Awesome to see this come to life!! Excited to start playing around with it!
Some small notes regarding code:
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@Confus3d did a solid job of condensing the code down - you really only need to check for buttonPressed(), as it will simply detect when the button state has gone from “up to down” Only issue with the code (in both original and the changes) are some missing parentheses on line 22, for the “aliveDisplay” call. Without that it seems to just be stuck in the dead state from the get-go.
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For whatever reason, the game starts in the dead state. No big deal as the dead state timer automatically kicks it back to the alive state, but might be worth looking at
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One thing I hadn’t considered when we talked about this concept is the fact that Blinks will fall asleep after so long without button presses. In this case it probably just means you’re playing the “nothing” games REALLY well, but it can be an issue if you need to wake the blink up again mid-play. Button presses carry over into the code when you wake the blink up, so it might be useful to add a check for “hasWoken” and clear the buttonPressed flag, so the state isn’t accidentally set to death on waking. Again though, with the way you set up the death timer, this may not really be much of an issue.
I’ll give some feedback regarding the games themselves later in the day when the kids are down for nap, but so far I love your suggested “cameos” for Nothing. We’ll definitely be giving the base games a try and hopefully get into the cameo games if we have the time today!