Microbit music / scroll output corrupting memory? - bbc-microbit

My son and I are trying to implement one of the fun-science.org microbit tutorials - building a "tug of war" game. Essentially, 10 presses on button A moves the sprite closer to that button and the same applies on button B. When you hit the edge of the screen, music plays and a message is scrolled on the screen before the game restarts.
We've got it fully working, but once the game has been won, it doesn't seem to reset properly. It works fine on the simulator, but not on the physical device (a microbit 2).
Once the game is won, the behaviour is erratic. It usually puts the sprite back in the middle, sometimes not, but frequently, one button doesn't work in the next game. Occasionally both stop working. In every situation, a restart fixes things.
Is there something wrong with the code? I've wondered whether the music / message is corrupting something and I need to put a wait in for it to complete. I've re-downloaded the hex file and re-flashed the microbit several times, so I think I've eliminated a corrupt code file.
Javascript version of code shown below, but it was actually built in blockly using the Microsoft MakeCode tool.
input.onButtonPressed(Button.A, function () {
sprite.change(LedSpriteProperty.X, -0.1)
})
input.onButtonPressed(Button.B, function () {
sprite.change(LedSpriteProperty.X, 0.1)
})
let sprite: game.LedSprite = null
sprite = game.createSprite(2, 3)
basic.forever(function () {
if (sprite.get(LedSpriteProperty.X) == 0) {
music.startMelody(music.builtInMelody(Melodies.Birthday), MelodyOptions.Once)
basic.showString("liverpool wins")
sprite.set(LedSpriteProperty.X, 2)
} else if (sprite.get(LedSpriteProperty.X) == 4) {
music.startMelody(music.builtInMelody(Melodies.Entertainer), MelodyOptions.Once)
basic.showString("rb leipzig wins")
sprite.set(LedSpriteProperty.X, 2)
}
})

I found it was more reliable if I did game.pause() and game.resume() while scrolling the text and playing the music at the end of the game:
input.onButtonPressed(Button.A, function () {
sprite.change(LedSpriteProperty.X, -0.1)
})
input.onButtonPressed(Button.B, function () {
sprite.change(LedSpriteProperty.X, 0.1)
})
let sprite: game.LedSprite = null
sprite = game.createSprite(2, 3)
basic.forever(function () {
if (sprite.get(LedSpriteProperty.X) == 0) {
game.pause()
music.startMelody(music.builtInMelody(Melodies.Birthday), MelodyOptions.Once)
basic.showString("liverpool wins")
game.resume()
sprite.set(LedSpriteProperty.X, 2)
} else if (sprite.get(LedSpriteProperty.X) == 4) {
game.pause()
music.startMelody(music.builtInMelody(Melodies.Entertainer), MelodyOptions.Once)
basic.showString("rb leipzig wins")
game.resume()
sprite.set(LedSpriteProperty.X, 2)
}
})
You can also take a look at the following version of the game that does not use the game rendering engine https://makecode.microbit.org/projects/tug-of-led to see if that makes a difference.

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Just to check if this is work, I added this codes just below above codes.
'''
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I'm slightly aware of things like requestAnimationFrame which I know I should be using, but I'm not sure how to make it work within the saga (maybe I don't need too do it in the saga, hence this question).
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UPDATE
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How about this.
let lastTime = 0;
function *tickSaga() {
while (true) {
var time = +new Date();
var delayTime = Math.max(0, 1000 - (time - lastTime));
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yield call(updateGameSaga)
const game = yield select(getGame)
if (game.crashed)
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This way I get like a Newsticker look and feel and it is scrolling nicely.
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I guess it has something to do with the time set for setInterval(func, time) because when I increase it to a high value it works (but ofcourse the scrolling is not nice).
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function loop(func, throttle) {
let running;
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requestAnimationFrame(insideLoop);
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Im trying to change the cursor on differnet actions. Essentially like panning a map.
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$('#mysvg').css('cursor', '-webkit-grab');
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