# /usr/bin/env python3

# Created by: Euel Yirga # Created on: January 2019 # This programs plays breakout

import ugame import stage import board import neopixel import time import random

import constants

sprites = []

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

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

def game_splash_scene():

# this function is the MT splash scene

# an image bank for CircuitPython image_bank_2 = stage.Bank.from_bmp16(“break_out.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(“Ferda 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

def main_menu_scene(): # this function is the MT splash scene