                CollegiateCombat.gameBackground)
            self.background = pygame.transform.scale(self.background, (w, h))

        self.gameOverImage = pygame.image.load("images/gameover.png")
        # Resize game over image
        wGameOver, hGameOver = self.width, self.height
        self.gameOverImage = pygame.transform.scale(self.gameOverImage,
                                                    (wGameOver, hGameOver))

        character1 = super().character1
        character2 = super().character2
        Character.init(character1)
        Character.init(character2)

        self.characterGroup = pygame.sprite.Group()
        self.characterRight = Character(character1, self.width, self.height,
                                        True, 1)
        self.characterGroup = pygame.sprite.Group(self.characterRight)

        self.characterLeft = Character(character2, self.width, self.height,
                                       False, 2)
        self.characterGroup.add(self.characterLeft)

        # Get character icons and resize for health and energy bars
        charIconDim = 40
        self.imageLeft = self.characterLeft.spriteDict["icon"]
        self.imageLeft = pygame.transform.scale(self.imageLeft,
                                                (charIconDim, charIconDim))
        self.imageRight = self.characterRight.spriteDict["icon"]
        self.imageRight = pygame.transform.scale(self.imageRight,
                                                 (charIconDim, charIconDim))

        # Get character icons and resize for pause menu
        self.pauseCharIconDim = 100
        self.pauseImageLeft = self.characterLeft.spriteDict["icon"]
        self.pauseImageLeft = pygame.transform.scale(
            self.pauseImageLeft,
            (self.pauseCharIconDim, self.pauseCharIconDim))
        self.pauseImageRight = self.characterRight.spriteDict["icon"]
        self.pauseImageRight = pygame.transform.scale(
            self.pauseImageRight,
            (self.pauseCharIconDim, self.pauseCharIconDim))

        self.characterRightProjectiles = pygame.sprite.Group()
        self.characterLeftProjectiles = pygame.sprite.Group()

        # Set the sounds dictionaries equal to their appropriate sounds
        self.characterLeft.sounds = CollegiateCombat.characterSounds[
            self.characterLeft.character]

        self.characterRight.sounds = CollegiateCombat.characterSounds[
            self.characterRight.character]
        # print(self.characterRight.sounds)

        self.damage = 0

        self.timerFiredCounter = 0
        self.timeCount = 0

        self.characterLeft.isProbation = False
        self.characterRight.isProbation = False

        # Create a font: specify the font and size; None gives default font or specify a TTF font file from C:/Windows/Fonts

        # Render text

        self.fightFont = DrawText.createFont("Alger", 50)
        self.fightText = DrawText.createText(text="Fight!",
                                             color=CollegiateCombat.red,
                                             fontType=self.fightFont)

        self.QPAFont = DrawText.createFont("Alger", 25)
        self.QPAText = DrawText.createText(text="QPA",
                                           color=CollegiateCombat.red,
                                           fontType=self.QPAFont)
        self.QPATextLeftCX, self.QPATextLeftCY = 0, 0
        self.QPATextRightCX, self.QPATextRightCY = 0, 0

        self.SleepFont = DrawText.createFont("Alger", 25)
        self.SleepText = DrawText.createText(text="Sleep",
                                             color=CollegiateCombat.red,
                                             fontType=self.SleepFont)
        self.SleepTextLeftCX, self.SleepTextLeftCY = 0, 0
        self.SleepTextRightCX, self.SleepTextRightCY = 0, 0

        # Pause Screen text

        # Move Labels
        self.moveTextSize = 40
        self.moveFont = DrawText.createFont("Alger", self.moveTextSize)
        self.MotionText = DrawText.createText(text="Motion",
                                              color=CollegiateCombat.white,
                                              fontType=self.moveFont)
        self.BlockText = DrawText.createText(text="Block",
                                             color=CollegiateCombat.red,
                                             fontType=self.moveFont)
        self.PunchText = DrawText.createText(text="Punch",
                                             color=CollegiateCombat.lightBlue,
                                             fontType=self.moveFont)
        self.KickText = DrawText.createText(text="Kick",
                                            color=CollegiateCombat.green,
                                            fontType=self.moveFont)
        self.SpecialText = DrawText.createText(text="Special",
                                               color=CollegiateCombat.gold,
                                               fontType=self.moveFont)
        self.moveText = [
            self.MotionText, self.BlockText, self.PunchText, self.KickText,
            self.SpecialText
        ]

        self.moveTextCX, self.moveTextCY = 0, 0

        # Move Buttons
        self.buttonTextSize = 25
        self.buttonFont = DrawText.createFont("Alger", self.buttonTextSize)

        self.Motion1Text = DrawText.createText(text="W, A, D",
                                               color=CollegiateCombat.white,
                                               fontType=self.buttonFont)
        self.Motion2Text = DrawText.createText(text="Up, Left, Right",
                                               color=CollegiateCombat.white,
                                               fontType=self.buttonFont)

        self.Block1Text = DrawText.createText(text="S",
                                              color=CollegiateCombat.red,
                                              fontType=self.buttonFont)
        self.Block2Text = DrawText.createText(text="Down",
                                              color=CollegiateCombat.red,
                                              fontType=self.buttonFont)

        self.Punch1Text = DrawText.createText(text="V",
                                              color=CollegiateCombat.lightBlue,
                                              fontType=self.buttonFont)
        self.Punch2Text = DrawText.createText(text="L",
                                              color=CollegiateCombat.lightBlue,
                                              fontType=self.buttonFont)

        self.Kick1Text = DrawText.createText(text="C",
                                             color=CollegiateCombat.green,
                                             fontType=self.buttonFont)
        self.Kick2Text = DrawText.createText(text="K",
                                             color=CollegiateCombat.green,
                                             fontType=self.buttonFont)

        self.Special1Text = DrawText.createText(
            text="Space x 2: %s" % self.characterRight.specialName,
            color=CollegiateCombat.gold,
            fontType=self.buttonFont)
        self.Special2Text = DrawText.createText(text="J x 2: %s" %
                                                self.characterLeft.specialName,
                                                color=CollegiateCombat.gold,
                                                fontType=self.buttonFont)

        self.buttonText1 = [
            self.Motion1Text, self.Block1Text, self.Punch1Text, self.Kick1Text,
            self.Special1Text
        ]
        self.buttonText2 = [
            self.Motion2Text, self.Block2Text, self.Punch2Text, self.Kick2Text,
            self.Special2Text
        ]

        self.button1TextCX, self.button2TextCX, self.buttonTextCY = 0, 0, 0

        # Select Character Text

        self.restartRectOutline = 2
        self.restartRectBoarder = 4
        self.restartRectWidth = 200
        self.restartRectHeight = 70
        self.restartRectSpace = 20 + self.restartRectWidth
        self.restartRectY = (self.height // 2) + 130
        self.restartRectX = (self.width // 2) - (self.restartRectWidth // 2)

        self.RestartFont = DrawText.createFont("Alger", 35)
        self.RestartText = DrawText.createText(text="Restart",
                                               color=CollegiateCombat.white,
                                               fontType=self.RestartFont)
        self.RestartTextCX, self.RestartTextCY = (
            (2 * self.restartRectX) + self.restartRectWidth) // 2, (
                (2 * self.restartRectY) + self.restartRectHeight) // 2

        # Create Winner Screen
        self.winner = ""
        self.WinnerFont = DrawText.createFont("Alger", 80)
        self.WinnerTextCX, self.WinnerTextCY = self.width // 2, (
            3 * self.height) // 4