Liu Liting 201199465

Dependencies:   mbed N5110

Files at this revision

API Documentation at this revision

Comitter:
Ting12138
Date:
Thu May 14 15:42:14 2020 +0000
Parent:
12:3b7811c3502c
Commit message:
the 2645 project

Changed in this revision

Engine/Engine.cpp Show annotated file Show diff for this revision Revisions of this file
Gamepad.lib Show diff for this revision Revisions of this file
Gamepad/Gamepad.cpp Show annotated file Show diff for this revision Revisions of this file
Gamepad/Gamepad.h Show annotated file Show diff for this revision Revisions of this file
foods/foods.cpp Show annotated file Show diff for this revision Revisions of this file
foods/foods.h Show annotated file Show diff for this revision Revisions of this file
rocket/rocket.cpp Show annotated file Show diff for this revision Revisions of this file
rocket/rocket.h Show annotated file Show diff for this revision Revisions of this file
the_wall/the_wall.cpp Show annotated file Show diff for this revision Revisions of this file
--- a/Engine/Engine.cpp	Thu May 14 14:10:49 2020 +0000
+++ b/Engine/Engine.cpp	Thu May 14 15:42:14 2020 +0000
@@ -12,14 +12,14 @@
 
 void Engine::init(int wall_width,int wall_gap,int foods_bulk,int velocity) {
     
-    // initialise the game parameters
+    // initialise for the game parameters
     _wall_width = wall_width;
-    _wall_gap = wall_gap; // wall gap presents the distance between the top wall and the bottom wall, which is licked to difficulty
+    _wall_gap = wall_gap; // the wall gap presents and the distance between the top wall and the bottom wall, which is licked to difficulty
     _foods_bulk = foods_bulk; // larger foods means it will have larger area to trigger it "_rocket.add_score();"
     _velocity = velocity; 
 
-    // x position on screen - WIDTH is defined in N5110.h
-    _w0x = WIDTH; // there is total 5 types of wall in the game, all are placed in distributed positions
+    // x locations on screen - WIDTH is defined in N5110.h
+    _w0x = WIDTH; // there is total 5 types of wall in the game, all are placed in distributed locationss
     _w1x = WIDTH + 30;
     _w2x = WIDTH + 60;
     _w3x = WIDTH + 90;
@@ -32,11 +32,11 @@
     _w2.init(_w2x,_wall_gap,_wall_width,_velocity);
     _w3.init(_w3x,_wall_gap,_wall_width,_velocity);
     _w4.init(_w4x,_wall_gap,_wall_width,_velocity);
-    _rocket.init(_rocketx); // set the rocket in the middle
-    _foods.init(_foodsx,_foods_bulk,_velocity); // initiate foods bulk and a random y position
+    _rocket.init(_rocketx); // seting the rocket in the middle location
+    _foods.init(_foodsx,_foods_bulk,_velocity); // initiate foods bulk and a random locations of the y
 }
 
-void Engine::read_input(Gamepad &pad) { // get joystick reading
+void Engine::read_input(Gamepad &pad) { // reading the joystick finction
     
     _d = pad.get_direction();
     _mag = pad.get_mag();
@@ -44,10 +44,10 @@
 }
 
 void Engine::draw(N5110 &lcd) {
-    // draw the elements in the LCD buffer
-    // pitch
+    // draw all elements on the LCD buffer
+    // the pitch
     lcd.drawRect(0,0,WIDTH,HEIGHT,FILL_TRANSPARENT);
-    // walls
+    // all walls
     _w0.draw1(lcd);
     _w0.draw2(lcd);
     _w1.draw1(lcd);
@@ -60,18 +60,18 @@
     _w4.draw2(lcd);
     // the rocket
     _rocket.draw(lcd);
-    // foods
+    // all foods
     _foods.draw(lcd);
 }
 
-void Engine::check_score(Gamepad &pad) { //check the score to trigger how many leds should be turned on
+void Engine::check_score(Gamepad &pad) { //checking the score to trigger and how many leds should be turned on
     
-    int rocket_score = _rocket.get_final_score(); // get score
+    int rocket_score = _rocket.get_final_score(); // get the final score
     
-    if (rocket_score == 0) { // 7 if statements represents 7 conditions
+    if (rocket_score == 0) { // 7 if statements to the represents 7 conditions
         pad.leds_off();
     }
-    if (rocket_score == 1) { // getting one food turns on 1 led
+    if (rocket_score == 1) { // when getting one food,you can turn on 1 led
         pad.led(1,1.0f);
         pad.led(2,0.0f);
         pad.led(2,0.0f);
@@ -79,7 +79,7 @@
         pad.led(2,0.0f);
         pad.led(2,0.0f);
     }
-    if (rocket_score == 2) { // two foodds, two led
+    if (rocket_score == 2) { // when you get two foods, you will light lcd1 and lcd6
         pad.led(1,1.0f);
         pad.led(2,0.0f);
         pad.led(3,0.0f);
@@ -87,7 +87,7 @@
         pad.led(5,0.0f);
         pad.led(6,1.0f);
     }
-    if (rocket_score == 3) {
+    if (rocket_score == 3) {// when you get two foods, you will light lcd1, lcd6 and lcd2
         pad.led(1,1.0f);
         pad.led(2,1.0f);
         pad.led(3,0.0f);
@@ -95,7 +95,7 @@
         pad.led(5,0.0f);
         pad.led(6,1.0f);
     }
-    if (rocket_score == 4) {
+    if (rocket_score == 4) {// when you get two foods, you will light led1, led6,led5 and led2
         pad.led(1,1.0f);
         pad.led(2,1.0f);
         pad.led(3,0.0f);
@@ -103,7 +103,7 @@
         pad.led(5,1.0f);
         pad.led(6,1.0f);
     }
-    if (rocket_score == 5) {
+    if (rocket_score == 5) {// when you get two foods, you will light leds except led4
         pad.led(1,1.0f);
         pad.led(2,1.0f);
         pad.led(3,1.0f);
@@ -111,7 +111,7 @@
         pad.led(5,1.0f);
         pad.led(6,1.0f);
     }
-    if (rocket_score == 6) {
+    if (rocket_score == 6) {// when you get two foods, you will light all led
         pad.led(1,1.0f);
         pad.led(2,1.0f);
         pad.led(3,1.0f);
@@ -120,9 +120,9 @@
         pad.led(6,1.0f);
     }
     
-    Vector2D rocket_pos = _rocket.get_pos(); // This section also checks the contact between the rocket and the food, where the current position of the rocket and the food is obtained
+    Vector2D rocket_pos = _rocket.get_locations(); // the goal of this section is checking the contact between the rocket and the food, where the current locations of the rocket and the food is obtained
 
-    Vector2D foods_pos = _foods.get_pos();
+    Vector2D foods_pos = _foods.get_locations();
     
     if (foods_pos.x <= 1) {  // if the food leaves the left side of the screen, replace it to the right side for the next foods retrieval
         _foods.replace();
@@ -130,10 +130,10 @@
 
     if (
         (rocket_pos.y + 4 >= foods_pos.y - _foods_bulk) && (rocket_pos.y + 2 <= foods_pos.y + _foods_bulk) // check if rrocket and the foods are overlap
-        && //bottom
+        && //aat the bottom
         (rocket_pos.x + 10 >= foods_pos.x) && (rocket_pos.x + 10 <= foods_pos.x + 1)  //right
     ) {
-        // if it has, fix position and reflect x velocity
+        // if it happen this situation , fixing locations and reflecting x velocity
         _rocket.add_score();
         pad.tone(550.0,0.25);
         wait(0.25);
@@ -159,17 +159,17 @@
 
 void Engine::collision(Gamepad &pad) {
     
-    // read the position of rocket
-    Vector2D rocket_pos = _rocket.get_pos();
+    // reading the right locations of rocket
+    Vector2D rocket_pos = _rocket.get_locations();
     
-    //read all of these positions of the FIVE wall
+    //read all of these locationss of the FIVE wall
     int w0_x = _w0.get_x();
     int w1_x = _w1.get_x();
     int w2_x = _w2.get_x();
     int w3_x = _w3.get_x();
     int w4_x = _w4.get_x();
     
-    if (w0_x <= 1) {  //  When the rocket passes behind the wall, it will reset to its original position to continue the game
+    if (w0_x <= 1) {  //  When the rocket passes behind the wall, it will reset to its original locations to continue the game
         _w0.reset();
     }
     if (w1_x <= 1) {
@@ -256,6 +256,6 @@
 
 
 
-int Engine::get_final_score() { // get score for the main function to determine the ending
+int Engine::get_final_score() { // get thefinal score for the main function to determine the ending
     return _rocket.get_final_score();
 }
\ No newline at end of file
--- a/Gamepad.lib	Thu May 14 14:10:49 2020 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,1 +0,0 @@
-https://os.mbed.com/users/eencae/code/Gamepad/#c0959710291b
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Gamepad/Gamepad.cpp	Thu May 14 15:42:14 2020 +0000
@@ -0,0 +1,341 @@
+#include "Gamepad.h"
+
+#include "mbed.h"
+
+//////////// constructor/destructor ////////////
+Gamepad::Gamepad()
+    :
+    _led1(new PwmOut(PTA1)),
+    _led2(new PwmOut(PTA2)),
+    _led3(new PwmOut(PTC2)),
+    _led4(new PwmOut(PTC3)),
+    _led5(new PwmOut(PTC4)),
+    _led6(new PwmOut(PTD3)),
+
+    _button_A(new InterruptIn(PTB9)),
+    _button_B(new InterruptIn(PTD0)),
+    _button_X(new InterruptIn(PTC17)),
+    _button_Y(new InterruptIn(PTC12)),
+    _button_L(new InterruptIn(PTB18)),
+    _button_R(new InterruptIn(PTB3)),
+    _button_back(new InterruptIn(PTB19)),
+    _button_start(new InterruptIn(PTC5)),
+    _button_joystick(new InterruptIn(PTC16)),
+
+    _vert(new AnalogIn(PTB10)),
+    _horiz(new AnalogIn(PTB11)),
+
+    _buzzer(new PwmOut(PTC10)),
+    _pot(new AnalogIn(PTB2)),
+
+    _timeout(new Timeout()),
+
+    _event_state(0),
+
+    _x0(0),
+    _y0(0)
+{}
+
+Gamepad::~Gamepad()
+{
+    delete _led1,_led2,_led3,_led4,_led5,_led6;
+    delete _button_A,_button_B,_button_joystick,_vert,_horiz;
+    delete _button_X,_button_Y,_button_back,_button_start;
+    delete _button_L,_button_R, _buzzer, _pot, _timeout;
+}
+
+///////////////// public methods /////////////////
+
+void Gamepad::init()
+{
+    leds_off();
+    init_buttons();
+
+    // read centred values of joystick
+    _x0 = _horiz->read();
+    _y0 = _vert->read();
+
+    // clear all flags
+    _event_state = 0;
+}
+
+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 vlaid 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_pot() const
+{
+    return _pot->read();
+}
+
+void Gamepad::tone(float frequency, float duration)
+{
+    _buzzer->period(1.0f/frequency);
+    _buzzer->write(0.5);  // 50% duty cycle - square wave
+    _timeout->attach(callback(this, &Gamepad::tone_off), duration );
+}
+
+bool Gamepad::check_event(GamepadEvent const id)
+{
+    // Check whether event flag is set
+    if (_event_state[id]) {
+        _event_state.reset(id);  // clear flag
+        return true;
+    } else {
+        return false;
+    }
+}
+
+// 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;
+}
+
+///////////////////// private methods ////////////////////////
+
+void Gamepad::tone_off()
+{
+    // called after timeout
+    _buzzer->write(0.0);
+}
+
+void Gamepad::init_buttons()
+{
+    // turn on pull-downs as other side of button is connected to 3V3
+    // button is 0 when not pressed and 1 when pressed
+    _button_A->mode(PullDown);
+    _button_B->mode(PullDown);
+    _button_X->mode(PullDown);
+    _button_Y->mode(PullDown);
+    _button_back->mode(PullDown);
+    _button_start->mode(PullDown);
+    _button_L->mode(PullDown);
+    _button_R->mode(PullDown);
+    _button_joystick->mode(PullDown);
+    // therefore setup rising edge interrupts
+    _button_A->rise(callback(this,&Gamepad::a_isr));
+    _button_B->rise(callback(this,&Gamepad::b_isr));
+    _button_X->rise(callback(this,&Gamepad::x_isr));
+    _button_Y->rise(callback(this,&Gamepad::y_isr));
+    _button_L->rise(callback(this,&Gamepad::l_isr));
+    _button_R->rise(callback(this,&Gamepad::r_isr));
+    _button_start->rise(callback(this,&Gamepad::start_isr));
+    _button_back->rise(callback(this,&Gamepad::back_isr));
+    _button_joystick->rise(callback(this,&Gamepad::joy_isr));
+}
+
+// button interrupts ISRs
+// Each of these simply sets the appropriate event bit in the _event_state
+// variable
+void Gamepad::a_isr()
+{
+    _event_state.set(A_PRESSED);
+}
+void Gamepad::b_isr()
+{
+    _event_state.set(B_PRESSED);
+}
+void Gamepad::x_isr()
+{
+    _event_state.set(X_PRESSED);
+}
+void Gamepad::y_isr()
+{
+    _event_state.set(Y_PRESSED);
+}
+void Gamepad::l_isr()
+{
+    _event_state.set(L_PRESSED);
+}
+void Gamepad::r_isr()
+{
+    _event_state.set(R_PRESSED);
+}
+void Gamepad::back_isr()
+{
+    _event_state.set(BACK_PRESSED);
+}
+void Gamepad::start_isr()
+{
+    _event_state.set(START_PRESSED);
+}
+void Gamepad::joy_isr()
+{
+    _event_state.set(JOY_PRESSED);
+}
+
+// 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 x value here is inverted to ensure the positive x is to the
+    // right. This is simply due to how the potentiometer on the joystick
+    // I was using was connected up. It could have been corrected in hardware
+    // by swapping the power supply pins. Instead it is done in software so may
+    // need to be changed depending on your wiring setup
+
+    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;
+}
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Gamepad/Gamepad.h	Thu May 14 15:42:14 2020 +0000
@@ -0,0 +1,205 @@
+#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 Timeout;
+}
+
+#define TOL 0.1f
+#define RAD2DEG 57.2957795131f
+
+/** 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
+ */
+class Gamepad
+{
+public:
+/** Gamepad events 
+ * @brief List of events that can be registered on the gamepad
+ */
+enum GamepadEvent {
+    A_PRESSED,     ///< Button A has been pressed
+    B_PRESSED,     ///< Button B has been pressed
+    X_PRESSED,     ///< Button X has been pressed
+    Y_PRESSED,     ///< Button Y has been pressed
+    L_PRESSED,     ///< Button L has been pressed
+    R_PRESSED,     ///< Button R has been pressed
+    BACK_PRESSED,  ///< Button "Back" has been pressed
+    START_PRESSED, ///< Button "Start" has been pressed
+    JOY_PRESSED,   ///< Joystick button has been pressed
+    N_EVENTS       ///< A dummy flag that marks the end of the list
+};
+
+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_L;
+    mbed::InterruptIn *_button_R;
+    mbed::InterruptIn *_button_back;
+    mbed::InterruptIn *_button_start;
+    mbed::InterruptIn *_button_joystick;
+
+    mbed::AnalogIn *_vert;
+    mbed::AnalogIn *_horiz;
+
+    mbed::PwmOut   *_buzzer;
+    mbed::AnalogIn *_pot;
+
+    mbed::Timeout *_timeout;
+
+    std::bitset<N_EVENTS> _event_state; ///< A binary list of buttons that has been pressed
+
+    // centred x,y values
+    float _x0;
+    float _y0;
+
+public:
+    /** Constructor */
+    Gamepad();
+
+    /** Destructor */
+    ~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
+    *@returns potentiometer value in range 0.0 to 1.0
+    */
+    float read_pot() const;
+
+    /** Play tone on piezo
+    * @param frequency in Hz
+    * @param duration of tone in seconds
+    */
+    void tone(float frequency, float duration);
+
+    /**
+     * @brief Check whether an event flag has been set and clear it
+     * @param id[in] The ID of the event to test
+     * @return true if the event occurred
+     */
+    bool check_event(GamepadEvent const id);
+
+    /**
+     * @brief   Get the raw binary event state
+     * @return  The event state as a binary code
+     * @details The check_event() function is likely to be more useful than
+     *          this, for testing whether a given event has occurred. It can be
+     *          useful for debugging via the terminal, however, for example:
+     *          @code
+     *          std::cout << gamepad.get_raw_event_state() << std::endl;
+     *          @endcode
+     */
+    inline std::bitset<N_EVENTS> get_raw_event_state() const {
+        return _event_state;
+    }
+
+    /** 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
+
+private:
+    void init_buttons();
+    void tone_off();
+
+    void a_isr();
+    void b_isr();
+    void x_isr();
+    void y_isr();
+    void l_isr();
+    void r_isr();
+    void back_isr();
+    void start_isr();
+    void joy_isr();
+};
+
+#endif
\ No newline at end of file
--- a/foods/foods.cpp	Thu May 14 14:10:49 2020 +0000
+++ b/foods/foods.cpp	Thu May 14 15:42:14 2020 +0000
@@ -10,28 +10,28 @@
 
 }
 void foods::draw(N5110 &lcd) {
-    lcd.drawCircle(_x,_y,_bulk,FILL_TRANSPARENT); // draw THE SHAPE OF foods on lcd
+    lcd.drawCircle(_x,_y,_bulk,FILL_TRANSPARENT); // drawing THE SHAPE OF these foods on the lcd screen
 }
 void foods::init(int x,int bulk,int velocity) {
-    _x = x; // foods x beginning postion and updating position
+    _x = x; // foods at the beginning postion on the x direction and updating the new location
     _bulk = bulk; // the food's bulk
-    int uncertainty = rand() % (48 - _bulk * 2);
-    _y = _bulk + uncertainty; //  the starting vertical position 
-    _velocity = velocity; // sliding velocity
+    int nondeterminacy = rand() % (48 - _bulk * 2);
+    _y = _bulk + nondeterminacy; //  at the starting vertical locations 
+    _velocity = velocity; // velocity  of slide
 }
 
 
 void foods::update() {
-    _x -= _velocity; // the foods is moving leftward from the right screen
+    _x -= _velocity; // the foods the right screen move to leftward
 }
 
 void foods::replace() {
-    _x = 146; // replace to the right side when the stone exits to the left side of the screen
-    int uncertainty = rand() % (47 - (_bulk * 2));
-    _y = 2 + _bulk + uncertainty; // regenerate the vertical position for the stone
+    _x = 146; // replaceing to the right side when the stone exits to the left side of the screen
+    int nondeterminacy = rand() % (47 - (_bulk * 2));
+    _y = 2 + _bulk + nondeterminacy; // regenerating the vertical locations for the stone
 }
 
-Vector2D foods::get_pos() { // get position for collision logic function
+Vector2D foods::get_locations() { // get the location when the collision logic function
     Vector2D p = {_x,_y};
     return p;
 }
\ No newline at end of file
--- a/foods/foods.h	Thu May 14 14:10:49 2020 +0000
+++ b/foods/foods.h	Thu May 14 15:42:14 2020 +0000
@@ -20,24 +20,24 @@
     void draw(N5110 &lcd);
     // accessors and mutators
     /** 
-     * @returns The new coordinate of foods
-     * @brief Updates the position of foods
+     * returns The new coordinate of foods
+     * brief Updates the locations of foods
      */
     void update();
     /** 
-     * @returns The new coordinate of foods
-     * @brief Resets the position of foods
+     * returns The new coordinate of foods
+     * brief Resets the locations of foods
      */
     void replace();
     /** 
-     * @returns The coordinate of foods
-     * @brief Retrieves the position of foods
+     * returns The coordinate of foods
+     * brief Retrieves the locations of foods
      */
-    Vector2D get_pos();
+    Vector2D get_locations();
     
 private:
 
-    int _bulk; // the radius of the foods
+    int _bulk; // the  foods'raions
     int _x;
     int _y;
     int _velocity;
--- a/rocket/rocket.cpp	Thu May 14 14:10:49 2020 +0000
+++ b/rocket/rocket.cpp	Thu May 14 15:42:14 2020 +0000
@@ -72,7 +72,7 @@
     return _score;
 }
 
-Vector2D rocket::get_pos() { 
+Vector2D rocket::get_locations() { 
     Vector2D p = {_x,_y};
     return p;    
 }
\ No newline at end of file
--- a/rocket/rocket.h	Thu May 14 14:10:49 2020 +0000
+++ b/rocket/rocket.h	Thu May 14 15:42:14 2020 +0000
@@ -33,7 +33,7 @@
      * @returns The new coordinate of foods
      * @brief Updates the position of foods
      */
-    Vector2D get_pos();
+    Vector2D get_locations();
     void replace(Direction d,float mag,Vector2D mapped_coord);
     void add_score();
 
--- a/the_wall/the_wall.cpp	Thu May 14 14:10:49 2020 +0000
+++ b/the_wall/the_wall.cpp	Thu May 14 15:42:14 2020 +0000
@@ -13,8 +13,8 @@
 void the_wall::init(int x,int gap,int width,int speed) {
     _x = x; // wall x starting postion and updating position
     _gap = gap; // gap represents the distance between the wall
-    int uncertainty = rand() % (47 - _gap);
-    _height = uncertainty; // get random height for the wall
+    int nondeterminacy = rand() % (47 - _gap);
+    _height = nondeterminacy; // get random height for the wall
     _width = width; // fixed width
     _speed = speed; // adjuctable speed
 }
@@ -34,8 +34,8 @@
 
 void the_wall::reset() { // when the wall is off from the left screen, replace it back to the right side and continue the game
     _x = 149;
-    int uncertainty = rand() % (47 - _gap);
-    _height = uncertainty;
+    int nondeterminacy = rand() % (47 - _gap);
+    _height = nondeterminacy;
 }
 
 int the_wall::get_x() { // get x position and wall height for collision logic function