Matis Requis 201241242

Dependencies:   mbed

Tempest Game

Game Screen

https://os.mbed.com/media/uploads/MatisRequis/tempest_board_wiki.png The board is made of 12 columns. The Hero stays at the top of the column

Game Controls

https://os.mbed.com/media/uploads/MatisRequis/gamepad_buttons.png

To control the hero spaceship point the joystick to the column you want the hero to go to.

Press the A button to shoot a bullet in the column you are currently in.

Committer:
MatisRequis
Date:
Wed May 27 05:53:03 2020 +0000
Revision:
12:1f1907ebebeb
Parent:
1:03d1c29c2f8a
Final Submission. I have read and agreed with Statement of Academic Integrity

Who changed what in which revision?

UserRevisionLine numberNew contents of line
MatisRequis 1:03d1c29c2f8a 1 #include "Gamepad.h"
MatisRequis 1:03d1c29c2f8a 2
MatisRequis 1:03d1c29c2f8a 3 #include "mbed.h"
MatisRequis 1:03d1c29c2f8a 4
MatisRequis 1:03d1c29c2f8a 5 //////////// constructor/destructor ////////////
MatisRequis 1:03d1c29c2f8a 6 Gamepad::Gamepad()
MatisRequis 1:03d1c29c2f8a 7 :
MatisRequis 1:03d1c29c2f8a 8 _led1(new PwmOut(PTA2)),
MatisRequis 1:03d1c29c2f8a 9 _led2(new PwmOut(PTC2)),
MatisRequis 1:03d1c29c2f8a 10 _led3(new PwmOut(PTC3)),
MatisRequis 1:03d1c29c2f8a 11 _led4(new PwmOut(PTA1)),
MatisRequis 1:03d1c29c2f8a 12 _led5(new PwmOut(PTC10)),
MatisRequis 1:03d1c29c2f8a 13 _led6(new PwmOut(PTC11)),
MatisRequis 1:03d1c29c2f8a 14
MatisRequis 1:03d1c29c2f8a 15 _button_A(new InterruptIn(PTC7)),
MatisRequis 1:03d1c29c2f8a 16 _button_B(new InterruptIn(PTC9)),
MatisRequis 1:03d1c29c2f8a 17 _button_X(new InterruptIn(PTC5)),
MatisRequis 1:03d1c29c2f8a 18 _button_Y(new InterruptIn(PTC0)),
MatisRequis 1:03d1c29c2f8a 19 _button_start(new InterruptIn(PTC8)),
MatisRequis 1:03d1c29c2f8a 20
MatisRequis 1:03d1c29c2f8a 21 _vert(new AnalogIn(PTB11)),
MatisRequis 1:03d1c29c2f8a 22 _horiz(new AnalogIn(PTB10)),
MatisRequis 1:03d1c29c2f8a 23
MatisRequis 1:03d1c29c2f8a 24 _pot1(new AnalogIn(PTB2)),
MatisRequis 1:03d1c29c2f8a 25 _pot2(new AnalogIn(PTB3)),
MatisRequis 1:03d1c29c2f8a 26
MatisRequis 1:03d1c29c2f8a 27 dac(new AnalogOut(DAC0_OUT)),
MatisRequis 1:03d1c29c2f8a 28 ticker(new Ticker),
MatisRequis 1:03d1c29c2f8a 29 timeout(new Timeout),
MatisRequis 1:03d1c29c2f8a 30 note_timeout(new Timeout),
MatisRequis 1:03d1c29c2f8a 31
MatisRequis 1:03d1c29c2f8a 32 _x0(0),
MatisRequis 1:03d1c29c2f8a 33 _y0(0)
MatisRequis 1:03d1c29c2f8a 34 {}
MatisRequis 1:03d1c29c2f8a 35
MatisRequis 1:03d1c29c2f8a 36
MatisRequis 1:03d1c29c2f8a 37 ///////////////// public methods /////////////////
MatisRequis 1:03d1c29c2f8a 38
MatisRequis 1:03d1c29c2f8a 39 void Gamepad::init()
MatisRequis 1:03d1c29c2f8a 40 {
MatisRequis 1:03d1c29c2f8a 41 leds_off();
MatisRequis 1:03d1c29c2f8a 42
MatisRequis 1:03d1c29c2f8a 43 // read centred values of joystick
MatisRequis 1:03d1c29c2f8a 44 _x0 = _horiz->read();
MatisRequis 1:03d1c29c2f8a 45 _y0 = _vert->read();
MatisRequis 1:03d1c29c2f8a 46
MatisRequis 1:03d1c29c2f8a 47 // Set all buttons to PullUp
MatisRequis 1:03d1c29c2f8a 48 _button_A->mode(PullUp);
MatisRequis 1:03d1c29c2f8a 49 _button_B->mode(PullUp);
MatisRequis 1:03d1c29c2f8a 50 _button_X->mode(PullUp);
MatisRequis 1:03d1c29c2f8a 51 _button_Y->mode(PullUp);
MatisRequis 1:03d1c29c2f8a 52 _button_start->mode(PullUp);
MatisRequis 1:03d1c29c2f8a 53
MatisRequis 1:03d1c29c2f8a 54 // Set up interrupts for the fall of buttons
MatisRequis 1:03d1c29c2f8a 55 _button_A->fall(callback(this,&Gamepad::A_fall_interrupt));
MatisRequis 1:03d1c29c2f8a 56 _button_B->fall(callback(this,&Gamepad::B_fall_interrupt));
MatisRequis 1:03d1c29c2f8a 57 _button_X->fall(callback(this,&Gamepad::X_fall_interrupt));
MatisRequis 1:03d1c29c2f8a 58 _button_Y->fall(callback(this,&Gamepad::Y_fall_interrupt));
MatisRequis 1:03d1c29c2f8a 59 _button_start->fall(callback(this,&Gamepad::start_fall_interrupt));
MatisRequis 1:03d1c29c2f8a 60
MatisRequis 1:03d1c29c2f8a 61 // initalise button flags
MatisRequis 1:03d1c29c2f8a 62 reset_buttons();
MatisRequis 1:03d1c29c2f8a 63
MatisRequis 1:03d1c29c2f8a 64 // number of samples
MatisRequis 1:03d1c29c2f8a 65 _n = 16;
MatisRequis 1:03d1c29c2f8a 66 _sample_array = new float[_n];
MatisRequis 1:03d1c29c2f8a 67
MatisRequis 1:03d1c29c2f8a 68 // create sample array for one period between 0.0 and 1.0
MatisRequis 1:03d1c29c2f8a 69 for (int i = 0; i < _n ; i++) {
MatisRequis 1:03d1c29c2f8a 70 _sample_array[i] = 0.5f + 0.5f*sin(i*2*PI/_n);
MatisRequis 1:03d1c29c2f8a 71 //printf("y[%i] = %f\n",i,_sample_array[i]);
MatisRequis 1:03d1c29c2f8a 72 }
MatisRequis 1:03d1c29c2f8a 73
MatisRequis 1:03d1c29c2f8a 74 }
MatisRequis 1:03d1c29c2f8a 75
MatisRequis 1:03d1c29c2f8a 76 void Gamepad::leds_off()
MatisRequis 1:03d1c29c2f8a 77 {
MatisRequis 1:03d1c29c2f8a 78 leds(0.0);
MatisRequis 1:03d1c29c2f8a 79 }
MatisRequis 1:03d1c29c2f8a 80
MatisRequis 1:03d1c29c2f8a 81 void Gamepad::leds_on()
MatisRequis 1:03d1c29c2f8a 82 {
MatisRequis 1:03d1c29c2f8a 83 leds(1.0);
MatisRequis 1:03d1c29c2f8a 84 }
MatisRequis 1:03d1c29c2f8a 85
MatisRequis 1:03d1c29c2f8a 86 void Gamepad::leds(float val) const
MatisRequis 1:03d1c29c2f8a 87 {
MatisRequis 1:03d1c29c2f8a 88 if (val < 0.0f) {
MatisRequis 1:03d1c29c2f8a 89 val = 0.0f;
MatisRequis 1:03d1c29c2f8a 90 }
MatisRequis 1:03d1c29c2f8a 91 if (val > 1.0f) {
MatisRequis 1:03d1c29c2f8a 92 val = 1.0f;
MatisRequis 1:03d1c29c2f8a 93 }
MatisRequis 1:03d1c29c2f8a 94
MatisRequis 1:03d1c29c2f8a 95 // leds are active-low, so subtract from 1.0
MatisRequis 1:03d1c29c2f8a 96 // 0.0 corresponds to fully-off, 1.0 to fully-on
MatisRequis 1:03d1c29c2f8a 97 val = 1.0f - val;
MatisRequis 1:03d1c29c2f8a 98
MatisRequis 1:03d1c29c2f8a 99 _led1->write(val);
MatisRequis 1:03d1c29c2f8a 100 _led2->write(val);
MatisRequis 1:03d1c29c2f8a 101 _led3->write(val);
MatisRequis 1:03d1c29c2f8a 102 _led4->write(val);
MatisRequis 1:03d1c29c2f8a 103 _led5->write(val);
MatisRequis 1:03d1c29c2f8a 104 _led6->write(val);
MatisRequis 1:03d1c29c2f8a 105 }
MatisRequis 1:03d1c29c2f8a 106
MatisRequis 1:03d1c29c2f8a 107 void Gamepad::led(int n,float val) const
MatisRequis 1:03d1c29c2f8a 108 {
MatisRequis 1:03d1c29c2f8a 109 // ensure they are within valid range
MatisRequis 1:03d1c29c2f8a 110 if (val < 0.0f) {
MatisRequis 1:03d1c29c2f8a 111 val = 0.0f;
MatisRequis 1:03d1c29c2f8a 112 }
MatisRequis 1:03d1c29c2f8a 113 if (val > 1.0f) {
MatisRequis 1:03d1c29c2f8a 114 val = 1.0f;
MatisRequis 1:03d1c29c2f8a 115 }
MatisRequis 1:03d1c29c2f8a 116
MatisRequis 1:03d1c29c2f8a 117 switch (n) {
MatisRequis 1:03d1c29c2f8a 118
MatisRequis 1:03d1c29c2f8a 119 // check for valid LED number and set value
MatisRequis 1:03d1c29c2f8a 120
MatisRequis 1:03d1c29c2f8a 121 case 1:
MatisRequis 1:03d1c29c2f8a 122 _led1->write(1.0f-val); // active-low so subtract from 1
MatisRequis 1:03d1c29c2f8a 123 break;
MatisRequis 1:03d1c29c2f8a 124 case 2:
MatisRequis 1:03d1c29c2f8a 125 _led2->write(1.0f-val); // active-low so subtract from 1
MatisRequis 1:03d1c29c2f8a 126 break;
MatisRequis 1:03d1c29c2f8a 127 case 3:
MatisRequis 1:03d1c29c2f8a 128 _led3->write(1.0f-val); // active-low so subtract from 1
MatisRequis 1:03d1c29c2f8a 129 break;
MatisRequis 1:03d1c29c2f8a 130 case 4:
MatisRequis 1:03d1c29c2f8a 131 _led4->write(1.0f-val); // active-low so subtract from 1
MatisRequis 1:03d1c29c2f8a 132 break;
MatisRequis 1:03d1c29c2f8a 133 case 5:
MatisRequis 1:03d1c29c2f8a 134 _led5->write(1.0f-val); // active-low so subtract from 1
MatisRequis 1:03d1c29c2f8a 135 break;
MatisRequis 1:03d1c29c2f8a 136 case 6:
MatisRequis 1:03d1c29c2f8a 137 _led6->write(1.0f-val); // active-low so subtract from 1
MatisRequis 1:03d1c29c2f8a 138 break;
MatisRequis 1:03d1c29c2f8a 139
MatisRequis 1:03d1c29c2f8a 140 }
MatisRequis 1:03d1c29c2f8a 141 }
MatisRequis 1:03d1c29c2f8a 142
MatisRequis 1:03d1c29c2f8a 143 float Gamepad::read_pot1() const
MatisRequis 1:03d1c29c2f8a 144 {
MatisRequis 1:03d1c29c2f8a 145 return _pot1->read();
MatisRequis 1:03d1c29c2f8a 146 }
MatisRequis 1:03d1c29c2f8a 147
MatisRequis 1:03d1c29c2f8a 148 float Gamepad::read_pot2() const
MatisRequis 1:03d1c29c2f8a 149 {
MatisRequis 1:03d1c29c2f8a 150 return _pot2->read();
MatisRequis 1:03d1c29c2f8a 151 }
MatisRequis 1:03d1c29c2f8a 152
MatisRequis 1:03d1c29c2f8a 153
MatisRequis 1:03d1c29c2f8a 154 // this method gets the magnitude of the joystick movement
MatisRequis 1:03d1c29c2f8a 155 float Gamepad::get_mag()
MatisRequis 1:03d1c29c2f8a 156 {
MatisRequis 1:03d1c29c2f8a 157 Polar p = get_polar();
MatisRequis 1:03d1c29c2f8a 158 return p.mag;
MatisRequis 1:03d1c29c2f8a 159 }
MatisRequis 1:03d1c29c2f8a 160
MatisRequis 1:03d1c29c2f8a 161 // this method gets the angle of joystick movement (0 to 360, 0 North)
MatisRequis 1:03d1c29c2f8a 162 float Gamepad::get_angle()
MatisRequis 1:03d1c29c2f8a 163 {
MatisRequis 1:03d1c29c2f8a 164 Polar p = get_polar();
MatisRequis 1:03d1c29c2f8a 165 return p.angle;
MatisRequis 1:03d1c29c2f8a 166 }
MatisRequis 1:03d1c29c2f8a 167
MatisRequis 1:03d1c29c2f8a 168 Direction Gamepad::get_direction()
MatisRequis 1:03d1c29c2f8a 169 {
MatisRequis 1:03d1c29c2f8a 170 float angle = get_angle(); // 0 to 360, -1 for centred
MatisRequis 1:03d1c29c2f8a 171
MatisRequis 1:03d1c29c2f8a 172 Direction d;
MatisRequis 1:03d1c29c2f8a 173 // partition 360 into segments and check which segment the angle is in
MatisRequis 1:03d1c29c2f8a 174 if (angle < 0.0f) {
MatisRequis 1:03d1c29c2f8a 175 d = CENTRE; // check for -1.0 angle
MatisRequis 1:03d1c29c2f8a 176 } else if (angle < 22.5f) { // then keep going in 45 degree increments
MatisRequis 1:03d1c29c2f8a 177 d = N;
MatisRequis 1:03d1c29c2f8a 178 } else if (angle < 67.5f) {
MatisRequis 1:03d1c29c2f8a 179 d = NE;
MatisRequis 1:03d1c29c2f8a 180 } else if (angle < 112.5f) {
MatisRequis 1:03d1c29c2f8a 181 d = E;
MatisRequis 1:03d1c29c2f8a 182 } else if (angle < 157.5f) {
MatisRequis 1:03d1c29c2f8a 183 d = SE;
MatisRequis 1:03d1c29c2f8a 184 } else if (angle < 202.5f) {
MatisRequis 1:03d1c29c2f8a 185 d = S;
MatisRequis 1:03d1c29c2f8a 186 } else if (angle < 247.5f) {
MatisRequis 1:03d1c29c2f8a 187 d = SW;
MatisRequis 1:03d1c29c2f8a 188 } else if (angle < 292.5f) {
MatisRequis 1:03d1c29c2f8a 189 d = W;
MatisRequis 1:03d1c29c2f8a 190 } else if (angle < 337.5f) {
MatisRequis 1:03d1c29c2f8a 191 d = NW;
MatisRequis 1:03d1c29c2f8a 192 } else {
MatisRequis 1:03d1c29c2f8a 193 d = N;
MatisRequis 1:03d1c29c2f8a 194 }
MatisRequis 1:03d1c29c2f8a 195
MatisRequis 1:03d1c29c2f8a 196 return d;
MatisRequis 1:03d1c29c2f8a 197 }
MatisRequis 1:03d1c29c2f8a 198
MatisRequis 1:03d1c29c2f8a 199 void Gamepad::reset_buttons()
MatisRequis 1:03d1c29c2f8a 200 {
MatisRequis 1:03d1c29c2f8a 201 A_fall = B_fall = X_fall = Y_fall = start_fall = false;
MatisRequis 1:03d1c29c2f8a 202 }
MatisRequis 1:03d1c29c2f8a 203
MatisRequis 1:03d1c29c2f8a 204 bool Gamepad::A_pressed()
MatisRequis 1:03d1c29c2f8a 205 {
MatisRequis 1:03d1c29c2f8a 206 if (A_fall) {
MatisRequis 1:03d1c29c2f8a 207 A_fall = false;
MatisRequis 1:03d1c29c2f8a 208 return true;
MatisRequis 1:03d1c29c2f8a 209 } else {
MatisRequis 1:03d1c29c2f8a 210 return false;
MatisRequis 1:03d1c29c2f8a 211 }
MatisRequis 1:03d1c29c2f8a 212 }
MatisRequis 1:03d1c29c2f8a 213
MatisRequis 1:03d1c29c2f8a 214 bool Gamepad::B_pressed()
MatisRequis 1:03d1c29c2f8a 215 {
MatisRequis 1:03d1c29c2f8a 216 if (B_fall) {
MatisRequis 1:03d1c29c2f8a 217 B_fall = false;
MatisRequis 1:03d1c29c2f8a 218 return true;
MatisRequis 1:03d1c29c2f8a 219 } else {
MatisRequis 1:03d1c29c2f8a 220 return false;
MatisRequis 1:03d1c29c2f8a 221 }
MatisRequis 1:03d1c29c2f8a 222 }
MatisRequis 1:03d1c29c2f8a 223
MatisRequis 1:03d1c29c2f8a 224 bool Gamepad::X_pressed()
MatisRequis 1:03d1c29c2f8a 225 {
MatisRequis 1:03d1c29c2f8a 226 if (X_fall) {
MatisRequis 1:03d1c29c2f8a 227 X_fall = false;
MatisRequis 1:03d1c29c2f8a 228 return true;
MatisRequis 1:03d1c29c2f8a 229 } else {
MatisRequis 1:03d1c29c2f8a 230 return false;
MatisRequis 1:03d1c29c2f8a 231 }
MatisRequis 1:03d1c29c2f8a 232 }
MatisRequis 1:03d1c29c2f8a 233
MatisRequis 1:03d1c29c2f8a 234 bool Gamepad::Y_pressed()
MatisRequis 1:03d1c29c2f8a 235 {
MatisRequis 1:03d1c29c2f8a 236 if (Y_fall) {
MatisRequis 1:03d1c29c2f8a 237 Y_fall = false;
MatisRequis 1:03d1c29c2f8a 238 return true;
MatisRequis 1:03d1c29c2f8a 239 } else {
MatisRequis 1:03d1c29c2f8a 240 return false;
MatisRequis 1:03d1c29c2f8a 241 }
MatisRequis 1:03d1c29c2f8a 242 }
MatisRequis 1:03d1c29c2f8a 243
MatisRequis 1:03d1c29c2f8a 244 bool Gamepad::start_pressed()
MatisRequis 1:03d1c29c2f8a 245 {
MatisRequis 1:03d1c29c2f8a 246 if (start_fall) {
MatisRequis 1:03d1c29c2f8a 247 start_fall = false;
MatisRequis 1:03d1c29c2f8a 248 return true;
MatisRequis 1:03d1c29c2f8a 249 } else {
MatisRequis 1:03d1c29c2f8a 250 return false;
MatisRequis 1:03d1c29c2f8a 251 }
MatisRequis 1:03d1c29c2f8a 252 }
MatisRequis 1:03d1c29c2f8a 253
MatisRequis 1:03d1c29c2f8a 254 bool Gamepad::A_held()
MatisRequis 1:03d1c29c2f8a 255 {
MatisRequis 1:03d1c29c2f8a 256 // Buttons are configured as PullUp hence the not
MatisRequis 1:03d1c29c2f8a 257 return !_button_A->read();
MatisRequis 1:03d1c29c2f8a 258 }
MatisRequis 1:03d1c29c2f8a 259
MatisRequis 1:03d1c29c2f8a 260 bool Gamepad::B_held()
MatisRequis 1:03d1c29c2f8a 261 {
MatisRequis 1:03d1c29c2f8a 262 return !_button_B->read();
MatisRequis 1:03d1c29c2f8a 263 }
MatisRequis 1:03d1c29c2f8a 264
MatisRequis 1:03d1c29c2f8a 265 bool Gamepad::X_held()
MatisRequis 1:03d1c29c2f8a 266 {
MatisRequis 1:03d1c29c2f8a 267 return !_button_X->read();
MatisRequis 1:03d1c29c2f8a 268 }
MatisRequis 1:03d1c29c2f8a 269
MatisRequis 1:03d1c29c2f8a 270 bool Gamepad::Y_held()
MatisRequis 1:03d1c29c2f8a 271 {
MatisRequis 1:03d1c29c2f8a 272 return !_button_Y->read();
MatisRequis 1:03d1c29c2f8a 273 }
MatisRequis 1:03d1c29c2f8a 274
MatisRequis 1:03d1c29c2f8a 275 bool Gamepad::start_held()
MatisRequis 1:03d1c29c2f8a 276 {
MatisRequis 1:03d1c29c2f8a 277 return !_button_start->read();
MatisRequis 1:03d1c29c2f8a 278 }
MatisRequis 1:03d1c29c2f8a 279
MatisRequis 1:03d1c29c2f8a 280 ///////////////////// private methods ////////////////////////
MatisRequis 1:03d1c29c2f8a 281
MatisRequis 1:03d1c29c2f8a 282 // get raw joystick coordinate in range -1 to 1
MatisRequis 1:03d1c29c2f8a 283 // Direction (x,y)
MatisRequis 1:03d1c29c2f8a 284 // North (0,1)
MatisRequis 1:03d1c29c2f8a 285 // East (1,0)
MatisRequis 1:03d1c29c2f8a 286 // South (0,-1)
MatisRequis 1:03d1c29c2f8a 287 // West (-1,0)
MatisRequis 1:03d1c29c2f8a 288 Vector2D Gamepad::get_coord()
MatisRequis 1:03d1c29c2f8a 289 {
MatisRequis 1:03d1c29c2f8a 290 // read() returns value in range 0.0 to 1.0 so is scaled and centre value
MatisRequis 1:03d1c29c2f8a 291 // substracted to get values in the range -1.0 to 1.0
MatisRequis 1:03d1c29c2f8a 292 float x = 2.0f*( _horiz->read() - _x0 );
MatisRequis 1:03d1c29c2f8a 293 float y = 2.0f*( _vert->read() - _y0 );
MatisRequis 1:03d1c29c2f8a 294
MatisRequis 1:03d1c29c2f8a 295 // Note: the y value here is inverted to ensure the positive y is up
MatisRequis 1:03d1c29c2f8a 296
MatisRequis 1:03d1c29c2f8a 297 Vector2D coord = {x,-y};
MatisRequis 1:03d1c29c2f8a 298 return coord;
MatisRequis 1:03d1c29c2f8a 299 }
MatisRequis 1:03d1c29c2f8a 300
MatisRequis 1:03d1c29c2f8a 301 // This maps the raw x,y coord onto a circular grid.
MatisRequis 1:03d1c29c2f8a 302 // See: http://mathproofs.blogspot.co.uk/2005/07/mapping-square-to-circle.html
MatisRequis 1:03d1c29c2f8a 303 Vector2D Gamepad::get_mapped_coord()
MatisRequis 1:03d1c29c2f8a 304 {
MatisRequis 1:03d1c29c2f8a 305 Vector2D coord = get_coord();
MatisRequis 1:03d1c29c2f8a 306
MatisRequis 1:03d1c29c2f8a 307 // do the transformation
MatisRequis 1:03d1c29c2f8a 308 float x = coord.x*sqrt(1.0f-pow(coord.y,2.0f)/2.0f);
MatisRequis 1:03d1c29c2f8a 309 float y = coord.y*sqrt(1.0f-pow(coord.x,2.0f)/2.0f);
MatisRequis 1:03d1c29c2f8a 310
MatisRequis 1:03d1c29c2f8a 311 Vector2D mapped_coord = {x,y};
MatisRequis 1:03d1c29c2f8a 312 return mapped_coord;
MatisRequis 1:03d1c29c2f8a 313 }
MatisRequis 1:03d1c29c2f8a 314
MatisRequis 1:03d1c29c2f8a 315 // this function converts the mapped coordinates into polar form
MatisRequis 1:03d1c29c2f8a 316 Polar Gamepad::get_polar()
MatisRequis 1:03d1c29c2f8a 317 {
MatisRequis 1:03d1c29c2f8a 318 // get the mapped coordinate
MatisRequis 1:03d1c29c2f8a 319 Vector2D coord = get_mapped_coord();
MatisRequis 1:03d1c29c2f8a 320
MatisRequis 1:03d1c29c2f8a 321 // at this point, 0 degrees (i.e. x-axis) will be defined to the East.
MatisRequis 1:03d1c29c2f8a 322 // We want 0 degrees to correspond to North and increase clockwise to 359
MatisRequis 1:03d1c29c2f8a 323 // like a compass heading, so we need to swap the axis and invert y
MatisRequis 1:03d1c29c2f8a 324 float x = coord.y;
MatisRequis 1:03d1c29c2f8a 325 float y = coord.x;
MatisRequis 1:03d1c29c2f8a 326
MatisRequis 1:03d1c29c2f8a 327 float mag = sqrt(x*x+y*y); // pythagoras
MatisRequis 1:03d1c29c2f8a 328 float angle = RAD2DEG*atan2(y,x);
MatisRequis 1:03d1c29c2f8a 329 // angle will be in range -180 to 180, so add 360 to negative angles to
MatisRequis 1:03d1c29c2f8a 330 // move to 0 to 360 range
MatisRequis 1:03d1c29c2f8a 331 if (angle < 0.0f) {
MatisRequis 1:03d1c29c2f8a 332 angle+=360.0f;
MatisRequis 1:03d1c29c2f8a 333 }
MatisRequis 1:03d1c29c2f8a 334
MatisRequis 1:03d1c29c2f8a 335 // the noise on the ADC causes the values of x and y to fluctuate slightly
MatisRequis 1:03d1c29c2f8a 336 // around the centred values. This causes the random angle values to get
MatisRequis 1:03d1c29c2f8a 337 // calculated when the joystick is centred and untouched. This is also when
MatisRequis 1:03d1c29c2f8a 338 // the magnitude is very small, so we can check for a small magnitude and then
MatisRequis 1:03d1c29c2f8a 339 // set the angle to -1. This will inform us when the angle is invalid and the
MatisRequis 1:03d1c29c2f8a 340 // joystick is centred
MatisRequis 1:03d1c29c2f8a 341
MatisRequis 1:03d1c29c2f8a 342 if (mag < TOL) {
MatisRequis 1:03d1c29c2f8a 343 mag = 0.0f;
MatisRequis 1:03d1c29c2f8a 344 angle = -1.0f;
MatisRequis 1:03d1c29c2f8a 345 }
MatisRequis 1:03d1c29c2f8a 346
MatisRequis 1:03d1c29c2f8a 347 Polar p = {mag,angle};
MatisRequis 1:03d1c29c2f8a 348 return p;
MatisRequis 1:03d1c29c2f8a 349 }
MatisRequis 1:03d1c29c2f8a 350
MatisRequis 1:03d1c29c2f8a 351 // ISRs for buttons
MatisRequis 1:03d1c29c2f8a 352 void Gamepad::A_fall_interrupt()
MatisRequis 1:03d1c29c2f8a 353 {
MatisRequis 1:03d1c29c2f8a 354 A_fall = true;
MatisRequis 1:03d1c29c2f8a 355 }
MatisRequis 1:03d1c29c2f8a 356 void Gamepad::B_fall_interrupt()
MatisRequis 1:03d1c29c2f8a 357 {
MatisRequis 1:03d1c29c2f8a 358 B_fall = true;
MatisRequis 1:03d1c29c2f8a 359 }
MatisRequis 1:03d1c29c2f8a 360 void Gamepad::X_fall_interrupt()
MatisRequis 1:03d1c29c2f8a 361 {
MatisRequis 1:03d1c29c2f8a 362 X_fall = true;
MatisRequis 1:03d1c29c2f8a 363 }
MatisRequis 1:03d1c29c2f8a 364 void Gamepad::Y_fall_interrupt()
MatisRequis 1:03d1c29c2f8a 365 {
MatisRequis 1:03d1c29c2f8a 366 Y_fall = true;
MatisRequis 1:03d1c29c2f8a 367 }
MatisRequis 1:03d1c29c2f8a 368 void Gamepad::start_fall_interrupt()
MatisRequis 1:03d1c29c2f8a 369 {
MatisRequis 1:03d1c29c2f8a 370 start_fall = true;
MatisRequis 1:03d1c29c2f8a 371 }
MatisRequis 1:03d1c29c2f8a 372
MatisRequis 1:03d1c29c2f8a 373 void Gamepad::set_bpm(float bpm)
MatisRequis 1:03d1c29c2f8a 374 {
MatisRequis 1:03d1c29c2f8a 375 _bpm = bpm;
MatisRequis 1:03d1c29c2f8a 376 }
MatisRequis 1:03d1c29c2f8a 377
MatisRequis 1:03d1c29c2f8a 378 void Gamepad::tone(float frequency,float duration)
MatisRequis 1:03d1c29c2f8a 379 {
MatisRequis 1:03d1c29c2f8a 380 // calculate time step between samples
MatisRequis 1:03d1c29c2f8a 381 float dt = 1.0f/(frequency*_n);
MatisRequis 1:03d1c29c2f8a 382 // start from beginning of LUT
MatisRequis 1:03d1c29c2f8a 383 _sample = 0;
MatisRequis 1:03d1c29c2f8a 384
MatisRequis 1:03d1c29c2f8a 385 // setup ticker and timeout to stop ticker
MatisRequis 1:03d1c29c2f8a 386
MatisRequis 1:03d1c29c2f8a 387 // the ticker repeats every dt to plat each sample in turn
MatisRequis 1:03d1c29c2f8a 388 ticker->attach(callback(this, &Gamepad::ticker_isr), dt);
MatisRequis 1:03d1c29c2f8a 389 // the timeout stops the ticker after the required duration
MatisRequis 1:03d1c29c2f8a 390 timeout->attach(callback(this, &Gamepad::timeout_isr), duration );
MatisRequis 1:03d1c29c2f8a 391 }
MatisRequis 1:03d1c29c2f8a 392
MatisRequis 1:03d1c29c2f8a 393 void Gamepad::play_melody(int length,const int *notes,const int *durations,float bpm,bool repeat)
MatisRequis 1:03d1c29c2f8a 394 {
MatisRequis 1:03d1c29c2f8a 395 // copy arguments to member variables
MatisRequis 1:03d1c29c2f8a 396 _bpm = bpm;
MatisRequis 1:03d1c29c2f8a 397 _notes = notes; // pointer for array
MatisRequis 1:03d1c29c2f8a 398 _durations = durations; // pointer for array
MatisRequis 1:03d1c29c2f8a 399 _melody_length = length;
MatisRequis 1:03d1c29c2f8a 400 _repeat = repeat;
MatisRequis 1:03d1c29c2f8a 401
MatisRequis 1:03d1c29c2f8a 402 _note = 0; // start from first note
MatisRequis 1:03d1c29c2f8a 403
MatisRequis 1:03d1c29c2f8a 404 play_next_note(); // play the next note in the melody
MatisRequis 1:03d1c29c2f8a 405 }
MatisRequis 1:03d1c29c2f8a 406
MatisRequis 1:03d1c29c2f8a 407 void Gamepad::write_dac(float val)
MatisRequis 1:03d1c29c2f8a 408 {
MatisRequis 1:03d1c29c2f8a 409 if (val < 0.0f) {
MatisRequis 1:03d1c29c2f8a 410 val = 0.0f;
MatisRequis 1:03d1c29c2f8a 411 } else if (val > 1.0f) {
MatisRequis 1:03d1c29c2f8a 412 val = 1.0f;
MatisRequis 1:03d1c29c2f8a 413 }
MatisRequis 1:03d1c29c2f8a 414 dac->write(val);
MatisRequis 1:03d1c29c2f8a 415 }
MatisRequis 1:03d1c29c2f8a 416
MatisRequis 1:03d1c29c2f8a 417
MatisRequis 1:03d1c29c2f8a 418 void Gamepad::play_next_note()
MatisRequis 1:03d1c29c2f8a 419 {
MatisRequis 1:03d1c29c2f8a 420 // _note is the note index to play
MatisRequis 1:03d1c29c2f8a 421
MatisRequis 1:03d1c29c2f8a 422 // calculate the duration and frequency of the note
MatisRequis 1:03d1c29c2f8a 423 float duration = 60.0f/(_bpm*_durations[_note]);
MatisRequis 1:03d1c29c2f8a 424 float frequency = float(_notes[_note]);
MatisRequis 1:03d1c29c2f8a 425 //printf("[%i] f = %f d = %f\n",_note,frequency,duration);
MatisRequis 1:03d1c29c2f8a 426
MatisRequis 1:03d1c29c2f8a 427 // check if the note is not a space and if not then play the note
MatisRequis 1:03d1c29c2f8a 428 if (frequency > 0) {
MatisRequis 1:03d1c29c2f8a 429 tone(frequency,duration);
MatisRequis 1:03d1c29c2f8a 430 }
MatisRequis 1:03d1c29c2f8a 431
MatisRequis 1:03d1c29c2f8a 432 // the timeout goes to the next note in the melody
MatisRequis 1:03d1c29c2f8a 433 // double the duration to leave a bit of a gap in between notes to be better
MatisRequis 1:03d1c29c2f8a 434 // able to distinguish them
MatisRequis 1:03d1c29c2f8a 435 note_timeout->attach(callback(this, &Gamepad::note_timeout_isr), duration*2.0f );
MatisRequis 1:03d1c29c2f8a 436 }
MatisRequis 1:03d1c29c2f8a 437
MatisRequis 1:03d1c29c2f8a 438 // called when the next note needs playing
MatisRequis 1:03d1c29c2f8a 439 void Gamepad::note_timeout_isr()
MatisRequis 1:03d1c29c2f8a 440 {
MatisRequis 1:03d1c29c2f8a 441 _note++; // go onto next note
MatisRequis 1:03d1c29c2f8a 442
MatisRequis 1:03d1c29c2f8a 443 // if in repeat mode then reset the note counter when get to end of melody
MatisRequis 1:03d1c29c2f8a 444 if (_repeat && _note == _melody_length) {
MatisRequis 1:03d1c29c2f8a 445 _note=0;
MatisRequis 1:03d1c29c2f8a 446 }
MatisRequis 1:03d1c29c2f8a 447
MatisRequis 1:03d1c29c2f8a 448 // check if note is within the melody
MatisRequis 1:03d1c29c2f8a 449 if (_note < _melody_length) {
MatisRequis 1:03d1c29c2f8a 450 play_next_note();
MatisRequis 1:03d1c29c2f8a 451 }
MatisRequis 1:03d1c29c2f8a 452 }
MatisRequis 1:03d1c29c2f8a 453
MatisRequis 1:03d1c29c2f8a 454 void Gamepad::ticker_isr()
MatisRequis 1:03d1c29c2f8a 455 {
MatisRequis 1:03d1c29c2f8a 456 dac->write(_sample_array[_sample%_n]); // use modulo to get index to play
MatisRequis 1:03d1c29c2f8a 457 _sample++; // increment the sample ready for next time
MatisRequis 1:03d1c29c2f8a 458 }
MatisRequis 1:03d1c29c2f8a 459
MatisRequis 1:03d1c29c2f8a 460 void Gamepad::timeout_isr()
MatisRequis 1:03d1c29c2f8a 461 {
MatisRequis 1:03d1c29c2f8a 462 // stops the ticker to end the note
MatisRequis 1:03d1c29c2f8a 463 ticker->detach();
MatisRequis 1:03d1c29c2f8a 464 }