completed with EvolutionOfWar

Dependencies:   4DGL-uLCD-SE SDFileSystem mbed-rtos mbed wave_player

Fork of Lab4-Reversi by Timothy Li

Reversi.cpp

Committer:
aolmenki
Date:
2016-11-01
Revision:
1:cc72ad58982b
Parent:
0:fce0f9489de3

File content as of revision 1:cc72ad58982b:

#include "mbed.h"
#include "uLCD_4DGL.h"
#include "SDFileSystem.h"
#include "wave_player.h"
uLCD_4DGL uLCD(p28, p27, p29); // create a global lcd object
SDFileSystem sd(p5, p6, p7, p8, "sd"); // the pinout on the mbed Cool Components workshop board
PwmOut Speaker(p21);
AnalogOut DACout(p18);

wave_player waver(&DACout);

class Nav_Switch
{
public:
    Nav_Switch(PinName up,PinName down,PinName left,PinName right,PinName fire);
    int read();
//boolean functions to test each switch
    bool up();
    bool down();
    bool left();
    bool right();
    bool fire();
//automatic read on RHS
    operator int ();
//index to any switch array style
    bool operator[](int index) {
        return _pins[index];
    };
private:
    BusIn _pins;
 
};
Nav_Switch::Nav_Switch (PinName up,PinName down,PinName left,PinName right,PinName fire):
    _pins(up, down, left, right, fire)
{
    _pins.mode(PullUp); //needed if pullups not on board or a bare nav switch is used - delete otherwise
    wait(0.001); //delays just a bit for pullups to pull inputs high
}
inline bool Nav_Switch::up()
{
    return !(_pins[0]);
}
inline bool Nav_Switch::down()
{
    return !(_pins[1]);
}
inline bool Nav_Switch::left()
{
    return !(_pins[2]);
}
inline bool Nav_Switch::right()
{
    return !(_pins[3]);
}
inline bool Nav_Switch::fire()
{
    return !(_pins[4]);
}
inline int Nav_Switch::read()
{
    return _pins.read();
}
inline Nav_Switch::operator int ()
{
    return _pins.read();
}
 
Nav_Switch myNav( p14, p11, p12, p10, p13); //pin order on Sparkfun breakout
 
int turn = 1; // black goes on 1, white goes on 2 (or 0)
int gb[8][8];
int NUM_COLS = 8;
int NUM_ROWS = 8;
int xCoor = 3;
int yCoor = 4;
int numBlack = 0;
int numWhite = 0;
bool moved = false;
bool gameover = false;

void initialize_game_board()
{
    //This is a nested loop to make sure every cell is empty
    //Cell Codes: 0 = empty, 1 = white piece, 2 = black piece
    for (int i = 0; i < NUM_ROWS; i++)
    {
        for (int j = 0; j < NUM_COLS; j++)
        gb[i][j] = 0;
    }
    gb[3][3] = 1;//Put down white piece
    gb[4][4] = 1;//Put down white piece
    gb[3][4] = 2;//Put down black piece
    gb[4][3] = 2;//Put down black piece
    
    uLCD.cls();
    uLCD.filled_rectangle(0,0,127,127,0x007f00);
    
    uLCD.rectangle(7,7,120,120,DGREY);
    uLCD.rectangle(8,8,119,119,DGREY);
    //uLCD.filled_rectangle(8,20,120,21,DGREY);
    
    for( int i = 1; i< 9; i++)
    {
        uLCD.filled_rectangle(8, 7 + 14*i,119,8 + 14*i,DGREY);
    }
    for( int j = 1; j<9; j++)
    {
        uLCD.filled_rectangle(7 + 14*j, 8, 8+14*j, 119, DGREY);
    }
}

void drawCursor(int x, int y) //Expecting x ={0,7} and y ={0,7}
{
    uLCD.filled_rectangle(7 + 14*x, 7 + 14*y,8 + 14*x,22 + 14*y,RED);
    uLCD.filled_rectangle(7 + 14*x, 7 + 14*y,22 + 14*x,8 + 14*y,RED);
    uLCD.filled_rectangle(7 + 14*x, 21 + 14*y,22 + 14*x,22 + 14*y,RED);
    uLCD.filled_rectangle(21 + 14*x, 7 + 14*y,22 + 14*x,22 + 14*y,RED);
}
    
void removeCursor(int x,int y)
{
    uLCD.filled_rectangle(7 + 14*x, 7 + 14*y,8 + 14*x,22 + 14*y,DGREY);
    uLCD.filled_rectangle(7 + 14*x, 7 + 14*y,22 + 14*x,8 + 14*y,DGREY);
    uLCD.filled_rectangle(7 + 14*x, 21 + 14*y,22 + 14*x,22 + 14*y,DGREY);
    uLCD.filled_rectangle(21 + 14*x, 7 + 14*y,22 + 14*x,22 + 14*y,DGREY);
}

void drawPieces(){
    for (int i = 0; i < NUM_ROWS; i++)
    {
        for (int j = 0; j < NUM_COLS; j++)
        {
            if(gb[i][j] == 0){
                uLCD.filled_circle(14 * (i + 1), 14 * (j + 1), 5 , 0x007f00);
            }
            if(gb[i][j] == 1){
                uLCD.filled_circle(14 * (i + 1), 14 * (j + 1), 5 , WHITE);
            }
            if(gb[i][j] == 2){
                uLCD.filled_circle(14 * (i + 1), 14 * (j + 1), 5 , BLACK);
            }
        }
    }
}

void drawPiece(int i, int j) { //xCoor, yCoor
    if (turn == 0) {
        gb[i][j] = 1;
    } else {
        gb[i][j] = 2;
    }
    if(gb[i][j] == 1){
        uLCD.filled_circle(14 * (i + 1), 14 * (j + 1), 5 , WHITE);
    }
    if(gb[i][j] == 2){
        uLCD.filled_circle(14 * (i + 1), 14 * (j + 1), 5 , BLACK);
    }
}

void flippingPiece(int i, int j) { //xCoor, yCoor, animation
    
    if(gb[i][j] == 2){ //Gradually changes a piece White
        gb[i][j] = 1;
        uLCD.filled_circle(14 * (i + 1), 14 * (j + 1), 1 , 0x4c4c4c);
        wait(0.1);
        uLCD.filled_circle(14 * (i + 1), 14 * (j + 1), 1 , 0xb2b2b2);
        uLCD.filled_circle(14 * (i + 1), 14 * (j + 1), 3 , 0x4c4c4c);
        wait(0.1);
        uLCD.filled_circle(14 * (i + 1), 14 * (j + 1), 1 , 0xffffff);
        uLCD.filled_circle(14 * (i + 1), 14 * (j + 1), 3 , 0xb2b2b2);
        uLCD.filled_circle(14 * (i + 1), 14 * (j + 1), 5 , 0x4c4c4c);
        wait(0.1);
        uLCD.filled_circle(14 * (i + 1), 14 * (j + 1), 3 , 0xffffff);
        uLCD.filled_circle(14 * (i + 1), 14 * (j + 1), 5 , 0xb2b2b2);
        wait(0.1);
        uLCD.filled_circle(14 * (i + 1), 14 * (j + 1), 5 , 0xffffff);
        wait(0.1);
    } else if(gb[i][j] == 1){ //Gradually changes a piece Black
        gb[i][j] = 2;
        uLCD.filled_circle(14 * (i + 1), 14 * (j + 1), 1 , 0xb2b2b2);
        wait(0.1);
        uLCD.filled_circle(14 * (i + 1), 14 * (j + 1), 1 , 0x4c4c4c);
        uLCD.filled_circle(14 * (i + 1), 14 * (j + 1), 3 , 0xb2b2b2);
        wait(0.1);
        uLCD.filled_circle(14 * (i + 1), 14 * (j + 1), 1 , 0x000000);
        uLCD.filled_circle(14 * (i + 1), 14 * (j + 1), 3 , 0x4c4c4c);
        uLCD.filled_circle(14 * (i + 1), 14 * (j + 1), 5 , 0xb2b2b2);
        wait(0.1);
        uLCD.filled_circle(14 * (i + 1), 14 * (j + 1), 3 , 0x000000);
        uLCD.filled_circle(14 * (i + 1), 14 * (j + 1), 5 , 0x4c4c4c);
        wait(0.1);
        uLCD.filled_circle(14 * (i + 1), 14 * (j + 1), 5 , 0x000000);
        wait(0.1);
    }  
}

/*var fillBoard = function() {
    for(var r=0; r<8; r++)
    {
        for(var c=0; c<8; c++)
        {
            drawPiece(r,c,board[r][c]);
        }
    }
};
var drawBoard = function() {
    drawEmptyBoard();
    fillBoard();
};  --------------------------------------------WAS NOT USED VVVVV ----------------------------
var flipFromInDir = function(r,c,player,rDir,cDir)
{
    //debug("Checking direction rDir: "+rDir+"    cDir: "+cDir+" for player "+player);
    var currentR = r;
    var currentC = c;
    var current = board[currentR][currentC];
    var toBeFlipped = [];
    var withinRBounds = 0<=currentR && currentR<8;
    var withinCBounds = 0<=currentC && currentC<8;
    var oppositePieces = true;
    var samePlayerEncounterred = false;
    while(withinRBounds && withinCBounds && oppositePieces)
    {
        //debug("    oh, sweet! "+currentR+", "+currentC+" looks good!");
        toBeFlipped.push({r:currentR, c:currentC});
        currentR += rDir;
        currentC += cDir;
        withinRBounds = 0<=currentR && currentR<8;
        withinCBounds = 0<=currentC && currentC<8;
        if(withinCBounds && withinRBounds)
        {
            current = board[currentR][currentC];
            oppositePieces = (current===-player);
            //debug("    current at "+currentR+", "+currentC+" is "+current);
            //debug("    oppositePieces at "+currentR+", "+currentC+" is "+oppositePieces);
            if(current===player)
            {
                samePlayerEncounterred = true;
            }
        }
    }
    //debug("    we found "+toBeFlipped.length);
    if(toBeFlipped.length > 1 && samePlayerEncounterred)
    {
        for(var i=1; i<toBeFlipped.length; i++)
        {
            var flipMe = toBeFlipped[i];
            drawPiece(flipMe.r, flipMe.c, player);
            board[flipMe.r][flipMe.c] = player;
        }
    }
};  -------------------------------WAS NOT USED ^^^^--------------------
var flipFromInDir = function(r,c,player,rDir,cDir) {
    var potentialBoard = copyBoard();
    
    var currentR = r+rDir;
    var currentC = c+cDir;
    var withinRBounds = 0<=currentR && currentR<8;
    var withinCBounds = 0<=currentC && currentC<8;
    
    while(withinRBounds && withinCBounds)
    {
        debug("r,c: "+r+", "+c+"   direction: "+rDir+", "+cDir+"   current: "+currentR+", "+currentC);
        var current = board[currentR][currentC];
        if(current === 0)
        {
            return board;
        }
        else if(current === player)
        {
            //board = potentialBoard;
            return potentialBoard;
        }
        else
        {
            potentialBoard[currentR][currentC] = player;
            currentR = currentR+rDir;
            currentC = currentC+cDir;
            withinRBounds = 0<=currentR && currentR<8;
            withinCBounds = 0<=currentC && currentC<8;
        }
    }
    return board;
};
var flipFrom = function(r,c,player) {
    for(var rDir = -1; rDir<2; rDir++)
    {
        for(var cDir = -1; cDir<2; cDir++)
        {
            board = flipFromInDir(r, c, player, rDir, cDir);
        }
    }
};
var placePiece = function(r,c,player) {
    //debug("placing piece for player "+player);
    drawPiece(r,c,player);
    board[r][c] = player;
    flipFrom(r,c,player);
    drawBoard();
};
var move = function(r,c)
{
    placePiece(r,c,whosTurn);
    whosTurn *= -1;
};
var isValidInDir = function(r,c,player,rDir,cDir)
{
    //debug("Checking direction rDir: "+rDir+"    cDir: "+cDir+" for player "+player);
    var currentR = r;
    var currentC = c;
    var current = board[currentR][currentC];
    var toBeFlipped = [];
    var withinRBounds = 0<=currentR && currentR<8;
    var withinCBounds = 0<=currentC && currentC<8;
    var oppositePieces = true;
    var samePlayerEncounterred = false;
    while(withinRBounds && withinCBounds && oppositePieces)
    {
        //debug("    oh, sweet! "+currentR+", "+currentC+" looks good!");
        toBeFlipped.push({r:currentR, c:currentC});
        currentR += rDir;
        currentC += cDir;
        withinRBounds = 0<=currentR && currentR<8;
        withinCBounds = 0<=currentC && currentC<8;
        if(withinCBounds && withinRBounds)
        {
            current = board[currentR][currentC];
            oppositePieces = (current===-player);
            //debug("    current at "+currentR+", "+currentC+" is "+current);
            //debug("    oppositePieces at "+currentR+", "+currentC+" is "+oppositePieces);
            if(current===player)
            {
                samePlayerEncounterred = true;
            }
        }
    }
    //debug("    we found "+toBeFlipped.length);
    if(toBeFlipped.length > 1 && samePlayerEncounterred)
    {
        return true;
    }
    return false;
};
var isValidMove = function(r,c,player) {
    if(!isEmpty(r,c))
    {
        return false;
    }
    for(var rDir = -1; rDir<2; rDir++)
    {
        for(var cDir = -1; cDir<2; cDir++)
        {
            if(isValidInDir(r, c, player, rDir, cDir))
            {
                return true;
            }
        }
    }
    return false;
};
*/
void invalid(int x, int y, int oldColor){
    gb[x][y] = oldColor;
    drawPieces();
    uLCD.line(9 + 14 * xCoor, 11+ 14 * yCoor, 11+ 14 * xCoor, 9+ 14 * yCoor, RED);
    uLCD.line(11+ 14 * xCoor, 9+ 14 * yCoor, 20+ 14 * xCoor, 18+ 14 * yCoor, RED);
    uLCD.line(20+ 14 * xCoor, 18+ 14 * yCoor, 18+ 14 * xCoor, 20+ 14 * yCoor, RED);
    uLCD.line(18+ 14 * xCoor, 20+ 14 * yCoor, 9+ 14 * xCoor, 11+ 14 * yCoor, RED);
    uLCD.line(9+ 14 * xCoor, 18+ 14 * yCoor, 18+ 14 * xCoor, 9+ 14 * yCoor, RED);
    uLCD.line(18+ 14 * xCoor, 9+ 14 * yCoor, 20+ 14 * xCoor, 11+ 14 * yCoor, RED);
    uLCD.line(20+ 14 * xCoor, 11+ 14 * yCoor, 11+ 14 * xCoor, 20+ 14 * yCoor, RED);
    uLCD.line(11+ 14 * xCoor, 20+ 14 * yCoor, 9+ 14 * xCoor, 18+ 14 * yCoor, RED);
    wait(1);
    uLCD.line(9 + 14 * xCoor, 11+ 14 * yCoor, 11+ 14 * xCoor, 9+ 14 * yCoor, 0x007F00);
    uLCD.line(11+ 14 * xCoor, 9+ 14 * yCoor, 20+ 14 * xCoor, 18+ 14 * yCoor, 0x007F00);
    uLCD.line(20+ 14 * xCoor, 18+ 14 * yCoor, 18+ 14 * xCoor, 20+ 14 * yCoor, 0x007F00);
    uLCD.line(18+ 14 * xCoor, 20+ 14 * yCoor, 9+ 14 * xCoor, 11+ 14 * yCoor, 0x007F00);
    uLCD.line(9+ 14 * xCoor, 18+ 14 * yCoor, 18+ 14 * xCoor, 9+ 14 * yCoor, 0x007F00);
    uLCD.line(18+ 14 * xCoor, 9+ 14 * yCoor, 20+ 14 * xCoor, 11+ 14 * yCoor, 0x007F00);
    uLCD.line(20+ 14 * xCoor, 11+ 14 * yCoor, 11+ 14 * xCoor, 20+ 14 * yCoor, 0x007F00);
    uLCD.line(11+ 14 * xCoor, 20+ 14 * yCoor, 9+ 14 * xCoor, 18+ 14 * yCoor, 0x007F00);
    drawPieces();
}

void valid_move(int x, int y) {
    int opp, pl;
    bool invalidD[] = {false, false, false, false, false, false, false, false}; //flip checker
    if (turn == 1) { //pl is black
        opp = 1;
        pl = 2;
    } else { // pl is white
        opp = 2;
        pl = 1;
    }
    int oldColor = gb[x][y]; //save old color for drawing over X
    bool flipped = false;
    if (gb[x][y] == 0) { // check empty space
        drawPiece(x, y); // emtpy so draw
        for (int i = 0; i < 8; i++) { // check for opponent around emtpy space and fill
            if (i == 0) { // right
                if (x + 1 < 7 && gb[x + 1][y] == opp) { //check to see if not beyond board and has to be next to the opponent
                    for (int j = x + 2; j < 8; j++) {
                        if (gb[j][y] == pl && !flipped) {
                            for (int k = x + 1; k < j; k++) {
                                flippingPiece(k, y);
                            }
                            flipped = true;
                        } else if (gb[j][y] == 0) {
                            j = 8;
                        }
                    }
                    if (flipped) {
                        flipped = false;
                    } else {
                        invalidD[0] = true;
                    }
                } else {
                    invalidD[0] = true;
                }
            } else if (i == 1) { // down-right
                if (x + 1 < 7 && y + 1 < 7 && gb[x + 1][y + 1] == opp) { // check if within margin and next to other color
                    for (int j = 2; j < 8 - x && j < 8 - y; j++) { // start finding next same color
                        if (gb[x + j][y + j] == pl && !flipped) { // if same color and not already been flipping
                            for (int k = 1; k < j; k++) { // between other color to this same color
                                flippingPiece(x + k, y + k); // flip
                            }
                            flipped = true; // marked flipped
                        } else if (gb[x + j][y + j] == 0) { // if you find an empty instead
                            j = 8; // skip for loop
                        }
                    }
                    if (flipped) { // if flipped
                        flipped = false; // set variable back to false
                    } else {
                        invalidD[1] = true; // no flip happened, so set invalid tracker to true
                    }
                } else {
                    invalidD[1] = true; // not within margin or next to other color
                }
            } else if (i == 2) { // down
                if (y + 1 < 7 && gb[x][y + 1] == opp) {
                    for (int j = y + 2; j < 8; j++) {
                        if (gb[x][j] == pl && !flipped) {
                            for (int k = y + 1; k < j; k++) {
                                flippingPiece(x, k);
                            }
                            flipped = true;
                        } else if (gb[x][j] == 0) {
                            j = 8;
                        }
                    }
                    if (flipped) {
                        flipped = false;
                    } else {
                        invalidD[2] = true;
                    }
                } else {
                    invalidD[2] = true;
                }
            } else if (i == 3) { // down-left
                if (x - 1 > 0 && y + 1 < 7 && gb[x - 1][y + 1] == opp) {
                    for (int j = 2; j < x + 1 && j < 8 - y; j++) {
                        if (gb[x - j][y + j] == pl && !flipped) {
                            for (int k = 1; k < j; k++) {
                                flippingPiece(x - k, y + k);
                            }
                            flipped = true;
                        } else if (gb[x - j][y + j] == 0) {
                            j = 5;
                        }
                    }
                    if (flipped) {
                        flipped = false;
                    } else {
                        invalidD[3] = true;
                    }
                } else {
                    invalidD[3] = true;
                }
            } else if (i == 4) { // left
                if (x - 1 > 0 && gb[x - 1][y] == opp) {
                    for (int j = x - 2; j > -1; j--) {
                        if (gb[j][y] == pl && !flipped) {
                            for (int k = x - 1; k > j; k--) {
                                flippingPiece(k, y);
                            }
                            flipped = true;
                        } else if (gb[j][y] == 0) {
                            j = -1;
                        }
                    }
                    if (flipped) {
                        flipped = false;
                    } else {
                        invalidD[4] = true;
                    }
                } else {
                    invalidD[4] = true;
                }
            } else if (i == 5) { // up-left
                if (x - 1 > 0 && y - 1 > 0 && gb[x - 1][y - 1] == opp) {
                    for (int j = 2; j < x + 1 && j < y + 1; j++) {
                        if (gb[x - j][y - j] == pl && !flipped) {
                            for (int k = 1; k < j; k++) {
                                flippingPiece(x - k, y - k);
                            }
                            flipped = true;
                        } else if (gb[x - j][y - j] == 0) {
                            j = 8;
                        }
                    }
                    if (flipped) {
                        flipped = false;
                    } else {
                        invalidD[5] = true;
                    }
                } else {
                    invalidD[5] = true;
                }
            } else if (i == 6) { // up
                if (y - 1 > 0 && gb[x][y - 1] == opp) {
                    for (int j = y - 2; j > -1; j--) {
                        if (gb[x][j] == pl && !flipped) {
                            for (int k = y - 1; k > j; k--) {
                                flippingPiece(x, k);
                            }
                            flipped = true;
                        } else if (gb[x][j] == 0) {
                            j = -1;
                        }
                    }
                    if (flipped) {
                        flipped = false;
                    } else {
                        invalidD[6] = true;
                    }
                } else {
                    invalidD[6] = true;
                }
            } else if (i == 7) { // up-right
                if (x + 1 < 7 && y - 1 > 0 && gb[x + 1][y - 1] == opp) {
                    for (int j = 2; j < 8 - x && j < y + 1; j++) {
                        if (gb[x + j][y - j] == pl && !flipped) {
                            for (int k = 1; k < j; k++) {
                                flippingPiece(x + k, y - k);
                            }
                            flipped = true;
                        } else if (gb[x + j][y - j] == 0) {
                            j = 8;
                        }
                    }
                    if (flipped) {
                        flipped = false;
                    } else {
                        invalidD[7] = true;
                    }
                } else {
                    invalidD[7] = true;
                }
            }
        } // finish checking around
        flipped = false;
        for (int i = 0; i < 8; i++) {
            if (!invalidD[i] && !flipped) { // if a move is found, and only once
                moved = true; // has moved
                turn = ++turn%2; // increment turn
                flipped = true; // check flip
            }
        }
        if (!flipped) { // no changes were made
            invalid(x, y, oldColor); // change back to old color and revert changes
        }
    } else { //invalid
        invalid(x, y, oldColor); // not empty space
    }
}


void countPieces()
{
    numBlack = 0;
    numWhite = 0;
    for(int row = 0; row < 8; row++){
        for(int col = 0; col < 8; col++){
            if(gb[row][col]==2)
            {
                numBlack++;
            }
            if(gb[row][col]==1)
            {
                numWhite++;
            }
        }
    } 
}
void result() {
    uLCD.cls(); // THIS CODE ASSUMES BACKGROUND CORRECTLY RESETS TO 0x007F00
    
    countPieces();
    uLCD.color(RED);
    uLCD.printf("Score\n");
    uLCD.color(BLACK);
    uLCD.printf("%D, numBlack");
    uLCD.color(RED);
    uLCD.printf(" - ");
    uLCD.color(WHITE);
    uLCD.printf("%D \n", numWhite);
    uLCD.color(RED);
    uLCD.printf("\n Play again? \n");
    
    uLCD.text_char('Y', 4, 9, BLUE);
    uLCD.text_char('E', 5, 9, BLUE);
    uLCD.text_char('S', 6, 9, BLUE);
    uLCD.text_char('N', 11, 9, RED);
    uLCD.text_char('O', 12, 9, RED);
    
    uLCD.rectangle(20,90, 40, 110, 0xffff00); //Default over Yes
    bool optionSelected = false;
    int choice = 1; //Default choice Yes
    while(optionSelected ==false){
        if(myNav[2] == 0 ){
            uLCD.rectangle(20,90, 40, 110, 0xffff00);
            uLCD.rectangle(80,90, 100, 110, 0x007F00);
            choice = 1;
            }
        if(myNav[3] == 0 ){
            uLCD.rectangle(20,90, 40, 110, 0x007F00);
            uLCD.rectangle(80,90, 100, 110, 0xffff00);
            choice = 2;
            }
        if(myNav[4] == 0){ //Joystick pressed to Select
            if(choice == 1) {
                //Restart and play again
                initialize_game_board();
                xCoor = 3;
                yCoor = 4;
                }
            else{ //choice == 0
                //Quit?
            }
        }       
    } 
}

int main() {
    while (1) {
       
        initialize_game_board();
        drawPieces();
        while(!gameover) { //active game, checks game over
            
            // check inputs
            while (!moved) {
                drawCursor(xCoor, yCoor);
                wait(0.02);
                removeCursor(xCoor, yCoor);
                //with pullups a button hit is a "0" - "~" inverts data to leds
                //~(myNav & 0x0F); //update leds with nav switch direction inputs
                if(myNav[0] == 0 && xCoor != 0){xCoor --;}
                if(myNav[1] == 0 && xCoor != 7){xCoor ++;}
                if(myNav[2] == 0 && yCoor != 7){yCoor ++;}
                if(myNav[3] == 0 && yCoor != 0){yCoor --;}
                if(myNav.fire()) {valid_move(xCoor, yCoor);} // Press Down Joystick for Select
                //or use - if(myNav[4]==0) mbedleds = 0x0F; //can index a switch bit like this
            }
            moved = false;
            // check game over
            countPieces();
            gameover = numBlack + numWhite == 64;
        }
        result();
    }
}
//initializeBoard();
//drawBoard();
//displayScore();