Pong for Gamepad2

Dependencies:   mbed

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API Documentation at this revision

Comitter:
eencae
Date:
Fri Jan 31 12:32:38 2020 +0000
Commit message:
Pong ported to Gamepad2;

Changed in this revision

Ball/Ball-test.h Show annotated file Show diff for this revision Revisions of this file
Ball/Ball.cpp Show annotated file Show diff for this revision Revisions of this file
Ball/Ball.h Show annotated file Show diff for this revision Revisions of this file
Gamepad2/Bitmap.cpp Show annotated file Show diff for this revision Revisions of this file
Gamepad2/Bitmap.h Show annotated file Show diff for this revision Revisions of this file
Gamepad2/Gamepad.cpp Show annotated file Show diff for this revision Revisions of this file
Gamepad2/Gamepad.h Show annotated file Show diff for this revision Revisions of this file
Gamepad2/N5110.cpp Show annotated file Show diff for this revision Revisions of this file
Gamepad2/N5110.h Show annotated file Show diff for this revision Revisions of this file
Paddle/Paddle.cpp Show annotated file Show diff for this revision Revisions of this file
Paddle/Paddle.h Show annotated file Show diff for this revision Revisions of this file
PongEngine/PongEngine.cpp Show annotated file Show diff for this revision Revisions of this file
PongEngine/PongEngine.h Show annotated file Show diff for this revision Revisions of this file
main.cpp Show annotated file Show diff for this revision Revisions of this file
mbed.bld Show annotated file Show diff for this revision Revisions of this file
tests.h Show annotated file Show diff for this revision Revisions of this file
diff -r 000000000000 -r 7423345f87c5 Ball/Ball-test.h
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Ball/Ball-test.h	Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,49 @@
+#ifndef BALL_TEST_H
+#define BALL_TEST_H
+
+/**
+ * \brief Check that Ball object goes to correct position when moved
+ * 
+ * \returns true if all the tests passed
+ */
+bool Ball_test_movement()
+{
+    // Initialise Ball object with a size of 2, and speed of 1
+    Ball ball;
+    ball.init(2, 1);
+
+    // Set the position to 5, 5
+    Vector2D initial_pos = {5, 5};
+    ball.set_pos(initial_pos);
+
+    // Read the position
+    Vector2D read_pos_1 = ball.get_pos();
+    printf("%f, %f\n", read_pos_1.x, read_pos_1.y);
+
+    // Set the velocity to -2, 3
+    Vector2D velocity = {-2, 3};
+    ball.set_velocity(velocity);
+
+    // Update the position
+    ball.update();
+
+    // Read the position
+    Vector2D read_pos_2 = ball.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
diff -r 000000000000 -r 7423345f87c5 Ball/Ball.cpp
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Ball/Ball.cpp	Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,72 @@
+#include "Ball.h"
+
+Ball::Ball()
+{
+
+}
+
+Ball::~Ball()
+{
+
+}
+
+void Ball::init(int size,int speed)
+{
+    _size = size;
+
+    _x = WIDTH/2 -  _size/2;
+    _y = HEIGHT/2 - _size/2;
+
+    srand(time(NULL));
+    int direction = rand() % 4; // randomise initial direction. 
+
+    // 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 Ball::draw(N5110 &lcd)
+{
+    lcd.drawRect(_x,_y,_size,_size,FILL_BLACK);
+}
+
+void Ball::update()
+{
+    _x += _velocity.x;
+    _y += _velocity.y;
+}
+
+void Ball::set_velocity(Vector2D v)
+{
+    _velocity.x = v.x;
+    _velocity.y = v.y;
+}
+
+Vector2D Ball::get_velocity()
+{
+    Vector2D v = {_velocity.x,_velocity.y};
+    return v;
+}
+
+Vector2D Ball::get_pos()
+{
+    Vector2D p = {_x,_y};
+    return p;
+}
+
+void Ball::set_pos(Vector2D p)
+{
+    _x = p.x;
+    _y = p.y;
+}
\ No newline at end of file
diff -r 000000000000 -r 7423345f87c5 Ball/Ball.h
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Ball/Ball.h	Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,36 @@
+#ifndef BALL_H
+#define BALL_H
+
+#include "mbed.h"
+#include "N5110.h"
+#include "Gamepad.h"
+#include "Paddle.h"
+
+/** Ball Class
+@author Dr Craig A. Evans, University of Leeds
+@brief Controls the ball in the Pong game 
+@date Febraury 2017
+*/ 
+class Ball
+{
+
+public:
+    Ball();
+    ~Ball();
+    void init(int size,int speed);
+    void draw(N5110 &lcd);
+    void update();
+    /// accessors and mutators
+    void set_velocity(Vector2D v);
+    Vector2D get_velocity();
+    Vector2D get_pos();
+    void set_pos(Vector2D p);
+    
+private:
+
+    Vector2D _velocity;
+    int _size;
+    int _x;
+    int _y;
+};
+#endif
\ No newline at end of file
diff -r 000000000000 -r 7423345f87c5 Gamepad2/Bitmap.cpp
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Gamepad2/Bitmap.cpp	Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,96 @@
+#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
diff -r 000000000000 -r 7423345f87c5 Gamepad2/Bitmap.h
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Gamepad2/Bitmap.h	Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,65 @@
+#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
diff -r 000000000000 -r 7423345f87c5 Gamepad2/Gamepad.cpp
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Gamepad2/Gamepad.cpp	Fri Jan 31 12:32:38 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)
+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();
+}
diff -r 000000000000 -r 7423345f87c5 Gamepad2/Gamepad.h
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Gamepad2/Gamepad.h	Fri Jan 31 12:32:38 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 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
diff -r 000000000000 -r 7423345f87c5 Gamepad2/N5110.cpp
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Gamepad2/N5110.cpp	Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,507 @@
+#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
diff -r 000000000000 -r 7423345f87c5 Gamepad2/N5110.h
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Gamepad2/N5110.h	Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,543 @@
+#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
diff -r 000000000000 -r 7423345f87c5 Paddle/Paddle.cpp
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Paddle/Paddle.cpp	Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,64 @@
+#include "Paddle.h"
+
+// nothing doing in the constructor and destructor
+Paddle::Paddle()
+{
+
+}
+
+Paddle::~Paddle()
+{
+
+}
+
+void Paddle::init(int x,int height,int width)
+{
+    _x = x;  // x value on screen is fixed
+    _y = HEIGHT/2 - height/2;  // y depends on height of screen and height of paddle
+    _height = height;
+    _width = width;
+    _speed = 1;  // default speed
+    _score = 0;  // start score from zero
+
+}
+
+void Paddle::draw(N5110 &lcd)
+{
+    // draw paddle in screen buffer. 
+    lcd.drawRect(_x,_y,_width,_height,FILL_BLACK);
+}
+
+void Paddle::update(Direction d,float mag)
+{
+    _speed = int(mag*10.0f);  // scale is arbitrary, could be changed in future
+
+    // update y value depending on direction of movement
+    // North is decrement as origin is at the top-left so decreasing moves up
+    if (d == N) {
+        _y-=_speed;
+    } else if (d == S) {
+        _y+=_speed;
+    }
+
+    // check the y origin to ensure that the paddle doesn't go off screen
+    if (_y < 1) {
+        _y = 1;
+    }
+    if (_y > HEIGHT - _height - 1) {
+        _y = HEIGHT - _height - 1;
+    }
+}
+
+void Paddle::add_score()
+{
+    _score++;
+}
+int Paddle::get_score()
+{
+    return _score;
+}
+
+Vector2D Paddle::get_pos() {
+    Vector2D p = {_x,_y};
+    return p;    
+}
\ No newline at end of file
diff -r 000000000000 -r 7423345f87c5 Paddle/Paddle.h
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Paddle/Paddle.h	Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,31 @@
+#ifndef PADDLE_H
+#define PADDLE_H
+
+#include "mbed.h"
+#include "N5110.h"
+#include "Gamepad.h"
+
+class Paddle
+{
+public:
+
+    Paddle();
+    ~Paddle();
+    void init(int x,int height,int width);
+    void draw(N5110 &lcd);
+    void update(Direction d,float mag);
+    void add_score();
+    int get_score();
+    Vector2D get_pos();
+
+private:
+
+    int _height;
+    int _width;
+    int _x;
+    int _y;
+    int _speed;
+    int _score;
+
+};
+#endif
\ No newline at end of file
diff -r 000000000000 -r 7423345f87c5 PongEngine/PongEngine.cpp
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/PongEngine/PongEngine.cpp	Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,174 @@
+#include "PongEngine.h"
+
+PongEngine::PongEngine()
+{
+
+}
+
+PongEngine::~PongEngine()
+{
+
+}
+
+void PongEngine::init(int paddle_width,int paddle_height,int ball_size,int speed)
+{
+    // initialise the game parameters
+    _paddle_width = paddle_width;
+    _paddle_height = paddle_height;
+    _ball_size = ball_size;
+    _speed = speed;
+
+    // x position on screen - WIDTH is defined in N5110.h
+    _p1x = GAP;
+    _p2x = WIDTH - GAP - _paddle_width;
+
+    // puts paddles and ball in middle
+    _p1.init(_p1x,_paddle_height,_paddle_width);
+    _p2.init(_p2x,_paddle_height,_paddle_width);
+    _ball.init(_ball_size,_speed);
+}
+
+void PongEngine::read_input(Gamepad &pad)
+{
+    _d = pad.get_direction();
+    _mag = pad.get_mag();
+}
+
+void PongEngine::draw(N5110 &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);
+    //score
+    print_scores(lcd);
+    // paddles
+    _p1.draw(lcd);
+    _p2.draw(lcd);
+    // ball
+    _ball.draw(lcd);
+}
+
+void PongEngine::update(Gamepad &pad)
+{
+    check_goal(pad);
+    // important to update paddles and ball before checking collisions so can
+    // correct for it before updating the display
+    _p1.update(_d,_mag);
+    _p2.update(_d,_mag);
+    _ball.update();
+
+    check_wall_collision(pad);
+    check_paddle_collisions(pad);
+}
+
+void PongEngine::check_wall_collision(Gamepad &pad)
+{
+    // read current ball attributes
+    Vector2D ball_pos = _ball.get_pos();
+    Vector2D ball_velocity = _ball.get_velocity();
+
+    // check if hit top wall
+    if (ball_pos.y <= 1) {  //  1 due to 1 pixel boundary
+        ball_pos.y = 1;  // bounce off ceiling without going off screen
+        ball_velocity.y = -ball_velocity.y;
+        // audio feedback
+        pad.tone(750.0,0.1);
+    }
+    // check if hit bottom wall
+    else if (ball_pos.y + _ball_size >= (HEIGHT-1) ) { // bottom pixel is 47
+        // hit bottom
+        ball_pos.y = (HEIGHT-1) - _ball_size;  // stops ball going off screen
+        ball_velocity.y = -ball_velocity.y;
+        // audio feedback
+        pad.tone(750.0,0.1);
+    }
+
+    // update ball parameters
+    _ball.set_velocity(ball_velocity);
+    _ball.set_pos(ball_pos);
+}
+
+void PongEngine::check_paddle_collisions(Gamepad &pad)
+{
+    // read current ball attributes
+    Vector2D ball_pos = _ball.get_pos();
+    Vector2D ball_velocity = _ball.get_velocity();
+
+    // check p1 first
+    Vector2D p1_pos = _p1.get_pos();
+
+    // see if ball has hit the paddle by checking for overlaps
+    if (
+        (ball_pos.y >= p1_pos.y) && //top
+        (ball_pos.y <= p1_pos.y + _paddle_height) && //bottom
+        (ball_pos.x >= _p1x) && //left
+        (ball_pos.x <= _p1x + _paddle_width)  //right
+    ) {
+        // if it has, fix position and reflect x velocity
+        ball_pos.x = _p1x + _paddle_width;
+        ball_velocity.x = -ball_velocity.x;
+        // audio feedback
+        pad.tone(1000.0,0.1);
+    }
+
+    // check p2 next
+    Vector2D p2_pos = _p2.get_pos();
+
+    // see if ball has hit the paddle by checking for overlaps
+    if (
+        (ball_pos.y >= p2_pos.y) && //top
+        (ball_pos.y <= p2_pos.y + _paddle_height) && //bottom
+        (ball_pos.x + _ball_size >= _p2x) && //left
+        (ball_pos.x + _ball_size <= _p2x + _paddle_width)  //right
+    ) {
+        // if it has, fix position and reflect x velocity
+        ball_pos.x = _p2x - _ball_size;
+        ball_velocity.x = -ball_velocity.x;
+        // audio feedback
+        pad.tone(1000.0,0.1);
+    }
+
+    // write new attributes
+    _ball.set_velocity(ball_velocity);
+    _ball.set_pos(ball_pos);
+}
+
+void PongEngine::check_goal(Gamepad &pad)
+{
+    Vector2D ball_pos = _ball.get_pos();
+    // P2 has scored
+    if (ball_pos.x + _ball_size < 0) {
+        _p2.add_score();
+        _ball.init(_ball_size,_speed);
+        pad.tone(1500.0,0.5);
+        pad.leds_on();
+        wait(0.5);
+        pad.leds_off();
+    }
+
+    // P1 has scored
+    if (ball_pos.x > WIDTH) {
+        _p1.add_score();
+        _ball.init(_ball_size,_speed);
+        pad.tone(1500.0,0.5);
+        pad.leds_on();
+        wait(0.5);
+        pad.leds_off();
+    }
+}
+
+void PongEngine::print_scores(N5110 &lcd)
+{
+    // get scores from paddles
+    int p1_score = _p1.get_score();
+    int p2_score = _p2.get_score();
+
+    // print to LCD i
+    char buffer1[14];
+    sprintf(buffer1,"%2d",p1_score);
+    lcd.printString(buffer1,WIDTH/2 - 20,1);  // font is 8 wide, so leave 4 pixel gape from middle assuming two digits
+    char buffer2[14];
+    sprintf(buffer2,"%2d",p2_score);
+    lcd.printString(buffer2,WIDTH/2 + 4,1);
+}
\ No newline at end of file
diff -r 000000000000 -r 7423345f87c5 PongEngine/PongEngine.h
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/PongEngine/PongEngine.h	Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,51 @@
+#ifndef PONGENGINE_H
+#define PONGENGINE_H
+
+#include "mbed.h"
+#include "N5110.h"
+#include "Gamepad.h"
+#include "Ball.h"
+#include "Paddle.h"
+
+// gap from edge of screen
+#define GAP 2
+
+class PongEngine
+{
+
+public:
+    PongEngine();
+    ~PongEngine();
+
+    void init(int paddle_width,int paddle_height,int ball_size,int speed);
+    void read_input(Gamepad &pad);
+    void update(Gamepad &pad);
+    void draw(N5110 &lcd);
+    
+private:
+
+    void check_wall_collision(Gamepad &pad);
+    void check_paddle_collisions(Gamepad &pad);
+    void check_goal(Gamepad &pad);
+    void print_scores(N5110 &lcd);
+    
+    Paddle _p1;
+    Paddle _p2;
+     
+    int _paddle_width;
+    int _paddle_height;
+    int _ball_size;
+    int _speed;
+    
+    // x positions of the paddles
+    int _p1x;
+    int _p2x;
+    
+    Ball _ball;
+    
+    Direction _d;
+    float _mag;
+
+};
+
+#endif
\ No newline at end of file
diff -r 000000000000 -r 7423345f87c5 main.cpp
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/main.cpp	Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,96 @@
+///////// pre-processor directives ////////
+#include "mbed.h"
+#include "Gamepad.h"
+#include "N5110.h"
+#include "PongEngine.h"
+
+#ifdef WITH_TESTING
+# include "tests.h"
+#endif
+
+#define PADDLE_WIDTH 2
+#define PADDLE_HEIGHT 8
+#define BALL_SIZE 2
+#define BALL_SPEED 3
+
+/////////////// structs /////////////////
+struct UserInput {
+    Direction d;
+    float mag;
+};
+/////////////// objects ///////////////
+N5110 lcd;
+Gamepad pad;
+PongEngine pong;
+
+///////////// prototypes ///////////////
+void init();
+void update_game(UserInput input);
+void render();
+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
+    
+    render();  // first draw the initial frame 
+    wait(1.0f/fps);  // and wait for one frame period
+
+
+    // game loop - read input, update the game state and render the display
+    while (1) {
+        pong.read_input(pad);
+        pong.update(pad);
+        render();
+        wait(1.0f/fps);
+    }
+}
+
+// initialies all classes and libraries
+void init()
+{
+    // need to initialise LCD and Gamepad 
+    lcd.init();
+    pad.init();
+     
+    // initialise the game with correct ball and paddle sizes
+    pong.init(PADDLE_WIDTH,PADDLE_HEIGHT,BALL_SIZE,BALL_SPEED);
+
+}
+
+// this function draws each frame on the LCD
+void render()
+{
+    // clear screen, re-draw and refresh
+    lcd.clear();  
+    pong.draw(lcd);
+    lcd.refresh();
+}
+
+// simple splash screen displayed on start-up
+void welcome() {
+    
+    lcd.printString("     Pong!    ",0,1);  
+    lcd.printString("  Press Start ",0,4);
+    lcd.refresh();
+     
+    // wait flashing LEDs until start button is pressed 
+    while ( pad.start_pressed() == false) {
+        lcd.setContrast( pad.read_pot1());
+        pad.leds_on();
+        wait(0.1);
+        pad.leds_off();
+        wait(0.1);
+    }
+ 
+}
\ No newline at end of file
diff -r 000000000000 -r 7423345f87c5 mbed.bld
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/mbed.bld	Fri Jan 31 12:32:38 2020 +0000
@@ -0,0 +1,1 @@
+https://os.mbed.com/users/mbed_official/code/mbed/builds/3a7713b1edbc
\ No newline at end of file
diff -r 000000000000 -r 7423345f87c5 tests.h
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/tests.h	Fri Jan 31 12:32:38 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