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Dependencies: mbed
Revision 0:7423345f87c5, committed 2020-01-31
- Comitter:
- eencae
- Date:
- Fri Jan 31 12:32:38 2020 +0000
- Child:
- 1:09a835e6d063
- Commit message:
- Pong ported to Gamepad2;
Changed in this revision
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Ball/Ball-test.h Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,49 @@
+#ifndef BALL_TEST_H
+#define BALL_TEST_H
+
+/**
+ * \brief Check that Ball object goes to correct position when moved
+ *
+ * \returns true if all the tests passed
+ */
+bool Ball_test_movement()
+{
+ // Initialise Ball object with a size of 2, and speed of 1
+ Ball ball;
+ ball.init(2, 1);
+
+ // Set the position to 5, 5
+ Vector2D initial_pos = {5, 5};
+ ball.set_pos(initial_pos);
+
+ // Read the position
+ Vector2D read_pos_1 = ball.get_pos();
+ printf("%f, %f\n", read_pos_1.x, read_pos_1.y);
+
+ // Set the velocity to -2, 3
+ Vector2D velocity = {-2, 3};
+ ball.set_velocity(velocity);
+
+ // Update the position
+ ball.update();
+
+ // Read the position
+ Vector2D read_pos_2 = ball.get_pos();
+ printf("%f, %f\n", read_pos_2.x, read_pos_2.y);
+
+ // Now check that both the positions are as expected
+ bool success_flag = true;
+
+ // Fail the test if the initial position is wrong
+ if (read_pos_1.x != 5 || read_pos_1.y != 5) {
+ success_flag = false;
+ }
+
+ // Fail the test if the final position is wrong
+ if (read_pos_2.x != 3 || read_pos_2.y != 8) {
+ success_flag = false;
+ }
+
+ return success_flag;
+}
+#endif
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Ball/Ball.cpp Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,72 @@
+#include "Ball.h"
+
+Ball::Ball()
+{
+
+}
+
+Ball::~Ball()
+{
+
+}
+
+void Ball::init(int size,int speed)
+{
+ _size = size;
+
+ _x = WIDTH/2 - _size/2;
+ _y = HEIGHT/2 - _size/2;
+
+ srand(time(NULL));
+ int direction = rand() % 4; // randomise initial direction.
+
+ // 4 possibilities. Get random modulo and set velocities accordingly
+ if (direction == 0) {
+ _velocity.x = speed;
+ _velocity.y = speed;
+ } else if (direction == 1) {
+ _velocity.x = speed;
+ _velocity.y = -speed;
+ } else if (direction == 2) {
+ _velocity.x = speed;
+ _velocity.y = speed;
+ } else {
+ _velocity.x = -speed;
+ _velocity.y = -speed;
+ }
+}
+
+void Ball::draw(N5110 &lcd)
+{
+ lcd.drawRect(_x,_y,_size,_size,FILL_BLACK);
+}
+
+void Ball::update()
+{
+ _x += _velocity.x;
+ _y += _velocity.y;
+}
+
+void Ball::set_velocity(Vector2D v)
+{
+ _velocity.x = v.x;
+ _velocity.y = v.y;
+}
+
+Vector2D Ball::get_velocity()
+{
+ Vector2D v = {_velocity.x,_velocity.y};
+ return v;
+}
+
+Vector2D Ball::get_pos()
+{
+ Vector2D p = {_x,_y};
+ return p;
+}
+
+void Ball::set_pos(Vector2D p)
+{
+ _x = p.x;
+ _y = p.y;
+}
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Ball/Ball.h Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,36 @@
+#ifndef BALL_H
+#define BALL_H
+
+#include "mbed.h"
+#include "N5110.h"
+#include "Gamepad.h"
+#include "Paddle.h"
+
+/** Ball Class
+@author Dr Craig A. Evans, University of Leeds
+@brief Controls the ball in the Pong game
+@date Febraury 2017
+*/
+class Ball
+{
+
+public:
+ Ball();
+ ~Ball();
+ void init(int size,int speed);
+ void draw(N5110 &lcd);
+ void update();
+ /// accessors and mutators
+ void set_velocity(Vector2D v);
+ Vector2D get_velocity();
+ Vector2D get_pos();
+ void set_pos(Vector2D p);
+
+private:
+
+ Vector2D _velocity;
+ int _size;
+ int _x;
+ int _y;
+};
+#endif
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Gamepad2/Bitmap.cpp Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,96 @@
+#include "Bitmap.h"
+
+#include <iostream>
+
+#include "N5110.h"
+
+Bitmap::Bitmap(int const *contents,
+ unsigned int const height,
+ unsigned int const width)
+ :
+ _contents(std::vector<int>(height*width)),
+ _height(height),
+ _width(width)
+{
+ // Perform a quick sanity check of the dimensions
+ if (_contents.size() != height * width) {
+ std::cerr << "Contents of bitmap has size " << _contents.size()
+ << " pixels, but its dimensions were specified as "
+ << width << " * " << height << " = " << width * height << std::endl;
+ }
+
+ for(unsigned int i = 0; i < height*width; ++i) _contents[i] = contents[i];
+}
+
+/**
+ * @returns the value of the pixel at the given position
+ */
+int Bitmap::get_pixel(unsigned int const row,
+ unsigned int const column) const
+{
+ // First check that row and column indices are within bounds
+ if(column >= _width || row >= _height)
+ {
+ std::cerr << "The requested pixel with index " << row << "," << column
+ << "is outside the bitmap dimensions: " << _width << ","
+ << _height << std::endl;
+ }
+
+ // Now return the pixel value, using row-major indexing
+ return _contents[row * _width + column];
+}
+
+/**
+ * @brief Prints the contents of the bitmap to the terminal
+ */
+void Bitmap::print() const
+{
+ for (unsigned int row = 0; row < _height; ++row)
+ {
+ // Print each element of the row
+ for (unsigned int column = 0; column < _width; ++column)
+ {
+ int pixel = get_pixel(row, column);
+ std::cout << pixel;
+ }
+
+ // And then terminate with a new-line character
+ std::cout << std::endl;
+ }
+}
+
+/**
+ * @brief Renders the contents of the bitmap onto an N5110 screen
+ *
+ * @param[in] lcd The screen to use for rendering
+ * @param[in] x0 The horizontal position in pixels at which to render the bitmap
+ * @param[in] y0 The vertical position in pixels at which to render the bitmap
+ *
+ * @details Note that x0, y0 gives the location of the top-left of the bitmap on
+ * the screen.
+ * This function only updates the buffer on the screen. You still need
+ * to refresh the screen in order to actually see the bitmap.
+ */
+void Bitmap::render(N5110 &lcd,
+ unsigned int const x0,
+ unsigned int const y0) const
+{
+ // Loop through each row of the bitmap image
+ for (unsigned int bitmap_row = 0; bitmap_row < _height; ++bitmap_row)
+ {
+ // Row index on the screen for rendering the row of pixels
+ unsigned int screen_row = y0 + bitmap_row;
+
+ // Render each pixel in the row
+ for (unsigned int bitmap_col = 0; bitmap_col < _width; ++bitmap_col)
+ {
+ // Column index on the screen for rendering this pixel
+ int screen_col = x0 + bitmap_col;
+
+ // Find the required value of the pixel at the given location within
+ // the bitmap data and then write it to the LCD screen
+ int pixel = get_pixel(bitmap_row, bitmap_col);
+ lcd.setPixel(screen_col, screen_row, pixel);
+ }
+ }
+}
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Gamepad2/Bitmap.h Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,65 @@
+#ifndef BITMAP_H
+#define BITMAP_H
+
+#include <vector>
+
+// Forward declarations
+class N5110;
+
+/**
+ * @brief A black & white bitmap that can be rendered on an N5110 screen
+ * @author Alex Valavanis <a.valavanis@leeds.ac.uk>
+ *
+ * @code
+ // First declare the pixel map data using '1' for black,
+ // or '0' for white pixels
+ static int sprite_data[] = {
+ 0,0,1,0,0,
+ 0,1,1,1,0,
+ 0,0,1,0,0,
+ 0,1,1,1,0,
+ 1,1,1,1,1,
+ 1,1,1,1,1,
+ 1,1,0,1,1,
+ 1,1,0,1,1
+ };
+
+ // Instantiate the Bitmap object using the data above
+ Bitmap sprite(sprite_data, 8, 5); // Specify rows and columns in sprite
+
+ // We can render the bitmap wherever we want on the screen
+ sprite.render(lcd, 20, 6); // x and y locations for rendering
+ sprite.render(lcd, 30, 10);
+
+ // We can also print its values to the terminal
+ sprite.print();
+ * @endcode
+ */
+class Bitmap
+{
+private:
+ /**
+ * @brief The contents of the drawing, with pixels stored in row-major order
+ * @details '1' represents a black pixel; '0' represents white
+ */
+ std::vector<int> _contents;
+
+ unsigned int _height; ///< The height of the drawing in pixels
+ unsigned int _width; ///< The width of the drawing in pixels
+
+public:
+ Bitmap(int const *contents,
+ unsigned int const height,
+ unsigned int const width);
+
+ int get_pixel(unsigned int const row,
+ unsigned int const column) const;
+
+ void print() const;
+
+ void render(N5110 &lcd,
+ unsigned int const x0,
+ unsigned int const y0) const;
+};
+
+#endif // BITMAP_H
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Gamepad2/Gamepad.cpp Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,464 @@
+#include "Gamepad.h"
+
+#include "mbed.h"
+
+//////////// constructor/destructor ////////////
+Gamepad::Gamepad()
+ :
+ _led1(new PwmOut(PTA2)),
+ _led2(new PwmOut(PTC2)),
+ _led3(new PwmOut(PTC3)),
+ _led4(new PwmOut(PTA1)),
+ _led5(new PwmOut(PTC10)),
+ _led6(new PwmOut(PTC11)),
+
+ _button_A(new InterruptIn(PTC7)),
+ _button_B(new InterruptIn(PTC9)),
+ _button_X(new InterruptIn(PTC5)),
+ _button_Y(new InterruptIn(PTC0)),
+ _button_start(new InterruptIn(PTC8)),
+
+ _vert(new AnalogIn(PTB11)),
+ _horiz(new AnalogIn(PTB10)),
+
+ _pot1(new AnalogIn(PTB2)),
+ _pot2(new AnalogIn(PTB3)),
+
+ dac(new AnalogOut(DAC0_OUT)),
+ ticker(new Ticker),
+ timeout(new Timeout),
+ note_timeout(new Timeout),
+
+ _x0(0),
+ _y0(0)
+{}
+
+
+///////////////// public methods /////////////////
+
+void Gamepad::init()
+{
+ leds_off();
+
+ // read centred values of joystick
+ _x0 = _horiz->read();
+ _y0 = _vert->read();
+
+ // Set all buttons to PullUp
+ _button_A->mode(PullUp);
+ _button_B->mode(PullUp);
+ _button_X->mode(PullUp);
+ _button_Y->mode(PullUp);
+ _button_start->mode(PullUp);
+
+ // Set up interrupts for the fall of buttons
+ _button_A->fall(callback(this,&Gamepad::A_fall_interrupt));
+ _button_B->fall(callback(this,&Gamepad::B_fall_interrupt));
+ _button_X->fall(callback(this,&Gamepad::X_fall_interrupt));
+ _button_Y->fall(callback(this,&Gamepad::Y_fall_interrupt));
+ _button_start->fall(callback(this,&Gamepad::start_fall_interrupt));
+
+ // initalise button flags
+ reset_buttons();
+
+ // number of samples
+ _n = 16;
+ _sample_array = new float[_n];
+
+ // create sample array for one period between 0.0 and 1.0
+ for (int i = 0; i < _n ; i++) {
+ _sample_array[i] = 0.5f + 0.5f*sin(i*2*PI/_n);
+ //printf("y[%i] = %f\n",i,_sample_array[i]);
+ }
+
+}
+
+void Gamepad::leds_off()
+{
+ leds(0.0);
+}
+
+void Gamepad::leds_on()
+{
+ leds(1.0);
+}
+
+void Gamepad::leds(float val) const
+{
+ if (val < 0.0f) {
+ val = 0.0f;
+ }
+ if (val > 1.0f) {
+ val = 1.0f;
+ }
+
+ // leds are active-low, so subtract from 1.0
+ // 0.0 corresponds to fully-off, 1.0 to fully-on
+ val = 1.0f - val;
+
+ _led1->write(val);
+ _led2->write(val);
+ _led3->write(val);
+ _led4->write(val);
+ _led5->write(val);
+ _led6->write(val);
+}
+
+void Gamepad::led(int n,float val) const
+{
+ // ensure they are within valid range
+ if (val < 0.0f) {
+ val = 0.0f;
+ }
+ if (val > 1.0f) {
+ val = 1.0f;
+ }
+
+ switch (n) {
+
+ // check for valid LED number and set value
+
+ case 1:
+ _led1->write(1.0f-val); // active-low so subtract from 1
+ break;
+ case 2:
+ _led2->write(1.0f-val); // active-low so subtract from 1
+ break;
+ case 3:
+ _led3->write(1.0f-val); // active-low so subtract from 1
+ break;
+ case 4:
+ _led4->write(1.0f-val); // active-low so subtract from 1
+ break;
+ case 5:
+ _led5->write(1.0f-val); // active-low so subtract from 1
+ break;
+ case 6:
+ _led6->write(1.0f-val); // active-low so subtract from 1
+ break;
+
+ }
+}
+
+float Gamepad::read_pot1() const
+{
+ return _pot1->read();
+}
+
+float Gamepad::read_pot2() const
+{
+ return _pot2->read();
+}
+
+
+// this method gets the magnitude of the joystick movement
+float Gamepad::get_mag()
+{
+ Polar p = get_polar();
+ return p.mag;
+}
+
+// this method gets the angle of joystick movement (0 to 360, 0 North)
+float Gamepad::get_angle()
+{
+ Polar p = get_polar();
+ return p.angle;
+}
+
+Direction Gamepad::get_direction()
+{
+ float angle = get_angle(); // 0 to 360, -1 for centred
+
+ Direction d;
+ // partition 360 into segments and check which segment the angle is in
+ if (angle < 0.0f) {
+ d = CENTRE; // check for -1.0 angle
+ } else if (angle < 22.5f) { // then keep going in 45 degree increments
+ d = N;
+ } else if (angle < 67.5f) {
+ d = NE;
+ } else if (angle < 112.5f) {
+ d = E;
+ } else if (angle < 157.5f) {
+ d = SE;
+ } else if (angle < 202.5f) {
+ d = S;
+ } else if (angle < 247.5f) {
+ d = SW;
+ } else if (angle < 292.5f) {
+ d = W;
+ } else if (angle < 337.5f) {
+ d = NW;
+ } else {
+ d = N;
+ }
+
+ return d;
+}
+
+void Gamepad::reset_buttons()
+{
+ A_fall = B_fall = X_fall = Y_fall = start_fall = false;
+}
+
+bool Gamepad::A_pressed()
+{
+ if (A_fall) {
+ A_fall = false;
+ return true;
+ } else {
+ return false;
+ }
+}
+
+bool Gamepad::B_pressed()
+{
+ if (B_fall) {
+ B_fall = false;
+ return true;
+ } else {
+ return false;
+ }
+}
+
+bool Gamepad::X_pressed()
+{
+ if (X_fall) {
+ X_fall = false;
+ return true;
+ } else {
+ return false;
+ }
+}
+
+bool Gamepad::Y_pressed()
+{
+ if (Y_fall) {
+ Y_fall = false;
+ return true;
+ } else {
+ return false;
+ }
+}
+
+bool Gamepad::start_pressed()
+{
+ if (start_fall) {
+ start_fall = false;
+ return true;
+ } else {
+ return false;
+ }
+}
+
+bool Gamepad::A_held()
+{
+ // Buttons are configured as PullUp hence the not
+ return !_button_A->read();
+}
+
+bool Gamepad::B_held()
+{
+ return !_button_B->read();
+}
+
+bool Gamepad::X_held()
+{
+ return !_button_X->read();
+}
+
+bool Gamepad::Y_held()
+{
+ return !_button_Y->read();
+}
+
+bool Gamepad::start_held()
+{
+ return !_button_start->read();
+}
+
+///////////////////// private methods ////////////////////////
+
+// get raw joystick coordinate in range -1 to 1
+// Direction (x,y)
+// North (0,1)
+// East (1,0)
+// South (0,-1)
+// West (-1,0)
+Vector2D Gamepad::get_coord()
+{
+ // read() returns value in range 0.0 to 1.0 so is scaled and centre value
+ // substracted to get values in the range -1.0 to 1.0
+ float x = 2.0f*( _horiz->read() - _x0 );
+ float y = 2.0f*( _vert->read() - _y0 );
+
+ // Note: the y value here is inverted to ensure the positive y is up
+
+ Vector2D coord = {x,-y};
+ return coord;
+}
+
+// This maps the raw x,y coord onto a circular grid.
+// See: http://mathproofs.blogspot.co.uk/2005/07/mapping-square-to-circle.html
+Vector2D Gamepad::get_mapped_coord()
+{
+ Vector2D coord = get_coord();
+
+ // do the transformation
+ float x = coord.x*sqrt(1.0f-pow(coord.y,2.0f)/2.0f);
+ float y = coord.y*sqrt(1.0f-pow(coord.x,2.0f)/2.0f);
+
+ Vector2D mapped_coord = {x,y};
+ return mapped_coord;
+}
+
+// this function converts the mapped coordinates into polar form
+Polar Gamepad::get_polar()
+{
+ // get the mapped coordinate
+ Vector2D coord = get_mapped_coord();
+
+ // at this point, 0 degrees (i.e. x-axis) will be defined to the East.
+ // We want 0 degrees to correspond to North and increase clockwise to 359
+ // like a compass heading, so we need to swap the axis and invert y
+ float x = coord.y;
+ float y = coord.x;
+
+ float mag = sqrt(x*x+y*y); // pythagoras
+ float angle = RAD2DEG*atan2(y,x);
+ // angle will be in range -180 to 180, so add 360 to negative angles to
+ // move to 0 to 360 range
+ if (angle < 0.0f) {
+ angle+=360.0f;
+ }
+
+ // the noise on the ADC causes the values of x and y to fluctuate slightly
+ // around the centred values. This causes the random angle values to get
+ // calculated when the joystick is centred and untouched. This is also when
+ // the magnitude is very small, so we can check for a small magnitude and then
+ // set the angle to -1. This will inform us when the angle is invalid and the
+ // joystick is centred
+
+ if (mag < TOL) {
+ mag = 0.0f;
+ angle = -1.0f;
+ }
+
+ Polar p = {mag,angle};
+ return p;
+}
+
+// ISRs for buttons
+void Gamepad::A_fall_interrupt()
+{
+ A_fall = true;
+}
+void Gamepad::B_fall_interrupt()
+{
+ B_fall = true;
+}
+void Gamepad::X_fall_interrupt()
+{
+ X_fall = true;
+}
+void Gamepad::Y_fall_interrupt()
+{
+ Y_fall = true;
+}
+void Gamepad::start_fall_interrupt()
+{
+ start_fall = true;
+}
+
+void Gamepad::set_bpm(float bpm)
+{
+ _bpm = bpm;
+}
+
+void Gamepad::tone(float frequency,float duration)
+{
+ // calculate time step between samples
+ float dt = 1.0f/(frequency*_n);
+ // start from beginning of LUT
+ _sample = 0;
+
+ // setup ticker and timeout to stop ticker
+
+ // the ticker repeats every dt to plat each sample in turn
+ ticker->attach(callback(this, &Gamepad::ticker_isr), dt);
+ // the timeout stops the ticker after the required duration
+ timeout->attach(callback(this, &Gamepad::timeout_isr), duration );
+}
+
+void Gamepad::play_melody(int length,const int *notes,const int *durations,float bpm,bool repeat)
+{
+ // copy arguments to member variables
+ _bpm = bpm;
+ _notes = notes; // pointer for array
+ _durations = durations; // pointer for array
+ _melody_length = length;
+ _repeat = repeat;
+
+ _note = 0; // start from first note
+
+ play_next_note(); // play the next note in the melody
+}
+
+void Gamepad::write_dac(float val)
+{
+ if (val < 0.0f) {
+ val = 0.0f;
+ } else if (val > 1.0f) {
+ val = 1.0f;
+ }
+ dac->write(val);
+}
+
+
+void Gamepad::play_next_note()
+{
+ // _note is the note index to play
+
+ // calculate the duration and frequency of the note
+ float duration = 60.0f/(_bpm*_durations[_note]);
+ float frequency = float(_notes[_note]);
+ //printf("[%i] f = %f d = %f\n",_note,frequency,duration);
+
+ // check if the note is not a space and if not then play the note
+ if (frequency > 0) {
+ tone(frequency,duration);
+ }
+
+ // the timeout goes to the next note in the melody
+ // double the duration to leave a bit of a gap in between notes to be better
+ // able to distinguish them
+ note_timeout->attach(callback(this, &Gamepad::note_timeout_isr), duration*2.0f );
+}
+
+// called when the next note needs playing
+void Gamepad::note_timeout_isr()
+{
+ _note++; // go onto next note
+
+ // if in repeat mode then reset the note counter when get to end of melody
+ if (_repeat && _note == _melody_length) {
+ _note=0;
+ }
+
+ // check if note is within the melody
+ if (_note < _melody_length) {
+ play_next_note();
+ }
+}
+
+void Gamepad::ticker_isr()
+{
+ dac->write(_sample_array[_sample%_n]); // use modulo to get index to play
+ _sample++; // increment the sample ready for next time
+}
+
+void Gamepad::timeout_isr()
+{
+ // stops the ticker to end the note
+ ticker->detach();
+}
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Gamepad2/Gamepad.h Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,374 @@
+#ifndef GAMEPAD_H
+#define GAMEPAD_H
+
+#include <bitset>
+
+// Forward declaration of the classes that we use from the mbed library
+// This avoids the need for us to include the huge mbed.h header inside our
+// own library API
+namespace mbed
+{
+class AnalogIn;
+class InterruptIn;
+class PwmOut;
+class AnalogOut;
+class Ticker;
+class Timeout;
+}
+
+#define TOL 0.1f
+#define RAD2DEG 57.2957795131f
+#define PI 3.14159265359
+
+
+/** Enum for direction */
+enum Direction {
+ CENTRE, /**< joystick centred */
+ N, /**< pushed North (0)*/
+ NE, /**< pushed North-East (45) */
+ E, /**< pushed East (90) */
+ SE, /**< pushed South-East (135) */
+ S, /**< pushed South (180) */
+ SW, /**< pushed South-West (225) */
+ W, /**< pushed West (270) */
+ NW /**< pushed North-West (315) */
+};
+
+/** Vector 2D struct */
+struct Vector2D {
+ float x; /**< float for x value */
+ float y; /**< float for y value */
+};
+
+/** Polar coordinate struct */
+struct Polar {
+ float mag; /**< float for magnitude */
+ float angle; /**< float for angle (in degrees) */
+};
+
+/** Gamepad Class
+ * @brief Library for interfacing with ELEC2645 Gamepad PCB, University of Leeds
+ * @author Dr Craig A. Evans
+ * @author Dr Alex Valavanis
+ * @author Joshua Davy
+ */
+class Gamepad
+{
+
+private:
+ mbed::PwmOut *_led1;
+ mbed::PwmOut *_led2;
+ mbed::PwmOut *_led3;
+ mbed::PwmOut *_led4;
+ mbed::PwmOut *_led5;
+ mbed::PwmOut *_led6;
+
+ mbed::InterruptIn *_button_A;
+ mbed::InterruptIn *_button_B;
+ mbed::InterruptIn *_button_X;
+ mbed::InterruptIn *_button_Y;
+ mbed::InterruptIn *_button_start;
+
+ mbed::AnalogIn *_vert;
+ mbed::AnalogIn *_horiz;
+
+ mbed::AnalogIn *_pot1;
+ mbed::AnalogIn *_pot2;
+
+ mbed::AnalogOut *dac;
+ mbed::Ticker *ticker;
+ mbed::Timeout *timeout;
+ mbed::Timeout *note_timeout;
+
+ // centred x,y values
+ float _x0;
+ float _y0;
+
+ float *_sample_array;
+ const int *_notes;
+ const int *_durations;
+
+ int _n;
+ int _melody_length;
+ volatile unsigned int _sample;
+ volatile unsigned int _note;
+ float _bpm;
+ bool _repeat;
+
+
+public:
+ /** Constructor */
+ Gamepad();
+
+ /** Initialise all peripherals and configure interrupts */
+ void init();
+
+ /** Turn all LEDs on */
+ void leds_on();
+
+ /** Turn all LEDs off */
+ void leds_off();
+
+ /** Set all LEDs to duty-cycle
+ *@param value in range 0.0 to 1.0
+ */
+ void leds(float val) const;
+
+ /** Set LED to duty-cycle
+ *@param led number (0 to 5)
+ *@param value in range 0.0 to 1.0
+ */
+ void led(int n,float val) const;
+
+ /** Read potentiometer 1 value
+ *@returns potentiometer value in range 0.0 to 1.0
+ */
+ float read_pot1() const;
+
+ /** Read potentiometer 2 value
+ *@returns potentiometer value in range 0.0 to 1.0
+ */
+ float read_pot2() const;
+
+ /** Get magnitude of joystick movement
+ * @returns value in range 0.0 to 1.0
+ */
+ float get_mag();
+
+ /** Get angle of joystick movement
+ * @returns value in range 0.0 to 359.9. 0.0 corresponds to N, 180.0 to S. -1.0 is central
+ */
+ float get_angle();
+
+ /** Gets joystick direction
+ * @returns an enum: CENTRE, N, NE, E, SE, S, SW, W, NW,
+ */
+ Direction get_direction(); // N,NE,E,SE etc.
+
+ /** Gets raw cartesian co-ordinates of joystick
+ * @returns a struct with x,y members, each in the range 0.0 to 1.0
+ */
+ Vector2D get_coord(); // cartesian co-ordinates x,y
+
+ /** Gets cartesian coordinates mapped to circular grid
+ * @returns a struct with x,y members, each in the range 0.0 to 1.0
+ */
+ Vector2D get_mapped_coord(); // x,y mapped to circle
+
+ /** Gets polar coordinates of the joystick
+ * @returns a struct contains mag and angle
+ */
+ Polar get_polar(); // mag and angle in struct form
+
+
+ /** Resets all button states. Useful for calling inbetween scenes
+ * where you do not want button presses from the previous scene effecting
+ * the current scene
+ */
+ void reset_buttons();
+
+ /** Returns true if A has been pressed
+ * @returns a bool corresponding to A being pressed
+ */
+
+ bool A_pressed();
+
+ /** Returns true if A is held
+ * @returns a bool corresponding to A being held
+ *
+ */
+ bool A_held();
+
+
+ /** Returns true if B has been pressed
+ * @returns a bool corresponding to B being pressed
+ */
+ bool B_pressed();
+
+ /** Returns true if B is held
+ * @returns a bool corresponding to B being held
+ *
+ */
+ bool B_held();
+
+ /** Returns true if B has been pressed
+ * @returns a bool corresponding to B being pressed
+ */
+ bool X_pressed();
+
+ /** Returns true if X is held
+ * @returns a bool corresponding to X being held
+ *
+ */
+ bool X_held();
+
+ /** Returns true if Y has been pressed
+ * @returns a bool corresponding to Y being pressed
+ */
+ bool Y_pressed();
+
+ /** Returns true if Y is held
+ * @returns a bool corresponding to Y being held
+ *
+ */
+ bool Y_held();
+
+
+ /** Returns true if start has been pressed
+ * @returns a bool corresponding to start being pressed
+ */
+ bool start_pressed();
+
+ /** Returns true if start is held
+ * @returns a bool corresponding to start being held
+ *
+ */
+ bool start_held();
+
+ /** Play a single tone for the specifed duration
+ *@param note frequency (in Hz)
+ *@param duration (in s)
+ */
+ void tone(const float frequency,const float duration);
+
+ /** Play a melody
+ *@param length of note array
+ *@param array of note frequencies (in Hz) - 0 treated as a rest
+ *@param array of note durations (4 corresponds to 1/4, 8 is 1/8 etc.)
+ *@param beats per minute
+ *@param whether to repeat or play just once
+ */
+ void play_melody(int length,const int *notes,const int *durations,float bpm,bool repeat);
+
+ /** Set the BPM of the melody
+ *@param beats per minute
+ */
+ void set_bpm(float bpm);
+
+ /** Write an analog voltage to the speaker
+ *@param voltage in range 0.0 to 1.0 (corresponds 0.0 to 3.3 V)
+ */
+ void write_dac(float val);
+
+
+
+
+private:
+
+ volatile bool A_fall;
+ void A_fall_interrupt();
+
+ volatile bool B_fall;
+ void B_fall_interrupt();
+
+ volatile bool X_fall;
+ void X_fall_interrupt();
+
+ volatile bool Y_fall;
+ void Y_fall_interrupt();
+
+ volatile bool start_fall;
+ void start_fall_interrupt();
+
+ // Tone functions
+ void ticker_isr();
+ void timeout_isr();
+ void note_timeout_isr();
+ void play_next_note();
+
+
+
+};
+
+// Note definitions from Arduino.cc
+#define NOTE_B0 31
+#define NOTE_C1 33
+#define NOTE_CS1 35
+#define NOTE_D1 37
+#define NOTE_DS1 39
+#define NOTE_E1 41
+#define NOTE_F1 44
+#define NOTE_FS1 46
+#define NOTE_G1 49
+#define NOTE_GS1 52
+#define NOTE_A1 55
+#define NOTE_AS1 58
+#define NOTE_B1 62
+#define NOTE_C2 65
+#define NOTE_CS2 69
+#define NOTE_D2 73
+#define NOTE_DS2 78
+#define NOTE_E2 82
+#define NOTE_F2 87
+#define NOTE_FS2 93
+#define NOTE_G2 98
+#define NOTE_GS2 104
+#define NOTE_A2 110
+#define NOTE_AS2 117
+#define NOTE_B2 123
+#define NOTE_C3 131
+#define NOTE_CS3 139
+#define NOTE_D3 147
+#define NOTE_DS3 156
+#define NOTE_E3 165
+#define NOTE_F3 175
+#define NOTE_FS3 185
+#define NOTE_G3 196
+#define NOTE_GS3 208
+#define NOTE_A3 220
+#define NOTE_AS3 233
+#define NOTE_B3 247
+#define NOTE_C4 262
+#define NOTE_CS4 277
+#define NOTE_D4 294
+#define NOTE_DS4 311
+#define NOTE_E4 330
+#define NOTE_F4 349
+#define NOTE_FS4 370
+#define NOTE_G4 392
+#define NOTE_GS4 415
+#define NOTE_A4 440
+#define NOTE_AS4 466
+#define NOTE_B4 494
+#define NOTE_C5 523
+#define NOTE_CS5 554
+#define NOTE_D5 587
+#define NOTE_DS5 622
+#define NOTE_E5 659
+#define NOTE_F5 698
+#define NOTE_FS5 740
+#define NOTE_G5 784
+#define NOTE_GS5 831
+#define NOTE_A5 880
+#define NOTE_AS5 932
+#define NOTE_B5 988
+#define NOTE_C6 1047
+#define NOTE_CS6 1109
+#define NOTE_D6 1175
+#define NOTE_DS6 1245
+#define NOTE_E6 1319
+#define NOTE_F6 1397
+#define NOTE_FS6 1480
+#define NOTE_G6 1568
+#define NOTE_GS6 1661
+#define NOTE_A6 1760
+#define NOTE_AS6 1865
+#define NOTE_B6 1976
+#define NOTE_C7 2093
+#define NOTE_CS7 2217
+#define NOTE_D7 2349
+#define NOTE_DS7 2489
+#define NOTE_E7 2637
+#define NOTE_F7 2794
+#define NOTE_FS7 2960
+#define NOTE_G7 3136
+#define NOTE_GS7 3322
+#define NOTE_A7 3520
+#define NOTE_AS7 3729
+#define NOTE_B7 3951
+#define NOTE_C8 4186
+#define NOTE_CS8 4435
+#define NOTE_D8 4699
+#define NOTE_DS8 4978
+
+#endif
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Gamepad2/N5110.cpp Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,507 @@
+#include "mbed.h"
+#include "N5110.h"
+
+// overloaded constructor includes power pin - LCD Vcc connected to GPIO pin
+// this constructor works fine with LPC1768 - enough current sourced from GPIO
+// to power LCD. Doesn't work well with K64F.
+N5110::N5110(PinName const pwrPin,
+ PinName const scePin,
+ PinName const rstPin,
+ PinName const dcPin,
+ PinName const mosiPin,
+ PinName const sclkPin,
+ PinName const ledPin)
+ :
+ _spi(new SPI(mosiPin,NC,sclkPin)), // create new SPI instance and initialise
+ _led(new DigitalOut(ledPin)),
+ _pwr(new DigitalOut(pwrPin)),
+ _sce(new DigitalOut(scePin)),
+ _rst(new DigitalOut(rstPin)),
+ _dc(new DigitalOut(dcPin))
+{}
+
+// overloaded constructor does not include power pin - LCD Vcc must be tied to +3V3
+// Best to use this with K64F as the GPIO hasn't sufficient output current to reliably
+// drive the LCD.
+N5110::N5110(PinName const scePin,
+ PinName const rstPin,
+ PinName const dcPin,
+ PinName const mosiPin,
+ PinName const sclkPin,
+ PinName const ledPin)
+ :
+ _spi(new SPI(mosiPin,NC,sclkPin)), // create new SPI instance and initialise
+ _led(new DigitalOut(ledPin)),
+ _pwr(NULL), // pwr not needed so null it to be safe
+ _sce(new DigitalOut(scePin)),
+ _rst(new DigitalOut(rstPin)),
+ _dc(new DigitalOut(dcPin))
+{}
+// Second overload contructor uses the New Gamepad (Rev 2.1) pin mappings
+N5110::N5110()
+ :
+ _spi(new SPI(PTD2,NC,PTD1)), // create new SPI instance and initialise
+ _led(new DigitalOut(PTB23)),
+ _pwr(NULL), // pwr not needed so null it to be safe
+ _sce(new DigitalOut(PTB19)),
+ _rst(new DigitalOut(PTC1)),
+ _dc(new DigitalOut(PTB18))
+{}
+
+N5110::~N5110()
+{
+ delete _spi;
+
+ if(_pwr) {
+ delete _pwr;
+ }
+
+ delete _led;
+ delete _sce;
+ delete _rst;
+ delete _dc;
+}
+
+// initialise function - powers up and sends the initialisation commands
+void N5110::init()
+{
+ turnOn(); // power up
+ reset(); // reset LCD - must be done within 100 ms
+ initSPI();
+
+ backLightOn();
+ setContrast(0.55); // this may need tuning (say 0.4 to 0.6)
+ setBias(3); // datasheet - 48:1 mux - don't mess with if you don't know what you're doing! (0 to 7)
+ setTempCoefficient(0); // datasheet - may need increasing (range 0 to 3) at very low temperatures
+ normalMode(); // normal video mode by default
+
+ clearRAM(); // RAM is undefined at power-up so clear to be sure
+ clear(); // clear buffer
+}
+
+// sets normal video mode (black on white)
+void N5110::normalMode()
+{
+ sendCommand(0b00100000); // basic instruction
+ sendCommand(0b00001100); // normal video mode- datasheet
+}
+
+// sets normal video mode (white on black)
+void N5110::inverseMode()
+{
+ sendCommand(0b00100000); // basic instruction
+ sendCommand(0b00001101); // inverse video mode - datasheet
+}
+
+// function to power up the LCD and backlight - only works when using GPIO to power
+void N5110::turnOn()
+{
+ if (_pwr != NULL) {
+ _pwr->write(1); // apply power
+ }
+}
+
+// function to power down LCD
+void N5110::turnOff()
+{
+ clear(); // clear buffer
+ refresh();
+ backLightOff(); // turn backlight off
+ clearRAM(); // clear RAM to ensure specified current consumption
+ // send command to ensure we are in basic mode
+
+ sendCommand(0b00100000); // basic mode
+ sendCommand(0b00001000); // clear display
+ sendCommand(0b00100001); // extended mode
+ sendCommand(0b00100100); // power down
+
+ // if we are powering the LCD using the GPIO then make it low to turn off
+ if (_pwr != NULL) {
+ wait_ms(10); // small delay and then turn off the power pin
+ _pwr->write(0); // turn off power
+ }
+
+}
+
+// function to change LED backlight brightness
+void N5110::backLightOn()
+{
+ _led->write(1);
+}
+
+// function to change LED backlight brightness
+void N5110::backLightOff()
+{
+ _led->write(0);
+}
+
+void N5110::setContrast(float contrast) {
+
+ // enforce limits
+ if (contrast > 1.0f)
+ contrast = 1.0f;
+ else if (contrast < 0.0f)
+ contrast = 0.0;
+
+ // convert to char in range 0 to 127 (i.e. 6 bits)
+ char ic = char(contrast*127.0f);
+
+ sendCommand(0b00100001); // extended instruction set
+ sendCommand(0b10000000 | ic); // set Vop (which controls contrast)
+ sendCommand(0b00100000); // back to basic instruction set
+}
+
+void N5110::setTempCoefficient(char tc) {
+
+ // enforce limits
+ if (tc>3) {
+ tc=3;
+ }
+
+ // temperature coefficient may need increasing at low temperatures
+
+ sendCommand(0b00100001); // extended instruction set
+ sendCommand(0b00000100 | tc);
+ sendCommand(0b00100000); // back to basic instruction set
+}
+
+void N5110::setBias(char bias) {
+
+ // from data sheet
+ // bias mux rate
+ // 0 1:100
+ // 1 1:80
+ // 2 1:65
+ // 3 1:48 (default)
+ // 4 1:40/1:34
+ // 5 1:24
+ // 6 1:18/1:16
+ // 7 1:10/1:9/1:8
+
+ // enforce limits
+ if (bias>7) {
+ bias=7;
+ }
+
+ sendCommand(0b00100001); // extended mode instruction
+ sendCommand(0b00010000 | bias);
+ sendCommand(0b00100000); // end of extended mode instruction
+}
+
+// pulse the active low reset line
+void N5110::reset()
+{
+ _rst->write(0); // reset the LCD
+ _rst->write(1);
+}
+
+// function to initialise SPI peripheral
+void N5110::initSPI()
+{
+ _spi->format(8,1); // 8 bits, Mode 1 - polarity 0, phase 1 - base value of clock is 0, data captured on falling edge/propagated on rising edge
+ _spi->frequency(4000000); // maximum of screen is 4 MHz
+}
+
+// send a command to the display
+void N5110::sendCommand(unsigned char command)
+{
+ _dc->write(0); // set DC low for command
+ _sce->write(0); // set CE low to begin frame
+ _spi->write(command); // send command
+ _dc->write(1); // turn back to data by default
+ _sce->write(1); // set CE high to end frame (expected for transmission of single byte)
+}
+
+// send data to the display at the current XY address
+// dc is set to 1 (i.e. data) after sending a command and so should
+// be the default mode.
+void N5110::sendData(unsigned char data)
+{
+ _sce->write(0); // set CE low to begin frame
+ _spi->write(data);
+ _sce->write(1); // set CE high to end frame (expected for transmission of single byte)
+}
+
+// this function writes 0 to the 504 bytes to clear the RAM
+void N5110::clearRAM()
+{
+ _sce->write(0); //set CE low to begin frame
+ for(int i = 0; i < WIDTH * HEIGHT; i++) { // 48 x 84 bits = 504 bytes
+ _spi->write(0x00); // send 0's
+ }
+ _sce->write(1); // set CE high to end frame
+}
+
+// function to set the XY address in RAM for subsequenct data write
+void N5110::setXYAddress(unsigned int const x,
+ unsigned int const y)
+{
+ if (x<WIDTH && y<HEIGHT) { // check within range
+ sendCommand(0b00100000); // basic instruction
+ sendCommand(0b10000000 | x); // send addresses to display with relevant mask
+ sendCommand(0b01000000 | y);
+ }
+}
+
+// These functions are used to set, clear and get the value of pixels in the display
+// Pixels are addressed in the range of 0 to 47 (y) and 0 to 83 (x). The refresh()
+// function must be called after set and clear in order to update the display
+void N5110::setPixel(unsigned int const x,
+ unsigned int const y,
+ bool const state)
+{
+ if (x<WIDTH && y<HEIGHT) { // check within range
+ // calculate bank and shift 1 to required position in the data byte
+ if(state) buffer[x][y/8] |= (1 << y%8);
+ else buffer[x][y/8] &= ~(1 << y%8);
+ }
+}
+
+void N5110::clearPixel(unsigned int const x,
+ unsigned int const y)
+{
+ if (x<WIDTH && y<HEIGHT) { // check within range
+ // calculate bank and shift 1 to required position (using bit clear)
+ buffer[x][y/8] &= ~(1 << y%8);
+ }
+}
+
+int N5110::getPixel(unsigned int const x,
+ unsigned int const y) const
+{
+ if (x<WIDTH && y<HEIGHT) { // check within range
+ // return relevant bank and mask required bit
+
+ int pixel = (int) buffer[x][y/8] & (1 << y%8);
+
+ if (pixel)
+ return 1;
+ else
+ return 0;
+ }
+
+ return 0;
+
+}
+
+// function to refresh the display
+void N5110::refresh()
+{
+ setXYAddress(0,0); // important to set address back to 0,0 before refreshing display
+ // address auto increments after printing string, so buffer[0][0] will not coincide
+ // with top-left pixel after priting string
+
+ _sce->write(0); //set CE low to begin frame
+
+ for(int j = 0; j < BANKS; j++) { // be careful to use correct order (j,i) for horizontal addressing
+ for(int i = 0; i < WIDTH; i++) {
+ _spi->write(buffer[i][j]); // send buffer
+ }
+ }
+ _sce->write(1); // set CE high to end frame
+
+}
+
+// fills the buffer with random bytes. Can be used to test the display.
+// The rand() function isn't seeded so it probably creates the same pattern everytime
+void N5110::randomiseBuffer()
+{
+ int i,j;
+ for(j = 0; j < BANKS; j++) { // be careful to use correct order (j,i) for horizontal addressing
+ for(i = 0; i < WIDTH; i++) {
+ buffer[i][j] = rand()%256; // generate random byte
+ }
+ }
+
+}
+
+// function to print 5x7 font
+void N5110::printChar(char const c,
+ unsigned int const x,
+ unsigned int const y)
+{
+ if (y<BANKS) { // check if printing in range of y banks
+
+ for (int i = 0; i < 5 ; i++ ) {
+ int pixel_x = x+i;
+ if (pixel_x > WIDTH-1) // ensure pixel isn't outside the buffer size (0 - 83)
+ break;
+ buffer[pixel_x][y] = font5x7[(c - 32)*5 + i];
+ // array is offset by 32 relative to ASCII, each character is 5 pixels wide
+ }
+
+ }
+}
+
+// function to print string at specified position
+void N5110::printString(const char *str,
+ unsigned int const x,
+ unsigned int const y)
+{
+ if (y<BANKS) { // check if printing in range of y banks
+
+ int n = 0 ; // counter for number of characters in string
+ // loop through string and print character
+ while(*str) {
+
+ // writes the character bitmap data to the buffer, so that
+ // text and pixels can be displayed at the same time
+ for (int i = 0; i < 5 ; i++ ) {
+ int pixel_x = x+i+n*6;
+ if (pixel_x > WIDTH-1) // ensure pixel isn't outside the buffer size (0 - 83)
+ break;
+ buffer[pixel_x][y] = font5x7[(*str - 32)*5 + i];
+ }
+ str++; // go to next character in string
+ n++; // increment index
+ }
+ }
+}
+
+// function to clear the screen buffer
+void N5110::clear()
+{
+ memset(buffer,0,sizeof(buffer));
+}
+
+// function to plot array on display
+void N5110::plotArray(float const array[])
+{
+ for (int i=0; i<WIDTH; i++) { // loop through array
+ // elements are normalised from 0.0 to 1.0, so multiply
+ // by 47 to convert to pixel range, and subtract from 47
+ // since top-left is 0,0 in the display geometry
+ setPixel(i,47 - int(array[i]*47.0f),true);
+ }
+
+}
+
+// function to draw circle
+void N5110:: drawCircle(unsigned int const x0,
+ unsigned int const y0,
+ unsigned int const radius,
+ FillType const fill)
+{
+ // from http://en.wikipedia.org/wiki/Midpoint_circle_algorithm
+ int x = radius;
+ int y = 0;
+ int radiusError = 1-x;
+
+ while(x >= y) {
+
+ // if transparent, just draw outline
+ if (fill == FILL_TRANSPARENT) {
+ setPixel( x + x0, y + y0,true);
+ setPixel(-x + x0, y + y0,true);
+ setPixel( y + x0, x + y0,true);
+ setPixel(-y + x0, x + y0,true);
+ setPixel(-y + x0, -x + y0,true);
+ setPixel( y + x0, -x + y0,true);
+ setPixel( x + x0, -y + y0,true);
+ setPixel(-x + x0, -y + y0,true);
+ } else { // drawing filled circle, so draw lines between points at same y value
+
+ int type = (fill==FILL_BLACK) ? 1:0; // black or white fill
+
+ drawLine(x+x0,y+y0,-x+x0,y+y0,type);
+ drawLine(y+x0,x+y0,-y+x0,x+y0,type);
+ drawLine(y+x0,-x+y0,-y+x0,-x+y0,type);
+ drawLine(x+x0,-y+y0,-x+x0,-y+y0,type);
+ }
+
+ y++;
+ if (radiusError<0) {
+ radiusError += 2 * y + 1;
+ } else {
+ x--;
+ radiusError += 2 * (y - x) + 1;
+ }
+ }
+
+}
+
+void N5110::drawLine(unsigned int const x0,
+ unsigned int const y0,
+ unsigned int const x1,
+ unsigned int const y1,
+ unsigned int const type)
+{
+ // Note that the ranges can be negative so we have to turn the input values
+ // into signed integers first
+ int const y_range = static_cast<int>(y1) - static_cast<int>(y0);
+ int const x_range = static_cast<int>(x1) - static_cast<int>(x0);
+
+ // if dotted line, set step to 2, else step is 1
+ unsigned int const step = (type==2) ? 2:1;
+
+ // make sure we loop over the largest range to get the most pixels on the display
+ // for instance, if drawing a vertical line (x_range = 0), we need to loop down the y pixels
+ // or else we'll only end up with 1 pixel in the x column
+ if ( abs(x_range) > abs(y_range) ) {
+
+ // ensure we loop from smallest to largest or else for-loop won't run as expected
+ unsigned int const start = x_range > 0 ? x0:x1;
+ unsigned int const stop = x_range > 0 ? x1:x0;
+
+ // loop between x pixels
+ for (unsigned int x = start; x<= stop ; x+=step) {
+ // do linear interpolation
+ int const dx = static_cast<int>(x)-static_cast<int>(x0);
+ unsigned int const y = y0 + y_range * dx / x_range;
+
+ // If the line type is '0', this will clear the pixel
+ // If it is '1' or '2', the pixel will be set
+ setPixel(x,y, type);
+ }
+ } else {
+
+ // ensure we loop from smallest to largest or else for-loop won't run as expected
+ unsigned int const start = y_range > 0 ? y0:y1;
+ unsigned int const stop = y_range > 0 ? y1:y0;
+
+ for (unsigned int y = start; y<= stop ; y+=step) {
+ // do linear interpolation
+ int const dy = static_cast<int>(y)-static_cast<int>(y0);
+ unsigned int const x = x0 + x_range * dy / y_range;
+
+ // If the line type is '0', this will clear the pixel
+ // If it is '1' or '2', the pixel will be set
+ setPixel(x,y, type);
+ }
+ }
+
+}
+
+void N5110::drawRect(unsigned int const x0,
+ unsigned int const y0,
+ unsigned int const width,
+ unsigned int const height,
+ FillType const fill)
+{
+ if (fill == FILL_TRANSPARENT) { // transparent, just outline
+ drawLine(x0,y0,x0+(width-1),y0,1); // top
+ drawLine(x0,y0+(height-1),x0+(width-1),y0+(height-1),1); // bottom
+ drawLine(x0,y0,x0,y0+(height-1),1); // left
+ drawLine(x0+(width-1),y0,x0+(width-1),y0+(height-1),1); // right
+ } else { // filled rectangle
+ int type = (fill==FILL_BLACK) ? 1:0; // black or white fill
+ for (int y = y0; y<y0+height; y++) { // loop through rows of rectangle
+ drawLine(x0,y,x0+(width-1),y,type); // draw line across screen
+ }
+ }
+}
+
+void N5110::drawSprite(int x0,
+ int y0,
+ int nrows,
+ int ncols,
+ int *sprite)
+{
+ for (int i = 0; i < nrows; i++) {
+ for (int j = 0 ; j < ncols ; j++) {
+
+ int pixel = *((sprite+i*ncols)+j);
+ setPixel(x0+j,y0+i, pixel);
+ }
+ }
+}
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Gamepad2/N5110.h Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,543 @@
+#ifndef N5110_H
+#define N5110_H
+
+#include "mbed.h"
+
+// number of pixels on display
+#define WIDTH 84
+#define HEIGHT 48
+#define BANKS 6
+
+/// Fill types for 2D shapes
+enum FillType {
+ FILL_TRANSPARENT, ///< Transparent with outline
+ FILL_BLACK, ///< Filled black
+ FILL_WHITE, ///< Filled white (no outline)
+};
+
+/** N5110 Class
+@brief Library for interfacing with Nokia 5110 LCD display (https://www.sparkfun.com/products/10168) using the hardware SPI on the mbed.
+@brief The display is powered from a GPIO pin meaning it can be controlled via software. The LED backlight is also software-controllable (via PWM pin).
+@brief Can print characters and strings to the display using the included 5x7 font.
+@brief The library also implements a screen buffer so that individual pixels on the display (84 x 48) can be set, cleared and read.
+@brief The library can print primitive shapes (lines, circles, rectangles)
+@brief Acknowledgements to Chris Yan's Nokia_5110 Library.
+
+@brief Revision 1.3
+
+@author Craig A. Evans
+@date 7th February 2017
+
+@code
+
+#include "mbed.h"
+#include "N5110.h"
+
+// rows,cols
+int sprite[8][5] = {
+ { 0,0,1,0,0 },
+ { 0,1,1,1,0 },
+ { 0,0,1,0,0 },
+ { 0,1,1,1,0 },
+ { 1,1,1,1,1 },
+ { 1,1,1,1,1 },
+ { 1,1,0,1,1 },
+ { 1,1,0,1,1 },
+};
+
+// VCC,SCE,RST,D/C,MOSI,SCLK,LED
+//N5110 lcd(p7,p8,p9,p10,p11,p13,p21); // LPC1768 - pwr from GPIO
+N5110 lcd(p8,p9,p10,p11,p13,p21); // LPC1768 - powered from +3V3 - JP1 in 2/3 position
+//N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11); // K64F - pwr from 3V3
+
+int main()
+{
+ // first need to initialise display
+ lcd.init();
+
+ // change set contrast in range 0.0 to 1.0
+ // 0.4 appears to be a good starting point
+ lcd.setContrast(0.4);
+
+ while(1) {
+
+ // these are default settings so not strictly needed
+ lcd.normalMode(); // normal colour mode
+
+ lcd.clear();
+ // x origin, y origin, rows, cols, sprite
+ lcd.drawSprite(20,6,8,5,(int *)sprite);
+ lcd.refresh();
+ wait(5.0);
+
+ lcd.clear(); // clear buffer at start of every loop
+ // can directly print strings at specified co-ordinates (must be less than 84 pixels to fit on display)
+ lcd.printString("Hello, World!",0,0);
+
+ char buffer[14]; // each character is 6 pixels wide, screen is 84 pixels (84/6 = 14)
+ // so can display a string of a maximum 14 characters in length
+ // or create formatted strings - ensure they aren't more than 14 characters long
+ int temperature = 27;
+ int length = sprintf(buffer,"T = %2d C",temperature); // print formatted data to buffer
+ // it is important the format specifier ensures the length will fit in the buffer
+ if (length <= 14) // if string will fit on display (assuming printing at x=0)
+ lcd.printString(buffer,0,1); // display on screen
+
+ float pressure = 1012.3; // same idea with floats
+ length = sprintf(buffer,"P = %.2f mb",pressure);
+ if (length <= 14)
+ lcd.printString(buffer,0,2);
+
+ // can also print individual characters at specified place
+ lcd.printChar('X',5,3);
+
+ // draw a line across the display at y = 40 pixels (origin top-left)
+ for (int i = 0; i < WIDTH; i++) {
+ lcd.setPixel(i,40,true);
+ }
+ // need to refresh display after setting pixels or writing strings
+ lcd.refresh();
+ wait(5.0);
+
+ // can check status of pixel using getPixel(x,y);
+ lcd.clear(); // clear buffer
+ lcd.setPixel(2,2,true); // set random pixel in buffer
+ lcd.refresh();
+ wait(1.0);
+
+ int pixel_to_test = lcd.getPixel(2,2);
+
+ if ( pixel_to_test ) {
+ lcd.printString("2,2 is set",0,4);
+ }
+
+ // this one shouldn't be set
+ lcd.setPixel(3,3,false); // clear random pixel in buffer
+ lcd.refresh();
+ pixel_to_test = lcd.getPixel(3,3);
+
+ if ( pixel_to_test == 0 ) {
+ lcd.printString("3,3 is clear",0,5);
+ }
+
+ lcd.refresh();
+ wait(4.0);
+
+ lcd.clear(); // clear buffer
+ lcd.inverseMode(); // invert colours
+ lcd.setBrightness(1.0); // put LED backlight on full
+
+ float array[84];
+
+ for (int i = 0; i < 84; i++) {
+ array[i] = 0.5 + 0.5*sin(i*2*3.14/84);
+ }
+
+ // can also plot graphs - 84 elements only
+ // values must be in range 0.0 - 1.0
+ lcd.plotArray(array);
+ lcd.refresh();
+ wait(5.0);
+
+ lcd.clear();
+ lcd.normalMode(); // normal colour mode back
+ lcd.setBrightness(0.5); // put LED backlight on 50%
+
+ // example of drawing lines
+ for (int x = 0; x < WIDTH ; x+=10) {
+ // x0,y0,x1,y1,type 0-white,1-black,2-dotted
+ lcd.drawLine(0,0,x,HEIGHT,2);
+ }
+ lcd.refresh(); // refresh after drawing shapes
+ wait(5.0);
+
+
+ lcd.clear();
+ // example of how to draw circles
+ lcd.drawCircle(WIDTH/2,HEIGHT/2,20,FILL_BLACK); // x,y,radius,black fill
+ lcd.drawCircle(WIDTH/2,HEIGHT/2,10,FILL_WHITE); // x,y,radius,white fill
+ lcd.drawCircle(WIDTH/2,HEIGHT/2,30,FILL_TRANSPARENT); // x,y,radius,transparent with outline
+ lcd.refresh(); // refresh after drawing shapes
+ wait(5.0);
+
+ lcd.clear();
+ // example of how to draw rectangles
+ // origin x,y,width,height,type
+ lcd.drawRect(10,10,50,30,FILL_BLACK); // filled black rectangle
+ lcd.drawRect(15,15,20,10,FILL_WHITE); // filled white rectange (no outline)
+ lcd.drawRect(2,2,70,40,FILL_TRANSPARENT); // transparent, just outline
+ lcd.refresh(); // refresh after drawing shapes
+ wait(5.0);
+
+ }
+}
+
+
+@endcode
+*/
+class N5110
+{
+private:
+// objects
+ SPI *_spi;
+ DigitalOut *_led;
+ DigitalOut *_pwr;
+ DigitalOut *_sce;
+ DigitalOut *_rst;
+ DigitalOut *_dc;
+
+// variables
+ unsigned char buffer[84][6]; // screen buffer - the 6 is for the banks - each one is 8 bits;
+
+public:
+ /** Create a N5110 object connected to the specified pins
+ *
+ * @param pwr Pin connected to Vcc on the LCD display (pin 1)
+ * @param sce Pin connected to chip enable (pin 3)
+ * @param rst Pin connected to reset (pin 4)
+ * @param dc Pin connected to data/command select (pin 5)
+ * @param mosi Pin connected to data input (MOSI) (pin 6)
+ * @param sclk Pin connected to serial clock (SCLK) (pin 7)
+ * @param led Pin connected to LED backlight (must be PWM) (pin 8)
+ *
+ */
+ N5110(PinName const pwrPin,
+ PinName const scePin,
+ PinName const rstPin,
+ PinName const dcPin,
+ PinName const mosiPin,
+ PinName const sclkPin,
+ PinName const ledPin);
+
+ /** Create a N5110 object connected to the specified pins (Vcc to +3V3)
+ *
+ * @param sce Pin connected to chip enable (pin 3)
+ * @param rst Pin connected to reset (pin 4)
+ * @param dc Pin connected to data/command select (pin 5)
+ * @param mosi Pin connected to data input (MOSI) (pin 6)
+ * @param sclk Pin connected to serial clock (SCLK) (pin 7)
+ * @param led Pin connected to LED backlight (must be PWM) (pin 8)
+ *
+ */
+ N5110(PinName const scePin,
+ PinName const rstPin,
+ PinName const dcPin,
+ PinName const mosiPin,
+ PinName const sclkPin,
+ PinName const ledPin);
+
+
+ /** Creates a N5110 object with the New Gamepad (Rev 2.1) pin mapping
+ */
+ N5110();
+
+ /**
+ * Free allocated memory when object goes out of scope
+ */
+ ~N5110();
+
+ /** Initialise display
+ *
+ * Powers up the display and turns on backlight (50% brightness default).
+ * Sets the display up in horizontal addressing mode and with normal video mode.
+ */
+ void init();
+
+ /** Turn off
+ *
+ * Powers down the display and turns of the backlight.
+ * Needs to be reinitialised before being re-used.
+ */
+ void turnOff();
+
+ /** Clear
+ *
+ * Clears the screen buffer.
+ */
+ void clear();
+
+ /** Set screen constrast
+ * @param constrast - float in range 0.0 to 1.0 (0.40 to 0.60 is usually a good value)
+ */
+ void setContrast(float contrast);
+
+ /** Turn on normal video mode (default)
+ * Black on white
+ */
+ void normalMode();
+
+ /** Turn on inverse video mode (default)
+ * White on black
+ */
+ void inverseMode();
+
+ /** Backlight On
+ *
+ * Turns backlight on
+ */
+ void backLightOn();
+
+ /** Set Brightness
+ *
+ * Turns backlight off
+ */
+ void backLightOff();
+
+ /** Print String
+ *
+ * Prints a string of characters to the screen buffer. String is cut-off after the 83rd pixel.
+ * @param x - the column number (0 to 83)
+ * @param y - the row number (0 to 5) - the display is split into 6 banks - each bank can be considered a row
+ */
+ void printString(char const *str,
+ unsigned int const x,
+ unsigned int const y);
+
+ /** Print Character
+ *
+ * Sends a character to the screen buffer. Printed at the specified location. Character is cut-off after the 83rd pixel.
+ * @param c - the character to print. Can print ASCII as so printChar('C').
+ * @param x - the column number (0 to 83)
+ * @param y - the row number (0 to 5) - the display is split into 6 banks - each bank can be considered a row
+ */
+ void printChar(char const c,
+ unsigned int const x,
+ unsigned int const y);
+
+ /**
+ * @brief Set a Pixel
+ *
+ * @param x The x co-ordinate of the pixel (0 to 83)
+ * @param y The y co-ordinate of the pixel (0 to 47)
+ * @param state The state of the pixel [true=black (default), false=white]
+ *
+ * @details This function sets the state of a pixel in the screen buffer.
+ * The third parameter can be omitted,
+ */
+ void setPixel(unsigned int const x,
+ unsigned int const y,
+ bool const state = true);
+
+ /**
+ * @brief Clear a Pixel
+ *
+ * @param x - the x co-ordinate of the pixel (0 to 83)
+ * @param y - the y co-ordinate of the pixel (0 to 47)
+ *
+ * @details This function clears pixel in the screen buffer
+ *
+ * @deprecated Use setPixel(x, y, false) instead
+ */
+ void clearPixel(unsigned int const x,
+ unsigned int const y)
+ __attribute__((deprecated("Use setPixel(x,y,false) instead")));
+
+ /** Get a Pixel
+ *
+ * This function gets the status of a pixel in the screen buffer.
+ * @param x - the x co-ordinate of the pixel (0 to 83)
+ * @param y - the y co-ordinate of the pixel (0 to 47)
+ * @returns
+ * 0 - pixel is clear
+ * 1 - pixel is set
+ */
+ int getPixel(unsigned int const x,
+ unsigned int const y) const;
+
+ /** Refresh display
+ *
+ * This functions sends the screen buffer to the display.
+ */
+ void refresh();
+
+ /** Randomise buffer
+ *
+ * This function fills the buffer with random data. Can be used to test the display.
+ * A call to refresh() must be made to update the display to reflect the change in pixels.
+ * The seed is not set and so the generated pattern will probably be the same each time.
+ * TODO: Randomise the seed - maybe using the noise on the AnalogIn pins.
+ */
+ void randomiseBuffer();
+
+ /** Plot Array
+ *
+ * This function plots a one-dimensional array in the buffer.
+ * @param array[] - y values of the plot. Values should be normalised in the range 0.0 to 1.0. First 84 plotted.
+ */
+ void plotArray(float const array[]);
+
+ /** Draw Circle
+ *
+ * This function draws a circle at the specified origin with specified radius in the screen buffer
+ * Uses the midpoint circle algorithm.
+ * @see http://en.wikipedia.org/wiki/Midpoint_circle_algorithm
+ * @param x0 - x-coordinate of centre
+ * @param y0 - y-coordinate of centre
+ * @param radius - radius of circle in pixels
+ * @param fill - fill-type for the shape
+ */
+ void drawCircle(unsigned int const x0,
+ unsigned int const y0,
+ unsigned int const radius,
+ FillType const fill);
+
+ /** Draw Line
+ *
+ * This function draws a line between the specified points using linear interpolation.
+ * @param x0 - x-coordinate of first point
+ * @param y0 - y-coordinate of first point
+ * @param x1 - x-coordinate of last point
+ * @param y1 - y-coordinate of last point
+ * @param type - 0 white,1 black,2 dotted
+ */
+ void drawLine(unsigned int const x0,
+ unsigned int const y0,
+ unsigned int const x1,
+ unsigned int const y1,
+ unsigned int const type);
+
+ /** Draw Rectangle
+ *
+ * This function draws a rectangle.
+ * @param x0 - x-coordinate of origin (top-left)
+ * @param y0 - y-coordinate of origin (top-left)
+ * @param width - width of rectangle
+ * @param height - height of rectangle
+ * @param fill - fill-type for the shape
+ */
+ void drawRect(unsigned int const x0,
+ unsigned int const y0,
+ unsigned int const width,
+ unsigned int const height,
+ FillType const fill);
+
+ /** Draw Sprite
+ *
+ * This function draws a sprite as defined in a 2D array
+ * @param x0 - x-coordinate of origin (top-left)
+ * @param y0 - y-coordinate of origin (top-left)
+ * @param nrows - number of rows in sprite
+ * @param ncols - number of columns in sprite
+ * @param sprite - 2D array representing the sprite
+ */
+ void drawSprite(int x0,
+ int y0,
+ int nrows,
+ int ncols,
+ int *sprite);
+
+
+private:
+// methods
+ void setXYAddress(unsigned int const x,
+ unsigned int const y);
+ void initSPI();
+ void turnOn();
+ void reset();
+ void clearRAM();
+ void sendCommand(unsigned char command);
+ void sendData(unsigned char data);
+ void setTempCoefficient(char tc); // 0 to 3
+ void setBias(char bias); // 0 to 7
+};
+
+const unsigned char font5x7[480] = {
+ 0x00, 0x00, 0x00, 0x00, 0x00,// (space)
+ 0x00, 0x00, 0x5F, 0x00, 0x00,// !
+ 0x00, 0x07, 0x00, 0x07, 0x00,// "
+ 0x14, 0x7F, 0x14, 0x7F, 0x14,// #
+ 0x24, 0x2A, 0x7F, 0x2A, 0x12,// $
+ 0x23, 0x13, 0x08, 0x64, 0x62,// %
+ 0x36, 0x49, 0x55, 0x22, 0x50,// &
+ 0x00, 0x05, 0x03, 0x00, 0x00,// '
+ 0x00, 0x1C, 0x22, 0x41, 0x00,// (
+ 0x00, 0x41, 0x22, 0x1C, 0x00,// )
+ 0x08, 0x2A, 0x1C, 0x2A, 0x08,// *
+ 0x08, 0x08, 0x3E, 0x08, 0x08,// +
+ 0x00, 0x50, 0x30, 0x00, 0x00,// ,
+ 0x08, 0x08, 0x08, 0x08, 0x08,// -
+ 0x00, 0x60, 0x60, 0x00, 0x00,// .
+ 0x20, 0x10, 0x08, 0x04, 0x02,// /
+ 0x3E, 0x51, 0x49, 0x45, 0x3E,// 0
+ 0x00, 0x42, 0x7F, 0x40, 0x00,// 1
+ 0x42, 0x61, 0x51, 0x49, 0x46,// 2
+ 0x21, 0x41, 0x45, 0x4B, 0x31,// 3
+ 0x18, 0x14, 0x12, 0x7F, 0x10,// 4
+ 0x27, 0x45, 0x45, 0x45, 0x39,// 5
+ 0x3C, 0x4A, 0x49, 0x49, 0x30,// 6
+ 0x01, 0x71, 0x09, 0x05, 0x03,// 7
+ 0x36, 0x49, 0x49, 0x49, 0x36,// 8
+ 0x06, 0x49, 0x49, 0x29, 0x1E,// 9
+ 0x00, 0x36, 0x36, 0x00, 0x00,// :
+ 0x00, 0x56, 0x36, 0x00, 0x00,// ;
+ 0x00, 0x08, 0x14, 0x22, 0x41,// <
+ 0x14, 0x14, 0x14, 0x14, 0x14,// =
+ 0x41, 0x22, 0x14, 0x08, 0x00,// >
+ 0x02, 0x01, 0x51, 0x09, 0x06,// ?
+ 0x32, 0x49, 0x79, 0x41, 0x3E,// @
+ 0x7E, 0x11, 0x11, 0x11, 0x7E,// A
+ 0x7F, 0x49, 0x49, 0x49, 0x36,// B
+ 0x3E, 0x41, 0x41, 0x41, 0x22,// C
+ 0x7F, 0x41, 0x41, 0x22, 0x1C,// D
+ 0x7F, 0x49, 0x49, 0x49, 0x41,// E
+ 0x7F, 0x09, 0x09, 0x01, 0x01,// F
+ 0x3E, 0x41, 0x41, 0x51, 0x32,// G
+ 0x7F, 0x08, 0x08, 0x08, 0x7F,// H
+ 0x00, 0x41, 0x7F, 0x41, 0x00,// I
+ 0x20, 0x40, 0x41, 0x3F, 0x01,// J
+ 0x7F, 0x08, 0x14, 0x22, 0x41,// K
+ 0x7F, 0x40, 0x40, 0x40, 0x40,// L
+ 0x7F, 0x02, 0x04, 0x02, 0x7F,// M
+ 0x7F, 0x04, 0x08, 0x10, 0x7F,// N
+ 0x3E, 0x41, 0x41, 0x41, 0x3E,// O
+ 0x7F, 0x09, 0x09, 0x09, 0x06,// P
+ 0x3E, 0x41, 0x51, 0x21, 0x5E,// Q
+ 0x7F, 0x09, 0x19, 0x29, 0x46,// R
+ 0x46, 0x49, 0x49, 0x49, 0x31,// S
+ 0x01, 0x01, 0x7F, 0x01, 0x01,// T
+ 0x3F, 0x40, 0x40, 0x40, 0x3F,// U
+ 0x1F, 0x20, 0x40, 0x20, 0x1F,// V
+ 0x7F, 0x20, 0x18, 0x20, 0x7F,// W
+ 0x63, 0x14, 0x08, 0x14, 0x63,// X
+ 0x03, 0x04, 0x78, 0x04, 0x03,// Y
+ 0x61, 0x51, 0x49, 0x45, 0x43,// Z
+ 0x00, 0x00, 0x7F, 0x41, 0x41,// [
+ 0x02, 0x04, 0x08, 0x10, 0x20,// "\"
+ 0x41, 0x41, 0x7F, 0x00, 0x00,// ]
+ 0x04, 0x02, 0x01, 0x02, 0x04,// ^
+ 0x40, 0x40, 0x40, 0x40, 0x40,// _
+ 0x00, 0x01, 0x02, 0x04, 0x00,// `
+ 0x20, 0x54, 0x54, 0x54, 0x78,// a
+ 0x7F, 0x48, 0x44, 0x44, 0x38,// b
+ 0x38, 0x44, 0x44, 0x44, 0x20,// c
+ 0x38, 0x44, 0x44, 0x48, 0x7F,// d
+ 0x38, 0x54, 0x54, 0x54, 0x18,// e
+ 0x08, 0x7E, 0x09, 0x01, 0x02,// f
+ 0x08, 0x14, 0x54, 0x54, 0x3C,// g
+ 0x7F, 0x08, 0x04, 0x04, 0x78,// h
+ 0x00, 0x44, 0x7D, 0x40, 0x00,// i
+ 0x20, 0x40, 0x44, 0x3D, 0x00,// j
+ 0x00, 0x7F, 0x10, 0x28, 0x44,// k
+ 0x00, 0x41, 0x7F, 0x40, 0x00,// l
+ 0x7C, 0x04, 0x18, 0x04, 0x78,// m
+ 0x7C, 0x08, 0x04, 0x04, 0x78,// n
+ 0x38, 0x44, 0x44, 0x44, 0x38,// o
+ 0x7C, 0x14, 0x14, 0x14, 0x08,// p
+ 0x08, 0x14, 0x14, 0x18, 0x7C,// q
+ 0x7C, 0x08, 0x04, 0x04, 0x08,// r
+ 0x48, 0x54, 0x54, 0x54, 0x20,// s
+ 0x04, 0x3F, 0x44, 0x40, 0x20,// t
+ 0x3C, 0x40, 0x40, 0x20, 0x7C,// u
+ 0x1C, 0x20, 0x40, 0x20, 0x1C,// v
+ 0x3C, 0x40, 0x30, 0x40, 0x3C,// w
+ 0x44, 0x28, 0x10, 0x28, 0x44,// x
+ 0x0C, 0x50, 0x50, 0x50, 0x3C,// y
+ 0x44, 0x64, 0x54, 0x4C, 0x44,// z
+ 0x00, 0x08, 0x36, 0x41, 0x00,// {
+ 0x00, 0x00, 0x7F, 0x00, 0x00,// |
+ 0x00, 0x41, 0x36, 0x08, 0x00,// }
+ 0x08, 0x08, 0x2A, 0x1C, 0x08,// ->
+ 0x08, 0x1C, 0x2A, 0x08, 0x08 // <-
+};
+
+#endif
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Paddle/Paddle.cpp Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,64 @@
+#include "Paddle.h"
+
+// nothing doing in the constructor and destructor
+Paddle::Paddle()
+{
+
+}
+
+Paddle::~Paddle()
+{
+
+}
+
+void Paddle::init(int x,int height,int width)
+{
+ _x = x; // x value on screen is fixed
+ _y = HEIGHT/2 - height/2; // y depends on height of screen and height of paddle
+ _height = height;
+ _width = width;
+ _speed = 1; // default speed
+ _score = 0; // start score from zero
+
+}
+
+void Paddle::draw(N5110 &lcd)
+{
+ // draw paddle in screen buffer.
+ lcd.drawRect(_x,_y,_width,_height,FILL_BLACK);
+}
+
+void Paddle::update(Direction d,float mag)
+{
+ _speed = int(mag*10.0f); // scale is arbitrary, could be changed in future
+
+ // update y value depending on direction of movement
+ // North is decrement as origin is at the top-left so decreasing moves up
+ if (d == N) {
+ _y-=_speed;
+ } else if (d == S) {
+ _y+=_speed;
+ }
+
+ // check the y origin to ensure that the paddle doesn't go off screen
+ if (_y < 1) {
+ _y = 1;
+ }
+ if (_y > HEIGHT - _height - 1) {
+ _y = HEIGHT - _height - 1;
+ }
+}
+
+void Paddle::add_score()
+{
+ _score++;
+}
+int Paddle::get_score()
+{
+ return _score;
+}
+
+Vector2D Paddle::get_pos() {
+ Vector2D p = {_x,_y};
+ return p;
+}
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Paddle/Paddle.h Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,31 @@
+#ifndef PADDLE_H
+#define PADDLE_H
+
+#include "mbed.h"
+#include "N5110.h"
+#include "Gamepad.h"
+
+class Paddle
+{
+public:
+
+ Paddle();
+ ~Paddle();
+ void init(int x,int height,int width);
+ void draw(N5110 &lcd);
+ void update(Direction d,float mag);
+ void add_score();
+ int get_score();
+ Vector2D get_pos();
+
+private:
+
+ int _height;
+ int _width;
+ int _x;
+ int _y;
+ int _speed;
+ int _score;
+
+};
+#endif
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/PongEngine/PongEngine.cpp Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,174 @@
+#include "PongEngine.h"
+
+PongEngine::PongEngine()
+{
+
+}
+
+PongEngine::~PongEngine()
+{
+
+}
+
+void PongEngine::init(int paddle_width,int paddle_height,int ball_size,int speed)
+{
+ // initialise the game parameters
+ _paddle_width = paddle_width;
+ _paddle_height = paddle_height;
+ _ball_size = ball_size;
+ _speed = speed;
+
+ // x position on screen - WIDTH is defined in N5110.h
+ _p1x = GAP;
+ _p2x = WIDTH - GAP - _paddle_width;
+
+ // puts paddles and ball in middle
+ _p1.init(_p1x,_paddle_height,_paddle_width);
+ _p2.init(_p2x,_paddle_height,_paddle_width);
+ _ball.init(_ball_size,_speed);
+}
+
+void PongEngine::read_input(Gamepad &pad)
+{
+ _d = pad.get_direction();
+ _mag = pad.get_mag();
+}
+
+void PongEngine::draw(N5110 &lcd)
+{
+ // draw the elements in the LCD buffer
+ // pitch
+ lcd.drawRect(0,0,WIDTH,HEIGHT,FILL_TRANSPARENT);
+ lcd.drawLine(WIDTH/2,0,WIDTH/2,HEIGHT-1,2);
+ //score
+ print_scores(lcd);
+ // paddles
+ _p1.draw(lcd);
+ _p2.draw(lcd);
+ // ball
+ _ball.draw(lcd);
+}
+
+void PongEngine::update(Gamepad &pad)
+{
+ check_goal(pad);
+ // important to update paddles and ball before checking collisions so can
+ // correct for it before updating the display
+ _p1.update(_d,_mag);
+ _p2.update(_d,_mag);
+ _ball.update();
+
+ check_wall_collision(pad);
+ check_paddle_collisions(pad);
+}
+
+void PongEngine::check_wall_collision(Gamepad &pad)
+{
+ // read current ball attributes
+ Vector2D ball_pos = _ball.get_pos();
+ Vector2D ball_velocity = _ball.get_velocity();
+
+ // check if hit top wall
+ if (ball_pos.y <= 1) { // 1 due to 1 pixel boundary
+ ball_pos.y = 1; // bounce off ceiling without going off screen
+ ball_velocity.y = -ball_velocity.y;
+ // audio feedback
+ pad.tone(750.0,0.1);
+ }
+ // check if hit bottom wall
+ else if (ball_pos.y + _ball_size >= (HEIGHT-1) ) { // bottom pixel is 47
+ // hit bottom
+ ball_pos.y = (HEIGHT-1) - _ball_size; // stops ball going off screen
+ ball_velocity.y = -ball_velocity.y;
+ // audio feedback
+ pad.tone(750.0,0.1);
+ }
+
+ // update ball parameters
+ _ball.set_velocity(ball_velocity);
+ _ball.set_pos(ball_pos);
+}
+
+void PongEngine::check_paddle_collisions(Gamepad &pad)
+{
+ // read current ball attributes
+ Vector2D ball_pos = _ball.get_pos();
+ Vector2D ball_velocity = _ball.get_velocity();
+
+ // check p1 first
+ Vector2D p1_pos = _p1.get_pos();
+
+ // see if ball has hit the paddle by checking for overlaps
+ if (
+ (ball_pos.y >= p1_pos.y) && //top
+ (ball_pos.y <= p1_pos.y + _paddle_height) && //bottom
+ (ball_pos.x >= _p1x) && //left
+ (ball_pos.x <= _p1x + _paddle_width) //right
+ ) {
+ // if it has, fix position and reflect x velocity
+ ball_pos.x = _p1x + _paddle_width;
+ ball_velocity.x = -ball_velocity.x;
+ // audio feedback
+ pad.tone(1000.0,0.1);
+ }
+
+ // check p2 next
+ Vector2D p2_pos = _p2.get_pos();
+
+ // see if ball has hit the paddle by checking for overlaps
+ if (
+ (ball_pos.y >= p2_pos.y) && //top
+ (ball_pos.y <= p2_pos.y + _paddle_height) && //bottom
+ (ball_pos.x + _ball_size >= _p2x) && //left
+ (ball_pos.x + _ball_size <= _p2x + _paddle_width) //right
+ ) {
+ // if it has, fix position and reflect x velocity
+ ball_pos.x = _p2x - _ball_size;
+ ball_velocity.x = -ball_velocity.x;
+ // audio feedback
+ pad.tone(1000.0,0.1);
+ }
+
+ // write new attributes
+ _ball.set_velocity(ball_velocity);
+ _ball.set_pos(ball_pos);
+}
+
+void PongEngine::check_goal(Gamepad &pad)
+{
+ Vector2D ball_pos = _ball.get_pos();
+ // P2 has scored
+ if (ball_pos.x + _ball_size < 0) {
+ _p2.add_score();
+ _ball.init(_ball_size,_speed);
+ pad.tone(1500.0,0.5);
+ pad.leds_on();
+ wait(0.5);
+ pad.leds_off();
+ }
+
+ // P1 has scored
+ if (ball_pos.x > WIDTH) {
+ _p1.add_score();
+ _ball.init(_ball_size,_speed);
+ pad.tone(1500.0,0.5);
+ pad.leds_on();
+ wait(0.5);
+ pad.leds_off();
+ }
+}
+
+void PongEngine::print_scores(N5110 &lcd)
+{
+ // get scores from paddles
+ int p1_score = _p1.get_score();
+ int p2_score = _p2.get_score();
+
+ // print to LCD i
+ char buffer1[14];
+ sprintf(buffer1,"%2d",p1_score);
+ lcd.printString(buffer1,WIDTH/2 - 20,1); // font is 8 wide, so leave 4 pixel gape from middle assuming two digits
+ char buffer2[14];
+ sprintf(buffer2,"%2d",p2_score);
+ lcd.printString(buffer2,WIDTH/2 + 4,1);
+}
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/PongEngine/PongEngine.h Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,51 @@
+#ifndef PONGENGINE_H
+#define PONGENGINE_H
+
+#include "mbed.h"
+#include "N5110.h"
+#include "Gamepad.h"
+#include "Ball.h"
+#include "Paddle.h"
+
+// gap from edge of screen
+#define GAP 2
+
+class PongEngine
+{
+
+public:
+ PongEngine();
+ ~PongEngine();
+
+ void init(int paddle_width,int paddle_height,int ball_size,int speed);
+ void read_input(Gamepad &pad);
+ void update(Gamepad &pad);
+ void draw(N5110 &lcd);
+
+private:
+
+ void check_wall_collision(Gamepad &pad);
+ void check_paddle_collisions(Gamepad &pad);
+ void check_goal(Gamepad &pad);
+ void print_scores(N5110 &lcd);
+
+ Paddle _p1;
+ Paddle _p2;
+
+ int _paddle_width;
+ int _paddle_height;
+ int _ball_size;
+ int _speed;
+
+ // x positions of the paddles
+ int _p1x;
+ int _p2x;
+
+ Ball _ball;
+
+ Direction _d;
+ float _mag;
+
+};
+
+#endif
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/main.cpp Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,96 @@
+///////// pre-processor directives ////////
+#include "mbed.h"
+#include "Gamepad.h"
+#include "N5110.h"
+#include "PongEngine.h"
+
+#ifdef WITH_TESTING
+# include "tests.h"
+#endif
+
+#define PADDLE_WIDTH 2
+#define PADDLE_HEIGHT 8
+#define BALL_SIZE 2
+#define BALL_SPEED 3
+
+/////////////// structs /////////////////
+struct UserInput {
+ Direction d;
+ float mag;
+};
+/////////////// objects ///////////////
+N5110 lcd;
+Gamepad pad;
+PongEngine pong;
+
+///////////// prototypes ///////////////
+void init();
+void update_game(UserInput input);
+void render();
+void welcome();
+
+///////////// functions ////////////////
+int main()
+{
+#ifdef WITH_TESTING
+ int number_of_failures = run_all_tests();
+
+ if(number_of_failures > 0) return number_of_failures;
+#endif
+
+ int fps = 6; // frames per second
+
+ init(); // initialise and then display welcome screen...
+ welcome(); // waiting for the user to start
+
+ render(); // first draw the initial frame
+ wait(1.0f/fps); // and wait for one frame period
+
+
+ // game loop - read input, update the game state and render the display
+ while (1) {
+ pong.read_input(pad);
+ pong.update(pad);
+ render();
+ wait(1.0f/fps);
+ }
+}
+
+// initialies all classes and libraries
+void init()
+{
+ // need to initialise LCD and Gamepad
+ lcd.init();
+ pad.init();
+
+ // initialise the game with correct ball and paddle sizes
+ pong.init(PADDLE_WIDTH,PADDLE_HEIGHT,BALL_SIZE,BALL_SPEED);
+
+}
+
+// this function draws each frame on the LCD
+void render()
+{
+ // clear screen, re-draw and refresh
+ lcd.clear();
+ pong.draw(lcd);
+ lcd.refresh();
+}
+
+// simple splash screen displayed on start-up
+void welcome() {
+
+ lcd.printString(" Pong! ",0,1);
+ lcd.printString(" Press Start ",0,4);
+ lcd.refresh();
+
+ // wait flashing LEDs until start button is pressed
+ while ( pad.start_pressed() == false) {
+ lcd.setContrast( pad.read_pot1());
+ pad.leds_on();
+ wait(0.1);
+ pad.leds_off();
+ wait(0.1);
+ }
+
+}
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/mbed.bld Fri Jan 31 12:32:38 2020 +0000 @@ -0,0 +1,1 @@ +https://os.mbed.com/users/mbed_official/code/mbed/builds/3a7713b1edbc \ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/tests.h Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,43 @@
+#ifndef TESTS_H
+#define TESTS_H
+
+#include "Ball-test.h"
+
+/**
+ * @brief Run all the tests for this program
+ *
+ * @returns The number of tests that failed
+ */
+int run_all_tests()
+{
+ int n_tests_failed = 0; // A log of the number of tests that have failed
+
+ // Run the Ball_test_movement test
+ printf("Testing Ball_test_movement...\n");
+ bool this_test_passed = Ball_test_movement();
+
+ // Print out the result of this test
+ if (this_test_passed) {
+ printf("...Passed!\n");
+ }
+ else {
+ printf("...FAILED!\n");
+ ++n_tests_failed; // Increment number of failures
+ }
+
+ // Repeat the above for each testing function...
+ // ...
+ // ...
+
+ // Finish by printing a summary of the tests
+ if (n_tests_failed > 0) {
+ printf("%d tests FAILED!\n", n_tests_failed);
+ }
+ else {
+ printf("All tests passed!\n");
+ }
+
+ return n_tests_failed;
+}
+
+#endif
\ No newline at end of file