yumaowei 201377547

Dependencies:   mbed ELEC2645_Project_el17my

Files at this revision

API Documentation at this revision

Comitter:
yumaowei
Date:
Tue May 26 07:24:21 2020 +0000
Parent:
1:df66be0b5b8b
Commit message:
Final Submission. I have read and agreed with Statement of Academic Integrity.

Changed in this revision

ELEC2645_Project_el19my.lib Show annotated file Show diff for this revision Revisions of this file
Gamepad/Gamepad.cpp Show annotated file Show diff for this revision Revisions of this file
Gamepad/Gamepad.h Show annotated file Show diff for this revision Revisions of this file
Gamepad/LCD.cpp Show annotated file Show diff for this revision Revisions of this file
Gamepad/LCD.h Show annotated file Show diff for this revision Revisions of this file
Gamepad2/Bitmap.cpp Show diff for this revision Revisions of this file
Gamepad2/Bitmap.h Show diff for this revision Revisions of this file
Gamepad2/Gamepad.cpp Show diff for this revision Revisions of this file
Gamepad2/Gamepad.h Show diff for this revision Revisions of this file
Gamepad2/N5110.cpp Show diff for this revision Revisions of this file
Gamepad2/N5110.h Show diff for this revision Revisions of this file
huntEngine/HuntEngine.cpp Show annotated file Show diff for this revision Revisions of this file
huntEngine/HuntEngine.h Show annotated file Show diff for this revision Revisions of this file
main.cpp Show annotated file Show diff for this revision Revisions of this file
predators/Predator.cpp Show annotated file Show diff for this revision Revisions of this file
predators/Predator.h Show annotated file Show diff for this revision Revisions of this file
prey/Prey-test.h Show annotated file Show diff for this revision Revisions of this file
prey/Prey.cpp Show annotated file Show diff for this revision Revisions of this file
prey/Prey.h Show annotated file Show diff for this revision Revisions of this file
tests.h Show annotated file Show diff for this revision Revisions of this file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/ELEC2645_Project_el19my.lib	Tue May 26 07:24:21 2020 +0000
@@ -0,0 +1,1 @@
+https://os.mbed.com/users/yumaowei/code/ELEC2645_Project_el17my/#df66be0b5b8b
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Gamepad/Gamepad.cpp	Tue May 26 07:24:21 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)
+POS2D 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
+
+    POS2D 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
+POS2D Gamepad::get_mapped_coord()
+{
+    POS2D 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);
+
+    POS2D mapped_coord = {x,y};
+    return mapped_coord;
+}
+
+// this function converts the mapped coordinates into polar form
+Polar Gamepad::get_polar()
+{
+    // get the mapped coordinate
+    POS2D 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/Gamepad/Gamepad.h	Tue May 26 07:24:21 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 structure */
+struct POS2D {
+    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
+    */
+    POS2D 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
+    */
+    POS2D 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/Gamepad/LCD.cpp	Tue May 26 07:24:21 2020 +0000
@@ -0,0 +1,507 @@
+#include "mbed.h"
+#include "LCD.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.
+LCD::LCD(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.
+LCD::LCD(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
+LCD::LCD()
+    :
+    _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))
+{}
+
+LCD::~LCD()
+{
+    delete _spi;
+
+    if(_pwr) {
+        delete _pwr;
+    }
+
+    delete _led;
+    delete _sce;
+    delete _rst;
+    delete _dc;
+}
+
+// initialise function - powers up and sends the initialisation commands
+void LCD::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 LCD::normalMode()
+{
+    sendCommand(0b00100000);   // basic instruction
+    sendCommand(0b00001100);  // normal video mode- datasheet
+}
+
+// sets normal video mode (white on black)
+void LCD::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 LCD::turnOn()
+{
+    if (_pwr != NULL) {
+        _pwr->write(1);  // apply power
+    }
+}
+
+// function to power down LCD
+void LCD::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 LCD::backLightOn()
+{
+    _led->write(1);
+}
+
+// function to change LED backlight brightness
+void LCD::backLightOff()
+{
+    _led->write(0);
+}
+
+void LCD::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 LCD::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 LCD::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 LCD::reset()
+{
+    _rst->write(0);  // reset the LCD
+    _rst->write(1);
+}
+
+// function to initialise SPI peripheral
+void LCD::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 LCD::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 LCD::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 LCD::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 LCD::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 LCD::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 LCD::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 LCD::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 LCD::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 LCD::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 LCD::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 LCD::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 LCD::clear()
+{
+    memset(buffer,0,sizeof(buffer));
+}
+
+// function to plot array on display
+void LCD::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 LCD:: 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 LCD::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 LCD::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 LCD::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/Gamepad/LCD.h	Tue May 26 07:24:21 2020 +0000
@@ -0,0 +1,392 @@
+#ifndef LCD_H
+#define LCD_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)
+};
+
+/** LCD 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.
+
+**/
+class LCD
+{
+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 LCD 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)
+    *
+    */
+    LCD(PinName const pwrPin,
+          PinName const scePin,
+          PinName const rstPin,
+          PinName const dcPin,
+          PinName const mosiPin,
+          PinName const sclkPin,
+          PinName const ledPin);
+
+    /** Create a LCD 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)
+    *
+    */
+    LCD(PinName const scePin,
+          PinName const rstPin,
+          PinName const dcPin,
+          PinName const mosiPin,
+          PinName const sclkPin,
+          PinName const ledPin);
+
+
+    /** Creates a LCD object with the New Gamepad (Rev 2.1) pin mapping
+    */
+    LCD();
+
+    /**
+     * Free allocated memory when object goes out of scope
+     */
+    ~LCD();
+
+    /** 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
--- a/Gamepad2/Bitmap.cpp	Sat May 09 06:53:41 2020 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,96 +0,0 @@
-#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
--- a/Gamepad2/Bitmap.h	Sat May 09 06:53:41 2020 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,65 +0,0 @@
-#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
--- a/Gamepad2/Gamepad.cpp	Sat May 09 06:53:41 2020 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,464 +0,0 @@
-#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();
-}
--- a/Gamepad2/Gamepad.h	Sat May 09 06:53:41 2020 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,374 +0,0 @@
-#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
--- a/Gamepad2/N5110.cpp	Sat May 09 06:53:41 2020 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,507 +0,0 @@
-#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
--- a/Gamepad2/N5110.h	Sat May 09 06:53:41 2020 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,543 +0,0 @@
-#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/huntEngine/HuntEngine.cpp	Tue May 26 07:24:21 2020 +0000
@@ -0,0 +1,162 @@
+#include "HuntEngine.h"
+ //constructor
+HuntEngine::HuntEngine()
+{
+
+}
+//destructor that frees up memory when object goes out of scope
+HuntEngine::~HuntEngine()
+{
+
+}
+/* 
+ * Function init:
+ * Description: Initializes the game parameters
+ *  Note:WIDTH is defined in LCD.h
+ */
+void HuntEngine::init(int predator_radius,int prey_size,int speed)
+{
+    _predator_radius = predator_radius;
+    _prey_size = prey_size;
+    _speed = speed;
+
+    // x position on screen - 
+    _px = GAP;
+    
+
+    // This code puts the game components (prey and the predator) in the middle
+    _predator.init(_px,_predator_radius);
+    _prey.init(_prey_size,_speed);
+}
+/* 
+ * Function read_input:
+ * Description: Obtains the direction and magnitude inputs from gamepad
+ *  
+ */
+void HuntEngine::read_input(Gamepad &pad)
+{
+    _d = pad.get_direction();
+    _mag = pad.get_mag();
+}
+
+/* 
+ * Function draw:
+ * Description: draw the elements in the LCD buffer:prey,predator and 
+ *  
+ */
+void HuntEngine::draw(LCD &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);
+    //print the accumulating points
+    print_points(lcd);
+    // draw predators
+    
+    _predator.draw(lcd);
+    // Prey being targeted by the predator
+    _prey.draw(lcd);
+}
+
+void HuntEngine::update(Gamepad &pad)
+{
+    check_catch(pad);
+    // important to update predator and prey before checking collisions so can
+    // correct for it before updating the display
+    _predator.update(_d,_mag);
+    
+    _prey.update();
+
+    check_wall_collision(pad);
+    check_predator_collisions(pad);
+}
+
+void HuntEngine::check_wall_collision(Gamepad &pad)
+{
+    // read current prey attributes
+    POS2D prey_pos = _prey.get_pos();
+    POS2D prey_velocity = _prey.get_velocity();
+
+    // check if the prey hits top wall
+    if (prey_pos.y <= 1) {  //  1 due to 1 pixel boundary
+        prey_pos.y = 1;  // bounce off ceiling without going off screen
+        prey_velocity.y = -prey_velocity.y;
+        // audio feedback
+        pad.tone(750.0,0.1);
+    }
+    // check if the prey hits bottom wall of the screen
+    else if (prey_pos.y + _prey_size >= (HEIGHT-1) ) { // bottom pixel is 47
+        // hit bottom
+        prey_pos.y = (HEIGHT-1) - _prey_size;  // stops prey going off screen
+        prey_velocity.y = -prey_velocity.y;
+        // audio feedback
+        pad.tone(750.0,0.1);
+    }
+
+    // update prey parameters
+    _prey.set_velocity(prey_velocity);
+    _prey.set_pos(prey_pos);
+}
+
+void HuntEngine::check_predator_collisions(Gamepad &pad)
+{
+    // read current prey attributes
+    POS2D prey_pos = _prey.get_pos();
+    POS2D prey_velocity = _prey.get_velocity();
+
+    // check predator
+    POS2D p_pos = _predator.get_pos();
+
+    // see if predator has caught the prey by checking for Contact with the prey
+    if (
+        (prey_pos.y >= p_pos.y) && //top
+        (prey_pos.y <= p_pos.y + _predator_radius) && //bottom
+        (prey_pos.x >= _px) && //left
+        (prey_pos.x <= _px + _predator_radius*2)  //right
+    ) {
+        // if it has, fix position and reflect x velocity
+        prey_pos.x = _px + _predator_radius*2;
+        prey_velocity.x = -prey_velocity.x;
+        // audio feedback
+        pad.tone(1000.0,0.1);
+    }
+
+
+    // write new attributes for the prey component
+    _prey.set_velocity(prey_velocity);
+    _prey.set_pos(prey_pos);
+}
+
+void HuntEngine::check_catch(Gamepad &pad)
+{
+    POS2D prey_pos = _prey.get_pos();
+    POS2D pred_pos = _predator.get_pos();
+    // Predator has garnered
+   
+   if (prey_pos.x==pred_pos.x && prey_pos.y==pred_pos.y) {
+        _predator.add_points();
+        _prey.init(_prey_size,_speed);
+        pad.tone(1500.0,0.5);
+        pad.leds_on();
+        wait(0.5);
+        pad.leds_off();
+    }
+    
+}
+
+/* 
+ * Function print_points:
+ * Description: The function fetches points for predator one and two and prints the on LCD screen
+ *  Note:WIDTH is defined in LCD.h
+ */
+void HuntEngine::print_points(LCD &lcd)
+{
+    // get points from the predator
+    int p_point = _predator.get_points();
+    // print the respective points garnered to LCD screen
+    char predascore[10];
+    sprintf(predascore,"%2d",p_point);
+    lcd.printString(predascore,2,1);  // print the resuilts at the top left section
+    
+}
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/huntEngine/HuntEngine.h	Tue May 26 07:24:21 2020 +0000
@@ -0,0 +1,55 @@
+#ifndef HUNTENGINE_H
+#define HUNTENGINE_H
+
+#include "mbed.h"
+#include "LCD.h"
+#include "Gamepad.h"
+#include "Prey.h"
+#include "Predator.h"
+
+/** Prey Class
+@author Maowei Yu, University of Leeds
+@details This is the engine of predator_prey game.
+@details the class  controls the prey and predator component in the game 
+@date May 2020
+*/ 
+// gap from edge of screen
+#define GAP 2
+
+class HuntEngine
+{
+
+public:
+    HuntEngine();
+    ~HuntEngine();
+
+    void init(int predator_radius,int prey_size,int speed);
+    void read_input(Gamepad &pad);
+    void update(Gamepad &pad);
+    void draw(LCD &lcd);
+    
+private:
+
+    void check_wall_collision(Gamepad &pad);
+    void check_predator_collisions(Gamepad &pad);
+    void check_catch(Gamepad &pad);
+    void print_points(LCD &lcd);
+    
+    Predator _predator;
+     
+    int _predator_radius;
+    int _prey_size;
+    int _speed;
+    
+    // x positions of the predator
+    int _px;
+    
+    
+    Prey _prey;
+    
+    Direction _d;
+    float _mag;
+
+};
+
+#endif
\ No newline at end of file
--- a/main.cpp	Sat May 09 06:53:41 2020 +0000
+++ b/main.cpp	Tue May 26 07:24:21 2020 +0000
@@ -5,7 +5,7 @@
 2019/20
 
 Name:yumaowei
-Username:el17my
+Username:el19my
 Student ID Number:201377547
 Date:
 */
@@ -13,15 +13,127 @@
 // includes
 #include "mbed.h"
 #include "Gamepad.h"
-#include "N5110.h"
+#include "LCD.h"
+#include "HuntEngine.h"
+#include "Predator.h"
+
+#ifdef WITH_TESTING
+# include "tests.h"
+#endif
+
+
+#define PREDATOR_RADIUS 4
+#define PREY_SIZE 2
+#define PREY_SPEED 3
+
+/////////////// structs /////////////////
+struct Inputparam {
+    Direction predd;
+    float mag;
+};
+/////////////// objects ///////////////
+LCD lcd;
+Gamepad player;
+HuntEngine hunt;
+Timer timeout;
+Predator predator;
+
+///////////// prototypes ///////////////
+void init();
+void update_game(Inputparam input);
+void display();
+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
+
+    display();  // first draw the initial frame 
+    wait(1.0f/fps);  // and wait for one frame period
 
 
-// objects
-Gamepad pad;
-N5110 lcd;
+    // game loop - read input, update the game state and render the display on LCD
+    while (1) {
+        hunt.read_input(player);
+        hunt.update(player);
+        display();
+        wait(1.0f/fps);
+    }
+}
+/* 
+ * Function init:
+ * Description: initialies all classes and libraries
+ *  
+ */
 
-int main()
+void init()
 {
-    
+    // The lcd and the gamepad needs to be intialized first 
+    lcd.init();
+    player.init();
+     
+    // Then,initialise the game with correct prey and predator parameters
+    hunt.init(PREDATOR_RADIUS,PREY_SIZE,PREY_SPEED);
+
 }
 
+/* 
+ * Function display:
+ * Description: This function draws each frame and component on the LCD
+ *  @Brief it also clears,re-draw and refreshes screen
+ */
+
+void display()
+{
+    timeout.start();
+    // clear screen, re-draw and refresh
+    lcd.clear();  
+    hunt.draw(lcd);
+    lcd.refresh();
+    while ( player.start_pressed() == true) {
+        if (timeout.read() > 180000) {
+      timeout.reset();
+      if (predator.get_points() > 10) {
+      lcd.printString(" WIN Game Over! ",10,10);
+      lcd.printString(" SCORE ",10,8);  
+       wait(2);
+       lcd.refresh();
+    }
+    else {
+      lcd.printString("FAILED! Game Over!",10,10);
+      lcd.printString(" SCORE ",10,8);  
+       wait(2);
+       lcd.refresh();
+    }
+    player.start_pressed() == false;
+    }
+    }
+}
+
+// A default  splash screen that is displayed upon start-up of the device
+void welcome() {
+    
+    lcd.printString("     Predator & Prey  Game   ",10,10);  
+    lcd.printString("  Press Start ",10,4);
+    lcd.refresh();
+     
+    // wait flashing LEDs until start button is pressed 
+    while ( player.start_pressed() == false) {
+        lcd.setContrast( player.read_pot1());
+        player.leds_on();
+        wait(0.1);
+        player.leds_off();
+        wait(0.1);
+    }
+ 
+}
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/predators/Predator.cpp	Tue May 26 07:24:21 2020 +0000
@@ -0,0 +1,75 @@
+#include "Predator.h"
+
+// blank constructor 
+Predator::Predator()
+{
+
+}
+//blank destructor
+Predator::~Predator()
+{
+
+}
+
+void Predator::init(int x,int radius)
+{    _radius = radius;
+    _x = WIDTH/2 - radius;  // x depends on width of the screen and height of predator
+    _y = HEIGHT/2 - radius;  // y depends on height of screen and height of predator
+    _speed = 1;  // default speed
+    _point = 0;  // start the points from zero
+
+}
+
+    void Predator::draw(LCD &lcd)
+{
+    // draw predator in screen buffer. 
+    lcd.drawCircle(_x,_y,_radius,FILL_BLACK);
+    
+}
+
+void Predator::update(Direction pred,float mag)
+{
+    _speed = int(mag*10.0f);  // scale is arbitrary, could be changed in future
+
+    // Update x and y values depending on the movement  direction
+    // North is decrement as origin is at the top-left so decreasing moves up
+    // West is decrement as origin is at the top-left so decreasing Left
+    if (pred == N) {
+        _y-=_speed;
+    } else if (pred == S) {
+        _y+=_speed;
+    }
+     else if (pred == W) {
+        _x-=_speed;
+    } else if (pred == E) {
+        _x+=_speed;
+    }
+
+    // check the y origin to ensure that the predator doesn't go off screen
+    if (_y < 1) {
+        _y = 1;
+    }
+    if (_x < 1) {
+        _x = 1;
+    }
+    if (_y > HEIGHT - _radius*2 - 1) {
+        _y = HEIGHT - _radius*2 - 1;
+    }
+    if (_x> WIDTH - _radius*2 - 1) {
+        _x = WIDTH - _radius*2 - 1;
+    }
+}
+
+void Predator::add_points()
+{
+    _point++;
+}
+int Predator::get_points()
+{
+    return _point;
+}
+
+POS2D Predator::get_pos() {
+    POS2D p = {_x,_y};
+    return p;    
+}
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/predators/Predator.h	Tue May 26 07:24:21 2020 +0000
@@ -0,0 +1,35 @@
+#ifndef PREDATOR_H
+#define PREDATOR_H
+
+#include "mbed.h"
+#include "LCD.h"
+#include "Gamepad.h"
+/** Predator Class
+@author Maowei Yu, University of Leeds
+@Description: The class  controls the predator component of the game 
+@date May 2020
+*/ 
+class Predator
+{
+public:
+
+    Predator();
+    ~Predator();
+    void init(int x,int radius);
+    void draw(LCD &lcd);
+    void update(Direction pred,float mag);
+    void add_points();
+    int get_points();
+    POS2D get_pos();
+
+private:
+
+    
+    int _radius;
+    int _x;
+    int _y;
+    int _speed;
+    int _point;
+
+};
+#endif
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/prey/Prey-test.h	Tue May 26 07:24:21 2020 +0000
@@ -0,0 +1,49 @@
+#ifndef PREY_TEST_H
+#define PREY_TEST_H
+
+/**
+ * \brief Check that PREY object goes to correct position when moved
+ * 
+ * \returns true if all the tests passed
+ */
+bool prey_test_movement()
+{
+    // Initialise prey object with a size of 2, and speed of 1
+    Prey prey;
+    prey.init(2, 1);
+
+    // Set the position to 5, 5
+    POS2D initial_pos = {5, 5};
+    prey.set_pos(initial_pos);
+
+    // Read the position
+    POS2D read_pos_1 = prey.get_pos();
+    printf("%f, %f\n", read_pos_1.x, read_pos_1.y);
+
+    // Set the velocity to -2, 3
+    POS2D velocity = {-2, 3};
+    prey.set_velocity(velocity);
+
+    // Update the position
+    prey.update();
+
+    // Read the position
+    POS2D read_pos_2 = prey.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/prey/Prey.cpp	Tue May 26 07:24:21 2020 +0000
@@ -0,0 +1,74 @@
+#include "Prey.h"
+
+Prey::Prey()
+{
+
+}
+
+Prey::~Prey()
+{
+
+}
+
+void Prey::init(int size,int speed)
+{
+    _size = size;
+
+    _x = WIDTH/2 -  _size/2;
+    _y = HEIGHT/2 - _size/2;
+
+    srand(time(NULL));
+    int direction = rand() % 4; // The initial direction for the prey is obtained randomly. 
+
+    // 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 Prey::draw(LCD &lcd)
+{
+    lcd.drawRect(_x,_y,_size,_size,FILL_BLACK);
+    
+
+}
+
+void Prey::update()
+{
+    _x += _velocity.x;
+    _y += _velocity.y;
+}
+
+void Prey::set_velocity(POS2D v)
+{
+    _velocity.x = v.x;
+    _velocity.y = v.y;
+}
+
+POS2D Prey::get_velocity()
+{
+    POS2D v = {_velocity.x,_velocity.y};
+    return v;
+}
+
+POS2D Prey::get_pos()
+{
+    POS2D p = {_x,_y};
+    return p;
+}
+
+void Prey::set_pos(POS2D p)
+{
+    _x = p.x;
+    _y = p.y;
+}
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/prey/Prey.h	Tue May 26 07:24:21 2020 +0000
@@ -0,0 +1,36 @@
+#ifndef PREY_H
+#define PREY_H
+
+#include "mbed.h"
+#include "LCD.h"
+#include "Gamepad.h"
+#include "Predator.h"
+
+/** Prey Class
+@author Maowei Yu, University of Leeds
+@details the class  controls the prey component in the game 
+@date May 2020
+*/ 
+class Prey
+{
+
+public:
+    Prey();
+    ~Prey();
+    void init(int size,int speed);
+    void draw(LCD &lcd);
+    void update();
+    /// accessors and mutators
+    void set_velocity(POS2D v);
+    POS2D get_velocity();
+    POS2D get_pos();
+    void set_pos(POS2D p);
+    
+private:
+
+    POS2D _velocity;
+    int _x;
+    int _size;
+    int _y;
+};
+#endif
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/tests.h	Tue May 26 07:24:21 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