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Image Fighting Game Character Select Screen Creator

(Free & Supports Bulk Upload)

Drag & drop your images here or

The result will appear here...
You can edit the below JavaScript code to customize the image tool.
async function processImage(
    originalImg,
    characterName = "FIGHTER",
    playerName = "PLAYER 1",
    backgroundColor = "rgba(30, 30, 70, 1)", // Dark blueish-purple
    frameColor = "rgba(200, 200, 0, 1)",     // Yellow/Gold
    nameplateColor = "rgba(0, 0, 0, 0.75)",  // Semi-transparent black
    textColor = "#FFFFFF",
    fontFamily = "Bangers, Impact, Arial Black, sans-serif", 
    titleText = "CHOOSE YOUR FIGHTER!",
    titleColor = "#FFD700"                   // Gold, matches frame accents
) {
    const canvas = document.createElement('canvas');
    const ctx = canvas.getContext('2d');

    const canvasWidth = 800;
    const canvasHeight = 600;
    canvas.width = canvasWidth;
    canvas.height = canvasHeight;

    // --- Font Loading ---
    // Dynamically load "Bangers" font from CDN if it's the primary font.
    const primaryFontName = fontFamily.split(',')[0].trim().replace(/['"]/g, ''); // Get the first font name

    if (primaryFontName === "Bangers") {
        let fontIsRegistered = false;
        for (const f of document.fonts.values()) {
            if (f.family === primaryFontName) {
                fontIsRegistered = true;
                break;
            }
        }

        if (!fontIsRegistered) {
            // Font is not yet in document.fonts. Try to load and add it.
            try {
                const fontFace = new FontFace(
                    primaryFontName,
                    'url(https://fonts.gstatic.com/s/bangers/v24/FeVQS0BTqb0h60ACL5k.woff2)' // Direct URL to Bangers woff2
                );
                document.fonts.add(fontFace); // Add to the set; its status will be 'unloaded' initially
                await fontFace.load(); // Fetch and load the font resource
                // console.log(`${primaryFontName} font loaded and added to document.fonts.`);
            } catch (e) {
                console.warn(`Could not load the font "${primaryFontName}":`, e);
                // If loading fails, the browser will use fallback fonts from the fontFamily string.
            }
        } else {
            // Font is already registered (e.g., by a previous call). 
            // We still await its readiness to ensure it's rendered.
            try {
                await document.fonts.load(`1em "${primaryFontName}"`); // Check/wait for font by name
                // console.log(`${primaryFontName} font was already registered, ensured it's loaded.`);
            } catch (e) {
                 // console.warn(`Error while waiting for already registered font "${primaryFontName}":`, e);
            }
        }
    }
    // For any other primaryFontName, it's assumed to be a system font or loaded by other means.
    // The full fontFamily string (e.g., "Bangers, Impact, ...") will be used for rendering,
    // allowing browser to pick fallbacks if "Bangers" (or other primary) isn't available.
    // --- End Font Loading ---

    // Set common text baseline for consistency where appropriate
    ctx.textBaseline = 'middle';

    // 1. Draw background
    ctx.fillStyle = backgroundColor;
    ctx.fillRect(0, 0, canvasWidth, canvasHeight);

    // Optional: Add a subtle vignette for depth
    const vignetteGradient = ctx.createRadialGradient(
        canvasWidth / 2, canvasHeight / 2, Math.min(canvasWidth, canvasHeight) / 3.5, // Inner circle
        canvasWidth / 2, canvasHeight / 2, Math.max(canvasWidth, canvasHeight) / 1.8  // Outer circle
    );
    vignetteGradient.addColorStop(0, "rgba(0,0,0,0)"); // Transparent center
    vignetteGradient.addColorStop(1, "rgba(0,0,0,0.35)"); // Darker edges
    ctx.fillStyle = vignetteGradient;
    ctx.fillRect(0, 0, canvasWidth, canvasHeight);


    // 2. Draw Title
    const titleY = 70; // Vertical position of the title's middle
    ctx.font = `bold 48px ${fontFamily}`;
    ctx.fillStyle = titleColor;
    ctx.textAlign = 'center';
    ctx.fillText(titleText, canvasWidth / 2, titleY);
    ctx.strokeStyle = 'rgba(0,0,0,0.8)'; // Dark stroke for contrast
    ctx.lineWidth = 3;
    ctx.strokeText(titleText, canvasWidth / 2, titleY);


    // 3. Draw Player Indicator (e.g., "PLAYER 1" at top-left)
    ctx.font = `bold 24px ${fontFamily}`;
    ctx.fillStyle = textColor;
    ctx.textAlign = 'left';
    ctx.textBaseline = 'top'; // Align to top-left corner for easier positioning
    const playerIndicatorX = 30;
    const playerIndicatorY = 30;
    ctx.fillText(playerName, playerIndicatorX, playerIndicatorY);
    ctx.strokeStyle = 'rgba(0,0,0,0.7)';
    ctx.lineWidth = 1.5;
    ctx.strokeText(playerName, playerIndicatorX, playerIndicatorY);
    ctx.textBaseline = 'middle'; // Reset to common baseline


    // 4. Character Art Frame
    const frameWidth = 320;
    const frameHeight = 420;
    const frameX = (canvasWidth - frameWidth) / 2;
    // Position frame below the title text (title is 48px high, centered at titleY)
    const frameY = titleY + (48 / 2) + 35; // 48/2 is half title height, 35 is spacing
    const frameBorderThickness = 12;

    // Draw main frame border background
    ctx.fillStyle = frameColor;
    ctx.fillRect(
        frameX - frameBorderThickness,
        frameY - frameBorderThickness,
        frameWidth + (2 * frameBorderThickness),
        frameHeight + (2 * frameBorderThickness)
    );
    
    // Simple bevel effect for the frame border
    const bevelOffset = frameBorderThickness / 2;
    ctx.fillStyle = "rgba(0,0,0,0.3)"; // Darker shade for top/left inner edges of border
    ctx.fillRect(frameX - frameBorderThickness, frameY - frameBorderThickness, frameWidth + (2 * frameBorderThickness), bevelOffset); // Top shadow
    ctx.fillRect(frameX - frameBorderThickness, frameY - frameBorderThickness + bevelOffset, bevelOffset, frameHeight + (2 * frameBorderThickness) - bevelOffset); // Left shadow
    
    ctx.fillStyle = "rgba(255,255,255,0.25)"; // Lighter shade for bottom/right inner edges of border
    ctx.fillRect(frameX - frameBorderThickness + bevelOffset, frameY + frameHeight + frameBorderThickness - bevelOffset, frameWidth + (2 * frameBorderThickness) - bevelOffset, bevelOffset); // Bottom highlight
    ctx.fillRect(frameX + frameWidth + frameBorderThickness - bevelOffset, frameY - frameBorderThickness + bevelOffset, bevelOffset, frameHeight + (2*frameBorderThickness) - (2*bevelOffset)); // Right highlight


    // 5. Character Image (Aspect Fill / "Cover" Behavior)
    ctx.save();
    ctx.beginPath();
    ctx.rect(frameX, frameY, frameWidth, frameHeight); // Clipping path for the image
    ctx.clip();

    const imgIntrinsicWidth = originalImg.width; // For Image objects, .width is intrinsic
    const imgIntrinsicHeight = originalImg.height;

    if (imgIntrinsicWidth > 0 && imgIntrinsicHeight > 0) {
        const imgAspect = imgIntrinsicWidth / imgIntrinsicHeight;
        const frameAspect = frameWidth / frameHeight;
        let drawWidth, drawHeight, dx, dy;

        if (imgAspect > frameAspect) { // Image is wider than frame slot (fit height, crop width)
            drawHeight = frameHeight;
            drawWidth = imgAspect * drawHeight;
            dx = frameX - (drawWidth - frameWidth) / 2; // Center horizontally
            dy = frameY;
        } else { // Image is taller or same aspect (fit width, crop height)
            drawWidth = frameWidth;
            drawHeight = drawWidth / imgAspect;
            dx = frameX;
            dy = frameY - (drawHeight - frameHeight) / 2; // Center vertically
        }
        ctx.drawImage(originalImg, dx, dy, drawWidth, drawHeight);
    } else {
        // Fallback if image has no dimensions (e.g., not loaded, though parameter implies loaded)
        ctx.fillStyle = 'rgba(50,50,50,1)'; // Dark grey placeholder
        ctx.fillRect(frameX, frameY, frameWidth, frameHeight);
        ctx.fillStyle = 'rgba(200,200,200,1)';
        ctx.textAlign = 'center';
        ctx.font = `20px ${fontFamily.split(',').slice(1).join(',') || "sans-serif"}`; // Use fallback fonts
        ctx.fillText("Image N/A", frameX + frameWidth / 2, frameY + frameHeight / 2);
    }
    ctx.restore(); // Remove clipping path

    // Optional: Add subtle inner border/highlight on the image rectangle
    ctx.strokeStyle = "rgba(255, 255, 255, 0.15)";
    ctx.lineWidth = 3;
    ctx.strokeRect(frameX, frameY, frameWidth, frameHeight);

    // 6. Nameplate for Character Name
    const nameplateHeight = 65;
    // Position nameplate to slightly overlap the bottom of the character frame
    const nameplateY = frameY + frameHeight - (nameplateHeight / 2.2); 
    const nameplateX = frameX - frameBorderThickness; // Align with outer frame edge
    const nameplateWidth = frameWidth + (2 * frameBorderThickness); // Match outer frame width

    ctx.fillStyle = nameplateColor;
    ctx.fillRect(nameplateX, nameplateY, nameplateWidth, nameplateHeight);

    // Border for nameplate, matching the main frame's color
    ctx.strokeStyle = frameColor; 
    ctx.lineWidth = 2.5; 
    ctx.strokeRect(nameplateX, nameplateY, nameplateWidth, nameplateHeight);

    // Character Name Text (auto-shrinks if too long)
    ctx.fillStyle = textColor;
    ctx.textAlign = 'center';
    ctx.textBaseline = 'middle'; // Vertically center text in nameplate

    let currentFontSize = 40; // Initial font size for character name
    const maxCharNameWidth = nameplateWidth - 30; // Max width for text (15px padding each side)
    
    ctx.font = `bold ${currentFontSize}px ${fontFamily}`;
    // Reduce font size until text fits within the nameplate
    while (ctx.measureText(characterName).width > maxCharNameWidth && currentFontSize > 12) {
        currentFontSize--;
        ctx.font = `bold ${currentFontSize}px ${fontFamily}`;
    }
    
    const charNameY = nameplateY + nameplateHeight / 2;
    ctx.fillText(characterName, nameplateX + nameplateWidth / 2, charNameY);
    ctx.strokeStyle = 'rgba(0,0,0,0.9)'; // Dark stroke for readability
    ctx.lineWidth = currentFontSize > 20 ? 1.5 : 1; // Adjust stroke based on final font size
    ctx.strokeText(characterName, nameplateX + nameplateWidth / 2, charNameY);

    return canvas;
}

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Description

The Image Fighting Game Character Select Screen Creator allows users to create customized character select screens for fighting games. Users can upload an image of a character and customize the screen with various options including character names, player names, background colors, and frame colors. This tool is particularly useful for game developers, streamers, or gaming enthusiasts looking to create a unique presentation for gaming events, tournaments, or personal projects. Users can design screens that reflect their style and branding, enhancing the gaming experience.

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