From eaf6cfb4c97e275b8ceb8ae16931affe22fcf641 Mon Sep 17 00:00:00 2001
From: Joshua Saxby <joshua.a.saxby@gmail.com>
Date: Sun, 9 Feb 2020 00:47:41 +0000
Subject: [PATCH] Some tweaks to hopefully get event-handling demo working

---
 source/main.cpp | 10 +++++-----
 1 file changed, 5 insertions(+), 5 deletions(-)

diff --git a/source/main.cpp b/source/main.cpp
index 14cf50b..7a1cff4 100755
--- a/source/main.cpp
+++ b/source/main.cpp
@@ -68,7 +68,7 @@ Game::Game(MicroBit& micro_bit)
 {}
 
 void Game::run() {
-    this->micro_bit.display.scroll("NEW GAME!");
+    // this->micro_bit.display.scroll("NEW GAME!");
     // init screen display mode, to be sure it is in a known-state
     // TODO: consider changing to greyscale to allow "mutli-coloured" blocks
     this->micro_bit.display.setDisplayMode(DISPLAY_MODE_BLACK_AND_WHITE);
@@ -86,9 +86,9 @@ void Game::run() {
         &Game::press_button_b
     );
     while (true) { // TODO: change to use game-over condition
-        this->draw(); // render screen buffer
+        // this->draw(); // render screen buffer
         // sleep to conserve CPU cycles and allow other fibers a chance to run
-        this->micro_bit.sleep(50); // a 50ms sleep gives us a 20Hz tick-rate
+        this->micro_bit.sleep(100); // a 100ms sleep gives us a 10Hz tick-rate
     }
     // TODO: add the rest of the game logic
     this->micro_bit.display.scroll("GAME OVER!");
@@ -117,12 +117,12 @@ void Game::draw() {
 
 void Game::press_button_a(MicroBitEvent e) {
     // XXX: debug
-    this->screen_buffer.setPixelValue(0, 2, 255);
+    this->micro_bit.display.print("A");
 }
 
 void Game::press_button_b(MicroBitEvent e) {
     // XXX: debug
-    this->screen_buffer.setPixelValue(4, 2, 255);
+    this->micro_bit.display.print("B");
 }
 
 
-- 
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