diff --git a/Tilemap_Game_With_CircuitPython/code.py b/Tilemap_Game_With_CircuitPython/code.py index 1d90bea0e..cdeb36c10 100644 --- a/Tilemap_Game_With_CircuitPython/code.py +++ b/Tilemap_Game_With_CircuitPython/code.py @@ -130,7 +130,7 @@ def is_tile_moveable(tile_coords): ) # Create a Group to hold the sprite and castle -group = displayio.Group(max_size=33) +group = displayio.Group() # Add castle to the group group.append(castle) @@ -430,7 +430,8 @@ def draw_camera_view(): def show_splash(new_text, color, vertical_offset=18): text_area.text = "" text_area.text = new_text - text_area.y = round(text_area.text.count("\n") * vertical_offset / 2) + text_area.anchor_point = (0, 0) + text_area.anchored_position = (0, vertical_offset) text_area.color = color group.append(splash) @@ -440,16 +441,20 @@ def show_splash(new_text, color, vertical_offset=18): "tilegame_assets/game_message_background.bmp", "rb" ) as game_message_background: # Make the splash context - splash = displayio.Group(max_size=4) + splash = displayio.Group() + # CircuitPython 6 & 7 compatible odb = displayio.OnDiskBitmap(game_message_background) - bg_grid = displayio.TileGrid(odb, pixel_shader=getattr(odb, 'pixel_shader', displayio.ColorConverter())) + # # CircuitPython 7+ compatible + # odb = displayio.OnDiskBitmap("tilegame_assets/game_message_background.bmp") + # bg_grid = displayio.TileGrid(odb, pixel_shader=odb.pixel_shader) + splash.append(bg_grid) # Text for the message - text_group = displayio.Group(max_size=8, scale=1, x=14, y=18) + text_group = displayio.Group(x=14, y=8) text_area = label.Label(terminalio.FONT, text=" " * 180, color=0xD39AE5) text_group.append(text_area) splash.append(text_group) @@ -625,7 +630,7 @@ def show_splash(new_text, color, vertical_offset=18): GAME_STATE["STATE"] = STATE_WAITING random_fact = random.choice(FACTS) minerva_txt = wrap_nicely("Minerva: {}".format(random_fact), 23) - show_splash(minerva_txt, 0xD39AE5, 10) + show_splash(minerva_txt, 0xD39AE5, 0) # store the last update time last_update_time = now