<commit_before>import pygame
import time
from random import randint

#inspection cannot resolve names
from IV import *
import libdef

#starting inits
game = IV()


class DrawDiceScreen:
    def __init__(self):
        self.drawing = True

    def drawScreen(self):
        # background
        game.screen.fill((255, 255, 255))

        # roll button
        self.roll = libdef.DrawButton(game.screen, game.green, game.white, "Roll Dice", 500, 125, (game.width * 0.5),
                               (game.height * 0.5))

    def logicDrawScreen(self):
        self.roll.collision(game.red)

        # flip updated screen
        if self.roll.collision():
            self.number = randint(1,6)
            self.number2 = randint(1,6)
            return 101

    def drawScreen1(self):
        # background
        game.screen.fill((255, 255, 255))
        # dice image
        img = './assets/white_dice/{}.png'.format(self.number)
        img2 = './assets/red_dice/{}.png'.format(self.number2)
        self.image = libdef.DrawImage(game.screen, img, game.width-612, game.height*0.2)
        self.image2 = libdef.DrawImage(game.screen, img2, game.width - 412, game.height * 0.2)
        # text beneath image
        self.text = libdef.DrawText(game.screen, "You rolled a {} and a {}!".format(self.number,self.number2), game.red, game.width-512, game.height*0.4)
        # continue button
        self.continu = libdef.DrawButton(game.screen, game.green, game.white, "Continue", 200, 50, (game.width * 0.5),(game.height * 0.5))

    def logicDrawScreen1(self):
        self.continu.collision(game.red)

        # flip updated screen
        if self.continu.collision():
            return 102




# force quit event
def process_events():
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            return False<commit_msg>Dice 2 text added<commit_after>import pygame
import time
from random import randint

#inspection cannot resolve names
from IV import *
import libdef

#starting inits
game = IV()


class DrawDiceScreen:
    def __init__(self):
        self.drawing = True

    def drawScreen(self):
        # background
        game.screen.fill((255, 255, 255))

        # roll button
        self.roll = libdef.DrawButton(game.screen, game.green, game.white, "Roll Dice", 500, 125, (game.width * 0.5),
                               (game.height * 0.5))

    def logicDrawScreen(self):
        self.roll.collision(game.red)

        # flip updated screen
        if self.roll.collision():
            self.number = randint(1,6)
            self.number2 = randint(1,6)
            return 101

    def drawScreen1(self):
        # background
        game.screen.fill((255, 255, 255))
        # dice image
        img = './assets/white_dice/{}.png'.format(self.number)
        img2 = './assets/red_dice/{}.png'.format(self.number2)
        self.image = libdef.DrawImage(game.screen, img, game.width-612, game.height*0.2)
        self.image2 = libdef.DrawImage(game.screen, img2, game.width - 412, game.height * 0.2)
        # text beneath image
        self.text = libdef.DrawText(game.screen, "You rolled a {} and a {}!".format(self.number,self.number2), game.red, game.width-512, game.height*0.4)
        # text next to dice
        self.text2 = libdef.DrawText(game.screen, "What kind of question", (0, 0, 0), 180, game.height*0.2)
        self.text3 = libdef.DrawText(game.screen, "How may steps", (0, 0, 0), 824, game.height * 0.2)
        # continue button
        self.continu = libdef.DrawButton(game.screen, game.green, game.white, "Continue", 200, 50, (game.width * 0.5),(game.height * 0.5))

    def logicDrawScreen1(self):
        self.continu.collision(game.red)

        # flip updated screen
        if self.continu.collision():
            return 102




# force quit event
def process_events():
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            return False
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