 #define BUTTON_PIN  0
 #endif
 
-const NanoRect game_window = { {0, 8}, {95, 63} };
+const NanoRect game_window = { {16, 8}, {95, 63} };
 
 uint8_t gameField[24*14] =
 {

 */
void beep(int bCount,int bDelay);

NanoFixedSprite<GameEngine, engine> player( game_window.p1 + (NanoPoint){ 8, 8 }, { 8, 8 }, nullptr );

/* The variable is used for player animation      *
 * The graphics defined for the hero has 2 images *

static bool onDraw()
{
    engine.canvas.clear();
    engine.canvas.setMode(CANVAS_MODE_BASIC);
    if (game_window.containsPartOf( engine.canvas.rect() ))
    {
        engine.worldCoordinates();
        NanoRect blocks = rect_to_blocks( engine.canvas.rect() );
        for (uint8_t row = max(0,blocks.p1.y);
                     row <= min(13,blocks.p2.y); row++)
        {
            for (uint8_t col = max(0,blocks.p1.x);
                         col <= min(23,blocks.p2.x); col++)
            {
                uint8_t blockType = block_value({col,row});
                if (blockType != 0)
                {
                    engine.canvas.setColor(blockColors[blockType - 1]);
                    NanoPoint pos = block_to_pos({col,row});
                    engine.canvas.drawBitmap1(pos.x, pos.y,
                                          8, 8, bgSprites[blockType - 1]);
                }
            }
        }
        engine.canvas.setMode(CANVAS_MODE_TRANSPARENT);
        engine.canvas.setColor(RGB_COLOR8(64,255,255));
        player.draw();
        engine.localCoordinates();
    }
    showGameInfo();
    return true;
