Final Game. Have fun!!! :-)

Dependencies:   4DGL-uLCD-SE PinDetect mbed-rtos mbed

Revision:
6:f99b7d1fd770
Parent:
4:c136aa81f52a
diff -r ee8e44d75775 -r f99b7d1fd770 main.cpp
--- a/main.cpp	Wed May 02 08:49:43 2018 +0000
+++ b/main.cpp	Thu May 03 01:22:51 2018 +0000
@@ -3,22 +3,28 @@
 #include "uLCD_4DGL.h"
 #include "SDFileSystem.h"
 #include "wave_player.h"
+#include "PinDetect.h"
 #include <string>
 
 //***** HW and signal setup *****//
-Serial bluemod(p28,p27); //serial tx, serial rx
+Serial bluemod(p28,p27);                                //bluetooth setup
 
-//Bus for buttons
-BusIn nibble(p21, p22, p23, p24);
+//Pushbuttons
+PinDetect pb1(p24);
+PinDetect pb2(p23);
+PinDetect pb3(p22);
+PinDetect pb4(p21);
 
- //Setup RGB led using PWM pins and class
+int pb1Score = 0;
+int pb2Score = 0;
+int pb3Score = 0;
+int pb4Score = 0;
+
+//Setup RGB led using PWM pins and class
 DigitalOut redLed(p19);
 DigitalOut greenLed(p20);
 
-uLCD_4DGL uLCD(p13,p14,p12); // main screen for game
-//uLCD_4DGL uLCD1(p13, p14, p12); // second screen for score
-
-Mutex ledMutex;
+uLCD_4DGL uLCD(p13, p14, p12);                          // main screen for game
 
 SDFileSystem sd(p5, p6, p7, p8, "sd");
 
@@ -26,15 +32,8 @@
 AnalogOut DACout(p18);
 wave_player waver(&DACout, &speakerPWM);
 
-//*********************//
-
-
-
 //***** Constants *****//
-const int songLength = 50; //adjust as needed
-
-//*********************//
-
+const int songLength = 100;                             //adjust as needed
 
 //Arrays for notes
 int L1[songLength];
@@ -42,261 +41,207 @@
 int L3[songLength];
 int L4[songLength];
 
-int timespace = -6; //count for drawing the circles
-int value = 0; //keypad input value
-int score = 0; //score
-int playGame = 1; //game state toggle to start game
-int restartGame = 1; //game state toggle to restart or quit
+int circleAligner = -6;                                 //count for drawing the circles
+int value = 0;                                      //keypad input value
+int score = 0;                                  //score
+int playGame = 1;                                   //game state toggle to start game
+int restartGame = 1;                                //game state toggle to restart or quit
 
-int red = 0;
-int green = 0;
-
-char blueIn = '0'; //Bluetooth setup
+char blueIn = '0';                                  //Bluetooth setup
 int selectedSong = 0;
 
-FILE *wav_file; // song file
+FILE *wav_file;                                     // song file
+
+//-----------------------------------------------------------------------------------------------------------------------
 
+void pb1_hit_interrupt(void) {
+    if (circleAligner > -1) {
+        if (L4[circleAligner] == 1) {
+            pb1Score = pb1Score + 1;                    //increment points if tapped correctly
+            redLed = 0; 
+            greenLed = 1; 
+        } else {
+            redLed = 1; 
+            greenLed = 0;      
+        }
+    }
+    wait(.05);
+    redLed = 1;
+    greenLed = 0;
+}
 
-void mainMenu()
-{   
-    uLCD.display_control(PORTRAIT_R);
-    uLCD.locate(5,0);
-    uLCD.printf("Welcome!");
-    uLCD.locate(2,2);
-    uLCD.printf("Choose a song\n\n");
-    uLCD.printf("1: GTShake\n\n");
-    uLCD.printf("2: DarkHorse\n\n");
-    uLCD.printf("3: OneRepublic\n\n");
-    uLCD.printf("4: ShakeItOff\n\n");
-   
-    int startGame = 0;
-    playGame = 1;
-    timespace = -6;
-    blueIn = '0';
-    score = 0;
-    selectedSong = 0;
-    
-    while(!startGame){ //Loop until a valid song is selected
-        while(bluemod.readable()){
-            blueIn = bluemod.getc(); //Read bluetooth input and select song.
-            switch(blueIn) {
-                case '1':
-                    selectedSong = 1;
-                    break;
-                case '2':
-                    selectedSong = 2;
-                    break;
-                case '3':
-                    selectedSong = 3;
-                    break;
-                case '4':
-                    selectedSong = 4;
-                    break;
-            }
-            break; //Only read 1 character at a time
+void pb2_hit_interrupt(void) {
+    if (circleAligner > -1) {
+        if (L3[circleAligner] == 1) {
+            pb2Score = pb2Score + 1; 
+            redLed = 0; 
+            greenLed = 1; 
+        } else {
+            redLed = 1; 
+            greenLed = 0;        
         }
-        
-        if(selectedSong >= 1 && selectedSong <= 4) //Start game once song is selected
-            startGame = 1;
+    }
+    wait(.05);
+    redLed = 1;
+    greenLed = 0;
+}
+
+void pb3_hit_interrupt(void) {
+    if (circleAligner > -1) {
+        if (L2[circleAligner] == 1) {
+            pb3Score = pb3Score + 1; 
+            redLed = 0; 
+            greenLed = 1; 
+        } else {
+            redLed = 1; 
+            greenLed = 0;         
+        }
     }
-    
-    uLCD.cls();
+    wait(.05);
+    redLed = 1;
+    greenLed = 0;
+}
+
+void pb4_hit_interrupt(void) {
+    if (circleAligner > -1) {
+        if (L1[circleAligner] == 1) {
+            pb4Score = pb4Score + 1; 
+            redLed = 0; 
+            greenLed = 1; 
+        } else {
+            redLed = 1; 
+            greenLed = 0; 
+        }
+    }
+    wait(.05);
+    redLed = 1;
+    greenLed = 0;
 }
 
-void endScreen()
-{
-    uLCD.cls();
-    uLCD.display_control(PORTRAIT_R);
-    uLCD.printf("Score: %d\n\n", score);
-    
-    uLCD.printf("1: Play Again\n");
-    uLCD.printf("2: Quit.");
-    
-    blueIn = '0';
-    while(restartGame < 0)  //Loop waiting for bluetooth input
-    {
-        while(bluemod.readable()){
-            blueIn = bluemod.getc(); //Read bluetooth input and select song.
-            
-            if(blueIn == '1'){
-                restartGame = 1;    //if 1 go back to main menu
-                break;
+//-----------------------------------------------------------------------------------------------------------------------
+
+void lcdThread1(void const *args) {
+    while(playGame) {
+        circleAligner++;
+        uLCD.filled_circle(110, 20, 12, BLACK);
+        uLCD.filled_circle(110, 50, 12, BLACK);
+        uLCD.filled_circle(110, 80, 12, BLACK);
+        uLCD.filled_circle(110, 110, 12, BLACK);
+        if (circleAligner >= 0) {                       //draw the path of the circles
+            if (L1[circleAligner]) {
+                uLCD.filled_circle(86, 20, 10, BLACK);
+                uLCD.filled_circle(110, 20, 12, BLUE);
+            }
+            if (L2[circleAligner]) {
+                uLCD.filled_circle(86, 50, 10, BLACK);
+                uLCD.filled_circle(110, 50, 12, RED);
             }
-            else if(blueIn == '2'){
-                restartGame = 0;     //if 2 end game
-                break;
+            if (L3[circleAligner]) {
+                uLCD.filled_circle(86, 80, 10, BLACK);
+                uLCD.filled_circle(110, 80, 12, GREEN);
+            }
+            if (L4[circleAligner]) {
+                uLCD.filled_circle(86, 110, 10, BLACK);
+                uLCD.filled_circle(110, 110, 12, LGREY);
+            }
+        }
+        if (circleAligner >= -1) {
+            if (L1[circleAligner + 1]) {
+                uLCD.filled_circle(66, 20, 8, BLACK);
+                uLCD.filled_circle(86, 20, 10, BLUE);}
+            if (L2[circleAligner + 1]) {
+                uLCD.filled_circle(66, 50, 8, BLACK);
+                uLCD.filled_circle(86, 50, 10, RED);}
+            if (L3[circleAligner + 1]) {
+                uLCD.filled_circle(66, 80, 8, BLACK);
+                uLCD.filled_circle(86, 80, 10, GREEN);
+            }
+            if (L4[circleAligner + 1]) {
+                uLCD.filled_circle(66, 110, 8, BLACK);
+                uLCD.filled_circle(86, 110, 10, LGREY);
             }
         }
+        if (circleAligner >= -2) {
+            if (L1[circleAligner + 2]) {
+                uLCD.filled_circle(50, 20, 6, BLACK);
+                uLCD.filled_circle(66, 20, 8, BLUE);
+            }
+            if (L2[circleAligner + 2]) {
+                uLCD.filled_circle(50, 50, 6, BLACK);
+                uLCD.filled_circle(66, 50, 8, RED);
+            }
+            if (L3[circleAligner + 2]) {
+                uLCD.filled_circle(50, 80, 6, BLACK);
+                uLCD.filled_circle(66, 80, 8, GREEN);
+            }
+            if (L4[circleAligner + 2]) {
+                uLCD.filled_circle(50, 110, 6, BLACK);
+                uLCD.filled_circle(66, 110, 8, LGREY);
+            }
+        }
+        if (circleAligner >= -3) {
+            if (L1[circleAligner + 3]) {
+                uLCD.filled_circle(38, 20, 4, BLACK);
+                uLCD.filled_circle(50, 20, 6, BLUE);
+            }
+            if (L2[circleAligner + 3]) {
+                uLCD.filled_circle(38, 50, 4, BLACK);
+                uLCD.filled_circle(50, 50, 6, RED);
+            }
+            if (L3[circleAligner + 3]) {
+                uLCD.filled_circle(38, 80, 4, BLACK);
+                uLCD.filled_circle(50, 80, 6, GREEN);
+            }
+            if (L4[circleAligner + 3]) {
+                uLCD.filled_circle(38, 110, 4, BLACK);
+                uLCD.filled_circle(50, 110, 6, LGREY);
+            }
+        }
+        if (circleAligner >= -4) {
+            if (L1[circleAligner + 4]) {
+                uLCD.filled_circle(30, 20, 2, BLACK);
+                uLCD.filled_circle(38, 20, 4, BLUE);
+            }
+            if (L2[circleAligner + 4]) {
+                uLCD.filled_circle(30, 50, 2, BLACK);
+                uLCD.filled_circle(38, 50, 4, RED);
+            }
+            if (L3[circleAligner + 4]) {
+                uLCD.filled_circle(30, 80, 2, BLACK);
+                uLCD.filled_circle(38, 80, 4, GREEN);
+            }
+            if (L4[circleAligner + 4]) {
+                uLCD.filled_circle(30, 110, 2, BLACK);
+                uLCD.filled_circle(38, 110, 4, LGREY);
+            }
+        }
+        if (L1[circleAligner + 5]) {
+            uLCD.filled_circle(30, 20, 2, BLUE);
+        }
+        if (L2[circleAligner + 5]) {
+            uLCD.filled_circle(30, 50, 2, RED);
+        }
+        if (L3[circleAligner + 5]) {
+            uLCD.filled_circle(30, 80, 2, GREEN);
+        }
+        if (L4[circleAligner + 5]) {
+            uLCD.filled_circle(30, 110, 2, LGREY);
+        }
+        uLCD.circle(110, 20, 12, WHITE);                    //draw circles at base
+        uLCD.circle(110, 50, 12, WHITE);
+        uLCD.circle(110, 80, 12, WHITE);
+        uLCD.circle(110, 110, 12, WHITE);
+        if(circleAligner >= songLength) {                   //stop game if game ends before songs ends
+            playGame = 0;
+        }
+        Thread::wait(250);
     }
 }
 
-
-void buttonsThread(void const* args) {
-    while (playGame) {
-        if (timespace > -1) {
-                switch(nibble) {
-                    case 0x8:
-                        if (L4[timespace] == 1) {
-                            score = score + 1;
-                            redLed = 0;
-                            greenLed = 1;
-                        } else {
-                            redLed = 1;
-                            greenLed = 0;
-                        }
-                        break;
-                    case 0x4:
-                        if (L3[timespace] == 1) {
-                            score = score + 1;
-                            redLed = 0;
-                            greenLed = 1;
-                        } else {
-                            redLed = 1;
-                            greenLed = 0;
-                        }
-                        break;
-                    case 0x2:
-                        if (L2[timespace] == 1) {
-                            score = score + 1;
-                            redLed = 0;
-                            greenLed = 1;
-                        } else {
-                            redLed = 1;
-                            greenLed = 0;
-                        }
-                        break;
-                    case 0x1:
-                        if (L1[timespace] == 1) {
-                            score = score + 1;
-                            redLed = 0;
-                            greenLed = 1;
-                        } else {
-                            redLed = 1;
-                            greenLed = 0;
-                        }
-                        break;
-                    default:
-                        redLed = 1;
-                        break;
-                }
-                while(nibble) {}
-        }
-    }    
-}
+//-----------------------------------------------------------------------------------------------------------------------
 
-void lcdThread1(void const *args) {
-    
-    while(playGame) {
-        timespace++;
-        //delete any circles in the yellow circles
-        uLCD.filled_circle(110, 20, 12, 0x000000);
-        uLCD.filled_circle(110, 50, 12, 0x000000);
-        uLCD.filled_circle(110, 80, 12, 0x000000);
-        uLCD.filled_circle(110, 110, 12, 0x000000);
-        
-        uLCD.locate(5, 0);
-        uLCD.printf("%d", score);        
-        //draw the path of the circles
-        if (timespace >= 0){
-            if (L1[timespace] == 1){
-                uLCD.filled_circle(86, 20, 10, 0x000000);
-                uLCD.filled_circle(110, 20, 12, 0x0000FF);}
-            if (L2[timespace] == 1){
-                uLCD.filled_circle(86, 50, 10, 0x000000);
-                uLCD.filled_circle(110, 50, 12, 0x00FFFF);}
-            if (L3[timespace] == 1){
-                uLCD.filled_circle(86, 80, 10, 0x000000);
-                uLCD.filled_circle(110, 80, 12, 0x00FF00);}
-            if (L4[timespace] == 1){
-                uLCD.filled_circle(86, 110, 10, 0x000000);
-                uLCD.filled_circle(110, 110, 12, 0x008000);}
-        }
-        if (timespace >= -1){
-            if (L1[timespace+1] == 1){
-                uLCD.filled_circle(66, 20, 8, 0x000000);
-                uLCD.filled_circle(86, 20, 10, 0x0000FF);}
-            if (L2[timespace+1] == 1){
-                uLCD.filled_circle(66, 50, 8, 0x000000);
-                uLCD.filled_circle(86, 50, 10, 0x00FFFF);}
-            if (L3[timespace+1] == 1){
-                uLCD.filled_circle(66, 80, 8, 0x000000);
-                uLCD.filled_circle(86, 80, 10, 0x00FF00);}
-            if (L4[timespace+1] == 1){
-                uLCD.filled_circle(66, 110, 8, 0x000000);
-                uLCD.filled_circle(86, 110, 10, 0x008000);}
-        }
-        if (timespace >= -2){
-            if (L1[timespace+2] == 1){
-                uLCD.filled_circle(50, 20, 6, 0x000000);
-                uLCD.filled_circle(66, 20, 8, 0x0000FF);}
-            if (L2[timespace+2] == 1){
-                uLCD.filled_circle(50, 50, 6, 0x000000);
-                uLCD.filled_circle(66, 50, 8, 0x00FFFF);}
-            if (L3[timespace+2] == 1){
-                uLCD.filled_circle(50, 80, 6, 0x000000);
-                uLCD.filled_circle(66, 80, 8, 0x00FF00);}
-            if (L4[timespace+2] == 1){
-                uLCD.filled_circle(50, 110, 6, 0x000000);
-                uLCD.filled_circle(66, 110, 8, 0x008000);}
-        }
-        if (timespace >= -3){
-            if (L1[timespace+3] == 1){
-                uLCD.filled_circle(38, 20, 4, 0x000000);
-                uLCD.filled_circle(50, 20, 6, 0x0000FF);}
-            if (L2[timespace+3] == 1){
-                uLCD.filled_circle(38, 50, 4, 0x000000);
-                uLCD.filled_circle(50, 50, 6, 0x00FFFF);}
-            if (L3[timespace+3] == 1){
-                uLCD.filled_circle(38, 80, 4, 0x000000);
-                uLCD.filled_circle(50, 80, 6, 0x00FF00);}
-            if (L4[timespace+3] == 1){
-                uLCD.filled_circle(38, 110, 4, 0x000000);
-                uLCD.filled_circle(50, 110, 6, 0x008000);}
-        }
-        if (timespace >= -4){
-            if (L1[timespace+4] == 1){
-                uLCD.filled_circle(30, 20, 2, 0x000000);
-                uLCD.filled_circle(38, 20, 4, 0x0000FF);}
-            if (L2[timespace+4] == 1){
-                uLCD.filled_circle(30, 50, 2, 0x000000);
-                uLCD.filled_circle(38, 50, 4, 0x00FFFF);}
-            if (L3[timespace+4] == 1){
-                uLCD.filled_circle(30, 80, 2, 0x000000);
-                uLCD.filled_circle(38, 80, 4, 0x00FF00);}
-            if (L4[timespace+4] == 1){
-                uLCD.filled_circle(30, 110, 2, 0x000000);
-                uLCD.filled_circle(38, 110, 4, 0x008000);}
-        }
-        if (L1[timespace+5] == 1){
-            uLCD.filled_circle(30, 20, 2, 0x0000FF);}
-        if (L2[timespace+5] == 1){
-            uLCD.filled_circle(30, 50, 2, 0x00FFFF);}
-        if (L3[timespace+5] == 1){
-            uLCD.filled_circle(30, 80, 2, 0x00FF00);}
-        if (L4[timespace+5] == 1){
-            uLCD.filled_circle(30, 110, 2, 0x008000);}
-        
-        
-        
-        //draw circles at base
-        uLCD.circle(110,20,12, 0xFFFF00);
-        uLCD.circle(110,50,12, 0xFFFF00);
-        uLCD.circle(110,80,12, 0xFFFF00);
-        uLCD.circle(110,110,12, 0xFFFF00);
-        
-        Thread::wait(100);
-        
-        if(timespace >= songLength)
-            playGame = 0;
-    }
-    
-}
-
-//Thread to play song, song is selected in mainMenu()
-void musicThread(void const *args) {
-    
-    speakerPWM.period(1.0/400000.0);
-    
+void musicThread(void const *args) {                        //Thread to play song, song is selected in mainMenu()
+    speakerPWM.period(1.0 / 400000.0);
     switch(selectedSong) {
         case 1:
             wav_file = fopen("/sd/GTShake.wav", "r");
@@ -314,41 +259,20 @@
             wav_file = fopen("/sd/ShakeItOff.wav", "r");
             break;
     }
-        
     waver.play(wav_file);
-    
     while (playGame) {
-        Thread::wait(50);
+        Thread::wait(100);
     }
     fclose(wav_file);
-    
 }
 
-//Test method for writing notes to a specified file
-//Example usage: writeFile("/sd/", "test"); writes data to /sd/test.txt
-void writeFile(const string path, const string fileName)
-{
-    char name[64];
-    snprintf(name, sizeof(name), "%s%s.txt", path.c_str(), fileName.c_str());
-    printf("%s\n", name);
-    FILE *fp = fopen(name, "w");
-    
-    if(fp == NULL) {
-        error("Could not open file for write\n");
-    } else {
-        for(int i = 0; i < songLength; i++) {
-            fprintf(fp, "%d\n", i%4 + 1);
-        }
-    }
-    fclose(fp); 
-}
+//-----------------------------------------------------------------------------------------------------------------------
 
 //Function to read notes from a text file into arrays
 //parameters: path of file (string), name of file with no suffix (string)
 //Example: readFile("/sd/", "test"); gets data from file /sd/test.txt
 // 
-void readFile(const string path, const string fileName)
-{
+void readFile(const string path, const string fileName) {
     char name[64];
     snprintf(name, sizeof(name), "%s%s.txt", path.c_str(), fileName.c_str());
     FILE *fp = fopen(name, "r");
@@ -359,7 +283,7 @@
     do {
         c = getc(fp);
         if(c != '\n') {
-            switch (c){
+            switch (c) {
                 case '1':
                     L1[index] = 1;
                     L2[index] = 0;
@@ -387,21 +311,13 @@
             }
             index++;
         }
-        
     } while ((c!=EOF) && (index < songLength));
     
     fclose(fp);
-    
-    FILE *arr = fopen("/sd/arr.txt", "w");
-    
-    for(int i = 0; i < index - 1; i++)
-        fprintf(arr, "%d%d%d%d\n", L1[i], L2[i], L3[i], L4[i]);
-        
-    fclose(arr);
 }
 
-void readSong(int selection)
-{
+//Gets data for selected song
+void readSong(int selection) {
     switch(selection) {
         case 1:
             readFile("/sd/", "GTShake");
@@ -420,36 +336,124 @@
             break;
     }
 }
- 
-int main() {    
+
+//-----------------------------------------------------------------------------------------------------------------------
+
+void bootMainMenu() {   
+    uLCD.display_control(PORTRAIT_R);
+    uLCD.locate(5,0);
+    uLCD.printf("Welcome!");
+    uLCD.locate(2,2);
+    uLCD.printf("Choose a song\n\n");
+    uLCD.printf("1: GTShake\n\n");
+    uLCD.printf("2: DarkHorse\n\n");
+    uLCD.printf("3: OneRepublic\n\n");
+    uLCD.printf("4: ShakeItOff\n\n");
+   
+    int startGame = 0;
+    
+    //reset variables used in game
+    playGame = 1;
+    circleAligner = -6;
+    blueIn = '0';
+    score = 0;
+    pb1Score = 0;
+    pb2Score = 0;
+    pb3Score = 0;
+    pb4Score = 0;
+    
+    selectedSong = 0;
     
-    uLCD.baudrate(3000000); //Set up Display
-    
-    while(restartGame)
-    {
-        mainMenu(); //Game stays at menu until player chooses song
+    while (!startGame) {                            //Loop until a valid song is selected
+        while (bluemod.readable()) {
+            blueIn = bluemod.getc();                    //Read bluetooth input and select song.
+            switch(blueIn) {
+                case '1':
+                    selectedSong = 1;
+                    break;
+                case '2':
+                    selectedSong = 2;
+                    break;
+                case '3':
+                    selectedSong = 3;
+                    break;
+                case '4':
+                    selectedSong = 4;
+                    break;
+            }
+            break;                          //Only read 1 character at a time
+        }
+        if(selectedSong >= 1 && selectedSong <= 4) {            //Start game once song is selected
+            startGame = 1;
+        }
+    }
+    uLCD.cls();
+}
+
+//-----------------------------------------------------------------------------------------------------------------------
+
+void bootEndScreen() {
+    uLCD.cls();
+    uLCD.display_control(PORTRAIT_R);
+    score = pb1Score + pb2Score + pb3Score + pb4Score;
+    uLCD.printf("Score: %d\n", score);
+    uLCD.printf("Percent Correct:\n%04.1f\n\n", (float) score / (float) songLength * 100);
+    uLCD.printf("1: Play Again\n");
+    uLCD.printf("2: Quit.");
+    blueIn = '0';
+    while (restartGame < 0) {                           //Loop waiting for bluetooth input
+        while (bluemod.readable()) {
+            blueIn = bluemod.getc();                    //Read bluetooth input and select song.
+            if (blueIn == '1') {
+                restartGame = 1;                        //if 1 go back to main menu
+                break;
+            } else if (blueIn == '2') {
+                restartGame = 0;                        //if 2 end game
+                break;
+            }
+        }
+    }
+}
+
+//-----------------------------------------------------------------------------------------------------------------------
+
+int main() {
+    uLCD.baudrate(3000000);
+
+    pb1.mode(PullUp);
+    pb2.mode(PullUp);
+    pb3.mode(PullUp);
+    pb4.mode(PullUp);
+    wait(0.001);
+    pb1.attach_deasserted(&pb1_hit_interrupt);
+    pb2.attach_deasserted(&pb2_hit_interrupt);
+    pb3.attach_deasserted(&pb3_hit_interrupt);
+    pb4.attach_deasserted(&pb4_hit_interrupt);
+    pb1.setSampleFrequency();
+    pb2.setSampleFrequency();
+    pb3.setSampleFrequency();
+    pb4.setSampleFrequency();
+
+    while(restartGame) {
+        bootMainMenu();                             //Game stays at menu until player chooses song through bluetooth
+        readSong(selectedSong);                         //create note arrays based on chosen song
         
-        readSong(selectedSong); //create note arrays based on chosen song
-        
-        //start threads
-        uLCD.display_control(LANDSCAPE_R);
+        uLCD.display_control(LANDSCAPE_R);              //Orient the game in landscape mode.
         
-        Thread thread1(lcdThread1); //thread that displays the circles
-        Thread thread2(musicThread); //thread that plays the song
-        Thread thread3(buttonsThread); //thread to get user input
-                
+        Thread thread1(lcdThread1);                     //thread that displays the circles
+        Thread thread2(musicThread);                    //thread that plays the song
+                        
         while (playGame) {   
             Thread::wait(10);
         }
         
-        //End Threads
-        thread2.terminate();
+        thread2.terminate();                        //End music thread
         
-        //reset game state switches
-        playGame = 1;
+        playGame = 1;                           //reset game state switches
         restartGame = -1;
         
-        endScreen(); //Game stays at end screen until player restarts or quits
+        bootEndScreen();                            //Game stays at end screen until player restarts or quits
+        
         uLCD.cls();
     }
-}
+}
\ No newline at end of file