
yumaowei 201377547
Dependencies: mbed ELEC2645_Project_el17my
Revision 2:5e54476c518f, committed 2020-05-26
- 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
--- /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