Menu class used as basis for program; running the game and allowing the user to change the style and difficulty of the game via an interface.

Menu.cpp

Committer:
el15mh
Date:
2017-05-03
Revision:
5:56f13954666e
Parent:
4:4f20bcef2c0c
Child:
6:2a05dd8b9750

File content as of revision 5:56f13954666e:

/*
 
 @file Menu.cpp
 
 (c) Max Houghton 02.04.17
 Roller Maze Project, ELEC2645, Univeristy of Leeds
 
 */

#include "Menu.h"

// constructor function used when object is initialised
Menu::Menu()
{
    
}

// destructor function
Menu::~Menu()
{
    
}

void Menu::init()
{
    // set all default game parameters
    _difficulty = 4;
    _FPS = 50;
    
    _control = true;
    _colour = true;
    _tone = true;
}

/// MAIN MENU METHOD ///
void Menu::main(N5110 &lcd, Gamepad &pad, FXOS8700CQ &device, Animations &animate)
{
    int selected = 0;
    
    while(1) {
        
        pad.leds_off();
        
        char d = pad.get_direction();
        
        if ((d == NW) ||
            (d == N)  ||
            (d == NE)){
            
            if (_tone){
                pad.tone(G_NOTE, 0.20);
            }
            selected -= 1;
        }
        
        if ((d == SW) ||
            (d == S)  ||
            (d == SE)){
            
            if (_tone){
                pad.tone(G_NOTE, 0.20);
            }
            selected += 1;
        }
        
        // lcd.printString("Testing", 0, 2);
        switch (selected) {
                
            case 1:
                
                lcd.clear();
                lcd.printString(" ROLLER MAZE ", 0, 0);
                lcd.printString(">Play game", 0, 2);
                lcd.printString(" Game options", 0, 3);
                lcd.printString(" LCD settings", 0, 4);
                lcd.printString(" Sound", 0, 5);
                lcd.refresh();
                
                // either clicking joystick or pressing A selects function
                if  ((pad.check_event(Gamepad::A_PRESSED)     ||
                      pad.check_event(Gamepad::JOY_PRESSED))  ||
                     (d == E)) {
                    
                    if (_tone){
                        pad.tone(C_NOTE, 0.20);
                    }
                    playGame(lcd, pad, device, animate, _difficulty, _tone, _FPS);
                    // call the game function
                }
                
                wait_ms(250);    // 250ms propogation delay
                
                break;
                
            case 2:
                
                lcd.clear();
                lcd.printString(" ROLLER MAZE ", 0, 0);
                lcd.printString(" Play game", 0, 2);
                lcd.printString(">Game options", 0, 3);
                lcd.printString(" LCD settings", 0, 4);
                lcd.printString(" Sound", 0, 5);
                lcd.refresh();
                
                if  ((pad.check_event(Gamepad::A_PRESSED)     ||
                      pad.check_event(Gamepad::JOY_PRESSED))  ||
                     (d == E)) {
                    
                    if (_tone){
                        pad.tone(C_NOTE, 0.20);
                    }
                    options(lcd, pad, animate, _tone);
                }
                
                wait_ms(250);    // 250ms propogation delay
                
                break;
                
            case 3:
                
                lcd.clear();
                lcd.printString(" ROLLER MAZE ", 0, 0);
                lcd.printString(" Play game", 0, 2);
                lcd.printString(" Game options", 0, 3);
                lcd.printString(">LCD settings", 0, 4);
                lcd.printString(" Sound", 0, 5);
                lcd.refresh();
                
                if  ((pad.check_event(Gamepad::A_PRESSED)     ||
                      pad.check_event(Gamepad::JOY_PRESSED))  ||
                     (d == E)) {
                    
                    if (_tone){
                        pad.tone(C_NOTE, 0.20);
                    }
                    lcdSettings(lcd, pad, animate);
                }
                
                wait_ms(250);    // 250ms propogation delay
                
                break;
                
            case 4:
                
                lcd.clear();
                lcd.printString(" ROLLER MAZE ", 0, 0);
                lcd.printString(" Play game", 0, 2);
                lcd.printString(" Game options", 0, 3);
                lcd.printString(" LCD settings", 0, 4);
                lcd.printString(">Sound", 0, 5);
                lcd.refresh();
                
                
                if  ((pad.check_event(Gamepad::A_PRESSED)     ||
                      pad.check_event(Gamepad::JOY_PRESSED))  ||
                     (d == E)) {
                    
                    if (_tone){
                        pad.tone(C_NOTE, 0.20);
                    }
                    soundSettings(lcd, pad, animate);
                }
                
                wait_ms(250);    // 250ms propogation delay
                
                break;
                
            default:
                
                selected = 1;
                
                break;
        }
        
        // printf("Joystick position = %c \n", d);
        // printf("Selected = %i \n", selected);
        
    }
}

/// INTRO LOOP ///
void Menu::intro(N5110 &lcd, Gamepad &pad, Animations &animate)
{
    // printf("intro started \n");
    while (pad.check_event(Gamepad::START_PRESSED) == false){
        
        animate.intro(lcd, pad);
    }
}

/// GAME LOOP ///
void Menu::playGame(N5110 &lcd,
                    Gamepad &pad,
                    FXOS8700CQ &device,
                    Animations &animate,
                    int difficulty,
                    bool tone,
                    float FPS)
{
    int x;
    int y;
    int radius;
    
    _mazeIndex = randomMazeIndexGenerator(_difficulty);
    // generates random number for maze index between different
    // pairs of values with corresponding difficulties
    
    _FPS = 100 - FPS;
    // from function, low FPS value corresponds to fast gameplay
    // so perform basic inversion (works when value is between 25 - 75)
    
    if (difficulty == 1) {
        
        x = 5; // place ball in appropriate location for each difficulty
        y = 5;
        radius = 2; // set radius accordingly
    }
    
    else if (difficulty == 2){
        
        x = 3;
        y = 4;
        radius = 1;
    }
    
    else if (difficulty == 3){
        
        x = 5;
        y = 3;
        radius = 0;
    }
    
    else {
        
        x = 2;
        y = 2;
        radius = 0;
    }
    
    // now initialise game with correct game parameters for chosen difficulty
    
    _engine.init(_mazeIndex,    // selects maze difficulty
                 x,             // defines starting x position for ball
                 y,             // defines starting y position for ball
                 radius,        // radius of ball
                 _control,      // control method
                 _colour);      // type of ball
    
    printGameParameters(_mazeIndex,
                        x,
                        y,
                        radius,
                        _control,
                        _colour,
                        _FPS);  // prints all game settings to serial port
    
    int exit = 0;
    while (exit == 0){
        
        _engine._goal = false;
        
        // rendering screen
        lcd.clear();
        _engine.draw(lcd);
        lcd.refresh();
        
        _engine.readInput(pad, device);
        _engine.update(lcd);
        
        wait_ms(_FPS);
        
        if (_engine.checkGoal()){
            
            animateStickman(lcd, pad, animate);
            exit ++;
        }
        
        // get direction of the joystick
        char d = pad.get_direction();
        if  (pad.check_event(Gamepad::BACK_PRESSED)){
            
            exit++;
        }
    }
}

int Menu::randomMazeIndexGenerator(int difficulty)
{
    // generates a random number between a pair of values
    // based on the difficulty level chosen
    
    _difficulty = difficulty;
    
    if (_difficulty == 1) {
        
        _mazeIndex = rand() % 3;    // random number between 0 and 2
    }
    
    else if (difficulty == 2){
        
        _mazeIndex = rand() % 3 + 3; // random number between 3 and 5
    }
    
    else if (difficulty == 3){
        
        _mazeIndex = rand() % 3 + 6; // random number between 6 and 8
    }
    
    else {
        
        _mazeIndex = 9; // no random number as only one maze at this level
    }
    
    return _mazeIndex;
}

void Menu::printGameParameters(int mazeIndex,
                               int x,
                               int y,
                               int radius,
                               bool control,
                               bool colour,
                               float FPS)
{
    int _x = x;
    int _y = y;
    int _radius = radius;
    bool _control = control;
    bool _colour = colour;
    float _fps = FPS;
    
    // printf out all game parameters
    printf("Game parameters: \n");
    printf("Difficulty = %i \n", _difficulty);
    printf("Maze Index = %i \n", _mazeIndex);
    printf("Ball position = (%i, %i)\n", _x, _y);
    printf("Ball radius = %i \n", _radius);
    printf("Game speed = %f \n", _fps);
    
    if (_colour){
        printf("Ball colour: outline \n");
    }
    if (!_colour){
        printf("Ball colour: black \n");
    }
    if (_control){
        printf("Control method: Joystick \n");
    }
    if (!_control){
        printf("Control method: Accelerometer \n");
    }
    printf("\n\n ---NEW LINE---\n\n");
    
}

/// MENU FUNCTIONS ///
void Menu::options(N5110 &lcd, Gamepad &pad, Animations &animate, bool tone)
{
    int exit = 0;
    int selected = 0;
    wait_ms(250);
    
    while(exit == 0) {
        
        // get direction of the joystick
        char d = pad.get_direction();
        
        if ((d == NW) ||
            (d == N)  ||
            (d == NE)){
            
            if (_tone){
                pad.tone(G_NOTE, 0.20);
            }
            selected -= 1;
        }
        
        if ((d == SW) ||
            (d == S)  ||
            (d == SE)){
            
            if (_tone){
                pad.tone(G_NOTE, 0.20);
            }
            selected += 1;
        }
        
        // printf("While loop 1 \n");
        // printf("Selected = %i \n", selected);
        switch (selected) {
                
            case 1:
                
                lcd.clear();
                // displays options page with indicator on first
                lcd.printString("Game Options:", 0, 0);
                lcd.printString(">Difficulty", 0, 2);
                lcd.printString(" Ball Colour", 0, 3);
                lcd.printString(" Control", 0, 4);
                lcd.printString(" Game speed  ", 0, 5);
                lcd.refresh();
                
                wait_ms(250);
                
                if  ((pad.check_event(Gamepad::A_PRESSED)     ||
                      pad.check_event(Gamepad::JOY_PRESSED))  ||
                     (d == E)) {
                    
                    if (_tone){
                        pad.tone(C_NOTE, 0.20);
                    }
                    difficultyOptions(lcd, pad);
                }
                
                
                break;
                
            case 2:
                
                lcd.clear();
                // displays options page with indicator on second
                lcd.printString("Game Options:", 0, 0);
                lcd.printString(" Difficulty", 0, 2);
                lcd.printString(">Ball Colour", 0, 3);
                lcd.printString(" Control", 0, 4);
                lcd.printString(" Game speed  ", 0, 5);
                lcd.refresh();
                
                wait_ms(250);
                
                // if second option selected
                if  ((pad.check_event(Gamepad::A_PRESSED)     ||
                      pad.check_event(Gamepad::JOY_PRESSED))  ||
                     (d == E)) {
                    
                    if (_tone){
                        pad.tone(C_NOTE, 0.20);
                    }
                    ballColourOptions(lcd, pad, animate);
                }
                
                
                break;
                
            case 3:
                
                lcd.clear();
                // displays options page with indicator on first
                lcd.printString("Game Options:", 0, 0);
                lcd.printString(" Difficulty", 0, 2);
                lcd.printString(" Ball Colour", 0, 3);
                lcd.printString(">Control", 0, 4);
                lcd.printString(" Game speed  ", 0, 5);
                lcd.refresh();
                
                wait_ms(250);
                
                if  ((pad.check_event(Gamepad::A_PRESSED)     ||
                      pad.check_event(Gamepad::JOY_PRESSED))  ||
                     (d == E)) {
                    
                    if (_tone){
                        pad.tone(C_NOTE, 0.20);
                    }
                    controlOptions(lcd, pad, animate);
                }
                
                
                break;
                
            case 4:
                
                lcd.clear();
                // displays options page with indicator on first
                lcd.printString("Game Options:", 0, 0);
                lcd.printString(" Difficulty", 0, 2);
                lcd.printString(" Ball Colour", 0, 3);
                lcd.printString(" Control", 0, 4);
                lcd.printString(">Game speed  ", 0, 5);
                lcd.refresh();
                
                wait_ms(250);
                
                if  ((pad.check_event(Gamepad::A_PRESSED)     ||
                      pad.check_event(Gamepad::JOY_PRESSED))  ||
                     (d == E)) {
                    
                    if (_tone){
                        pad.tone(C_NOTE, 0.20);
                    }
                    speedSettings(lcd, pad);
                }
                
                
                break;
                
                
                
            default:
                
                selected = 1;
                
                break;
        }
        
        if ((pad.check_event(Gamepad::BACK_PRESSED)) ||
            (d == W)){
            
            exit++;
        }
    }
}

void Menu::lcdSettings(N5110 &lcd, Gamepad &pad, Animations &animate)
{
    int exit = 0;
    int selected = 0;
    wait_ms(250);
    
    while(exit == 0) {
        
        char d = pad.get_direction();
        
        if ((d == NW) ||
            (d == N)  ||
            (d == NE)){
            
            if (_tone){
                pad.tone(G_NOTE, 0.20);
            }
            selected -= 1;
        }
        
        if ((d == SW) ||
            (d == S)  ||
            (d == SE)){
            
            if (_tone){
                pad.tone(G_NOTE, 0.20);
            }
            selected += 1;
        }
        
        // printf("While loop 1 \n");
        // printf("Selected = %i \n", selected);
        switch (selected) {
                
            case 1:
                
                lcd.clear();
                // displays options page with indicator on first
                lcd.printString("LCD Settings:", 0, 0);
                lcd.printString(">Brightness", 0, 2);
                lcd.printString(" Invert Colour", 0, 3);
                lcd.refresh();
                
                wait_ms(250);
                
                if  ((pad.check_event(Gamepad::A_PRESSED)     ||
                      pad.check_event(Gamepad::JOY_PRESSED))  ||
                     (d == E)) {
                    
                    if (_tone){
                        pad.tone(C_NOTE, 0.20);
                    }
                    lcdBackgroundColour(lcd, pad, animate);
                }
                
                break;
                
            case 2:
                
                lcd.clear();
                // displays options page with indicator on second
                lcd.printString("LCD Settings:", 0, 0);
                lcd.printString(" Brightness", 0, 2);
                lcd.printString(">Invert Colour", 0, 3);
                lcd.refresh();
                
                wait_ms(250);
                
                // if second option selected
                if  ((pad.check_event(Gamepad::A_PRESSED)     ||
                      pad.check_event(Gamepad::JOY_PRESSED))  ||
                     (d == E)) {
                    
                    if (_tone){
                        pad.tone(C_NOTE, 0.20);
                    }
                    lcdInverseColour(lcd, pad);
                }
                
                break;
                
            default:
                
                selected = 1;
                
                break;
        }
        
        if ((pad.check_event(Gamepad::BACK_PRESSED)) ||
            (d == W)){
            
            exit++;
        }
        
    }
    
    
}

void Menu::soundSettings(N5110 &lcd, Gamepad &pad, Animations &animate)
{
    int exit = 0;
    
    while (exit == 0){
        
        // animate.soundSwitch(lcd, _tone);
        
        char d = pad.get_direction();
        
        if (d == E){
            
            _tone = false;
        }
        
        if (d == W){
            
            _tone = true;
            pad.tone(G_NOTE, 0.20);
            
        }
        
        lcd.clear();
        // draw casing rectangle
        lcd.drawRect(33, 27, 17, 9, FILL_TRANSPARENT);
        
        lcd.printString("Sound Settings", 0, 0);
        lcd.printString("  ON     OFF  ", 0, 2);
        
        // casing rectangle is filled in one side
        // depending on value of _tone
        if (_tone){
            lcd.drawRect(34, 28, 7, 7, FILL_BLACK);
        }
        else {
            lcd.drawRect(42, 28, 7, 7, FILL_BLACK);
        }
        
        lcd.refresh();
        
        wait_ms(10);
        
        
        if ((pad.check_event(Gamepad::BACK_PRESSED)) ||
            (pad.check_event(Gamepad::A_PRESSED))){
            
            if (_tone){
                pad.tone(C_NOTE, 0.20);
            }
            exit++;
        }
    }
    
}

void Menu::controlOptions(N5110 &lcd, Gamepad &pad, Animations &animate)
{
    int selected = 0;
    int exit = 0;
    
    wait_ms(250);
    
    while (exit == 0){
        
        char d = pad.get_direction();
        
        if (d == W){
            
            if (_tone){
                pad.tone(G_NOTE, 0.20);
            }
            selected--;
        }
        
        if (d == E){
            
            if (_tone){
                pad.tone(G_NOTE, 0.20);
            }
            selected++;
        }
        
        switch(selected){
                
            case 1:
                
                lcd.clear();
                lcd.printString("Control: ", 0, 0);
                lcd.printString("   Joystick   ", 0, 2);
                lcd.printString("             >", 0, 3);
                animate.drawVerticalJoystick(lcd);
                lcd.refresh();
                
                wait_ms(250);
                
                if (pad.check_event(Gamepad::A_PRESSED)||
                    pad.check_event(Gamepad::JOY_PRESSED)){
                    
                    _control = true;
                    
                    if (_tone){
                        pad.tone(C_NOTE, 0.20);
                    }
                    
                    animateJoystick(lcd, animate);
                    exit++;
                }
                
                break;
                
                
            case 2:
                
                lcd.clear();
                lcd.printString("Control: ", 0, 0);
                lcd.printString("   Gamepad    ", 0, 2);
                lcd.printString("<             ", 0, 3);
                animate.drawVerticalGamepad(lcd);
                lcd.refresh();
                
                wait_ms(250);
                
                if (pad.check_event(Gamepad::A_PRESSED)||
                    pad.check_event(Gamepad::JOY_PRESSED)){
                    
                    _control = false;
                    
                    if (_tone){
                        pad.tone(C_NOTE, 0.20);
                    }
                    
                    animateGamepad(lcd, animate);
                    exit++;
                }
                
                break;
                
            default:
                
                selected = 1;
                
                break;
                
        }
        
        if (pad.check_event(Gamepad::BACK_PRESSED)){
            
            exit++;
        }
        
    }
}


void Menu::difficultyOptions(N5110 &lcd, Gamepad &pad)
{
    int selected = 0;
    int exit = 0;
    wait_ms(250);
    
    while(exit == 0){
        
        char d = pad.get_direction();
        
        if ((d == NW) ||
            (d == N)  ||
            (d == NE)){
            
            if (_tone){
                pad.tone(G_NOTE, 0.20);
            }
            selected -= 1;
        }
        
        if ((d == SW) ||
            (d == S)  ||
            (d == SE)){
            
            if (_tone){
                pad.tone(G_NOTE, 0.20);
            }
            selected += 1;
        }
        
        switch(selected){
                
            case 1:
                
                lcd.clear();
                lcd.printString("Difficulty: ", 0, 0);
                lcd.printString(">Easy", 0, 2);
                lcd.printString(" Medium", 0, 3);
                lcd.printString(" Hard", 0, 4);
                lcd.printString(" Extreme", 0, 5);
                lcd.refresh();
                
                wait_ms(250);   // 250ms propogation delay
                
                if  ((pad.check_event(Gamepad::A_PRESSED)     ||
                      pad.check_event(Gamepad::JOY_PRESSED))  ||
                     (d == E)) {
                    
                    _difficulty = 1;
                    
                    if (_tone){
                        pad.tone(C_NOTE, 0.20);
                    }
                    
                    lcd.clear();
                    lcd.printString("     EASY", 0, 1);
                    lcd.printString("     MODE", 0, 2);
                    lcd.refresh();
                    wait(2);
                    
                    exit++;
                }
                
                break;
                
            case 2:
                
                lcd.clear();
                lcd.printString("Difficulty: ", 0, 0);
                lcd.printString(" Easy", 0, 2);
                lcd.printString(">Medium", 0, 3);
                lcd.printString(" Hard", 0, 4);
                lcd.printString(" Extreme", 0, 5);
                lcd.refresh();
                
                wait_ms(250);   // 250ms propogation delay
                
                if  ((pad.check_event(Gamepad::A_PRESSED)     ||
                      pad.check_event(Gamepad::JOY_PRESSED))  ||
                     (d == E)) {
                    
                    _difficulty = 2;
                    
                    if (_tone){
                        pad.tone(C_NOTE, 0.20);
                    }
                    
                    lcd.clear();
                    lcd.printString("    MEDIUM", 0, 1);
                    lcd.printString("     MODE", 0, 2);
                    lcd.refresh();
                    wait(2);
                    
                    exit++;
                }
                
                break;
                
            case 3:
                
                lcd.clear();
                lcd.printString("Difficulty: ", 0, 0);
                lcd.printString(" Easy", 0, 2);
                lcd.printString(" Medium", 0, 3);
                lcd.printString(">Hard       ", 0, 4);
                lcd.printString(" Extreme     ", 0, 5);
                lcd.refresh();
                
                wait_ms(250);   // 250ms propogation delay
                
                if  ((pad.check_event(Gamepad::A_PRESSED)     ||
                      pad.check_event(Gamepad::JOY_PRESSED))  ||
                     (d == E)) {
                    
                    _difficulty = 3;
                    
                    if (_tone){
                        pad.tone(C_NOTE, 0.20);
                    }
                    
                    lcd.clear();
                    lcd.printString("     HARD", 0, 1);
                    lcd.printString("     MODE", 0, 2);
                    lcd.refresh();
                    wait(2);
                    
                    exit++;
                }
                
                break;
                
            case 4:
                
                lcd.clear();
                lcd.printString(" Easy", 0, 1);
                lcd.printString(" Medium", 0, 2);
                lcd.printString(" Hard", 0, 3);
                lcd.printString(">Extreme", 0, 4);
                lcd.refresh();
                
                
                wait_ms(250);   // 250ms propogation delay
                
                if  ((pad.check_event(Gamepad::A_PRESSED)     ||
                      pad.check_event(Gamepad::JOY_PRESSED))  ||
                     (d == E)) {
                    
                    _difficulty = 4;
                    
                    if (_tone){
                        pad.tone(C_NOTE, 0.20);
                    }
                    
                    lcd.clear();
                    lcd.printString("    EXTREME   ", 0, 1);
                    lcd.printString("     MODE", 0, 2);
                    lcd.refresh();
                    wait(2);
                    
                    exit++;
                }
                
                break;
                
            default:
                
                selected = 1;
                
                break;
                
        }
        
        if ((pad.check_event(Gamepad::BACK_PRESSED)) ||
            (d == W)){
            
            exit++;
        }
    }
}

void Menu::ballColourOptions(N5110 &lcd, Gamepad &pad, Animations &animate)
{
    int selected = 0;
    int exit = 0;
    wait_ms(250);
    
    while(exit == 0){
        
        char d = pad.get_direction();
        
        if ((d == NW) ||
            (d == N)  ||
            (d == NE)){
            
            if (_tone){
                pad.tone(G_NOTE, 0.20);
            }
            selected -= 1;
        }
        
        if ((d == SW) ||
            (d == S)  ||
            (d == SE)){
            
            if (_tone){
                pad.tone(G_NOTE, 0.20);
            }
            selected += 1;
        }
        
        switch(selected){
                
            case 1:
                
                // printf("case 2.1");
                
                lcd.clear();
                lcd.printString("Ball colour: ", 0, 0);
                lcd.printString(">Outline", 0, 2);
                lcd.printString(" Solid", 0, 3);
                lcd.refresh();
                
                wait_ms(250);   // 250ms propogation delay
                
                if  ((pad.check_event(Gamepad::A_PRESSED)     ||
                      pad.check_event(Gamepad::JOY_PRESSED))  ||
                     (d == E)) {
                    
                    if (_tone){
                        pad.tone(C_NOTE, 0.20);
                    }
                    
                    _colour = true;     // true colour => outline
                    animate.rollingEmptyBall(lcd);
                    exit++;
                }
                
                break;
                
            case 2:
                
                // printf("case 2.2");
                
                lcd.clear();
                lcd.printString("Ball colour: ", 0, 0);
                lcd.printString(" Outline", 0, 2);
                lcd.printString(">Solid", 0, 3);
                lcd.refresh();
                
                wait_ms(250);   // 250ms propogation delay
                
                
                if  ((pad.check_event(Gamepad::A_PRESSED)     ||
                      pad.check_event(Gamepad::JOY_PRESSED))  ||
                     (d == E)) {
                    
                    if (_tone){
                        pad.tone(C_NOTE, 0.20);
                    }
                    
                    _colour = false;    // false colour => solid
                    animate.rollingSolidBall(lcd);
                    exit++;
                }
                
                break;
                
            default:
                
                selected = 1;
                
                break;
        }
        
        if ((pad.check_event(Gamepad::BACK_PRESSED)) ||
            (d == W)){
            
            exit++;
        }
    }
    
    
}

void Menu::lcdInverseColour(N5110 &lcd, Gamepad &pad)
{
    int exit = 0;
    
    while (exit == 0) {
        
        lcd.clear();
        lcd.printString("Press A to", 0, 0);
        lcd.printString("invert colours", 0, 1);
        lcd.printString("Press B to", 0, 3);
        lcd.printString("revert to", 0, 4);
        lcd.printString("normal", 0, 5);
        
        if (pad.check_event(Gamepad::A_PRESSED)){
            
            lcd.inverseMode();
            if (_tone){
                pad.tone(G_NOTE, 0.20);
            }
            
        }
        
        if (pad.check_event(Gamepad::B_PRESSED)){
            
            lcd.normalMode();
            
            if (_tone){
                pad.tone(G_NOTE, 0.20);
            }
        }
        
        lcd.refresh();
        
        char d = pad.get_direction();
        
        if ((pad.check_event(Gamepad::BACK_PRESSED)) ||
            (d == W)){
            
            exit++;
        }
    }
    
    
}

void Menu::lcdBackgroundColour(N5110 &lcd, Gamepad &pad, Animations &animate)
{
    // method to change the brightness of the LED backlight
    int exit = 0;
    
    while (exit == 0) {
        
        lcd.clear();
        lcd.printString("BRIGHTNESS", 0, 0);
        lcd.printString("Use DIAL --->", 0, 1);
        lcd.printString("to adjust", 0, 2);
        
        double brightness = pad.read_pot(); // returns value between 0.0 - 1.0
        
        lcd.setBrightness(brightness);
        
        lcd.drawRect(10, 30, 41, 8, FILL_TRANSPARENT);
        lcd.drawRect(11, 31, brightness * 40, 6, FILL_BLACK);
        lcd.refresh();
        
        // animate.brightnessBar(lcd, brightness);
        lcd.refresh();
        
        wait_ms(5);
        
        char d = pad.get_direction();
        
        if ((pad.check_event(Gamepad::BACK_PRESSED)) ||
            (d == W)){
            
            if (_tone){
                pad.tone(G_NOTE, 0.20);
            }
            exit++;
        }
    }
}

void Menu::speedSettings(N5110 &lcd, Gamepad &pad)
{
    int exit = 0;
    
    while (exit == 0){
        
        lcd.clear();
        lcd.printString("Use dial to   ", 0, 0);
        lcd.printString("adjust speed", 0, 1);
        
        double speed = pad.read_pot();  // returns value between 0.0 - 1.0
        
        // nominal value is 50 FPS, i.e speed of 0.5
        // have values between 25 and 75
        
        // pot value of 0 corresponds to FPS of 25
        // pot value of 1 cooresponds to FPS of 75
        
        // relationship between pot value and FPS:
        _FPS = (speed * 50) + 25;
        
        // lcd.drawRect(10, 30, 41, 8, FILL_TRANSPARENT);
        // lcd.drawRect(11, 31, _FPS, 6, FILL_BLACK);
        
        lcd.drawCircle(42, 31, 12, FILL_TRANSPARENT);
        
        // printf("input = %f \n", input);
        
        double x2 = 42 + (12 * sin(1.5 * 3.14159 * (speed - 0.5)));
        double y2 = 31 - (12 * cos(1.5 * 3.14159 * (speed - 0.5)));
        
        lcd.drawLine(42, 31, x2, y2, FILL_BLACK);
        
        lcd.refresh();
        
        wait_ms(5);
        
        char d = pad.get_direction();
        
        if ((pad.check_event(Gamepad::BACK_PRESSED)) ||
            (d == W)){
            
            if (_tone){
                pad.tone(G_NOTE, 0.20);
            }
            exit++;
        }
    }
}

void Menu::animateJoystick(N5110 &lcd, Animations &animate)
{
    int timer = 0;
    while (timer <= 3200){
        
        lcd.clear();
        lcd.printString("   JOYSTICK   ", 0, 1);
        lcd.printString("   SELECTED   ", 0, 2);
        animate.drawLeftJoystick(lcd);
        lcd.refresh();
        timer += 400;
        wait_ms(400);
        
        lcd.clear();
        lcd.printString("   JOYSTICK   ", 0, 1);
        lcd.printString("   SELECTED   ", 0, 2);
        animate.drawVerticalJoystick(lcd);
        lcd.refresh();
        timer += 400;
        wait_ms(400);
        
        lcd.clear();
        lcd.printString("   JOYSTICK   ", 0, 1);
        lcd.printString("   SELECTED   ", 0, 2);
        animate.drawRightJoystick(lcd);
        lcd.refresh();
        timer += 400;
        wait_ms(400);
        
        lcd.clear();
        lcd.printString("   JOYSTICK   ", 0, 1);
        lcd.printString("   SELECTED   ", 0, 2);
        animate.drawVerticalJoystick(lcd);
        lcd.refresh();
        timer += 400;
        wait_ms(400);
    }
}


void Menu::animateGamepad(N5110 &lcd, Animations &animate)
{
    int timer = 0;
    while (timer <= 3200){
        
        lcd.clear();
        lcd.printString(" GAMEPAD TILT ", 0, 1);
        lcd.printString("   SELECTED   ", 0, 2);
        animate.drawLeftGamepad(lcd);
        lcd.refresh();
        timer += 400;
        wait_ms(400);
        
        lcd.clear();
        lcd.printString(" GAMEPAD TILT ", 0, 1);
        lcd.printString("   SELECTED   ", 0, 2);
        animate.drawVerticalGamepad(lcd);
        lcd.refresh();
        timer += 400;
        wait_ms(400);
        
        
        lcd.clear();
        lcd.printString(" GAMEPAD TILT ", 0, 1);
        lcd.printString("   SELECTED   ", 0, 2);
        animate.drawRightGamepad(lcd);
        lcd.refresh();
        timer += 400;
        wait_ms(400);
        
        lcd.clear();
        lcd.printString(" GAMEPAD TILT ", 0, 1);
        lcd.printString("   SELECTED   ", 0, 2);
        animate.drawVerticalGamepad(lcd);
        lcd.refresh();
        timer += 400;
        wait_ms(400);
    }
}

void Menu::animateStickman(N5110 &lcd, Gamepad &pad, Animations &animate)
{
    int timer = 0;
    while (timer <= 3200){
        
        int delay = 60;
        
        lcd.clear();
        animate.stickmanOne(lcd);
        pad.leds_on();
        lcd.refresh();
        timer += delay;
        wait_ms(delay);
        
        lcd.clear();
        animate.stickmanTwo(lcd);
        pad.leds_off();
        lcd.refresh();
        timer += delay;
        wait_ms(delay);
        
        lcd.clear();
        animate.stickmanThree(lcd);
        pad.leds_on();
        lcd.refresh();
        timer += delay;
        wait_ms(delay);
        
        lcd.clear();
        animate.stickmanFour(lcd);
        pad.leds_off();
        lcd.refresh();
        timer += delay;
        wait_ms(delay);
        
        lcd.clear();
        animate.stickmanFive(lcd);
        pad.leds_on();
        lcd.refresh();
        timer += delay;
        wait_ms(delay);
        
        lcd.clear();
        animate.stickmanSix(lcd);
        pad.leds_off();
        lcd.refresh();
        timer += delay;
        wait_ms(delay);
        
        lcd.clear();
        animate.stickmanFive(lcd);
        pad.leds_on();
        lcd.refresh();
        timer += delay;
        wait_ms(delay);
        
        lcd.clear();
        animate.stickmanFour(lcd);
        pad.leds_off();
        lcd.refresh();
        timer += delay;
        wait_ms(delay);
        
        lcd.clear();
        animate.stickmanThree(lcd);
        pad.leds_on();
        lcd.refresh();
        timer += delay;
        wait_ms(delay);
        
        lcd.clear();
        animate.stickmanTwo(lcd);
        pad.leds_off();
        lcd.refresh();
        timer += delay;
        wait_ms(delay);
        
    }
    
}