A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.

Dependencies:   mbed MotionSensor

Revision:
26:abbc19edc5c1
Parent:
25:112cbcb0b4a7
Child:
27:a1b41626f57c
--- a/main.cpp	Fri Apr 26 02:38:05 2019 +0000
+++ b/main.cpp	Mon Apr 29 02:45:17 2019 +0000
@@ -21,8 +21,6 @@
 N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11);
 Gamepad gamepad;
 
-int counter = 0;
-
 bool entity_collision(Entity &a, Entity &b)  // returns true if the two entity hitboxes collide
 {
     if (((b.get_pos_x() <= a.get_pos_x()) && (a.get_pos_x() <= b.get_pos_x() + b.get_hitbox_width() - 1)) ||
@@ -75,6 +73,7 @@
 
 int main()
 {
+    // initialize
     lcd.init();
     lcd.setContrast(0.45);
     gamepad.init();
@@ -167,7 +166,13 @@
             // Entity Collision Detection
 
             // MiniMap Screen Detection
-
+            if(gamepad.check_event(Gamepad::BACK_PRESSED)) {
+                wait(0.05);
+                lcd.clear();
+                while(gamepad.check_event(Gamepad::BACK_PRESSED)) {
+                };
+            };
+            
             // Pause Detection
             if(gamepad.check_event(Gamepad::START_PRESSED)) {
                 lcd.drawSpriteTransparent(0,
@@ -251,8 +256,6 @@
             }
             lcd.refresh();
             wait_ms(1000/40); // setting FPS
-            counter++;
-
         }
 gameover: {
             lcd.clear();
@@ -273,4 +276,10 @@
             }
         }
     }
+}
+
+void render(){
+    lcd.clear();
+    lcd.refresh();
+    wait_ms(1000/40); // setting FPS
 }
\ No newline at end of file