Asteroids

Dependencies:   N5110 mbed

Revision:
3:520df1778717
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/cometCrusher.cpp	Thu May 05 14:59:03 2016 +0000
@@ -0,0 +1,752 @@
+#include "mbed.h"
+#include "N5110.h"
+
+#define DIRECTION_TOLERANCE 0.05L
+
+//         VCC,    SCE,   RST,   D/C,   MOSI,  SCLK,   LED
+N5110 lcd (PTE26 , PTA0 , PTC4 , PTD0 , PTD2 , PTD1 , PTC3);
+
+// connections for joystick
+DigitalIn button(PTB11);
+AnalogIn xPot(PTB2);
+AnalogIn yPot(PTB3);
+
+AnalogIn Pot1(PTB10); //Declaring the variable resistor as an AnalogIn
+
+PwmOut led1(PTC2);//Declaring that led 1 is used as a PwmOut
+
+//InterruptIn sw2 (SW2);
+
+DigitalIn buttonA(PTB18); //Declaring that button A is used as a DigitalIn
+DigitalIn buttonB(PTB19); //Declaring that button B is used as a DigitalIn
+
+PwmOut buzzer(PTA2);//Declaring that buzzer is used as a PwmOut
+
+//volatile int g_sw2_flag = 0;
+
+// timer to regularly read the joystick
+Ticker pollJoystick;
+
+// Giving the names of the direction of the joystick
+enum DirectionName {
+    UP,
+    DOWN,
+    LEFT,
+    RIGHT,
+    CENTRE,
+    UNKNOWN
+};
+
+// struct for Joystick
+typedef struct JoyStick Joystick;
+struct JoyStick {
+    float x;    // current x value
+    float x0;   // 'centred' x value
+    float y;    // current y value
+    float y0;   // 'centred' y value
+    int button; // button state (assume pull-down used, so 1 = pressed, 0 = unpressed)
+    int buttonA; // buttonA state (assume pull-down used, so 1 = pressed, 0 = unpressed)
+    int buttonB; // buttonB state (assume pull-down used, so 1 = pressed, 0 = unpressed)
+    DirectionName direction;  // current direction
+};
+// create struct variable
+Joystick joystick;
+
+int printFlag = 0;
+
+// function prototypes
+void calibrateJoystick(); //Declaring the calibration of joystick void
+void updateJoystick(); //Declaring the updating of the joystick displacement void
+
+//void sw2_isr();
+
+void menu(); //Declaring the menu void
+void game();//Declaring the game void
+void difficultySet();//Declaring the difficulty setting void
+void highScore();//Declaring the highscore displaying void
+void instructions();//Declaring the instructions display void
+void ship();//Declaring the ship displaying void
+void bullets();//Declaring the bullets displaying void
+void comets();//Declaring the comet displaying void
+
+
+int menuSelect = 2; //Default value of menuSelect so cursor is already on "Start" option
+int menuUp = 1;//Default value for indicator to show menu is up
+int gameUp = 0; //Default value to show if game is playing
+int instructionsPage = 0; //Default value to show what page of instructions is up
+int shipDirection = 0; //Default value to decide with direction the space ship is facing
+int gameOver = 0; //Default value to say when the game is over
+int cometMoveX = 0; //Default value to the X axis movement of the comets
+int cometMoveY = 0; //Default value to the Y axis movement of the comets
+int bulletMoveX = 0; //Default value to the X axis movement of the bullets
+int bulletMoveY = 0; //Default value to the Y axis movement of the bullets
+
+int main()
+{
+    while(1) {
+        calibrateJoystick();  // get centred values of joystick
+        pollJoystick.attach(&updateJoystick,1.0/10.0);  // read joystick 10 times per second
+        while(menuUp == 1) {
+            menu();
+        }
+        lcd.refresh();
+    }
+}
+
+void menu()
+{
+    calibrateJoystick();  // get centred values of joystick
+    pollJoystick.attach(&updateJoystick,1.0/10.0);  // read joystick 10 times per second
+
+    lcd.init();
+    lcd.clear();
+    lcd.normalMode();
+    //Displaying the main menu and showing the name of the game
+    lcd.printString("Comet Crusher!",0,0);
+    lcd.printString("Start",10,2);
+    lcd.printString("Instructions",10,3);
+    lcd.printString("Difficulty",10,4);
+    lcd.printString("Scores",10,5);
+    lcd.printString(">",5,menuSelect); //this is the cursor to show what is being selected
+    lcd.refresh();
+    sleep();
+
+    //the switch case allows you to move the cursor depending on the displacement of the joystick
+    switch (menuSelect) {
+        case 2:
+            if (joystick.direction == DOWN) {
+                menuSelect = 3;
+                lcd.refresh();
+                wait (0.2);
+                sleep();
+            } else if (joystick.direction == UP) {
+                menuSelect = 5;
+                lcd.refresh();
+                wait (0.2);
+                sleep();
+            }
+            if (buttonA == 1) {
+                menuUp = 0;
+                gameUp = 1;
+                game();
+            }
+            break;
+        case 3:
+            if (joystick.direction == DOWN) {
+                menuSelect = 4;
+                lcd.refresh();
+                wait (0.2);
+                sleep();
+            } else if (joystick.direction == UP) {
+                menuSelect = 2;
+                lcd.refresh();
+                wait (0.2);
+                sleep();
+            }
+            if (buttonA == 1) {
+                menuUp = 0;
+                instructions();
+            }
+            break;
+        case 4:
+            if (joystick.direction == DOWN) {
+                menuSelect = 5;
+                lcd.refresh();
+                wait (0.2);
+                sleep();
+            } else if (joystick.direction == UP) {
+                menuSelect = 3;
+                lcd.refresh();
+                wait (0.2);
+                sleep();
+            }
+            if (buttonA == 1) {
+                menuUp = 0;
+                difficultySet();
+            }
+            break;
+        case 5:
+            if (joystick.direction == DOWN) {
+                menuSelect = 2;
+                lcd.refresh();
+                wait (0.2);
+                sleep();
+            } else if (joystick.direction == UP) {
+                menuSelect = 4;
+                lcd.refresh();
+                wait (0.2);
+                sleep();
+            }
+            if (buttonA == 1) {
+                menuUp = 0;
+                highScore();
+            }
+            break;
+    }
+}
+void game()
+{
+    // SW2 has a pull-up resistor, so the pin will be at 3.3 V by default
+    // and fall to 0 V when pressed. We therefore need to look for a falling edge
+    // on the pin to fire the interrupt
+    //sw2.fall(&sw2_isr);
+    //since SW2 has an external pull-up, we should disable to internal pull-down
+    // resistor that is enabled by default using InterruptIn
+    //sw2.mode(PullNone);
+
+    while(gameUp) {
+        lcd.clear(); //Clear menu and starts game
+        lcd.inverseMode();
+        ship();
+        comets();
+        /*if (g_sw2_flag == 1) {
+            gameUp = 0;
+            lcd.printString("pause",20,3);
+            if(g_sw2_flag == 0) {
+                gameUp = 1;
+            }
+        }*/
+    }
+
+}
+
+//This is for the difficulty setting page to decide how hard the game play will be
+void difficultySet()
+{
+    lcd.clear();
+    lcd.printString("Difficulty:",0,0);
+    while(!menuUp) {
+        if (buttonB == 1) {
+            menuUp = 1;
+            menu();
+        }
+    }
+}
+
+//This is for the highscores that people have gotten on the game
+void highScore()
+{
+    lcd.clear();
+    lcd.printString("HighScores:",0,0);
+    lcd.printString("1)",0,1);
+    lcd.printString("2)",0,2);
+    lcd.printString("3)",0,3);
+    while(!menuUp) {
+        if (buttonB == 1) {
+            menuUp = 1;
+            menu();
+        }
+    }
+}
+
+//this displays the instructions on how to play the game
+void instructions()
+{
+    switch(instructionsPage) {
+        case 0:
+            lcd.clear();
+            lcd.printString(" Game controls:",0,0);
+            lcd.printString("Joystick L/R =",5,1);
+            lcd.printString("rotate ship",10,2);
+            lcd.printString("Button A =",5,3);
+            lcd.printString("shoot",10,4);
+            lcd.printString("next page->",0,5);
+            break;
+        case 1:
+            lcd.clear();
+            lcd.printString("Game controls:",0,0);
+            lcd.printString("Button B =",5,1);
+            lcd.printString("block",10,2);
+            lcd.printString("next page->",0,5);
+            break;
+        case 2:
+            lcd.printString("Diff control:",0,0);
+            lcd.printString("Variable res =",5,1);
+            lcd.printString("change diff",10,2);
+            lcd.printString("First page->",0,5);
+
+            while(!menuUp) {
+                if(buttonA == 1) {
+                    for(instructionsPage = 0; instructionsPage < 3; instructionsPage ++) {
+                        instructionsPage =instructionsPage + 1;
+                    }
+                }
+                if (buttonB == 1) {
+                    menuUp = 1;
+                    menu();
+                }
+            }
+    }
+}
+//this will display the ship when game is playing and will let you be able to change the direction of the ship
+void ship()
+{
+    calibrateJoystick();  // get centred values of joystick
+    pollJoystick.attach(&updateJoystick,1.0/10.0);  // read joystick 10 times per second
+
+    int shipShape1 [7][11] = {
+        {0,0,0,0,0,0,0,0,1,1,1},
+        {0,0,0,0,0,1,1,1,1,1,0},
+        {0,0,1,1,1,1,1,1,1,0,0},
+        {1,1,1,1,1,1,1,1,0,0,0},
+        {0,0,1,1,1,1,1,1,1,0,0},
+        {0,0,0,0,0,1,1,1,1,1,0},
+        {0,0,0,0,0,0,0,0,1,1,1}
+    };
+    int shipShape2 [10][11] = {
+        {0,0,0,0,0,0,1,0,0,0,0},
+        {0,0,0,0,0,1,1,0,0,0,0},
+        {0,0,0,0,1,1,1,0,0,0,0},
+        {0,0,0,0,1,1,1,0,0,0,0},
+        {0,0,0,1,1,1,1,1,1,1,1},
+        {0,0,0,1,1,1,1,1,1,1,0},
+        {0,0,1,1,1,1,1,1,1,0,0},
+        {0,0,1,1,1,1,1,0,0,0,0},
+        {0,1,1,1,1,0,0,0,0,0,0},
+        {0,1,1,0,0,0,0,0,0,0,0}
+
+    };
+    int shipShape3 [11][7] = {
+        {1,0,0,0,0,0,1},
+        {1,1,0,0,0,1,1},
+        {1,1,1,0,1,1,1},
+        {0,1,1,1,1,1,0},
+        {0,1,1,1,1,1,0},
+        {0,1,1,1,1,1,0},
+        {0,0,1,1,1,0,0},
+        {0,0,1,1,1,0,0},
+        {0,0,1,1,1,0,0},
+        {0,0,0,1,0,0,0},
+        {0,0,0,1,0,0,0}
+    };
+    int shipShape4 [10][11] = {
+        {0,0,0,0,1,0,0,0,0,0,0},
+        {0,0,0,0,1,1,0,0,0,0,0},
+        {0,0,0,0,1,1,1,0,0,0,0},
+        {0,0,0,0,1,1,1,0,0,0,0},
+        {1,1,1,1,1,1,1,1,0,0,0},
+        {0,1,1,1,1,1,1,1,0,0,0},
+        {0,0,1,1,1,1,1,1,1,0,0},
+        {0,0,0,0,1,1,1,1,1,0,0},
+        {0,0,0,0,0,0,1,1,1,1,0},
+        {0,0,0,0,0,0,0,0,1,1,0}
+    };
+    int shipShape5 [7][11] = {
+        {1,1,1,0,0,0,0,0,0,0,0},
+        {0,1,1,1,1,1,0,0,0,0,0},
+        {0,0,1,1,1,1,1,1,1,0,0},
+        {0,0,0,1,1,1,1,1,1,1,1},
+        {0,0,1,1,1,1,1,1,1,0,0},
+        {0,1,1,1,1,1,0,0,0,0,0},
+        {1,1,1,0,0,0,0,0,0,0,0}
+    };
+    int shipShape6 [10][11] = {
+        {0,0,0,0,0,0,0,0,1,1,0},
+        {0,0,0,0,0,0,1,1,1,1,0},
+        {0,0,0,0,1,1,1,1,1,0,0},
+        {0,0,1,1,1,1,1,1,1,0,0},
+        {0,1,1,1,1,1,1,1,0,0,0},
+        {1,1,1,1,1,1,1,1,0,0,0},
+        {0,0,0,0,1,1,1,0,0,0,0},
+        {0,0,0,0,1,1,1,0,0,0,0},
+        {0,0,0,0,1,1,0,0,0,0,0},
+        {0,0,0,0,1,0,0,0,0,0,0}
+    };
+    int shipShape7 [11][7] = {
+        {0,0,0,1,0,0,0},
+        {0,0,0,1,0,0,0},
+        {0,0,1,1,1,0,0},
+        {0,0,1,1,1,0,0},
+        {0,0,1,1,1,0,0},
+        {0,1,1,1,1,1,0},
+        {0,1,1,1,1,1,0},
+        {0,1,1,1,1,1,0},
+        {1,1,1,0,1,1,1},
+        {1,1,0,0,0,1,1},
+        {1,0,0,0,0,0,1}
+    };
+    int shipShape8 [10][11] = {
+        {0,1,1,0,0,0,0,0,0,0,0},
+        {0,1,1,1,1,0,0,0,0,0,0},
+        {0,0,1,1,1,1,1,0,0,0,0},
+        {0,0,1,1,1,1,1,1,0,0,0},
+        {0,0,0,1,1,1,1,1,1,1,0},
+        {0,0,0,1,1,1,1,1,1,1,1},
+        {0,0,0,0,1,1,1,0,0,0,0},
+        {0,0,0,0,0,1,1,0,0,0,0},
+        {0,0,0,0,0,1,1,0,0,0,0},
+        {0,0,0,0,0,0,1,0,0,0,0}
+    };
+
+
+    while(gameUp) {
+        lcd.printString("Score:",0,0);
+
+        if (joystick.direction == RIGHT) {
+            if (shipDirection < 7) {
+                shipDirection = shipDirection + 1;
+            } else if (shipDirection == 7) {
+                shipDirection = 0;
+            }
+        } else if (joystick.direction == LEFT) {
+            if (shipDirection > 0) {
+                shipDirection = shipDirection - 1;
+            } else if(shipDirection == 0) {
+                shipDirection = 7;
+            }
+        }
+
+        switch(shipDirection) {
+            case 0:
+                lcd.clear();
+                lcd.printString("Score:",0,0);
+                for(int shipR = 0; shipR <= 6; shipR ++) {
+                    for(int shipC = 0; shipC <= 10; shipC ++) {
+                        if(shipShape1[shipR][shipC] == 0) {
+                            lcd.clearPixel(shipR + 38,shipC + 18);
+                        } else if(shipShape1[shipR][shipC] == 1) {
+                            lcd.setPixel(shipR + 38,shipC + 18);
+                        }
+                    }
+                }
+                lcd.refresh();
+                break;
+            case 1:
+                lcd.clear();
+                lcd.printString("Score:",0,0);
+                for(int shipR = 0; shipR <= 9; shipR ++) {
+                    for(int shipC = 0; shipC <= 10; shipC ++) {
+                        if(shipShape2[shipR][shipC] == 0) {
+                            lcd.clearPixel(shipR + 38,shipC + 18);
+                        } else if(shipShape2[shipR][shipC] == 1) {
+                            lcd.setPixel(shipR + 38,shipC + 18);
+                        }
+                    }
+                }
+                lcd.refresh();
+                break;
+            case 2:
+                lcd.clear();
+                lcd.printString("Score:",0,0);
+                for(int shipR = 0; shipR <= 10; shipR ++) {
+                    for(int shipC = 0; shipC <= 6; shipC ++) {
+                        if(shipShape3[shipR][shipC] == 0) {
+                            lcd.clearPixel(shipR + 36,shipC + 20);
+                        } else if(shipShape3[shipR][shipC] == 1) {
+                            lcd.setPixel(shipR + 36,shipC + 20);
+                        }
+                    }
+                }
+                lcd.refresh();
+                break;
+            case 3:
+                lcd.clear();
+                lcd.printString("Score:",0,0);
+                for(int shipR = 0; shipR <= 9; shipR ++) {
+                    for(int shipC = 0; shipC <= 10; shipC ++) {
+                        if(shipShape4[shipR][shipC] == 0) {
+                            lcd.clearPixel(shipR + 38,shipC + 18);
+                        } else if(shipShape4[shipR][shipC] == 1) {
+                            lcd.setPixel(shipR + 38,shipC + 18);
+                        }
+                    }
+                }
+                lcd.refresh();
+                break;
+            case 4:
+                lcd.clear();
+                lcd.printString("Score:",0,0);
+                for(int shipR = 0; shipR <= 6; shipR ++) {
+                    for(int shipC = 0; shipC <= 10; shipC ++) {
+                        if(shipShape5[shipR][shipC] == 0) {
+                            lcd.clearPixel(shipR + 38,shipC + 18);
+                        } else if(shipShape5[shipR][shipC] == 1) {
+                            lcd.setPixel(shipR + 38,shipC + 18);
+                        }
+                    }
+                }
+                lcd.refresh();
+                break;
+            case 5:
+                lcd.clear();
+                lcd.printString("Score:",0,0);
+                for(int shipR = 0; shipR <= 9; shipR ++) {
+                    for(int shipC = 0; shipC <= 10; shipC ++) {
+                        if(shipShape6[shipR][shipC] == 0) {
+                            lcd.clearPixel(shipR + 38,shipC + 18);
+                        } else if(shipShape6[shipR][shipC] == 1) {
+                            lcd.setPixel(shipR + 38,shipC + 18);
+                        }
+                    }
+                }
+                lcd.refresh();
+                break;
+            case 6:
+                lcd.clear();
+                lcd.printString("Score:",0,0);
+                for(int shipR = 0; shipR <= 10; shipR ++) {
+                    for(int shipC = 0; shipC <= 6; shipC ++) {
+                        if(shipShape7[shipR][shipC] == 0) {
+                            lcd.clearPixel(shipR + 36,shipC + 20);
+                        } else if(shipShape7[shipR][shipC] == 1) {
+                            lcd.setPixel(shipR + 36,shipC + 20);
+                        }
+                    }
+                }
+                lcd.refresh();
+                break;
+            case 7:
+                lcd.clear();
+                lcd.printString("Score:",0,0);
+                for(int shipR = 0; shipR <= 9; shipR ++) {
+                    for(int shipC = 0; shipC <= 10; shipC ++) {
+                        if(shipShape8[shipR][shipC] == 0) {
+                            lcd.clearPixel(shipR + 38,shipC + 18);
+                        } else if(shipShape8[shipR][shipC] == 1) {
+                            lcd.setPixel(shipR + 38,shipC + 18);
+                        }
+                    }
+                }
+                lcd.refresh();
+                break;
+        }
+        sleep();
+
+    }
+}
+
+//this void is to display the bullets on when game is playing if button A is pressed
+void bullets()
+{
+    switch(shipDirection) {
+        case 0:
+            for(bulletMoveY = 0; bulletMoveY >= 0; bulletMoveY++) {
+                lcd.setPixel(41,18 + bulletMoveY);
+                sleep();
+            }
+            break;
+        case 1:
+            for(bulletMoveY = 0; bulletMoveY >= 0; bulletMoveY++) {
+                lcd.setPixel(41,18 + bulletMoveY);
+                sleep();
+
+            }
+            break;
+        case 2:
+            for(bulletMoveY = 0; bulletMoveY >= 0; bulletMoveY++) {
+                lcd.setPixel(44,23 + bulletMoveY);
+                sleep();
+            }
+            break;
+        case 3:
+            for(bulletMoveY = 0; bulletMoveY >= 0; bulletMoveY++) {
+                lcd.setPixel(41,18 + bulletMoveY);
+                sleep();
+            }
+            break;
+        case 4:
+            for(bulletMoveY = 0; bulletMoveY >= 0; bulletMoveY++) {
+                lcd.setPixel(41,28 + bulletMoveY);
+                sleep();
+            }
+            break;
+        case 5:
+            for(bulletMoveY = 0; bulletMoveY >= 0; bulletMoveY++) {
+                lcd.setPixel(41,18 + bulletMoveY);
+                sleep();
+            }
+            break;
+        case 6:
+            for(bulletMoveY = 0; bulletMoveY >= 0; bulletMoveY++) {
+                lcd.setPixel(38,23 + bulletMoveY);
+                sleep();
+            }
+            break;
+        case 7:
+            for(bulletMoveY = 0; bulletMoveY >= 0; bulletMoveY++) {
+                lcd.setPixel(41,18 + bulletMoveY);
+                sleep();
+            }
+            break;
+    }
+}
+
+//this void will create comets to display on the screen for the ship to destroy or for it to destroy the ship
+void comets()
+{
+    while(gameUp) {
+        int cometDirection = rand() % 8 + 1;
+
+        int comet [11][11] = {
+            {0,0,0,0,1,1,0,0,0,0,0},
+            {0,0,0,1,0,0,1,0,0,0,0},
+            {0,0,1,0,0,0,0,1,1,0,0},
+            {0,1,0,0,0,0,0,0,0,1,0},
+            {0,1,0,0,0,0,0,0,0,0,1},
+            {1,0,0,0,0,0,0,0,0,0,1},
+            {0,1,1,0,0,0,0,0,0,0,1},
+            {0,0,0,1,1,0,0,0,1,1,0},
+            {0,0,0,0,0,1,0,0,1,0,0},
+            {0,0,0,0,0,1,0,1,0,0,0},
+            {0,0,0,0,0,1,1,0,0,0,0}
+        };
+
+        switch(cometDirection) {
+            case 1:
+                for(int cometR = 0; cometR <= 10; cometR ++) {
+                    for(int cometC = 0; cometC <= 10; cometC ++) {
+                        if(comet[cometR][cometC] == 0) {
+                            lcd.clearPixel(cometR + cometMoveX,cometC + cometMoveY);
+                        } else if(comet[cometR][cometC] == 1) {
+                            lcd.setPixel(cometR + cometMoveX,cometC + cometMoveY);
+                        }
+                    }
+                }
+                lcd.refresh();
+                break;
+            case 2:
+                for(int cometR = 0; cometR <= 10; cometR ++) {
+                    for(int cometC = 0; cometC <= 10; cometC ++) {
+                        if(comet[cometR][cometC] == 0) {
+                            lcd.clearPixel(cometR + cometMoveX,cometC + cometMoveY);
+                        } else if(comet[cometR][cometC] == 1) {
+                            lcd.setPixel(cometR + cometMoveX,cometC + cometMoveY);
+                        }
+                    }
+                }
+
+                lcd.refresh();
+                break;
+            case 3:
+                for(int cometR = 0; cometR <= 10; cometR ++) {
+                    for(int cometC = 0; cometC <= 10; cometC ++) {
+                        if(comet[cometR][cometC] == 0) {
+                            lcd.clearPixel(cometR + cometMoveX,cometC + cometMoveY);
+                        } else if(comet[cometR][cometC] == 1) {
+                            lcd.setPixel(cometR + cometMoveX,cometC + cometMoveY);
+                        }
+                    }
+                }
+                lcd.refresh();
+                break;
+            case 4:
+                for(int cometR = 0; cometR <= 10; cometR ++) {
+                    for(int cometC = 0; cometC <= 10; cometC ++) {
+                        if(comet[cometR][cometC] == 0) {
+                            lcd.clearPixel(cometR + cometMoveX,cometC + cometMoveY);
+                        } else if(comet[cometR][cometC] == 1) {
+                            lcd.setPixel(cometR + cometMoveX,cometC + cometMoveY);
+                        }
+                    }
+                }
+
+                lcd.refresh();
+                break;
+            case 5:
+                for(int cometR = 0; cometR <= 10; cometR ++) {
+                    for(int cometC = 0; cometC <= 10; cometC ++) {
+                        if(comet[cometR][cometC] == 0) {
+                            lcd.clearPixel(cometR + cometMoveX,cometC + cometMoveY);
+                        } else if(comet[cometR][cometC] == 1) {
+                            lcd.setPixel(cometR + cometMoveX,cometC + cometMoveY);
+                        }
+                    }
+                }
+
+                lcd.refresh();
+                break;
+            case 6:
+                for(int cometR = 0; cometR <= 10; cometR ++) {
+                    for(int cometC = 0; cometC <= 10; cometC ++) {
+                        if(comet[cometR][cometC] == 0) {
+                            lcd.clearPixel(cometR + cometMoveX,cometC + cometMoveY);
+                        } else if(comet[cometR][cometC] == 1) {
+                            lcd.setPixel(cometR + cometMoveX,cometC + cometMoveY);
+                        }
+                    }
+                }
+
+                lcd.refresh();
+                break;
+            case 7:
+                for(int cometR = 0; cometR <= 10; cometR ++) {
+                    for(int cometC = 0; cometC <= 10; cometC ++) {
+                        if(comet[cometR][cometC] == 0) {
+                            lcd.clearPixel(cometR + cometMoveX,cometC + cometMoveY);
+                        } else if(comet[cometR][cometC] == 1) {
+                            lcd.setPixel(cometR + cometMoveX,cometC + cometMoveY);
+                        }
+                    }
+                }
+
+                lcd.refresh();
+                break;
+            case 8:
+                for(int cometR = 0; cometR <= 10; cometR ++) {
+                    for(int cometC = 0; cometC <= 10; cometC ++) {
+                        if(comet[cometR][cometC] == 0) {
+                            lcd.clearPixel(cometR + cometMoveX,cometC + cometMoveY);
+                        } else if(comet[cometR][cometC] == 1) {
+                            lcd.setPixel(cometR + cometMoveX,cometC + cometMoveY);
+                        }
+                    }
+                }
+
+                lcd.refresh();
+                break;
+
+        };
+    }
+}
+
+void GameOver()
+{
+    lcd.clear();
+    lcd.printString("GAME OVER",20,3);
+    wait(2.0);
+    menuUp = 1;
+    menu();
+}
+
+//this will calibrate the joystick
+void calibrateJoystick()
+{
+    button.mode(PullDown);
+    buttonA.mode(PullDown);
+    buttonB.mode(PullDown);
+
+    // must not move during calibration
+    joystick.x0 = xPot;  // initial positions in the range 0.0 to 1.0 (0.5 if centred exactly)
+    joystick.y0 = yPot;
+}
+
+//this will update the joystick to show it's current displacement
+void updateJoystick()
+{
+    // read current joystick values relative to calibrated values (in range -0.5 to 0.5, 0.0 is centred)
+    joystick.x = xPot - joystick.x0;
+    joystick.y = yPot - joystick.y0;
+    // read button state
+    joystick.button = button;
+    joystick.buttonA = buttonA;
+    joystick.buttonB = buttonB;
+
+    // calculate direction depending on x,y values
+    // tolerance allows a little lee-way in case joystick not exactly in the stated direction
+    if ( fabs(joystick.y) < DIRECTION_TOLERANCE && fabs(joystick.x) < DIRECTION_TOLERANCE) {
+        joystick.direction = CENTRE;
+    } else if ( joystick.y > DIRECTION_TOLERANCE && fabs(joystick.x) < DIRECTION_TOLERANCE) {
+        joystick.direction = DOWN;
+    } else if ( joystick.y < DIRECTION_TOLERANCE && fabs(joystick.x) < DIRECTION_TOLERANCE) {
+        joystick.direction = UP;
+    } else if ( joystick.x > DIRECTION_TOLERANCE && fabs(joystick.y) < DIRECTION_TOLERANCE) {
+        joystick.direction = RIGHT;
+    } else if ( joystick.x < DIRECTION_TOLERANCE && fabs(joystick.y) < DIRECTION_TOLERANCE) {
+        joystick.direction = LEFT;
+    } else {
+        joystick.direction = UNKNOWN;
+    }
+
+    // set flag for printing
+    printFlag = 1;
+}
\ No newline at end of file