tilemap game cp7 updates and text location fix
@@ -130,7 +130,7 @@ castle = displayio.TileGrid(
)
# 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 @@ y_offset = 0
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 @@ with open(
"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 @@ with open(
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
