Splash SceneΒΆ

In the splash scene we start with a plain white splsh scene and transion to thethe MT Game Studio splash scene after 0.5 seconds which transciosns to the TJ Game splash scene after 3 seconds.

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  def blank_white_reset_scene():
     # this function is the splash scene game loop

     # do house keeping to ensure everythng is setup

     # set up the NeoPixels
     pixels = neopixel.NeoPixel(board.NEOPIXEL, 5, auto_write=False)
     pixels.deinit() # and turn them all off

     # reset sound to be off
     sound = ugame.audio
     sound.stop()
     sound.mute(False)

     # an image bank for CircuitPython
     image_bank_1 = stage.Bank.from_bmp16("mt_game_studio.bmp")

     # sets the background to image 0 in the bank
     background = stage.Grid(image_bank_1, 160, 120)

     # create a stage for the background to show up on
     #   and set the frame rate to 60fps
     game = stage.Stage(ugame.display, 60)
     # set the layers, items show up in order
     game.layers = [background]
     # render the background and inital location of sprite list
     # most likely you will only render background once per scene
     game.render_block()

     # repeat forever, game loop
     while True:
         # get user input

         # update game logic

         # Wait for 1/2 seconds
         time.sleep(0.5)
         mt_splash_scene()

         # redraw sprite list
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  def mt_splash_scene():
     # this function is the MT splash scene

     # an image bank for CircuitPython
     image_bank_2 = stage.Bank.from_bmp16("mt_game_studio.bmp")

     # sets the background to image 0 in the bank
     background = stage.Grid(image_bank_2, constants.SCREEN_GRID_X, constants.SCREEN_GRID_Y)

     # used this program to split the iamge into tile: https://ezgif.com/sprite-cutter/ezgif-5-818cdbcc3f66.png
     background.tile(2, 2, 0)  # blank white
     background.tile(3, 2, 1)
     background.tile(4, 2, 2)
     background.tile(5, 2, 3)
     background.tile(6, 2, 4)
     background.tile(7, 2, 0)  # blank white

     background.tile(2, 3, 0)  # blank white
     background.tile(3, 3, 5)
     background.tile(4, 3, 6)
     background.tile(5, 3, 7)
     background.tile(6, 3, 8)
     background.tile(7, 3, 0)  # blank white

     background.tile(2, 4, 0)  # blank white
     background.tile(3, 4, 9)
     background.tile(4, 4, 10)
     background.tile(5, 4, 11)
     background.tile(6, 4, 12)
     background.tile(7, 4, 0)  # blank white

     background.tile(2, 5, 0)  # blank white
     background.tile(3, 5, 0)
     background.tile(4, 5, 13)
     background.tile(5, 5, 14)
     background.tile(6, 5, 0)
     background.tile(7, 5, 0)  # blank white

     text = []

     text1 = stage.Text(width=29, height=14, font=None, palette=constants.MT_GAME_STUDIO_PALETTE, buffer=None)
     text1.move(20, 10)
     text1.text("MT Game Studios")
     text.append(text1)

     # get sound ready
     # follow this guide to convert your other sounds to something that will work
     #    https://learn.adafruit.com/microcontroller-compatible-audio-file-conversion
     coin_sound = open("coin.wav", 'rb')
     sound = ugame.audio
     sound.stop()
     sound.mute(False)
     sound.play(coin_sound)

     # create a stage for the background to show up on
     #   and set the frame rate to 60fps
     game = stage.Stage(ugame.display, 60)
     # set the layers, items show up in order
     game.layers = text + [background]
     # render the background and inital location of sprite list
     # most likely you will only render background once per scene
     game.render_block()

     # repeat forever, game loop
     while True:
         # get user input

         # update game logic

         # Wait for 1 seconds
         time.sleep(3.0)
         game_splash_scene()

         # redraw sprite list
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  def game_splash_scene():
     # this function is the MT splash scene

     # an image bank for CircuitPython
     image_bank_2 = stage.Bank.from_bmp16("sprites.bmp")

     # sets the background to image 0 in the bank
     background = stage.Grid(image_bank_2, constants.SCREEN_GRID_X, constants.SCREEN_GRID_Y)

     text = []

     text1 = stage.Text(width=29, height=15, font=None, palette=constants.MT_GAME_STUDIO_PALETTE, buffer=None)
     text1.move(50, 60)
     text1.text("TJ Games")
     text.append(text1)

     # create a stage for the background to show up on
     #   and set the frame rate to 60fps
     game = stage.Stage(ugame.display, 60)
     # set the layers, items show up in order
     game.layers = text + [background]
     # render the background and inital location of sprite list
     # most likely you will only render background once per scene
     game.render_block()

     # repeat forever, game loop
     while True:
         # get user input

         # update game logic

         # Wait for 3 seconds
         time.sleep(3.0)
         main_menu_scene()

         # redraw sprite list
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