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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