Steven Mahasin / Mbed 2 deprecated DreamDungeon

Dependencies:   mbed MotionSensor

Files at this revision

API Documentation at this revision

Comitter:
el17sm
Date:
Thu May 09 14:55:43 2019 +0000
Parent:
59:fd4669864b67
Commit message:
Separated

Changed in this revision

Bullets/Bullets.cpp Show annotated file Show diff for this revision Revisions of this file
Bullets/Bullets.h Show annotated file Show diff for this revision Revisions of this file
Entity/Bosses/Skull/Skull.cpp Show diff for this revision Revisions of this file
Entity/Bosses/Skull/Skull.h Show diff for this revision Revisions of this file
Entity/Collectibles/Health/Health.cpp Show diff for this revision Revisions of this file
Entity/Collectibles/Health/Health.h Show diff for this revision Revisions of this file
Entity/Mobs/Headless/Headless.cpp Show diff for this revision Revisions of this file
Entity/Mobs/Headless/Headless.h Show diff for this revision Revisions of this file
Entity/Mobs/Snake/Snake.cpp Show diff for this revision Revisions of this file
Entity/Mobs/Snake/Snake.h Show diff for this revision Revisions of this file
Entity/Player/Bullets/Bullets.cpp Show diff for this revision Revisions of this file
Entity/Player/Bullets/Bullets.h Show diff for this revision Revisions of this file
Entity/Player/Player.cpp Show diff for this revision Revisions of this file
Entity/Player/Player.h Show diff for this revision Revisions of this file
Entity/Walls/Walls.cpp Show diff for this revision Revisions of this file
Entity/Walls/Walls.h Show diff for this revision Revisions of this file
Gamepad/Gamepad.cpp Show annotated file Show diff for this revision Revisions of this file
Gamepad/Gamepad.h Show annotated file Show diff for this revision Revisions of this file
Headless/Headless.cpp Show annotated file Show diff for this revision Revisions of this file
Headless/Headless.h Show annotated file Show diff for this revision Revisions of this file
Health/Health.cpp Show annotated file Show diff for this revision Revisions of this file
Health/Health.h Show annotated file Show diff for this revision Revisions of this file
N5110/Bitmap.cpp Show annotated file Show diff for this revision Revisions of this file
N5110/Bitmap.h Show annotated file Show diff for this revision Revisions of this file
N5110/N5110.cpp Show annotated file Show diff for this revision Revisions of this file
N5110/N5110.h Show annotated file Show diff for this revision Revisions of this file
Peripherals/FXOS8700Q/FXOS8700Q.cpp Show diff for this revision Revisions of this file
Peripherals/FXOS8700Q/FXOS8700Q.h Show diff for this revision Revisions of this file
Peripherals/FXOS8700Q/MotionSensor.lib Show diff for this revision Revisions of this file
Peripherals/Gamepad/Gamepad.cpp Show diff for this revision Revisions of this file
Peripherals/Gamepad/Gamepad.h Show diff for this revision Revisions of this file
Peripherals/N5110/Bitmap.cpp Show diff for this revision Revisions of this file
Peripherals/N5110/Bitmap.h Show diff for this revision Revisions of this file
Peripherals/N5110/N5110.cpp Show diff for this revision Revisions of this file
Peripherals/N5110/N5110.h Show diff for this revision Revisions of this file
Player/Player.cpp Show annotated file Show diff for this revision Revisions of this file
Player/Player.h Show annotated file Show diff for this revision Revisions of this file
Room/Room.cpp Show annotated file Show diff for this revision Revisions of this file
Room/Room.h Show annotated file Show diff for this revision Revisions of this file
RoomEngine/Room/Room.cpp Show diff for this revision Revisions of this file
RoomEngine/Room/Room.h Show diff for this revision Revisions of this file
Skull/Skull.cpp Show annotated file Show diff for this revision Revisions of this file
Skull/Skull.h Show annotated file Show diff for this revision Revisions of this file
Snake/Snake.cpp Show annotated file Show diff for this revision Revisions of this file
Snake/Snake.h Show annotated file Show diff for this revision Revisions of this file
Walls/Walls.cpp Show annotated file Show diff for this revision Revisions of this file
Walls/Walls.h Show annotated file Show diff for this revision Revisions of this file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Bullets/Bullets.cpp	Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,58 @@
+#include "Bullets.h"
+
+// Constructor
+Bullets::Bullets(float pos_x, float pos_y, int dir)
+{
+    _face = dir;
+    _hp = 1;
+    
+    _hitbox.width = 3;
+    _hitbox.height = 3;
+    
+    _position.x = pos_x;
+    _position.y = pos_y;
+    
+    _sprite_size.width = 3;
+    _sprite_size.height = 3;
+    _sprite_size.offset_x = -1;
+    _sprite_size.offset_y = -4;
+}
+
+// Functions
+void Bullets::move(float speed, float unused, char * unused2, bool * unused3)   //  Moves regarding face(constant after constructed)
+{
+    if (_face == 0) {
+        _position.y -= speed;
+    } else if (_face == 1) {
+        _position.x += speed;
+    } else if (_face == 2) {
+        _position.y += speed;
+    } else if (_face == 3) {
+        _position.x -= speed;
+    }
+}
+
+void Bullets::draw(N5110 &lcd)
+{
+    lcd.drawSpriteTransparent(_position.x+_sprite_size.offset_x,
+                              _position.y+_sprite_size.offset_y,
+                              _sprite_size.height,
+                              _sprite_size.width,
+                              (char *) bullets_sprite);
+}
+
+void Bullets::take_damage(int damage)   // Taking damage, currently not used(has to be inherited, as well as useful for possible future use)
+{
+    _hp -= damage;
+}
+
+bool Bullets::out_of_bounds_check(char * map, bool * doorways)  // Returns true when bullets exit map or collide with walls
+{
+    if (entity_to_map_collision_test(_position.x, _position.y, map, doorways)) {
+        return true;
+    }
+    if ((0 > _position.x) || (_position.x > 84) || (0 > _position.y) || (_position.y > 48)) {
+        return true;
+    }
+    return false;
+}
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Bullets/Bullets.h	Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,55 @@
+#ifndef BULLETS_H
+#define BULLETS_H
+#include "Entity.h"
+
+/**Bullets Class
+*@author Steven Mahasin
+*@brief Creates a Bullet which inherits the Entity class, this will be a created projectile by the player class
+*@date May 2019
+*/
+class Bullets : public Entity
+{
+
+public:
+    /** Constructor 
+    *   @brief creates a bullet at positions pos_x and pos_y travelling at face dir
+    *   @param pos_x - initialise _position.x
+    *   @param pos_y - initialise _position.y
+    *   @param dir - initialise _face
+    */
+    Bullets(float pos_x, float pos_y, int dir);
+
+    // Functions
+    /**
+    *   @brief function moves the bullet on it's face at a speed
+    *   @param speed - the speed of the bullet
+    *   @param unused - not used
+    *   @param map - not used
+    *   @param doorways - not used
+    */
+    virtual void move(float speed, float unused, char * map, bool * doorways);
+    /**
+    *   @brief draws the bullet onto the screen
+    *   @param lcd - the screen where the bullet is drawn
+    */
+    virtual void draw(N5110 &lcd);
+    /**
+    *   @brief reduce _hp by damage
+    *   @param damage - the amount of damage to be taken
+    */
+    virtual void take_damage(int damage);
+    /**
+    *   @brief checks if the bullet is out of bounds (hit wall or out of screen)
+    *   @param map - the 2d map array that dictates where there are walls or empty space
+    *   @param doorways - an array that dictates which side of the wall has a doorway
+    *   @returns true if bullet is out of bounds
+    */
+    bool out_of_bounds_check(char * map, bool * doorways);
+};
+
+const char bullets_sprite[3][3] = {{1,1,1},
+    {1,1,1},
+    {1,1,1}
+};
+
+#endif
\ No newline at end of file
--- a/Entity/Bosses/Skull/Skull.cpp	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,130 +0,0 @@
-#include "Skull.h"
-#include <complex>
-Skull::Skull(float pos_x, float pos_y)
-{
-    _hp = 20;
-    _attack = 1;
-    
-    _dash = false;
-    _dash_counter = 0;
-    
-    _hitbox.width = 19;
-    _hitbox.height = 9;
-    
-    _sprite_size.width = 21;
-    _sprite_size.height = 23;
-    _sprite_size.offset_x = -1;
-    _sprite_size.offset_y = -14;
-    
-    _shadow.width = 19;
-    _shadow.height = 5;
-    _shadow.offset_x = 0;
-    _shadow.offset_y = 5;
-    
-    _position.x = pos_x;
-    _position.y = pos_y;
-    update_prev_pos();
-    
-    _frame.count = 0;
-    _frame.number = 0;
-    _frame.max = 2;
-    _face = 2;
-    
-    _velocity = 0.2;
-    _hp_drop_chance = 0;
-}
-
-void Skull::move(float player_x, float player_y, char * map, bool * doorways)
-{
-    if (_dash_counter < DASH_DELAY) { // Approaching Movement
-        approaching_movement(player_x, player_y);
-    } else if (_dash_counter < DASH_DELAY + 28){ // Dashing movement; const 28 = 4(velocity_index_increment_delay) * 7 (length of the velocity_pattern)
-        dash_movement();
-    } else {
-        _dash_counter = 0;
-        _velocity = 0.2;
-    }
-    undo_move_x(entity_to_map_collision_test(_position.x, _prev_pos.y, map, doorways));
-    undo_move_y(entity_to_map_collision_test(_prev_pos.x, _position.y, map, doorways));
-    
-    _dash_counter++;
-    increment_frames();
-}
-
-void Skull::approaching_movement(float player_x, float player_y)
-{
-    _dash = false;
-    std::complex<double> pos_diff(player_x - _position.x, player_y - _position.y);     // defining difference in position as a vector for simplicity, similar to Headless
-    _position.x += _velocity * pos_diff.real() / std::abs(pos_diff);
-    _position.y += _velocity * pos_diff.imag() / std::abs(pos_diff);
-    // Setting Face
-    if (abs(pos_diff.real()) > abs(pos_diff.imag())) {
-        if (pos_diff.real() > 0) {
-            _face = 1;
-        } else {
-            _face = 3;
-        }
-    } else {
-        if (pos_diff.imag() > 0) {
-            _face = 2;
-        } else {
-            _face = 0;
-        }
-    }
-}
-
-void Skull::dash_movement() // Changes velocity over time using the velocity pattern
-{
-    _dash = true;
-    _velocity = skull_velocity_pattern[(int)((_dash_counter - DASH_DELAY)/4)];
-    if (_face == 0){
-        _position.y -= _velocity;
-    } else if (_face == 1){
-        _position.x += _velocity;
-    } else if (_face == 2){
-        _position.y += _velocity;
-    } else if (_face == 3){
-        _position.x -= _velocity;
-    }
-}
-
-void Skull::draw(N5110 &lcd)
-{
-    update_offsets();
-    lcd.drawSpriteTransparent(_position.x+_shadow.offset_x,
-                              _position.y+_shadow.offset_y,
-                              _shadow.height,
-                              _shadow.width,
-                              (char *)skull_shadow_sprite[_frame.number]);
-    lcd.drawSpriteTransparent(_position.x+_sprite_size.offset_x,
-                              _position.y+_sprite_size.offset_y,
-                              _sprite_size.height,
-                              _sprite_size.width,
-                              (char *)skull_sprite[_face][_dash]);
-}
-
-void Skull::take_damage(int damage)
-{
-    _hp -= 1;
-}
-
-// Methods
-
-void Skull::increment_frames()
-{
-    if (_frame.number < _frame.max) {
-        _frame.count++;
-    } else {
-        _frame.count = 0;
-    }
-    _frame.number = (_frame.count/20) % _frame.max;
-}
-
-void Skull::update_offsets()    // Animates the shadows by offsetting the skull from the shadow periodically
-{
-    if (_frame.number == 0) {
-        _sprite_size.offset_y = -14;
-    } else if (_frame.number == 1) {
-        _sprite_size.offset_y = -15;
-    }
-}
\ No newline at end of file
--- a/Entity/Bosses/Skull/Skull.h	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,309 +0,0 @@
-#ifndef SKULL_H
-#define SKULL_H
-#include "Entity.h"
-#define DASH_DELAY 120
-
-/**Skull Class
-*@author Steven Mahasin
-*@brief Creates a Skull which inherits the Entity class, this is currently the only boss in the game.
-*@date May 2019
-*/
-class Skull : public Entity {
-private:
-    // Member Variables
-    /**
-    *   @brief the shadow of Skull has a separate size and offset, so it has to have such member variable
-    */
-    SpriteSize _shadow;
-    /**
-    *   @brief a status of wether the skull is dashing
-    */
-    bool _dash;
-    /**
-    *   @brief a counter to let the skull dash periodically
-    */
-    int _dash_counter;
-    /**
-    *   @brief an index to choose which velocity the Skull currently has when dashing
-    */
-    int _velocity_index;
-    
-    // Member Functions
-    /**
-    *   @brief increase _frame.count which increases _frame.number to animate skull
-    */
-    void increment_frames();
-    /**
-    *   @brief updates the offset of the skull so that it floats up and down periodically above the shadow (purely graphical)
-    */
-    void update_offsets();
-    /**
-    *   @brief moves the skull towards the player, similar to headless
-    *   @param player_x - player x-position
-    *   @param player_y - player y-position
-    */
-    void approaching_movement(float player_x, float player_y);
-    /**
-    *   @brief moves the skull in a dashing manner
-    */
-    void dash_movement();
-    
-public:
-    // Constructor
-    Skull(float pos_x, float pos_y);
-
-    // Functions
-    /**
-    *   @brief calls the function and conditions to move (both dashing and approaching)
-    *   @param x_value - player x-position
-    *   @param y_value - player y-position
-    *   @param map - the 2d map array that dictates where there are walls or empty space
-    *   @param doorways - an array that dictates which side of the wall has a doorway
-    */
-    virtual void move(float x_value, float y_value, char * map, bool * doorways); // movement control and miscellaneous updates
-    /**
-    *   @brief reduce _hp by damage
-    *   @param damage - the amount of damage to be taken
-    */
-    virtual void take_damage(int);
-    /**
-    *   @brief a function of drawing the skull onto the screen
-    *   @param lcd - the screen where the skull is drawn on
-    */
-    virtual void draw(N5110 &lcd);
-};
-
-const float skull_velocity_pattern[7] = {0, 0, 0, 0.8, 1.6, 2};
-
-const char skull_sprite[4][2][23][21] = //skull_sprite[Face][mouthclose/mouthopen][Size_Y][Size_X]
-{
-    {   // Up
-        {
-            {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
-            {0,0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0},
-            {0,0,0,1,1,2,1,2,2,2,2,2,2,2,2,2,1,1,0,0,0},
-            {0,0,1,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,1,0,0},
-            {0,1,2,2,2,2,2,1,1,1,2,2,2,2,2,2,2,2,2,1,0},
-            {0,1,2,2,2,2,2,2,1,2,1,2,2,2,2,2,2,2,2,1,0},
-            {0,1,2,2,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,1,0},
-            {1,2,2,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,2,2,1},
-            {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
-            {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
-            {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
-            {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
-            {1,2,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,2,1},
-            {0,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,2,1,0},
-            {0,1,2,2,1,1,1,1,2,2,2,2,2,1,1,1,1,2,2,1,0},
-            {0,0,1,2,1,1,1,1,1,2,2,2,1,1,1,1,1,2,1,0,0},
-            {0,0,1,2,2,1,1,1,2,2,2,2,2,1,1,1,2,2,1,0,0},
-            {0,0,0,1,2,2,1,1,1,2,2,2,1,1,1,2,2,1,0,0,0},
-            {0,0,0,0,1,2,2,1,1,1,1,1,1,1,2,2,1,0,0,0,0},
-            {0,0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0},
-            {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
-            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
-            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
-        },
-        {
-            {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
-            {0,0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0},
-            {0,0,0,1,1,2,1,2,2,2,2,2,2,2,2,2,1,1,0,0,0},
-            {0,0,1,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,1,0,0},
-            {0,1,2,2,2,2,2,1,1,1,2,2,2,2,2,2,2,2,2,1,0},
-            {0,1,2,2,2,2,2,2,1,2,1,2,2,2,2,2,2,2,2,1,0},
-            {0,1,2,2,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,1,0},
-            {1,2,2,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,2,2,1},
-            {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
-            {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
-            {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
-            {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
-            {1,2,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,2,1},
-            {0,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,2,1,0},
-            {0,1,2,2,1,1,1,1,2,2,2,2,2,1,1,1,1,2,2,1,0},
-            {0,0,1,2,1,1,1,1,1,2,2,2,1,1,1,1,1,2,1,0,0},
-            {0,0,1,2,1,1,1,1,2,2,2,2,2,1,1,1,1,2,1,0,0},
-            {0,0,1,2,2,1,1,1,1,2,2,2,1,1,1,1,2,2,1,0,0},
-            {0,0,0,1,2,2,1,1,1,1,1,1,1,1,1,2,2,1,0,0,0},
-            {0,0,0,0,1,2,1,1,1,1,1,1,1,1,1,2,1,0,0,0,0},
-            {0,0,0,0,0,1,2,2,1,1,1,1,1,2,2,1,0,0,0,0,0},
-            {0,0,0,0,0,0,1,1,2,2,2,2,2,1,1,0,0,0,0,0,0},
-            {0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0},
-        }
-    },
-    {   // Right
-        {
-            {0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0},
-            {0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0},
-            {0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0},
-            {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0,0},
-            {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
-            {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
-            {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
-            {1,2,2,2,2,1,2,2,2,2,2,2,1,1,1,2,1,2,2,1,0},
-            {1,2,2,2,2,2,1,2,2,2,2,1,1,1,1,1,1,2,2,1,0},
-            {1,2,2,2,2,1,1,1,2,2,2,1,1,1,2,2,1,1,2,1,0},
-            {1,2,2,2,1,1,1,1,2,2,2,2,1,1,2,2,1,1,2,1,0},
-            {0,1,2,2,2,2,2,2,2,2,2,2,2,1,1,1,1,2,2,1,0},
-            {0,0,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
-            {0,0,0,0,0,1,2,2,2,2,1,2,2,2,2,2,2,1,1,0,0},
-            {0,0,0,0,0,0,1,2,2,2,1,1,2,1,2,2,2,1,1,0,0},
-            {0,0,0,0,0,0,1,2,2,2,2,1,1,1,1,1,2,2,1,0,0},
-            {0,0,0,0,0,0,1,1,2,2,2,2,2,1,2,1,1,1,1,0,0},
-            {0,0,0,0,0,0,0,1,1,2,2,2,2,2,2,1,2,1,0,0,0},
-            {0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,2,1,0,0,0},
-            {0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,2,1,1,0,0,0},
-            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0},
-            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
-            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
-        },
-        {
-            {0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0},
-            {0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0},
-            {0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0},
-            {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0,0},
-            {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
-            {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
-            {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
-            {1,2,2,2,2,1,2,2,2,2,2,2,1,1,1,2,1,2,2,1,0},
-            {1,2,2,2,2,2,1,2,2,2,2,1,1,1,1,1,1,2,2,1,0},
-            {1,2,2,2,2,1,1,1,2,2,2,1,1,1,1,2,1,1,2,1,0},
-            {1,2,2,2,1,1,1,1,2,2,2,2,1,1,1,1,1,1,2,1,0},
-            {0,1,2,2,2,2,2,2,2,2,2,2,2,1,1,1,1,2,2,1,0},
-            {0,0,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,2,0},
-            {0,0,0,0,0,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0},
-            {0,0,0,0,0,0,1,2,2,1,1,1,2,2,2,2,2,1,1,0,0},
-            {0,0,0,0,0,0,1,2,2,2,1,1,1,2,1,2,2,2,1,0,0},
-            {0,0,0,0,0,0,1,2,2,2,2,1,0,1,2,1,1,2,1,0,0},
-            {0,0,0,0,0,0,1,2,2,2,2,1,0,1,0,0,0,1,0,0,0},
-            {0,0,0,0,0,0,0,1,2,2,2,2,1,2,1,1,0,0,0,0,0},
-            {0,0,0,0,0,0,0,0,1,1,2,2,2,2,1,2,1,0,0,0,0},
-            {0,0,0,0,0,0,0,0,0,0,1,1,2,2,2,2,2,1,0,0,0},
-            {0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,1,0,0,0},
-            {0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0},
-        }
-    },
-    {   // Down
-        {
-            {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
-            {0,0,0,0,0,1,1,2,2,2,2,1,1,2,1,1,0,0,0,0,0},
-            {0,0,0,1,1,2,2,2,2,2,2,2,1,1,2,2,1,1,0,0,0},
-            {0,0,1,2,2,2,2,2,2,2,2,2,2,1,1,1,2,2,1,0,0},
-            {0,1,2,2,2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,1,0},
-            {0,1,2,2,2,2,2,1,2,2,2,2,2,1,2,2,2,2,2,1,0},
-            {0,1,2,2,1,1,1,1,2,2,2,2,2,1,1,1,1,2,2,1,0},
-            {1,2,2,1,1,1,2,1,2,2,2,2,2,1,2,1,1,1,2,2,1},
-            {1,2,2,1,1,2,2,2,1,2,2,2,1,2,2,2,1,1,2,2,1},
-            {1,2,2,1,1,2,2,1,2,2,2,2,2,1,2,2,1,1,2,2,1},
-            {1,2,2,2,1,1,1,2,2,2,1,2,2,2,1,1,1,2,2,2,1},
-            {1,2,2,2,2,2,2,2,2,1,1,1,2,2,2,2,2,2,2,2,1},
-            {1,2,1,2,2,2,2,2,2,1,2,1,2,2,2,2,2,2,1,2,1},
-            {0,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,2,1,0},
-            {0,1,2,2,1,1,1,2,1,2,1,2,1,2,1,1,1,2,2,1,0},
-            {0,0,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,0,0},
-            {0,0,1,2,2,1,1,2,1,2,1,2,1,2,1,1,2,2,1,0,0},
-            {0,0,0,1,2,2,1,2,2,2,2,2,2,2,1,2,2,1,0,0,0},
-            {0,0,0,0,1,2,2,2,2,2,2,2,2,2,2,2,1,0,0,0,0},
-            {0,0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0},
-            {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
-            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
-            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
-        },
-        {
-            {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
-            {0,0,0,0,0,1,1,2,2,2,2,1,1,2,1,1,0,0,0,0,0},
-            {0,0,0,1,1,2,2,2,2,2,2,2,1,1,2,2,1,1,0,0,0},
-            {0,0,1,2,2,2,2,2,2,2,2,2,2,1,1,1,2,2,1,0,0},
-            {0,1,2,2,2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,1,0},
-            {0,1,2,2,2,2,2,1,2,2,2,2,2,1,2,2,2,2,2,1,0},
-            {0,1,2,2,1,1,1,1,2,2,2,2,2,1,1,1,1,2,2,1,0},
-            {1,2,2,1,1,1,1,1,2,2,2,2,2,1,1,1,1,1,2,2,1},
-            {1,2,2,1,1,1,2,1,1,2,2,2,1,1,2,1,1,1,2,2,1},
-            {1,2,2,1,1,1,1,1,2,2,2,2,2,1,1,1,1,1,2,2,1},
-            {1,2,2,2,1,1,1,2,2,2,1,2,2,2,1,1,1,2,2,2,1},
-            {1,2,2,2,2,2,2,2,2,1,1,1,2,2,2,2,2,2,2,2,1},
-            {1,2,1,2,2,2,2,2,2,1,2,1,2,2,2,2,2,2,1,2,1},
-            {0,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,2,1,0},
-            {0,1,2,2,1,1,1,2,2,2,2,2,2,2,1,1,1,2,2,1,0},
-            {0,0,1,2,1,1,1,2,1,2,1,2,1,2,1,1,1,2,1,0,0},
-            {0,0,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,0,0},
-            {0,0,1,2,2,1,1,1,1,1,1,1,1,1,1,1,2,2,1,0,0},
-            {0,0,0,1,2,2,1,1,1,1,1,1,1,1,1,2,2,1,0,0,0},
-            {0,0,0,0,1,2,1,2,1,2,1,2,1,2,1,2,1,0,0,0,0},
-            {0,0,0,0,0,1,2,2,2,2,2,2,2,2,2,1,0,0,0,0,0},
-            {0,0,0,0,0,0,1,1,2,2,2,2,2,1,1,0,0,0,0,0,0},
-            {0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0},
-        }
-    },
-    {   // Left
-        {
-            {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
-            {0,0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0},
-            {0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0},
-            {0,0,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
-            {0,1,2,2,2,2,1,1,2,2,2,2,2,2,2,2,2,2,1,0,0},
-            {0,1,2,2,2,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0},
-            {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0},
-            {1,2,2,1,2,1,1,1,2,2,2,2,2,2,1,2,2,2,2,1,0},
-            {1,2,2,1,1,1,1,1,1,2,2,2,2,1,2,2,2,2,2,1,0},
-            {1,2,1,1,2,2,1,1,1,2,2,2,1,1,1,2,2,2,2,1,0},
-            {1,2,1,1,2,2,1,1,2,2,2,2,1,1,1,1,2,2,2,1,0},
-            {1,2,2,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
-            {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,1,0,0,0},
-            {0,1,1,2,2,2,2,2,2,1,2,2,2,2,1,0,0,0,0,0,0},
-            {0,1,1,2,2,2,1,2,1,1,2,2,2,1,0,0,0,0,0,0,0},
-            {0,1,2,2,1,1,1,1,1,2,2,2,2,1,0,0,0,0,0,0,0},
-            {0,1,1,1,1,2,1,2,2,2,2,2,1,1,0,0,0,0,0,0,0},
-            {0,0,1,2,1,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0},
-            {0,0,1,2,2,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0},
-            {0,0,1,1,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0},
-            {0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
-            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
-            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
-        },
-        {
-            {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
-            {0,0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0},
-            {0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0},
-            {0,0,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
-            {0,1,2,2,2,2,1,1,2,2,2,2,2,2,2,2,2,2,1,0,0},
-            {0,1,2,2,2,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0},
-            {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0},
-            {1,2,2,1,2,1,1,1,2,2,2,2,2,2,1,2,2,2,2,1,0},
-            {1,2,2,1,1,1,1,1,1,2,2,2,2,1,2,2,2,2,2,1,0},
-            {1,2,1,1,2,1,1,1,1,2,2,2,1,1,1,2,2,2,2,1,0},
-            {1,2,1,1,1,1,1,1,2,2,2,2,1,1,1,1,2,2,2,1,0},
-            {1,2,2,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
-            {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,1,0,0,0},
-            {0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,0,0,0,0,0,0},
-            {0,1,1,2,2,2,2,2,1,1,1,2,2,1,0,0,0,0,0,0,0},
-            {0,1,2,2,2,1,2,1,1,1,2,2,2,1,0,0,0,0,0,0,0},
-            {0,1,2,1,1,0,1,0,1,2,2,2,2,1,0,0,0,0,0,0,0},
-            {0,0,1,0,0,0,1,0,1,2,2,2,2,1,0,0,0,0,0,0,0},
-            {0,0,0,0,1,1,2,1,2,2,2,2,1,0,0,0,0,0,0,0,0},
-            {0,0,0,1,2,1,2,2,2,2,1,1,0,0,0,0,0,0,0,0,0},
-            {0,0,1,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,0,0,0},
-            {0,0,1,2,2,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0},
-            {0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
-        }
-    },
-    
-};
-
-const char skull_shadow_sprite[2][5][19] = 
-{
-    {
-        {0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0},
-        {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0},
-        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0},
-        {0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0}
-    },
-    {
-        {0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0},
-        {0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0},
-        {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0},
-        {0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0},
-        {0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0}
-    }
-};
-
-#endif
\ No newline at end of file
--- a/Entity/Collectibles/Health/Health.cpp	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,37 +0,0 @@
-#include "Health.h"
-
-Health::Health(float pos_x, float pos_y)
-{
-    _hp = 1;
-    _attack = -1;
-    
-    _hitbox.width = 7;
-    _hitbox.height = 7;
-    
-    _position.x = pos_x;
-    _position.y = pos_y;
-    
-    _sprite_size.width = 7;
-    _sprite_size.height = 7;
-    _sprite_size.offset_x = 0;
-    _sprite_size.offset_y = 0;
-}
-
-void Health::move(float unused, float unused1, char * unused2, bool * unused3)  // Health doesnt move, only typed out since the virtual function is pure
-{
-    
-}
-
-void Health::draw(N5110 &lcd)
-{
-    lcd.drawSpriteTransparent(_position.x+_sprite_size.offset_x,
-                              _position.y+_sprite_size.offset_y,
-                              _sprite_size.height,
-                              _sprite_size.width,
-                              (char *) health_sprite);
-}
-
-void Health::take_damage(int damage)
-{
-    _hp -= damage;
-}
\ No newline at end of file
--- a/Entity/Collectibles/Health/Health.h	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,51 +0,0 @@
-#ifndef HEALTH_H
-#define HEALTH_H
-#include "Entity.h"
-
-/**Health Class
-*@author Steven Mahasin
-*@brief Creates a Health which inherits the Entity class, this is a collectible entity that the player interracts with to gain health points.
-*@date May 2019
-*/
-class Health : public Entity
-{
-public:
-    /** Constructor 
-    *   @brief creates a heart that heals when picked up
-    *   @param pos_x @details initialise _position.x
-    *   @param pos_y @details initialise _position.y
-    */
-    Health(float pos_x, float pos_y);
-
-    // Functions
-    /**
-    *   @brief just because entity has a pure virtual function move, the function is of no use in health as it does not move
-    *   @param unused @details not used
-    *   @param unused1 @details not used
-    *   @param unused2 @details not used
-    *   @param unused3 @details not used
-    */
-    virtual void move(float unused, float unused1, char *unused2, bool *unused3);
-    /**
-    *   @brief reduce _hp by damage
-    *   @param damage @details the amount of damage to be taken
-    */
-    virtual void take_damage(int damage);
-    /**
-    *   @brief a virtual function of drawing the health onto the screen
-    *   @param lcd - the screen where the health is drawn on
-    */
-    virtual void draw(N5110 &lcd);
-};
-
-const char health_sprite[7][7] = {
-    {0,1,1,0,1,1,0},
-    {1,1,1,1,1,1,1},
-    {1,0,1,1,1,1,1},
-    {1,0,1,1,1,1,1},
-    {0,1,0,1,1,1,0},
-    {0,0,1,1,1,0,0},
-    {0,0,0,1,0,0,0}
-};
-
-#endif
\ No newline at end of file
--- a/Entity/Mobs/Headless/Headless.cpp	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,79 +0,0 @@
-#include "Headless.h"
-#include "math.h"
-#include <complex>
-
-Headless::Headless(float pos_x, float pos_y)
-{
-    _hp = 4;
-    _attack = 1;
-    _face = 0;
-    _hp_drop_chance = 10; // out of 100
-    
-    _hitbox.width = 6;
-    _hitbox.height = 5;
-    
-    _position.x = pos_x;
-    _position.y = pos_y;
-    
-    _sprite_size.width = 6;
-    _sprite_size.height = 9;
-    _sprite_size.offset_x = 0;
-    _sprite_size.offset_y = -4;
-    
-    _frame.count = 0;
-    _frame.number = 0;
-    _frame.max = 4;
-    
-    _velocity = 0.25;
-}
-
-void Headless::move(float player_x, float player_y, char * map, bool * doorways)
-{
-    std::complex<double> pos_diff(player_x - _position.x, player_y - _position.y); // Defining difference in position as a vector for simplicity (magnitude is hard to calculate)
-    _position.x += _velocity * pos_diff.real() / std::abs(pos_diff);
-    _position.y += _velocity * pos_diff.imag() / std::abs(pos_diff);
-    // Setting face
-    if (abs(pos_diff.real()) > abs(pos_diff.imag())) {
-        if (pos_diff.real() > 0) { _face = 1;
-        } else { _face = 3; 
-        }
-    } else {
-        if (pos_diff.imag() > 0) { _face = 2;
-        } else { _face = 0;
-        }
-    }
-    // Wall Collision
-    undo_move_x(entity_to_map_collision_test(_position.x, _prev_pos.y, map, doorways));
-    undo_move_y(entity_to_map_collision_test(_prev_pos.x, _position.y, map, doorways));
-    // Animation
-    increment_frame();
-}
-
-void Headless::increment_frame()
-{
-    if (_frame.number < _frame.max) {
-        _frame.count++;
-    } else {
-        _frame.count = 0;
-    }
-    _frame.number = (_frame.count/16) % _frame.max; // Frame number is used in chosing sprite-frame for animation; the constant 16 is the number of frames per sprite-frame
-}
-
-void Headless::draw(N5110 &lcd)
-{
-    lcd.drawSpriteTransparent(_position.x+_sprite_size.offset_x,
-                              _position.y+_sprite_size.offset_y,
-                              _sprite_size.height,
-                              _sprite_size.width,
-                              get_frame());
-}
-
-void Headless::take_damage(int damage)
-{
-    _hp -= damage;
-}
-
-char * Headless::get_frame()    // Returns the corresponding frame
-{
-    return (char *) sprite_headless[_face][_frame.number];
-}
\ No newline at end of file
--- a/Entity/Mobs/Headless/Headless.h	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,245 +0,0 @@
-#ifndef HEADLESS_H
-#define HEADLESS_H
-#include "Entity.h"
-
-/**Headless Class
-*@author Steven Mahasin
-*@brief Creates a Headless which inherits the Entity class, this is one of the mobs that spawns in the normal rooms.
-*@date May 2019
-*/
-class Headless : public Entity
-{
-
-public:
-    /** Constructor 
-    *   @brief creates a headless at positions pos_x and pos_y
-    *   @param pos_x @details initialise _position.x
-    *   @param pos_y @details initialise _position.y
-    */
-    Headless(float pos_x, float pos_y);
-
-    // Functions
-    /**
-    *   @brief function moves the headless towards the player
-    *   @param x_value - player x-position
-    *   @param y_value - player y-position
-    *   @param map - the 2d map array that dictates where there are walls or empty space
-    *   @param doorways - an array that dictates which side of the wall has a doorway
-    */
-    virtual void move(float player_x, float player_y, char * map, bool * doorways);
-    /**
-    *   @brief reduce _hp by damage
-    *   @param damage @details the amount of damage to be taken
-    */
-    virtual void take_damage(int damage);
-    /**
-    *   @brief a virtual function of drawing the headless onto the screen
-    *   @param lcd @details the screen where the headless is drawn on
-    */
-    virtual void draw(N5110 &lcd);
-
-private:
-    // Methods
-    /**
-    *   @brief gets the sprite array
-    *   @return char pointer array of the corresponding snake sprite frame
-    */
-    char * get_frame();
-    /**
-    *   @brief increase _frame.count which increases _frame.number to animate snake
-    */
-    void increment_frame();
-};
-
-const char sprite_headless[4][4][9][6] = {   // Player [Face][SpriteAnimationFrame][Size_Y][Size_X]
-    {
-        // Up
-        {
-            {0,0,0,0,0,0,},
-            {1,0,0,0,0,0,},
-            {0,1,1,1,1,0,},
-            {1,0,1,1,0,1,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,1,0,0,1,0,},
-            {0,1,0,0,1,0,},
-            {0,1,0,0,1,0,}
-        },
-        {
-            {0,0,0,0,0,0,},
-            {0,0,0,1,0,0,},
-            {0,1,1,1,1,0,},
-            {1,0,1,1,0,1,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,1,0,0,1,0,},
-            {0,1,0,0,1,0,},
-            {0,0,0,0,1,0,}
-        },
-        {
-            {0,0,0,0,1,0,},
-            {0,0,1,0,0,0,},
-            {0,1,1,1,1,0,},
-            {1,0,1,1,0,1,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,1,0,0,1,0,},
-            {0,1,0,0,1,0,},
-            {0,1,0,0,1,0,}
-        },
-        {
-            {0,1,0,0,0,0,},
-            {0,0,0,0,0,0,},
-            {0,1,1,1,1,0,},
-            {1,0,1,1,0,1,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,1,0,0,1,0,},
-            {0,1,0,0,1,0,},
-            {0,1,0,0,0,0,}
-        }
-    },
-    {
-        // Right
-        {
-            {0,0,0,0,0,0,},
-            {0,0,1,0,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,1,1,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,0,0,0,},
-            {0,0,1,0,0,0,},
-            {0,0,1,1,0,0,}
-        },
-        {
-            {0,1,0,0,0,0,},
-            {0,0,0,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,1,1,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,0,1,0,},
-            {0,0,1,0,1,0,},
-            {0,1,0,0,0,1,}
-        },
-        {
-            {0,0,0,0,1,0,},
-            {0,0,0,0,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,1,1,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,0,0,0,},
-            {0,0,1,0,0,0,},
-            {0,0,1,1,0,0,}
-        },
-        {
-            {0,0,0,0,0,0,},
-            {0,0,0,0,0,1,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,1,1,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,0,1,0,},
-            {0,0,1,0,1,0,},
-            {0,1,0,0,0,1,}
-        }
-    },
-    {
-        // Down
-        {
-            {0,0,0,0,0,0,},
-            {1,0,0,0,0,0,},
-            {0,1,1,1,1,0,},
-            {1,0,1,1,0,1,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,1,0,0,1,0,},
-            {0,1,0,0,1,0,},
-            {0,1,0,0,1,0,}
-        },
-        {
-            {0,0,0,0,0,0,},
-            {0,0,0,1,0,0,},
-            {0,1,1,1,1,0,},
-            {1,0,1,1,0,1,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,1,0,0,1,0,},
-            {0,1,0,0,1,0,},
-            {0,0,0,0,1,0,}
-        },
-        {
-            {0,0,0,0,1,0,},
-            {0,0,1,0,0,0,},
-            {0,1,1,1,1,0,},
-            {1,0,1,1,0,1,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,1,0,0,1,0,},
-            {0,1,0,0,1,0,},
-            {0,1,0,0,1,0,}
-        },
-        {
-            {0,1,0,0,0,0,},
-            {0,0,0,0,0,0,},
-            {0,1,1,1,1,0,},
-            {1,0,1,1,0,1,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,1,0,0,1,0,},
-            {0,1,0,0,1,0,},
-            {0,1,0,0,0,0,}
-        }
-    },
-    {
-        // Left
-        {
-            {0,0,0,0,0,0,},
-            {0,0,0,1,0,0,},
-            {0,0,1,1,0,0,},
-            {1,1,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,0,1,0,0,},
-            {0,0,0,1,0,0,},
-            {0,0,1,1,0,0,}
-        },
-        {
-            {0,0,0,0,1,0,},
-            {0,0,1,0,0,0,},
-            {0,0,1,1,0,0,},
-            {1,1,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,1,0,1,0,0,},
-            {0,1,0,1,0,0,},
-            {1,0,0,0,1,0,}
-        },
-        {
-            {0,1,0,0,0,0,},
-            {0,0,0,0,0,0,},
-            {0,0,1,1,0,0,},
-            {1,1,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,0,1,0,0,},
-            {0,0,0,1,0,0,},
-            {0,0,1,1,0,0,}
-        },
-        {
-            {0,0,0,0,0,0,},
-            {1,0,0,0,0,0,},
-            {0,0,1,1,0,0,},
-            {1,1,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,1,0,1,0,0,},
-            {0,1,0,1,0,0,},
-            {1,0,0,0,1,0,}
-        }
-    }
-};
-
-#endif
\ No newline at end of file
--- a/Entity/Mobs/Snake/Snake.cpp	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,153 +0,0 @@
-#include "Snake.h"
-#include "math.h"
-#include <complex>
-
-// Constructor
-Snake::Snake(float pos_x, float pos_y)
-{
-    _hp = 4;
-    _attack = 1;
-    _face = 0;
-    _prev_face = 0;
-    _hp_drop_chance = 10; // out of 100
-    
-    _hitbox.width = 4;
-    _hitbox.height = 7;
-    
-    _position.x = pos_x;
-    _position.y = pos_y;
-    
-    _sprite_size.width = 6;
-    _sprite_size.height = 12;
-    _sprite_size.offset_x = -1;
-    _sprite_size.offset_y = -6;
-    
-    _frame.count = 0;
-    _frame.number = 0;
-    _frame.max = 6;
-    
-    _velocity = 0;
-    _velocity_index = 0;
-}
-// Member Function
-void Snake::update_prev_face()
-{
-    _prev_face = _face;
-}
-
-// Member Mutator
-void Snake::update_hitbox(int _hitbox_width, int _hitbox_height, int _sprite_size_width, int _sprite_size_height, int _sprite_size_offset_x, int _sprite_size_offset_y, int max_frame)     // Offset, Hitbox and Frame Count update
-{
-    if (_prev_face != _face) {
-        _frame.number = 0;   // Resets animation everytime face changes
-        _hitbox.width = _hitbox_width;
-        _hitbox.height = _hitbox_height;
-        
-        _sprite_size.width = _sprite_size_width;
-        _sprite_size.height = _sprite_size_height;
-        _sprite_size.offset_x = _sprite_size_offset_x;
-        _sprite_size.offset_y = _sprite_size_offset_y;
-        
-        _frame.max = max_frame;
-    }
-}
-
-// Functions
-void Snake::move(float player_x, float player_y, char * map, bool * doorways)
-{
-    float diff_x = player_x - _position.x;
-    float diff_y = player_y - _position.y;
-    _velocity = snake_velocity_pattern[_velocity_index]; // Creating slithering effect, changing velocity of movement
-    update_prev_face();
-
-    // Setting Face
-    update_face(diff_x, diff_y);
-
-    // Movement
-    move_snake(); // Movement and updating _hitboxes
-
-    undo_move_x(entity_to_map_collision_test(_position.x, _prev_pos.y, map, doorways));
-    undo_move_y(entity_to_map_collision_test(_prev_pos.x, _position.y, map, doorways));
-
-    increment_frame();
-}
-
-void Snake::update_face(float diff_x, float diff_y) // Depending on the displacement of player from snake, after a full slither effect, change the face
-{
-    if (_velocity_index == 0) {
-        if (abs(diff_x) > abs(diff_y)) {
-            if (diff_x > 0) {
-                _face = 1;
-            } else {
-                _face = 3;
-            }
-        } else {
-            if (diff_y > 0) {
-                _face = 2;
-            } else {
-                _face = 0;
-            }
-        }
-    }
-}
-
-void Snake::move_snake()    // Moves the Snake according to velocity, updates the _hitboxes everytime it changes face
-{
-    if (_face == 0) {
-        _position.y -= _velocity;
-        update_hitbox(4, 7, 6, 12, -1, -6, 6);
-    } else if (_face == 1) {
-        _position.x += _velocity;
-        update_hitbox(7, 4, 12, 7, -6, -4, 4);
-    } else if (_face == 2) {
-        _position.y += _velocity;
-        update_hitbox(4, 7, 6, 12, -1, -5, 6);
-    } else if (_face == 3) {
-        _position.x -= _velocity;
-        update_hitbox(7, 4, 12, 7, 0, -4, 4);
-    }
-}
-
-void Snake::increment_frame()   // Frame increment and velocity index increment
-{
-    _frame.count++;
-    if (_frame.count >= 10) {    // Every 10 frames, sprite_frames increments and velocity_index increments
-        _frame.count = 0;
-        _velocity_index++;
-        _frame.number++;
-        if (_velocity_index >= 6) { // Velocity_index max; reset
-            _velocity_index = 0;
-        }
-        if (_frame.number >= _frame.max) {    // Frame.number max; reset
-            _frame.number = 0;
-        }
-    }
-}
-
-void Snake::take_damage(int damage)
-{
-    _hp -= damage;
-}
-
-char * Snake::get_frame()   // Returns the frame needed
-{
-    if(_face == 0) {
-        return (char *) sprite_snake_y[0][_frame.number];
-    } else if(_face == 1) {
-        return (char *) sprite_snake_x[0][_frame.number];
-    } else if(_face == 2) {
-        return (char *) sprite_snake_y[1][_frame.number];
-    } else if(_face == 3) {
-        return (char *) sprite_snake_x[1][_frame.number];
-    }
-    return 0;
-}
-
-void Snake::draw(N5110 &lcd)
-{
-    lcd.drawSpriteTransparent(get_pos_x()+_sprite_size.offset_x,
-                              get_pos_y()+_sprite_size.offset_y,
-                              _sprite_size.height,
-                              _sprite_size.width,
-                              get_frame());
-}
\ No newline at end of file
--- a/Entity/Mobs/Snake/Snake.h	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,352 +0,0 @@
-#ifndef SNAKE_H
-#define SNAKE_H
-#include "Entity.h"
-
-/**Snake Class
-*@author Steven Mahasin
-*@brief Creates a Snake which inherits the Entity class, this is one of the mobs that spawns in the normal rooms.
-*@date May 2019
-*/
-class Snake : public Entity
-{
-
-public:
-    /** Constructor 
-    *   @brief creates a snake at positions pos_x and pos_y
-    *   @param pos_x - initialise _position.x
-    *   @param pos_y - initialise _position.y
-    */
-    Snake(float pos_x, float pos_y);
-
-    // Functions
-    /**
-    *   @brief calls the movement functions to move the snake in the desired way
-    *   @param x_value @details player's x-position
-    *   @param y_value @details player's y-position
-    *   @param map @details the 2d map array that dictates where there are walls or empty space
-    *   @param doorways @details an array that dictates which side of the wall has a doorway
-    */
-    virtual void move(float x_value, float y_value, char * map, bool * doorways);
-    /**
-    *   @brief reduce hp by damage
-    *   @param damage @details the amount of damage to be taken
-    */
-    virtual void take_damage(int damage);
-    /**
-    *   @brief a virtual function of drawing the snake onto the screen
-    *   @param lcd @details the screen where the snake is drawn on
-    */
-    virtual void draw(N5110 &lcd);
-
-private:
-    // Member Function
-    /**
-    *   @brief updates _prev_face into _face
-    */
-    void update_prev_face();
-    /**
-    *   @brief gets the sprite array
-    *   @return char pointer array of the corresponding snake sprite frame
-    */
-    char * get_frame();
-    /**
-    *   @brief changes the face everytime the snake finish slithering, towards the player
-    *   @param diff_x @details the difference between the player x-position and the snake x-position
-    *   @param diff_y @details the difference between the player y-position and the snake y-position
-    */
-    void update_face(float diff_x, float diff_y);
-    /**
-    *   @brief function moves the snake in a slither effect
-    */
-    void move_snake();
-    /**
-    *   @brief increase _frame.count which increases _frame.number to animate snake
-    */
-    void increment_frame();
-
-    // Member Mutator
-    /**
-    *   @brief updates the hitbox status and sprite status of the snake since different face has unique hitbox and sprite status
-    *   @param _hitbox_width @details the width of the hitbox
-    *   @param _hitbox_height @details the height of the hitbox
-    *   @param _sprite_size_width @details the width of the sprite
-    *   @param _sprite_size_height @details the height of the sprite
-    *   @param _sprite_size_offset_x @details the x-offset of the sprite to the hitbox
-    *   @param _sprite_size_offset_y @details the y-offset of the sprite to the hitbox
-    *   @param max_frame @details the maximum number of frames for animation
-    */
-    void update_hitbox(int _hitbox_width, int _hitbox_height, int _sprite_size_width, int _sprite_size_height, int _sprite_size_offset_x, int _sprite_size_offset_y, int max_frame);
-
-    // Member Variable
-    /**
-    *   @brief an index to choose which velocity the snake currently has, this is to add the slither effect
-    */
-    int _velocity_index;
-    /**
-    *   @brief the previous face of the snake, to detect change in snake's face
-    */
-    int _prev_face;
-
-};
-
-const float snake_velocity_pattern[6] = {0, 0.15, 0.25, 0.5, 0.1, -0.1};
-
-const char sprite_snake_x[2][4][7][12] = {   // Player [Face][SpriteAnimationFrame][Size_Y][Size_X]
-    {
-        // Right
-        {
-            {0,0,0,0,0,0,0,0,1,1,1,0,},
-            {0,0,0,0,0,0,0,1,1,1,2,1,},
-            {0,0,0,0,0,0,0,1,1,1,1,1,},
-            {0,0,0,0,0,0,0,1,1,1,0,0,},
-            {0,0,0,0,0,0,0,0,1,1,1,0,},
-            {0,0,1,1,1,1,0,1,1,1,1,0,},
-            {1,1,1,0,1,1,1,1,1,1,0,0,},
-        },
-        {
-            {0,0,0,0,0,0,0,0,1,1,1,0,},
-            {0,0,0,0,0,0,0,1,1,1,2,1,},
-            {0,0,0,0,0,0,0,1,1,1,1,1,},
-            {0,0,0,0,0,0,0,1,1,1,0,0,},
-            {0,0,0,0,0,0,0,0,1,1,1,0,},
-            {0,1,1,1,1,0,1,1,1,1,1,0,},
-            {1,0,0,1,1,1,1,1,1,1,0,0,},
-        },
-        {
-            {0,0,0,0,0,0,0,0,1,1,1,0,},
-            {0,0,0,0,0,0,0,1,1,1,2,1,},
-            {0,0,0,0,0,0,0,1,1,1,1,1,},
-            {0,0,0,0,0,0,0,1,1,1,0,0,},
-            {1,0,0,0,0,0,0,0,1,1,1,0,},
-            {0,1,0,0,1,1,1,1,1,1,1,0,},
-            {0,0,1,1,1,0,1,1,1,1,0,0,},
-        },
-        {
-            {0,0,0,0,0,0,0,0,1,1,1,0,},
-            {0,0,0,0,0,0,0,1,1,1,2,1,},
-            {0,0,0,0,0,0,0,1,1,1,1,1,},
-            {0,0,0,0,0,0,0,1,1,1,0,0,},
-            {0,0,0,0,0,0,0,0,1,1,1,0,},
-            {1,1,0,1,1,1,1,1,1,1,1,0,},
-            {0,0,1,1,0,1,1,1,1,1,0,0,},
-        }
-    },
-    {
-        // Left
-        {
-            {0,1,1,1,0,0,0,0,0,0,0,0,},
-            {1,2,1,1,1,0,0,0,0,0,0,0,},
-            {1,1,1,1,1,0,0,0,0,0,0,0,},
-            {0,0,1,1,1,0,0,0,0,0,0,0,},
-            {0,1,1,1,0,0,0,0,0,0,0,0,},
-            {0,1,1,1,1,0,1,1,1,1,0,0,},
-            {0,0,1,1,1,1,1,1,0,1,1,1,},
-        },
-        {
-            {0,1,1,1,0,0,0,0,0,0,0,0,},
-            {1,2,1,1,1,0,0,0,0,0,0,0,},
-            {1,1,1,1,1,0,0,0,0,0,0,0,},
-            {0,0,1,1,1,0,0,0,0,0,0,0,},
-            {0,1,1,1,0,0,0,0,0,0,0,0,},
-            {0,1,1,1,1,1,0,1,1,1,1,0,},
-            {0,0,1,1,1,1,1,1,1,0,0,1,},
-        },
-        {
-            {0,1,1,1,0,0,0,0,0,0,0,0,},
-            {1,2,1,1,1,0,0,0,0,0,0,0,},
-            {1,1,1,1,1,0,0,0,0,0,0,0,},
-            {0,0,1,1,1,0,0,0,0,0,0,0,},
-            {0,1,1,1,0,0,0,0,0,0,0,1,},
-            {0,1,1,1,1,1,1,1,0,0,1,0,},
-            {0,0,1,1,1,1,0,1,1,1,0,0,},
-        },
-        {
-            {0,1,1,1,0,0,0,0,0,0,0,0,},
-            {1,2,1,1,1,0,0,0,0,0,0,0,},
-            {1,1,1,1,1,0,0,0,0,0,0,0,},
-            {0,0,1,1,1,0,0,0,0,0,0,0,},
-            {0,1,1,1,0,0,0,0,0,0,0,0,},
-            {0,1,1,1,1,1,1,1,1,0,1,1,},
-            {0,0,1,1,1,1,1,0,1,1,0,0,},
-        }
-    }
-};
-
-const char sprite_snake_y[2][6][12][6] = {   // Player [Face][SpriteAnimationFrame][Size_Y][Size_X]
-    {
-        // Up
-        {
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,1,1,1,1,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,1,1,1,0,0,},
-            {0,1,1,0,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,0,1,1,0,},
-            {0,0,0,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,1,0,0,0,0,},
-        },
-        {
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,1,1,1,1,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,1,1,0,0,0,},
-            {0,1,1,0,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,0,1,1,0,},
-            {0,0,0,0,1,0,},
-            {0,0,1,1,0,0,},
-        },
-        {
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,1,1,1,1,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,0,0,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,1,1,0,0,0,},
-            {0,1,1,0,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,0,0,1,0,},
-            {0,0,0,1,0,0,},
-        },
-        {
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,1,1,1,1,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,1,0,},
-            {0,0,0,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,1,1,0,0,0,},
-            {0,1,1,0,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,0,0,1,0,},
-        },
-        {
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,1,1,1,1,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,0,1,1,0,},
-            {0,0,0,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,1,1,0,0,0,},
-            {0,1,0,0,0,0,},
-            {0,0,1,1,0,0,},
-        },
-        {
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,1,1,1,1,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,1,1,0,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,0,1,1,0,},
-            {0,0,0,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,1,0,0,0,0,},
-            {0,0,1,0,0,0,},
-        }
-    },
-    {
-        // Down
-        {
-            {0,0,0,0,1,0,},
-            {0,0,1,1,0,0,},
-            {0,1,1,0,0,0,},
-            {0,1,1,0,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,0,1,1,0,},
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,2,1,1,2,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-        },
-        {
-            {0,0,1,1,0,0,},
-            {0,1,0,0,0,0,},
-            {0,1,1,0,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,0,1,1,0,},
-            {0,0,0,1,1,0,},
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,2,1,1,2,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-        },
-        {
-            {0,0,1,0,0,0,},
-            {0,1,0,0,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,0,1,1,0,},
-            {0,0,0,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,2,1,1,2,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-        },
-        {
-            {0,1,0,0,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,0,1,1,0,},
-            {0,0,0,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,1,1,0,0,0,},
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,2,1,1,2,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-        },
-        {
-            {0,0,1,1,0,0,},
-            {0,0,0,0,1,0,},
-            {0,0,0,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,1,1,0,0,0,},
-            {0,1,1,0,0,0,},
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,2,1,1,2,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-        },
-        {
-            {0,0,0,1,0,0,},
-            {0,0,0,0,1,0,},
-            {0,0,1,1,0,0,},
-            {0,1,1,0,0,0,},
-            {0,1,1,0,0,0,},
-            {0,0,1,1,0,0,},
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,2,1,1,2,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-        }
-    }
-};
-
-#endif
\ No newline at end of file
--- a/Entity/Player/Bullets/Bullets.cpp	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,58 +0,0 @@
-#include "Bullets.h"
-
-// Constructor
-Bullets::Bullets(float pos_x, float pos_y, int dir)
-{
-    _face = dir;
-    _hp = 1;
-    
-    _hitbox.width = 3;
-    _hitbox.height = 3;
-    
-    _position.x = pos_x;
-    _position.y = pos_y;
-    
-    _sprite_size.width = 3;
-    _sprite_size.height = 3;
-    _sprite_size.offset_x = -1;
-    _sprite_size.offset_y = -4;
-}
-
-// Functions
-void Bullets::move(float speed, float unused, char * unused2, bool * unused3)   //  Moves regarding face(constant after constructed)
-{
-    if (_face == 0) {
-        _position.y -= speed;
-    } else if (_face == 1) {
-        _position.x += speed;
-    } else if (_face == 2) {
-        _position.y += speed;
-    } else if (_face == 3) {
-        _position.x -= speed;
-    }
-}
-
-void Bullets::draw(N5110 &lcd)
-{
-    lcd.drawSpriteTransparent(_position.x+_sprite_size.offset_x,
-                              _position.y+_sprite_size.offset_y,
-                              _sprite_size.height,
-                              _sprite_size.width,
-                              (char *) bullets_sprite);
-}
-
-void Bullets::take_damage(int damage)   // Taking damage, currently not used(has to be inherited, as well as useful for possible future use)
-{
-    _hp -= damage;
-}
-
-bool Bullets::out_of_bounds_check(char * map, bool * doorways)  // Returns true when bullets exit map or collide with walls
-{
-    if (entity_to_map_collision_test(_position.x, _position.y, map, doorways)) {
-        return true;
-    }
-    if ((0 > _position.x) || (_position.x > 84) || (0 > _position.y) || (_position.y > 48)) {
-        return true;
-    }
-    return false;
-}
\ No newline at end of file
--- a/Entity/Player/Bullets/Bullets.h	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,55 +0,0 @@
-#ifndef BULLETS_H
-#define BULLETS_H
-#include "Entity.h"
-
-/**Bullets Class
-*@author Steven Mahasin
-*@brief Creates a Bullet which inherits the Entity class, this will be a created projectile by the player class
-*@date May 2019
-*/
-class Bullets : public Entity
-{
-
-public:
-    /** Constructor 
-    *   @brief creates a bullet at positions pos_x and pos_y travelling at face dir
-    *   @param pos_x - initialise _position.x
-    *   @param pos_y - initialise _position.y
-    *   @param dir - initialise _face
-    */
-    Bullets(float pos_x, float pos_y, int dir);
-
-    // Functions
-    /**
-    *   @brief function moves the bullet on it's face at a speed
-    *   @param speed - the speed of the bullet
-    *   @param unused - not used
-    *   @param map - not used
-    *   @param doorways - not used
-    */
-    virtual void move(float speed, float unused, char * map, bool * doorways);
-    /**
-    *   @brief draws the bullet onto the screen
-    *   @param lcd - the screen where the bullet is drawn
-    */
-    virtual void draw(N5110 &lcd);
-    /**
-    *   @brief reduce _hp by damage
-    *   @param damage - the amount of damage to be taken
-    */
-    virtual void take_damage(int damage);
-    /**
-    *   @brief checks if the bullet is out of bounds (hit wall or out of screen)
-    *   @param map - the 2d map array that dictates where there are walls or empty space
-    *   @param doorways - an array that dictates which side of the wall has a doorway
-    *   @returns true if bullet is out of bounds
-    */
-    bool out_of_bounds_check(char * map, bool * doorways);
-};
-
-const char bullets_sprite[3][3] = {{1,1,1},
-    {1,1,1},
-    {1,1,1}
-};
-
-#endif
\ No newline at end of file
--- a/Entity/Player/Player.cpp	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,203 +0,0 @@
-#include "Player.h"
-#include "math.h"
-
-// Constructor
-Player::Player(float pos_x, float pos_y)
-{
-    _hp = 3;
-    _attack = 1;
-    _face = 2;
-    
-    _hitbox.width = 6;
-    _hitbox.height = 5;
-    
-    _position.x = pos_x;
-    _position.y = pos_y;
-    
-    _sprite_size.width = 6;
-    _sprite_size.height = 12;
-    _sprite_size.offset_x = 0;
-    _sprite_size.offset_y = -7;
-    
-    _frame.count = 0;
-    _frame.number = 0;
-    _frame.max = 4;
-    
-    for (int i = 0; i < bullets_max; i++) {
-        valid_bullets[i] = false;
-    }
-    
-    _invulnerability_counter = INVULNERABILITY_PERIOD;
-
-    // Upgradable status
-    _fire_rate_delay = 30;
-    _fire_rate_counter = _fire_rate_delay;
-    _velocity = 0.7;
-    _bullet_speed = 1;
-}
-
-Player::~Player()
-{
-    delete_bullets();
-}
-
-// Accessors
-int Player::get_bullet_speed()
-{
-    return _bullet_speed;
-}
-int Player::get_hearts_width()
-{
-    return 9;
-}
-int Player::get_hearts_height()
-{
-    return 9;
-}
-char * Player::get_hearts_sprite()
-{
-    return (char *) sprite_heart;
-}
-
-// Functions
-void Player::move(float mapped_x, float mapped_y, char * map, bool * doorways)  // Update all bullet movement and player movement, also takes care of animation
-{
-    move_player(mapped_x, mapped_y, map, doorways);
-    move_bullets();
-    increment_frames(mapped_x, mapped_y);   // Sets the face of the person, and increment frame count
-    _invulnerability_counter++;  // for damage checking
-}
-
-void Player::move_player(float mapped_x, float mapped_y, char * map, bool * doorways)   // Moves the player unless if the player walks onto a wall
-{
-    update_prev_pos();
-    _position.y -= _velocity*mapped_y;
-    _position.x += _velocity*mapped_x;
-    
-    undo_move_x(entity_to_map_collision_test(_position.x, _prev_pos.y, map, doorways));
-    undo_move_y(entity_to_map_collision_test(_prev_pos.x, _position.y, map, doorways));
-}
-
-void Player::move_bullets() // For each bullet, move them
-{
-    for (int i = 0; i < bullets_max; i++) {
-        if (valid_bullets[i]) {
-            bullets_array[i]->move(get_bullet_speed(), 0, 0, (bool *) 0);
-        }
-    }
-}
-
-void Player::increment_frames(float mapped_x, float mapped_y)
-{
-    if (abs(mapped_x) + abs(mapped_y) > 0.1f) { // If player is moving
-        if (mapped_y < 0 && abs(mapped_y) > abs(mapped_x)) {
-            _face = 2;
-        } else if (mapped_y > 0 && abs(mapped_y) > abs(mapped_x)) {
-            _face = 0;
-        } else if (mapped_x > 0 && abs(mapped_x) > abs(mapped_y)) {
-            _face = 1;
-        } else if (mapped_x < 0 && abs(mapped_x) > abs(mapped_y)) {
-            _face = 3;
-        }
-        if (_frame.number < _frame.max) { // Animate frames by incrementing and reseting frames
-            _frame.count++;
-        } else {
-            _frame.count = 0;
-        }
-    } else {
-        _frame.count = 0;    // If the player is not moving, don't animate
-    }
-    _frame.number = (_frame.count/8) % _frame.max; // Frame number is used in chosing sprite-frame for animation; the constant 8 is the number of frames per sprite-frame
-}
-
-void Player::take_damage(int damage)    // Takes damage unless if player just got damaged within invulnerability period
-{
-    if (damage < 0){
-        _hp -= damage;
-    }
-    else if (_invulnerability_counter >= INVULNERABILITY_PERIOD) {
-        _hp -= damage;
-        _invulnerability_counter = 0;
-    }
-    if (_hp > 5) {   // Max HP is a constant 5, this might be an upgradable status later
-        _hp = 5;
-    }
-}
-
-bool Player::delete_out_of_bounds_bullets(char * map, bool * doorways)  // Attempts to delete bullets that are out of bounds or colliding with the wall, returns true if any bullets are deleted
-{
-    bool result = false;
-    for (int i = 0; i < bullets_max; i++) {
-        if((valid_bullets[i]) && (bullets_array[i]->out_of_bounds_check(map, doorways))) {
-            valid_bullets[i] = false;
-            delete bullets_array[i];
-            result = true;
-        }
-    }
-    return result;
-}
-
-void Player::draw(N5110 &lcd)
-{
-    draw_player(lcd);
-}
-
-void Player::draw_player(N5110 &lcd)
-{
-    lcd.drawSpriteTransparent(_position.x+_sprite_size.offset_x,
-                              _position.y+_sprite_size.offset_y,
-                              _sprite_size.height,
-                              _sprite_size.width,
-                              get_frame());
-}
-
-void Player::draw_bullets(N5110 &lcd, int j)
-{
-    for (int i = 0; i < bullets_max; i++) {
-        if ((valid_bullets[i]) && (bullets_array[i]->get_pos_y() == j)) {
-            bullets_array[i]->draw(lcd);
-        }
-    }
-}
-
-void Player::delete_bullets()   // Delete all bullets, normally used in unloading
-{
-    for (int i = 0; i < bullets_max; i++) {
-        if (valid_bullets[i]) {
-            delete bullets_array[i];
-            valid_bullets[i] = false;
-        }
-    }
-}
-
-char * Player::get_frame()  // Returns the current frame's sprite pointer
-{
-    if ((_invulnerability_counter < INVULNERABILITY_PERIOD) && (_invulnerability_counter % 10 <= 4)) {
-        return (char*) sprite_transparent_player;
-    }
-    return (char *) sprite_player[_face][_frame.number];
-}
-
-void Player::buttons(bool button_A, bool button_B, bool button_Y, bool button_X)    // Summons new bullets and overloads the player face when buttons are pressed
-{
-    _fire_rate_counter++;
-    if (button_Y) {
-        _face = 0;
-    } else if (button_B) {
-        _face = 1;
-    } else if (button_A) {
-        _face = 2;
-    } else if (button_X) {
-        _face = 3;
-    }
-    if (button_Y || button_B || button_A || button_X) {
-        for (int i = 0; i < bullets_max; i++) {
-            if (!valid_bullets[i] && (_fire_rate_counter >= _fire_rate_delay)) {  // waits until _fire_rate_delay is done before creating a bullet in an invalid slot of bullet_array
-                bullets_array[i] = new Bullets(_position.x+2, _position.y+2, _face);
-                valid_bullets[i] = true;
-                _fire_rate_counter = 0;
-                break;
-            }
-        }
-    }
-}
--- a/Entity/Player/Player.h	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,495 +0,0 @@
-#ifndef PLAYER_H
-#define PLAYER_H
-#include "Entity.h"
-#include "Bullets.h"
-#define INVULNERABILITY_PERIOD 50
-
-const int bullets_max = 20;
-/**Player Class
-*@author Steven Mahasin
-*@brief Creates a Player which inherits the Entity class, contains functions that accepts all user interractions (buttons, joystick, etc)
-*@date May 2019
-*/
-class Player : public Entity
-{
-private:
-
-    // Member Variables
-    /**
-    *   @brief a counter that increments to give a delay to the fire rate of player
-    */
-    int _fire_rate_counter;
-    /**
-    *   @brief a delay between each shot
-    */
-    int _fire_rate_delay;
-    /**
-    *   @brief the speed of the bullets created by this player
-    */
-    int _bullet_speed;
-    /**
-    *   @brief a counter that increments, allowing player to be invulnerable to a certain period defined
-    */
-    int _invulnerability_counter;
-    
-    // Private Functions
-    /**
-    *   @brief movement of the player
-    *   @param mapped_x - joystick x
-    *   @param mapped_y - joystick y
-    *   @param map - the 2d map array that dictates where there are walls or empty space
-    *   @param doorways - an array that dictates which side of the wall has a doorway
-    */
-    void move_player(float mapped_x, float mapped_y, char * map, bool * doorways);
-    /**
-    *   @brief movement of the bullets shot by this player
-    */
-    void move_bullets();
-    /**
-    *   @brief to increment the _frame protected variable, for animation of player
-    *   @param mapped_x - joystick x
-    *   @param mapped_y - joystick y
-    */
-    void increment_frames(float mapped_x, float mapped_y);
-    /**
-    *   @brief getting the needed frame of animation of player
-    *   @return char pointer array to the corresponding player frame
-    */
-    char * get_frame();
-    /**
-    *   @brief draws the player onto the screen
-    *   @param lcd - the screen the player is drawn onto
-    */
-    void draw_player(N5110 &lcd);
-    
-public:
-    /** Constructor 
-    *   @brief creates a player at positions pos_x and pos_y
-    *   @param pos_x - initialise _position.x
-    *   @param pos_y - initialise _position.y
-    */
-    Player(float pos_x, float pos_y);
-    /** Deconstructors */
-    ~Player();
-
-    // Accessors
-    /**
-    *   @brief getting the player's bullet speed
-    *   @return _bullet_speed
-    */
-    int get_bullet_speed();
-    /**
-    *   @brief getting the heart sprite's width
-    *   @return  width of the heart sprite
-    */
-    int get_hearts_width();
-    /**
-    *   @brief getting the heart sprite's height
-    *   @return  height of the heart sprite
-    */
-    int get_hearts_height();
-    /**
-    *   @brief getting the heart sprite char array
-    *   @return char pointer array to the heart sprite
-    */
-    char * get_hearts_sprite();
-    
-    // Functions
-    /**
-    *   @brief function calls both movement of player and movement of bullets
-    *   @param x_value - joystick x
-    *   @param y_value - joystick y
-    *   @param map - the 2d map array that dictates where there are walls or empty space
-    *   @param doorways - an array that dictates which side of the wall has a doorway
-    */
-    virtual void move(float x_value, float y_value, char * map, bool * doorways);
-    /**
-    *   @brief reduce _hp by damage
-    *   @param damage - the amount of damage to be taken
-    */
-    virtual void take_damage(int damage);
-    /**
-    *   @brief a virtual function of drawing the player onto the screen
-    *   @param lcd - the screen where the player is drawn on
-    */
-    virtual void draw(N5110 &lcd);
-    /**
-    *   @brief a virtual function of drawing the bullets the player shot onto the screen if j is the correct y-position of the bullets
-    *   @param lcd - the screen where the bullets is drawn on
-    *   @param j - which y-position hitboxes are currently being printed
-    */
-    void draw_bullets(N5110 &lcd, int j);
-    /**
-    *   @brief attempts to delete any bullets that goes out of bounds (out of screen or onto a wall)
-    *   @param map - the 2d map array that dictates where there are walls or empty space
-    *   @param doorawys - an array that dictates which side of the wall has a doorway
-    *   @return true if any bullets is successfully deleted
-    */
-    bool delete_out_of_bounds_bullets(char * map, bool * doorways);
-    /**
-    *   @brief deletes any existing bullets
-    */
-    void delete_bullets();
-    /**
-    *   @brief shoots bullets at the direction of the buttons
-    *   @param button_A - button down
-    *   @param button_B - button right
-    *   @param button_Y - button up
-    *   @param button_X - button left
-    */
-    void buttons(bool button_A, bool button_B, bool button_Y, bool button_X);
-
-    // Variables
-    /**
-    *   @brief a bullets pointer array that holds all the possible bullets the player can shoot
-    */
-    Bullets *bullets_array[bullets_max];
-    /**
-    *   @brief a boolean array that dictates which bullets in the bullets array exist
-    */
-    bool valid_bullets[bullets_max];
-    
-};
-
-// Sprite
-const char sprite_heart[9][9] = {
-    {0,1,1,0,0,0,1,1,0,},
-    {1,1,1,1,0,1,1,1,1,},
-    {1,2,1,1,1,1,1,1,1,},
-    {1,2,1,1,1,1,1,1,1,},
-    {1,2,1,1,1,1,1,1,1,},
-    {0,1,2,1,1,1,1,1,0,},
-    {0,0,1,1,1,1,1,0,0,},
-    {0,0,0,1,1,1,0,0,0,},
-    {0,0,0,0,1,0,0,0,0,}
-};
-
-const char sprite_dying_player [5][12][12] = { // sprite_dying_player [Frame][Size_Y][Size_X]
-    {
-        {0,1,1,1,1,0,0,0,0,0,0,0,},
-        {1,1,1,1,1,1,0,0,0,0,0,0,},
-        {1,2,1,1,1,1,0,0,0,0,0,0,},
-        {1,1,1,1,1,1,0,0,0,0,0,0,},
-        {0,1,1,1,1,0,0,0,0,0,0,0,},
-        {0,0,1,1,0,0,0,0,0,0,0,0,},
-        {0,0,1,1,0,0,0,0,0,0,0,0,},
-        {0,0,1,1,0,0,0,0,0,0,0,0,},
-        {0,0,1,1,0,0,0,0,0,0,0,0,},
-        {0,0,0,1,0,0,0,0,0,0,0,0,},
-        {0,0,0,1,0,0,0,0,0,0,0,0,},
-        {0,0,1,1,0,0,0,0,0,0,0,0,},
-    },
-    {
-        {0,0,0,0,1,1,1,0,0,0,0,0,},
-        {0,0,0,1,2,1,1,1,0,0,0,0,},
-        {0,0,0,1,1,1,1,1,0,0,0,0,},
-        {0,0,0,1,1,1,1,1,0,0,0,0,},
-        {0,0,0,0,1,1,1,0,0,0,0,0,},
-        {0,1,1,1,1,0,0,0,0,0,0,0,},
-        {0,0,1,1,1,0,0,0,0,0,0,0,},
-        {0,0,1,1,0,0,0,0,0,0,0,0,},
-        {0,1,1,1,0,0,0,0,0,0,0,0,},
-        {0,1,0,1,0,0,0,0,0,0,0,0,},
-        {1,0,0,1,0,0,0,0,0,0,0,0,},
-        {0,0,1,1,0,0,0,0,0,0,0,0,},
-    },
-    {
-        {0,0,0,0,0,0,0,0,0,0,0,0,},
-        {0,0,0,0,0,0,0,0,0,0,0,0,},
-        {0,0,0,0,0,0,0,0,0,0,0,0,},
-        {0,0,0,0,0,0,0,0,0,0,0,0,},
-        {0,0,0,0,1,0,0,0,1,1,1,0,},
-        {0,0,0,0,0,1,0,1,1,2,1,1,},
-        {0,0,0,0,0,1,1,1,1,1,1,1,},
-        {0,0,0,1,1,1,1,1,1,1,1,1,},
-        {0,1,1,1,1,1,1,0,1,1,1,0,},
-        {1,0,0,1,1,0,0,0,0,0,0,0,},
-        {0,0,1,0,0,0,0,0,0,0,0,0,},
-        {0,1,0,0,0,0,0,0,0,0,0,0,},
-    },
-    {
-        {0,0,0,0,0,0,0,0,0,0,0,0,},
-        {0,0,0,0,0,0,0,0,0,0,0,0,},
-        {0,0,0,0,0,0,0,0,0,0,0,0,},
-        {0,0,0,0,0,0,0,0,0,0,0,0,},
-        {0,0,0,0,0,0,0,0,0,0,0,0,},
-        {0,0,0,0,0,0,0,0,0,0,0,0,},
-        {0,0,0,0,0,0,0,0,0,0,0,0,},
-        {0,0,0,0,0,0,0,0,0,0,0,0,},
-        {1,0,0,0,1,0,0,0,1,1,1,0,},
-        {0,1,1,0,0,1,1,1,1,2,1,1,},
-        {1,0,0,1,1,1,1,1,1,1,1,1,},
-        {1,1,1,1,1,1,1,1,1,1,1,1,},
-    },
-    {
-        {0,0,0,0,0,0,0,0,0,0,0,0,},
-        {0,0,0,0,0,0,0,0,0,0,0,0,},
-        {0,0,0,0,0,0,0,0,0,0,0,0,},
-        {0,0,0,0,0,0,0,0,0,0,0,0,},
-        {0,0,0,0,0,0,0,0,0,0,0,0,},
-        {0,0,0,0,0,0,0,0,0,0,0,0,},
-        {0,0,0,0,0,0,0,0,0,0,0,0,},
-        {0,0,0,0,0,0,0,0,0,0,0,0,},
-        {0,0,0,0,0,0,0,0,1,1,1,0,},
-        {0,0,0,0,0,0,0,1,1,1,1,1,},
-        {1,0,0,1,1,1,1,1,1,1,1,1,},
-        {1,1,1,1,1,1,1,1,1,1,1,1,},
-    }
-};
-    
-
-const char sprite_transparent_player[12][6] = {
-    {0,0,0,0,0,0,},
-    {0,0,0,0,0,0,},
-    {0,0,0,0,0,0,},
-    {0,0,0,0,0,0,},
-    {0,0,0,0,0,0,},
-    {0,0,0,0,0,0,},
-    {0,0,0,0,0,0,},
-    {0,0,0,0,0,0,},
-    {0,0,0,0,0,0,},
-    {0,0,0,0,0,0,},
-    {0,0,0,0,0,0,},
-    {0,0,0,0,0,0,}
-};
-
-const char sprite_player [4][4][12][6] = {   // Player [Face][SpriteAnimationFrame][Size_Y][Size_X]
-    {
-        // Up
-        {
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,1,1,1,1,1,},
-            {1,1,1,1,1,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,1,1,1,1,0,},
-            {1,0,1,1,0,1,},
-            {1,0,1,1,0,1,},
-            {0,0,1,1,0,0,},
-            {0,1,0,0,1,0,},
-            {0,1,0,0,1,0,}
-        },
-        {
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,1,1,1,1,1,},
-            {1,1,1,1,1,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,1,1,1,1,0,},
-            {1,0,1,1,0,1,},
-            {0,0,1,1,0,1,},
-            {0,0,1,1,0,0,},
-            {0,1,0,0,1,0,},
-            {0,1,0,0,0,0,}
-        },
-        {
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,1,1,1,1,1,},
-            {1,1,1,1,1,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,1,1,1,1,0,},
-            {1,0,1,1,0,1,},
-            {1,0,1,1,0,1,},
-            {0,0,1,1,0,0,},
-            {0,1,0,0,1,0,},
-            {0,1,0,0,1,0,}
-        },
-        {
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,1,1,1,1,1,},
-            {1,1,1,1,1,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,1,1,1,1,0,},
-            {1,0,1,1,0,1,},
-            {1,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,1,0,0,1,0,},
-            {0,0,0,0,1,0,}
-        }
-    },
-    {
-        // Right
-        {
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,1,1,1,2,1,},
-            {1,1,1,1,1,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,0,0,0,},
-            {0,0,1,0,0,0,},
-            {0,0,1,1,0,0,}
-        },
-        {
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,1,1,1,2,1,},
-            {1,1,1,1,1,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,0,1,0,},
-            {0,1,0,0,1,0,},
-            {0,1,0,0,0,1,}
-        },
-        {
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,1,1,1,2,1,},
-            {1,1,1,1,1,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,0,0,0,},
-            {0,0,1,0,0,0,},
-            {0,0,1,1,0,0,}
-        },
-        {
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,1,1,1,2,1,},
-            {1,1,1,1,1,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,0,1,0,},
-            {0,1,0,0,1,0,},
-            {0,1,0,0,0,1,}
-        }
-    },
-    {
-        // Down
-        {
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,2,1,1,2,1,},
-            {1,1,2,2,1,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,1,1,1,1,0,},
-            {1,0,1,1,0,1,},
-            {1,0,1,1,0,1,},
-            {0,0,1,1,0,0,},
-            {0,1,0,0,1,0,},
-            {0,1,0,0,1,0,}
-        },
-        {
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,2,1,1,2,1,},
-            {1,1,2,2,1,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,1,1,1,1,0,},
-            {1,0,1,1,0,1,},
-            {0,0,1,1,0,1,},
-            {0,0,1,1,0,0,},
-            {0,1,0,0,1,0,},
-            {0,1,0,0,0,0,}
-        },
-        {
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,2,1,1,2,1,},
-            {1,1,2,2,1,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,1,1,1,1,0,},
-            {1,0,1,1,0,1,},
-            {1,0,1,1,0,1,},
-            {0,0,1,1,0,0,},
-            {0,1,0,0,1,0,},
-            {0,1,0,0,1,0,}
-        },
-        {
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,2,1,1,2,1,},
-            {1,1,2,2,1,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,1,1,1,1,0,},
-            {1,0,1,1,0,1,},
-            {1,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,1,0,0,1,0,},
-            {0,0,0,0,1,0,}
-        }
-    },
-    {
-        // Left
-        {
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,2,1,1,1,1,},
-            {1,1,1,1,1,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,0,1,0,0,},
-            {0,0,0,1,0,0,},
-            {0,0,1,1,0,0,}
-        },
-        {
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,2,1,1,1,1,},
-            {1,1,1,1,1,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,1,0,1,0,0,},
-            {0,1,0,0,1,0,},
-            {1,0,0,0,1,0,}
-        },
-        {
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,2,1,1,1,1,},
-            {1,1,1,1,1,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,0,1,0,0,},
-            {0,0,0,1,0,0,},
-            {0,0,1,1,0,0,}
-        },
-        {
-            {0,1,1,1,1,0,},
-            {1,1,1,1,1,1,},
-            {1,2,1,1,1,1,},
-            {1,1,1,1,1,1,},
-            {0,1,1,1,1,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,0,1,1,0,0,},
-            {0,1,0,1,0,0,},
-            {0,1,0,0,1,0,},
-            {1,0,0,0,1,0,}
-        }
-    }
-};
-
-#endif
\ No newline at end of file
--- a/Entity/Walls/Walls.cpp	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,32 +0,0 @@
-#include "Walls.h"
-Walls::Walls(int pos_x, int pos_y, int hitbox_width, int hitbox_height)
-{   
-    _hitbox.width = hitbox_width;
-    _hitbox.height = hitbox_height;
-    
-    _sprite_size.width = hitbox_width;
-    _sprite_size.height = hitbox_height + 7;
-    _sprite_size.offset_x = 0;
-    _sprite_size.offset_y = -7;
-    
-    _position.x = pos_x;
-    _position.y = pos_y;
-    update_prev_pos();
-}
-
-void Walls::move(float unused, float unused1, char * unused2, bool * unused3) // movement control and miscellaneous updates
-{
-    
-}
-
-void Walls::take_damage(int damage)
-{
-    
-}
-
-void Walls::draw(N5110 &lcd)
-{
-    lcd.drawRect(_position.x, _position.y + _sprite_size.offset_y, _sprite_size.width, _sprite_size.height, FILL_BLACK);
-    lcd.drawRect(_position.x+1, _position.y + _sprite_size.offset_y+1, _sprite_size.width-2, _sprite_size.height-2, FILL_WHITE);
-    lcd.drawLine(_position.x, _position.y + _sprite_size.offset_y + _hitbox.height - 1, _position.x + _hitbox.width - 1, _position.y + _sprite_size.offset_y + _hitbox.height - 1, 1);
-}
\ No newline at end of file
--- a/Entity/Walls/Walls.h	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,42 +0,0 @@
-#ifndef WALLS_H
-#define WALLS_H
-#include "Entity.h"
-/**Walls Class
-*@author Steven Mahasin
-*@brief Creates a Static Wall which inherits the Entity class, not used yet in this version due to bugged spawn areas
-*@date May 2019
-*/
-class Walls : public Entity
-{
-public:
-    /** Constructor 
-    *   @brief creates a wall at positions pos_x and pos_y
-    *   @param pos_x - initialise _position.x
-    *   @param pos_y - initialise _position.y
-    *   @param hitbox_width - initialise _hitbox.width
-    *   @param hitbox_height - initialise _hitbox.height
-    */
-    Walls(int pos_x, int pos_y, int hitbox_width, int hitbox_height);
-    
-    // Functions
-    /**
-    *   @brief just because entity has a pure virtual function move, the function is of no use in walls as it does not move
-    *   @param unused - not used
-    *   @param unused1 - not used
-    *   @param unused2 - not used
-    *   @param unused3 - not used
-    */
-    virtual void move(float unused, float unused1, char * unused2, bool * unused3); // movement control and miscellaneous updates
-    /**
-    *   @brief just because entity has a pure virtual function take_damage, the function is of no use in walls as it does take_damage
-    *   @param unused - not used
-    */
-    virtual void take_damage(int unused);
-    /**
-    *   @brief a virtual function of drawing the walls onto the screen
-    *   @param lcd - the screen where the wall is drawn on
-    */
-    virtual void draw(N5110 &lcd);
-};
-
-#endif
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Gamepad/Gamepad.cpp	Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,391 @@
+#include "Gamepad.h"
+
+#include "mbed.h"
+
+//////////// constructor/destructor ////////////
+Gamepad::Gamepad()
+    :
+    _led1(new PwmOut(PTA1)),
+    _led2(new PwmOut(PTA2)),
+    _led3(new PwmOut(PTC2)),
+    _led4(new PwmOut(PTC3)),
+    _led5(new PwmOut(PTC4)),
+    _led6(new PwmOut(PTD3)),
+
+    _button_A(new InterruptIn(PTB9)),
+    _button_B(new InterruptIn(PTD0)),
+    _button_X(new InterruptIn(PTC17)),
+    _button_Y(new InterruptIn(PTC12)),
+    _button_L(new InterruptIn(PTB18)),
+    _button_R(new InterruptIn(PTB3)),
+    _button_back(new InterruptIn(PTB19)),
+    _button_start(new InterruptIn(PTC5)),
+    _button_joystick(new InterruptIn(PTC16)),
+
+    _vert(new AnalogIn(PTB10)),
+    _horiz(new AnalogIn(PTB11)),
+
+    _buzzer(new PwmOut(PTC10)),
+    _pot(new AnalogIn(PTB2)),
+
+    _timeout(new Timeout()),
+
+    _event_state(0),
+
+    _x0(0),
+    _y0(0)
+{}
+
+Gamepad::~Gamepad()
+{
+    delete _led1,_led2,_led3,_led4,_led5,_led6;
+    delete _button_A,_button_B,_button_joystick,_vert,_horiz;
+    delete _button_X,_button_Y,_button_back,_button_start;
+    delete _button_L,_button_R, _buzzer, _pot, _timeout;
+}
+
+///////////////// public methods /////////////////
+
+void Gamepad::init()
+{
+    leds_off();
+    init_buttons();
+
+    // read centred values of joystick
+    _x0 = _horiz->read();
+    _y0 = _vert->read();
+
+    // clear all flags
+    _event_state = 0;
+}
+
+void Gamepad::leds_off()
+{
+    leds(0.0);
+}
+
+void Gamepad::leds_on()
+{
+    leds(1.0);
+}
+
+void Gamepad::leds(float val) const
+{
+    if (val < 0.0f) {
+        val = 0.0f;
+    }
+    if (val > 1.0f) {
+        val = 1.0f;
+    }
+
+    // leds are active-low, so subtract from 1.0
+    // 0.0 corresponds to fully-off, 1.0 to fully-on
+    val = 1.0f - val;
+
+    _led1->write(val);
+    _led2->write(val);
+    _led3->write(val);
+    _led4->write(val);
+    _led5->write(val);
+    _led6->write(val);
+}
+
+void Gamepad::led(int n,float val) const
+{
+    // ensure they are within vlaid range
+    if (val < 0.0f) {
+        val = 0.0f;
+    }
+    if (val > 1.0f) {
+        val = 1.0f;
+    }
+
+    switch (n) {
+
+        // check for valid LED number and set value
+
+        case 1:
+            _led1->write(1.0f-val);   // active-low so subtract from 1
+            break;
+        case 2:
+            _led2->write(1.0f-val);   // active-low so subtract from 1
+            break;
+        case 3:
+            _led3->write(1.0f-val);   // active-low so subtract from 1
+            break;
+        case 4:
+            _led4->write(1.0f-val);   // active-low so subtract from 1
+            break;
+        case 5:
+            _led5->write(1.0f-val);   // active-low so subtract from 1
+            break;
+        case 6:
+            _led6->write(1.0f-val);   // active-low so subtract from 1
+            break;
+
+    }
+}
+
+float Gamepad::read_pot() const
+{
+    return _pot->read();
+}
+
+void Gamepad::tone(float frequency, float duration)
+{
+    _buzzer->period(1.0f/frequency);
+    _buzzer->write(0.5);  // 50% duty cycle - square wave
+    _timeout->attach(callback(this, &Gamepad::tone_off), duration );
+}
+
+bool Gamepad::check_event(GamepadEvent const id)
+{
+    // Check whether event flag is set
+    if (_event_state[id]) {
+//        _event_state.reset(id);  // clear flag
+        return true;
+    } else {
+        return false;
+    }
+}
+
+// this method gets the magnitude of the joystick movement
+float Gamepad::get_mag()
+{
+    Polar p = get_polar();
+    return p.mag;
+}
+
+// this method gets the angle of joystick movement (0 to 360, 0 North)
+float Gamepad::get_angle()
+{
+    Polar p = get_polar();
+    return p.angle;
+}
+
+Direction Gamepad::get_direction()
+{
+    float angle = get_angle();  // 0 to 360, -1 for centred
+
+    Direction d;
+    // partition 360 into segments and check which segment the angle is in
+    if (angle < 0.0f) {
+        d = CENTRE;   // check for -1.0 angle
+    } else if (angle < 22.5f) {  // then keep going in 45 degree increments
+        d = N;
+    } else if (angle < 67.5f) {
+        d = NE;
+    } else if (angle < 112.5f) {
+        d = E;
+    } else if (angle < 157.5f) {
+        d = SE;
+    } else if (angle < 202.5f) {
+        d = S;
+    } else if (angle < 247.5f) {
+        d = SW;
+    } else if (angle < 292.5f) {
+        d = W;
+    } else if (angle < 337.5f) {
+        d = NW;
+    } else {
+        d = N;
+    }
+
+    return d;
+}
+
+///////////////////// private methods ////////////////////////
+
+void Gamepad::tone_off()
+{
+    // called after timeout
+    _buzzer->write(0.0);
+}
+
+void Gamepad::init_buttons()
+{
+    // turn on pull-downs as other side of button is connected to 3V3
+    // button is 0 when not pressed and 1 when pressed
+    _button_A->mode(PullDown);
+    _button_B->mode(PullDown);
+    _button_X->mode(PullDown);
+    _button_Y->mode(PullDown);
+    _button_back->mode(PullDown);
+    _button_start->mode(PullDown);
+    _button_L->mode(PullDown);
+    _button_R->mode(PullDown);
+    _button_joystick->mode(PullDown);
+    // therefore setup rising edge interrupts
+    _button_A->rise(callback(this,&Gamepad::a_isr));
+    _button_B->rise(callback(this,&Gamepad::b_isr));
+    _button_X->rise(callback(this,&Gamepad::x_isr));
+    _button_Y->rise(callback(this,&Gamepad::y_isr));
+    _button_L->rise(callback(this,&Gamepad::l_isr));
+    _button_R->rise(callback(this,&Gamepad::r_isr));
+    _button_start->rise(callback(this,&Gamepad::start_isr));
+    _button_back->rise(callback(this,&Gamepad::back_isr));
+    _button_joystick->rise(callback(this,&Gamepad::joy_isr));
+    // therefore setup falling edge interrupts
+    _button_A->fall(callback(this,&Gamepad::a_reset_isr));
+    _button_B->fall(callback(this,&Gamepad::b_reset_isr));
+    _button_X->fall(callback(this,&Gamepad::x_reset_isr));
+    _button_Y->fall(callback(this,&Gamepad::y_reset_isr));
+    _button_L->fall(callback(this,&Gamepad::l_reset_isr));
+    _button_R->fall(callback(this,&Gamepad::r_reset_isr));
+    _button_start->fall(callback(this,&Gamepad::start_reset_isr));
+    _button_back->fall(callback(this,&Gamepad::back_reset_isr));
+    _button_joystick->fall(callback(this,&Gamepad::joy_reset_isr));
+}
+
+// button interrupts ISRs
+// Each of these simply sets the appropriate event bit in the _event_state
+// variable
+void Gamepad::a_isr()
+{
+    _event_state.set(A_PRESSED);
+}
+void Gamepad::b_isr()
+{
+    _event_state.set(B_PRESSED);
+}
+void Gamepad::x_isr()
+{
+    _event_state.set(X_PRESSED);
+}
+void Gamepad::y_isr()
+{
+    _event_state.set(Y_PRESSED);
+}
+void Gamepad::l_isr()
+{
+    _event_state.set(L_PRESSED);
+}
+void Gamepad::r_isr()
+{
+    _event_state.set(R_PRESSED);
+}
+void Gamepad::back_isr()
+{
+    _event_state.set(BACK_PRESSED);
+}
+void Gamepad::start_isr()
+{
+    _event_state.set(START_PRESSED);
+}
+void Gamepad::joy_isr()
+{
+    _event_state.set(JOY_PRESSED);
+}
+
+// button interrupts ISRs
+// Each of these simply resets the appropriate event bit in the _event_state
+// variable
+void Gamepad::a_reset_isr()
+{
+    _event_state.reset(A_PRESSED);
+}
+void Gamepad::b_reset_isr()
+{
+    _event_state.reset(B_PRESSED);
+}
+void Gamepad::x_reset_isr()
+{
+    _event_state.reset(X_PRESSED);
+}
+void Gamepad::y_reset_isr()
+{
+    _event_state.reset(Y_PRESSED);
+}
+void Gamepad::l_reset_isr()
+{
+    _event_state.reset(L_PRESSED);
+}
+void Gamepad::r_reset_isr()
+{
+    _event_state.reset(R_PRESSED);
+}
+void Gamepad::back_reset_isr()
+{
+    _event_state.reset(BACK_PRESSED);
+}
+void Gamepad::start_reset_isr()
+{
+    _event_state.reset(START_PRESSED);
+}
+void Gamepad::joy_reset_isr()
+{
+    _event_state.reset(JOY_PRESSED);
+}
+
+// get raw joystick coordinate in range -1 to 1
+// Direction (x,y)
+// North     (0,1)
+// East      (1,0)
+// South     (0,-1)
+// West      (-1,0)
+Vector2D Gamepad::get_coord()
+{
+    // read() returns value in range 0.0 to 1.0 so is scaled and centre value
+    // substracted to get values in the range -1.0 to 1.0
+    float x = 2.0f*( _horiz->read() - _x0 );
+    float y = 2.0f*( _vert->read()  - _y0 );
+
+    // Note: the x value here is inverted to ensure the positive x is to the
+    // right. This is simply due to how the potentiometer on the joystick
+    // I was using was connected up. It could have been corrected in hardware
+    // by swapping the power supply pins. Instead it is done in software so may
+    // need to be changed depending on your wiring setup
+
+    Vector2D coord = {-x,y};
+    return coord;
+}
+
+// This maps the raw x,y coord onto a circular grid.
+// See:  http://mathproofs.blogspot.co.uk/2005/07/mapping-square-to-circle.html
+Vector2D Gamepad::get_mapped_coord()
+{
+    Vector2D coord = get_coord();
+
+    // do the transformation
+    float x = coord.x*sqrt(1.0f-pow(coord.y,2.0f)/2.0f);
+    float y = coord.y*sqrt(1.0f-pow(coord.x,2.0f)/2.0f);
+
+    Vector2D mapped_coord = {x,y};
+    return mapped_coord;
+}
+
+// this function converts the mapped coordinates into polar form
+Polar Gamepad::get_polar()
+{
+    // get the mapped coordinate
+    Vector2D coord = get_mapped_coord();
+
+    // at this point, 0 degrees (i.e. x-axis) will be defined to the East.
+    // We want 0 degrees to correspond to North and increase clockwise to 359
+    // like a compass heading, so we need to swap the axis and invert y
+    float x = coord.y;
+    float y = coord.x;
+
+    float mag = sqrt(x*x+y*y);  // pythagoras
+    float angle = RAD2DEG*atan2(y,x);
+    // angle will be in range -180 to 180, so add 360 to negative angles to
+    // move to 0 to 360 range
+    if (angle < 0.0f) {
+        angle+=360.0f;
+    }
+
+    // the noise on the ADC causes the values of x and y to fluctuate slightly
+    // around the centred values. This causes the random angle values to get
+    // calculated when the joystick is centred and untouched. This is also when
+    // the magnitude is very small, so we can check for a small magnitude and then
+    // set the angle to -1. This will inform us when the angle is invalid and the
+    // joystick is centred
+
+    if (mag < TOL) {
+        mag = 0.0f;
+        angle = -1.0f;
+    }
+
+    Polar p = {mag,angle};
+    return p;
+}
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Gamepad/Gamepad.h	Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,216 @@
+#ifndef GAMEPAD_H
+#define GAMEPAD_H
+
+#include <bitset>
+
+// Forward declaration of the classes that we use from the mbed library
+// This avoids the need for us to include the huge mbed.h header inside our
+// own library API
+namespace mbed
+{
+class AnalogIn;
+class InterruptIn;
+class PwmOut;
+class Timeout;
+}
+
+#define TOL 0.1f
+#define RAD2DEG 57.2957795131f
+
+/** Enum for direction */
+enum Direction {
+    CENTRE,  /**< joystick centred */
+    N,       /**< pushed North (0)*/
+    NE,      /**< pushed North-East (45) */
+    E,       /**< pushed East (90) */
+    SE,      /**< pushed South-East (135) */
+    S,       /**< pushed South (180) */
+    SW,      /**< pushed South-West (225) */
+    W,       /**< pushed West (270) */
+    NW       /**< pushed North-West (315) */
+};
+
+/** Vector 2D struct */
+struct Vector2D {
+    float x; /**< float for x value */
+    float y; /**< float for y value */
+};
+
+/** Polar coordinate struct */
+struct Polar {
+    float mag;  /**< float for magnitude */
+    float angle; /**< float for angle (in degrees) */
+};
+
+/** Gamepad Class
+ * @brief Library for interfacing with ELEC2645 Gamepad PCB, University of Leeds
+ * @author Dr Craig A. Evans
+ * @author Dr Alex Valavanis
+ */
+class Gamepad
+{
+public:
+    /** Gamepad events
+     * @brief List of events that can be registered on the gamepad
+     */
+    enum GamepadEvent {
+        A_PRESSED,     ///< Button A has been pressed
+        B_PRESSED,     ///< Button B has been pressed
+        X_PRESSED,     ///< Button X has been pressed
+        Y_PRESSED,     ///< Button Y has been pressed
+        L_PRESSED,     ///< Button L has been pressed
+        R_PRESSED,     ///< Button R has been pressed
+        BACK_PRESSED,  ///< Button "Back" has been pressed
+        START_PRESSED, ///< Button "Start" has been pressed
+        JOY_PRESSED,   ///< Joystick button has been pressed
+        N_EVENTS       ///< A dummy flag that marks the end of the list
+    };
+
+private:
+    mbed::PwmOut *_led1;
+    mbed::PwmOut *_led2;
+    mbed::PwmOut *_led3;
+    mbed::PwmOut *_led4;
+    mbed::PwmOut *_led5;
+    mbed::PwmOut *_led6;
+
+    mbed::InterruptIn *_button_A;
+    mbed::InterruptIn *_button_B;
+    mbed::InterruptIn *_button_X;
+    mbed::InterruptIn *_button_Y;
+    mbed::InterruptIn *_button_L;
+    mbed::InterruptIn *_button_R;
+    mbed::InterruptIn *_button_back;
+    mbed::InterruptIn *_button_start;
+    mbed::InterruptIn *_button_joystick;
+
+    mbed::AnalogIn *_vert;
+    mbed::AnalogIn *_horiz;
+
+    mbed::PwmOut   *_buzzer;
+    mbed::AnalogIn *_pot;
+
+    mbed::Timeout *_timeout;
+
+    std::bitset<N_EVENTS> _event_state; ///< A binary list of buttons that has been pressed
+
+    // centred x,y values
+    float _x0;
+    float _y0;
+
+public:
+    /** Constructor */
+    Gamepad();
+
+    /** Destructor */
+    ~Gamepad();
+
+    /** Initialise all peripherals and configure interrupts */
+    void init();
+
+    /** Turn all LEDs on */
+    void leds_on();
+
+    /** Turn all LEDs off */
+    void leds_off();
+
+    /** Set all LEDs to duty-cycle
+    *@param value in range 0.0 to 1.0
+    */
+    void leds(float val) const;
+
+    /** Set LED to duty-cycle
+    *@param led number (0 to 5)
+    *@param value in range 0.0 to 1.0
+    */
+    void led(int n,float val) const;
+
+    /** Read potentiometer
+    *@returns potentiometer value in range 0.0 to 1.0
+    */
+    float read_pot() const;
+
+    /** Play tone on piezo
+    * @param frequency in Hz
+    * @param duration of tone in seconds
+    */
+    void tone(float frequency, float duration);
+
+    /**
+     * @brief Check whether an event flag has been set and clear it
+     * @param id[in] The ID of the event to test
+     * @return true if the event occurred
+     */
+    bool check_event(GamepadEvent const id);
+
+    /**
+     * @brief   Get the raw binary event state
+     * @return  The event state as a binary code
+     * @details The check_event() function is likely to be more useful than
+     *          this, for testing whether a given event has occurred. It can be
+     *          useful for debugging via the terminal, however, for example:
+     *          @code
+     *          std::cout << gamepad.get_raw_event_state() << std::endl;
+     *          @endcode
+     */
+    inline std::bitset<N_EVENTS> get_raw_event_state() const
+    {
+        return _event_state;
+    }
+
+    /** Get magnitude of joystick movement
+    * @returns value in range 0.0 to 1.0
+    */
+    float get_mag();
+
+    /** Get angle of joystick movement
+    * @returns value in range 0.0 to 359.9. 0.0 corresponds to N, 180.0 to S. -1.0 is central
+    */
+    float get_angle();
+
+    /** Gets joystick direction
+    * @returns an enum: CENTRE, N, NE, E, SE, S, SW, W, NW,
+    */
+    Direction get_direction();    // N,NE,E,SE etc.
+
+    /** Gets raw cartesian co-ordinates of joystick
+    * @returns a struct with x,y members, each in the range 0.0 to 1.0
+    */
+    Vector2D get_coord();         // cartesian co-ordinates x,y
+
+    /** Gets cartesian coordinates mapped to circular grid
+    * @returns a struct with x,y members, each in the range 0.0 to 1.0
+    */
+    Vector2D get_mapped_coord();  // x,y mapped to circle
+
+    /** Gets polar coordinates of the joystick
+    * @returns a struct contains mag and angle
+    */
+    Polar get_polar();            // mag and angle in struct form
+
+private:
+    void init_buttons();
+    void tone_off();
+
+    void a_reset_isr();
+    void b_reset_isr();
+    void x_reset_isr();
+    void y_reset_isr();
+    void l_reset_isr();
+    void r_reset_isr();
+    void back_reset_isr();
+    void start_reset_isr();
+    void joy_reset_isr();
+
+    void a_isr();
+    void b_isr();
+    void x_isr();
+    void y_isr();
+    void l_isr();
+    void r_isr();
+    void back_isr();
+    void start_isr();
+    void joy_isr();
+};
+
+#endif
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Headless/Headless.cpp	Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,79 @@
+#include "Headless.h"
+#include "math.h"
+#include <complex>
+
+Headless::Headless(float pos_x, float pos_y)
+{
+    _hp = 4;
+    _attack = 1;
+    _face = 0;
+    _hp_drop_chance = 10; // out of 100
+    
+    _hitbox.width = 6;
+    _hitbox.height = 5;
+    
+    _position.x = pos_x;
+    _position.y = pos_y;
+    
+    _sprite_size.width = 6;
+    _sprite_size.height = 9;
+    _sprite_size.offset_x = 0;
+    _sprite_size.offset_y = -4;
+    
+    _frame.count = 0;
+    _frame.number = 0;
+    _frame.max = 4;
+    
+    _velocity = 0.25;
+}
+
+void Headless::move(float player_x, float player_y, char * map, bool * doorways)
+{
+    std::complex<double> pos_diff(player_x - _position.x, player_y - _position.y); // Defining difference in position as a vector for simplicity (magnitude is hard to calculate)
+    _position.x += _velocity * pos_diff.real() / std::abs(pos_diff);
+    _position.y += _velocity * pos_diff.imag() / std::abs(pos_diff);
+    // Setting face
+    if (abs(pos_diff.real()) > abs(pos_diff.imag())) {
+        if (pos_diff.real() > 0) { _face = 1;
+        } else { _face = 3; 
+        }
+    } else {
+        if (pos_diff.imag() > 0) { _face = 2;
+        } else { _face = 0;
+        }
+    }
+    // Wall Collision
+    undo_move_x(entity_to_map_collision_test(_position.x, _prev_pos.y, map, doorways));
+    undo_move_y(entity_to_map_collision_test(_prev_pos.x, _position.y, map, doorways));
+    // Animation
+    increment_frame();
+}
+
+void Headless::increment_frame()
+{
+    if (_frame.number < _frame.max) {
+        _frame.count++;
+    } else {
+        _frame.count = 0;
+    }
+    _frame.number = (_frame.count/16) % _frame.max; // Frame number is used in chosing sprite-frame for animation; the constant 16 is the number of frames per sprite-frame
+}
+
+void Headless::draw(N5110 &lcd)
+{
+    lcd.drawSpriteTransparent(_position.x+_sprite_size.offset_x,
+                              _position.y+_sprite_size.offset_y,
+                              _sprite_size.height,
+                              _sprite_size.width,
+                              get_frame());
+}
+
+void Headless::take_damage(int damage)
+{
+    _hp -= damage;
+}
+
+char * Headless::get_frame()    // Returns the corresponding frame
+{
+    return (char *) sprite_headless[_face][_frame.number];
+}
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Headless/Headless.h	Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,245 @@
+#ifndef HEADLESS_H
+#define HEADLESS_H
+#include "Entity.h"
+
+/**Headless Class
+*@author Steven Mahasin
+*@brief Creates a Headless which inherits the Entity class, this is one of the mobs that spawns in the normal rooms.
+*@date May 2019
+*/
+class Headless : public Entity
+{
+
+public:
+    /** Constructor 
+    *   @brief creates a headless at positions pos_x and pos_y
+    *   @param pos_x @details initialise _position.x
+    *   @param pos_y @details initialise _position.y
+    */
+    Headless(float pos_x, float pos_y);
+
+    // Functions
+    /**
+    *   @brief function moves the headless towards the player
+    *   @param x_value - player x-position
+    *   @param y_value - player y-position
+    *   @param map - the 2d map array that dictates where there are walls or empty space
+    *   @param doorways - an array that dictates which side of the wall has a doorway
+    */
+    virtual void move(float player_x, float player_y, char * map, bool * doorways);
+    /**
+    *   @brief reduce _hp by damage
+    *   @param damage @details the amount of damage to be taken
+    */
+    virtual void take_damage(int damage);
+    /**
+    *   @brief a virtual function of drawing the headless onto the screen
+    *   @param lcd @details the screen where the headless is drawn on
+    */
+    virtual void draw(N5110 &lcd);
+
+private:
+    // Methods
+    /**
+    *   @brief gets the sprite array
+    *   @return char pointer array of the corresponding snake sprite frame
+    */
+    char * get_frame();
+    /**
+    *   @brief increase _frame.count which increases _frame.number to animate snake
+    */
+    void increment_frame();
+};
+
+const char sprite_headless[4][4][9][6] = {   // Player [Face][SpriteAnimationFrame][Size_Y][Size_X]
+    {
+        // Up
+        {
+            {0,0,0,0,0,0,},
+            {1,0,0,0,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,}
+        },
+        {
+            {0,0,0,0,0,0,},
+            {0,0,0,1,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,},
+            {0,0,0,0,1,0,}
+        },
+        {
+            {0,0,0,0,1,0,},
+            {0,0,1,0,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,}
+        },
+        {
+            {0,1,0,0,0,0,},
+            {0,0,0,0,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,0,0,}
+        }
+    },
+    {
+        // Right
+        {
+            {0,0,0,0,0,0,},
+            {0,0,1,0,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,1,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,0,0,0,},
+            {0,0,1,0,0,0,},
+            {0,0,1,1,0,0,}
+        },
+        {
+            {0,1,0,0,0,0,},
+            {0,0,0,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,1,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,0,1,0,},
+            {0,0,1,0,1,0,},
+            {0,1,0,0,0,1,}
+        },
+        {
+            {0,0,0,0,1,0,},
+            {0,0,0,0,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,1,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,0,0,0,},
+            {0,0,1,0,0,0,},
+            {0,0,1,1,0,0,}
+        },
+        {
+            {0,0,0,0,0,0,},
+            {0,0,0,0,0,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,1,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,0,1,0,},
+            {0,0,1,0,1,0,},
+            {0,1,0,0,0,1,}
+        }
+    },
+    {
+        // Down
+        {
+            {0,0,0,0,0,0,},
+            {1,0,0,0,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,}
+        },
+        {
+            {0,0,0,0,0,0,},
+            {0,0,0,1,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,},
+            {0,0,0,0,1,0,}
+        },
+        {
+            {0,0,0,0,1,0,},
+            {0,0,1,0,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,}
+        },
+        {
+            {0,1,0,0,0,0,},
+            {0,0,0,0,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,0,0,}
+        }
+    },
+    {
+        // Left
+        {
+            {0,0,0,0,0,0,},
+            {0,0,0,1,0,0,},
+            {0,0,1,1,0,0,},
+            {1,1,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,0,1,0,0,},
+            {0,0,0,1,0,0,},
+            {0,0,1,1,0,0,}
+        },
+        {
+            {0,0,0,0,1,0,},
+            {0,0,1,0,0,0,},
+            {0,0,1,1,0,0,},
+            {1,1,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,1,0,0,},
+            {0,1,0,1,0,0,},
+            {1,0,0,0,1,0,}
+        },
+        {
+            {0,1,0,0,0,0,},
+            {0,0,0,0,0,0,},
+            {0,0,1,1,0,0,},
+            {1,1,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,0,1,0,0,},
+            {0,0,0,1,0,0,},
+            {0,0,1,1,0,0,}
+        },
+        {
+            {0,0,0,0,0,0,},
+            {1,0,0,0,0,0,},
+            {0,0,1,1,0,0,},
+            {1,1,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,1,0,0,},
+            {0,1,0,1,0,0,},
+            {1,0,0,0,1,0,}
+        }
+    }
+};
+
+#endif
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Health/Health.cpp	Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,37 @@
+#include "Health.h"
+
+Health::Health(float pos_x, float pos_y)
+{
+    _hp = 1;
+    _attack = -1;
+    
+    _hitbox.width = 7;
+    _hitbox.height = 7;
+    
+    _position.x = pos_x;
+    _position.y = pos_y;
+    
+    _sprite_size.width = 7;
+    _sprite_size.height = 7;
+    _sprite_size.offset_x = 0;
+    _sprite_size.offset_y = 0;
+}
+
+void Health::move(float unused, float unused1, char * unused2, bool * unused3)  // Health doesnt move, only typed out since the virtual function is pure
+{
+    
+}
+
+void Health::draw(N5110 &lcd)
+{
+    lcd.drawSpriteTransparent(_position.x+_sprite_size.offset_x,
+                              _position.y+_sprite_size.offset_y,
+                              _sprite_size.height,
+                              _sprite_size.width,
+                              (char *) health_sprite);
+}
+
+void Health::take_damage(int damage)
+{
+    _hp -= damage;
+}
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Health/Health.h	Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,51 @@
+#ifndef HEALTH_H
+#define HEALTH_H
+#include "Entity.h"
+
+/**Health Class
+*@author Steven Mahasin
+*@brief Creates a Health which inherits the Entity class, this is a collectible entity that the player interracts with to gain health points.
+*@date May 2019
+*/
+class Health : public Entity
+{
+public:
+    /** Constructor 
+    *   @brief creates a heart that heals when picked up
+    *   @param pos_x @details initialise _position.x
+    *   @param pos_y @details initialise _position.y
+    */
+    Health(float pos_x, float pos_y);
+
+    // Functions
+    /**
+    *   @brief just because entity has a pure virtual function move, the function is of no use in health as it does not move
+    *   @param unused @details not used
+    *   @param unused1 @details not used
+    *   @param unused2 @details not used
+    *   @param unused3 @details not used
+    */
+    virtual void move(float unused, float unused1, char *unused2, bool *unused3);
+    /**
+    *   @brief reduce _hp by damage
+    *   @param damage @details the amount of damage to be taken
+    */
+    virtual void take_damage(int damage);
+    /**
+    *   @brief a virtual function of drawing the health onto the screen
+    *   @param lcd - the screen where the health is drawn on
+    */
+    virtual void draw(N5110 &lcd);
+};
+
+const char health_sprite[7][7] = {
+    {0,1,1,0,1,1,0},
+    {1,1,1,1,1,1,1},
+    {1,0,1,1,1,1,1},
+    {1,0,1,1,1,1,1},
+    {0,1,0,1,1,1,0},
+    {0,0,1,1,1,0,0},
+    {0,0,0,1,0,0,0}
+};
+
+#endif
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/N5110/Bitmap.cpp	Thu May 09 14:55:43 2019 +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
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/N5110/Bitmap.h	Thu May 09 14:55:43 2019 +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
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/N5110/N5110.cpp	Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,530 @@
+#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 PwmOut(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 PwmOut(ledPin)),
+    _pwr(NULL), // pwr not needed so null it to be safe
+    _sce(new DigitalOut(scePin)),
+    _rst(new DigitalOut(rstPin)),
+    _dc(new DigitalOut(dcPin))
+{}
+
+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();    
+    
+    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
+    setBrightness(0.5);
+}
+
+// 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();
+    setBrightness(0.0);  // 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::setBrightness(float brightness)
+{
+    // check whether brightness is within range
+    if (brightness < 0.0f)
+        brightness = 0.0f;
+    if (brightness > 1.0f)
+        brightness = 1.0f;
+    // set PWM duty cycle
+    _led->write(brightness);
+}
+
+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,
+                       char *sprite)
+{
+    for (int i = 0; i < nrows; i++) {
+        for (int j = 0 ; j < ncols ; j++) {
+
+            int pixel = (int)*((sprite+i*ncols)+j);
+            if (pixel == 2) {
+                pixel = 0;
+            }
+            setPixel(x0+j,y0+i, pixel);
+        }
+    }
+}
+
+void N5110::drawSpriteTransparent(int x0,
+                                  int y0,
+                                  int nrows,
+                                  int ncols,
+                                  char *sprite)
+{
+    for (int i = 0; i < nrows; i++) {
+        for (int j = 0 ; j < ncols ; j++) {
+
+            int pixel = (int)*((sprite+i*ncols)+j);
+            if (pixel != 0) {
+                if (pixel == 2) {
+                    pixel = 0;
+                }
+                setPixel(x0+j,y0+i, pixel);
+            }
+        }
+    }
+}
+
+char * N5110::readScreen()
+{
+    for (unsigned int i = 0; i < WIDTH; i++) {
+        for (unsigned int j = 0; j < HEIGHT; j++) {
+            screen_array[j][i] = getPixel(i, j);
+        }
+    }
+    return * screen_array;
+}
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/N5110/N5110.h	Thu May 09 14:55:43 2019 +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.setBrightness(0.5); // put LED backlight on 50%
+
+        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;
+    PwmOut      *_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;
+    char screen_array[48][84];
+
+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);
+
+    /**
+     * 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();
+
+    /** Set Brightness
+    *
+    *   Sets brightness of LED backlight.
+    *   @param brightness - float in range 0.0 to 1.0
+    */
+    void setBrightness(float const brightness);
+
+    /** 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,
+                    char *sprite);
+    
+    void drawSpriteTransparent(int x0,
+                               int y0,
+                               int nrows,
+                               int ncols,
+                               char *sprite);
+                               
+    char * readScreen();
+
+
+private:
+// methods
+    void setXYAddress(unsigned int const x,
+                      unsigned int const y);
+    void initSPI();
+    void turnOn();
+    void reset();
+    void clearRAM();
+    void sendCommand(unsigned char command);
+    void sendData(unsigned char data);
+    void setTempCoefficient(char tc);  // 0 to 3
+    void setBias(char bias);  // 0 to 7
+};
+
+const unsigned char font5x7[480] = {
+    0x00, 0x00, 0x00, 0x00, 0x00,// (space)
+    0x00, 0x00, 0x5F, 0x00, 0x00,// !
+    0x00, 0x07, 0x00, 0x07, 0x00,// "
+    0x14, 0x7F, 0x14, 0x7F, 0x14,// #
+    0x24, 0x2A, 0x7F, 0x2A, 0x12,// $
+    0x23, 0x13, 0x08, 0x64, 0x62,// %
+    0x36, 0x49, 0x55, 0x22, 0x50,// &
+    0x00, 0x05, 0x03, 0x00, 0x00,// '
+    0x00, 0x1C, 0x22, 0x41, 0x00,// (
+    0x00, 0x41, 0x22, 0x1C, 0x00,// )
+    0x08, 0x2A, 0x1C, 0x2A, 0x08,// *
+    0x08, 0x08, 0x3E, 0x08, 0x08,// +
+    0x00, 0x50, 0x30, 0x00, 0x00,// ,
+    0x08, 0x08, 0x08, 0x08, 0x08,// -
+    0x00, 0x60, 0x60, 0x00, 0x00,// .
+    0x20, 0x10, 0x08, 0x04, 0x02,// /
+    0x3E, 0x51, 0x49, 0x45, 0x3E,// 0
+    0x00, 0x42, 0x7F, 0x40, 0x00,// 1
+    0x42, 0x61, 0x51, 0x49, 0x46,// 2
+    0x21, 0x41, 0x45, 0x4B, 0x31,// 3
+    0x18, 0x14, 0x12, 0x7F, 0x10,// 4
+    0x27, 0x45, 0x45, 0x45, 0x39,// 5
+    0x3C, 0x4A, 0x49, 0x49, 0x30,// 6
+    0x01, 0x71, 0x09, 0x05, 0x03,// 7
+    0x36, 0x49, 0x49, 0x49, 0x36,// 8
+    0x06, 0x49, 0x49, 0x29, 0x1E,// 9
+    0x00, 0x36, 0x36, 0x00, 0x00,// :
+    0x00, 0x56, 0x36, 0x00, 0x00,// ;
+    0x00, 0x08, 0x14, 0x22, 0x41,// <
+    0x14, 0x14, 0x14, 0x14, 0x14,// =
+    0x41, 0x22, 0x14, 0x08, 0x00,// >
+    0x02, 0x01, 0x51, 0x09, 0x06,// ?
+    0x32, 0x49, 0x79, 0x41, 0x3E,// @
+    0x7E, 0x11, 0x11, 0x11, 0x7E,// A
+    0x7F, 0x49, 0x49, 0x49, 0x36,// B
+    0x3E, 0x41, 0x41, 0x41, 0x22,// C
+    0x7F, 0x41, 0x41, 0x22, 0x1C,// D
+    0x7F, 0x49, 0x49, 0x49, 0x41,// E
+    0x7F, 0x09, 0x09, 0x01, 0x01,// F
+    0x3E, 0x41, 0x41, 0x51, 0x32,// G
+    0x7F, 0x08, 0x08, 0x08, 0x7F,// H
+    0x00, 0x41, 0x7F, 0x41, 0x00,// I
+    0x20, 0x40, 0x41, 0x3F, 0x01,// J
+    0x7F, 0x08, 0x14, 0x22, 0x41,// K
+    0x7F, 0x40, 0x40, 0x40, 0x40,// L
+    0x7F, 0x02, 0x04, 0x02, 0x7F,// M
+    0x7F, 0x04, 0x08, 0x10, 0x7F,// N
+    0x3E, 0x41, 0x41, 0x41, 0x3E,// O
+    0x7F, 0x09, 0x09, 0x09, 0x06,// P
+    0x3E, 0x41, 0x51, 0x21, 0x5E,// Q
+    0x7F, 0x09, 0x19, 0x29, 0x46,// R
+    0x46, 0x49, 0x49, 0x49, 0x31,// S
+    0x01, 0x01, 0x7F, 0x01, 0x01,// T
+    0x3F, 0x40, 0x40, 0x40, 0x3F,// U
+    0x1F, 0x20, 0x40, 0x20, 0x1F,// V
+    0x7F, 0x20, 0x18, 0x20, 0x7F,// W
+    0x63, 0x14, 0x08, 0x14, 0x63,// X
+    0x03, 0x04, 0x78, 0x04, 0x03,// Y
+    0x61, 0x51, 0x49, 0x45, 0x43,// Z
+    0x00, 0x00, 0x7F, 0x41, 0x41,// [
+    0x02, 0x04, 0x08, 0x10, 0x20,// "\"
+    0x41, 0x41, 0x7F, 0x00, 0x00,// ]
+    0x04, 0x02, 0x01, 0x02, 0x04,// ^
+    0x40, 0x40, 0x40, 0x40, 0x40,// _
+    0x00, 0x01, 0x02, 0x04, 0x00,// `
+    0x20, 0x54, 0x54, 0x54, 0x78,// a
+    0x7F, 0x48, 0x44, 0x44, 0x38,// b
+    0x38, 0x44, 0x44, 0x44, 0x20,// c
+    0x38, 0x44, 0x44, 0x48, 0x7F,// d
+    0x38, 0x54, 0x54, 0x54, 0x18,// e
+    0x08, 0x7E, 0x09, 0x01, 0x02,// f
+    0x08, 0x14, 0x54, 0x54, 0x3C,// g
+    0x7F, 0x08, 0x04, 0x04, 0x78,// h
+    0x00, 0x44, 0x7D, 0x40, 0x00,// i
+    0x20, 0x40, 0x44, 0x3D, 0x00,// j
+    0x00, 0x7F, 0x10, 0x28, 0x44,// k
+    0x00, 0x41, 0x7F, 0x40, 0x00,// l
+    0x7C, 0x04, 0x18, 0x04, 0x78,// m
+    0x7C, 0x08, 0x04, 0x04, 0x78,// n
+    0x38, 0x44, 0x44, 0x44, 0x38,// o
+    0x7C, 0x14, 0x14, 0x14, 0x08,// p
+    0x08, 0x14, 0x14, 0x18, 0x7C,// q
+    0x7C, 0x08, 0x04, 0x04, 0x08,// r
+    0x48, 0x54, 0x54, 0x54, 0x20,// s
+    0x04, 0x3F, 0x44, 0x40, 0x20,// t
+    0x3C, 0x40, 0x40, 0x20, 0x7C,// u
+    0x1C, 0x20, 0x40, 0x20, 0x1C,// v
+    0x3C, 0x40, 0x30, 0x40, 0x3C,// w
+    0x44, 0x28, 0x10, 0x28, 0x44,// x
+    0x0C, 0x50, 0x50, 0x50, 0x3C,// y
+    0x44, 0x64, 0x54, 0x4C, 0x44,// z
+    0x00, 0x08, 0x36, 0x41, 0x00,// {
+    0x00, 0x00, 0x7F, 0x00, 0x00,// |
+    0x00, 0x41, 0x36, 0x08, 0x00,// }
+    0x08, 0x08, 0x2A, 0x1C, 0x08,// ->
+    0x08, 0x1C, 0x2A, 0x08, 0x08 // <-
+};
+
+#endif
\ No newline at end of file
--- a/Peripherals/FXOS8700Q/FXOS8700Q.cpp	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,231 +0,0 @@
-/* FXOS8700Q sensor driver
- * Copyright (c) 2014-2015 ARM Limited
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- *     http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
-
-#include "FXOS8700Q.h"
-
-const uint16_t uint14_max = 0x3FFF;
-void static inline normalize_14bits(int16_t &x)
-{
-    x = ((x) > (uint14_max/2)) ? (x - uint14_max) : (x);
-}
-
-static int16_t dummy_int16_t = 0;
-static float dummy_float = 0.0f;
-
-FXOS8700Q::FXOS8700Q(I2C &i2c, uint8_t addr)
-{
-    _i2c = &i2c;
-    _addr = addr;
-    // activate the peripheral
-    uint8_t data[2] = {FXOS8700Q_CTRL_REG1, 0x00};
-    _i2c->frequency(400000);
-    writeRegs(data, 2);
-    data[0] = FXOS8700Q_M_CTRL_REG1;
-    data[1] = 0x1F;
-    writeRegs(data, 2);
-    data[0] = FXOS8700Q_M_CTRL_REG2;
-    data[1] = 0x20;
-    writeRegs(data, 2);
-    data[0] = FXOS8700Q_XYZ_DATA_CFG;
-    data[1] = 0x00;
-    writeRegs(data, 2);
-    data[0] = FXOS8700Q_CTRL_REG1;
-    data[1] = 0x1C;
-    writeRegs(data, 2);
-}
-
-FXOS8700Q::~FXOS8700Q()
-{
-    _i2c = 0;
-    _addr = 0;
-}
-
-void FXOS8700Q::readRegs(uint8_t addr, uint8_t *data, uint32_t len) const
-{
-    uint8_t t[1] = {addr};
-    _i2c->write(_addr, (char *)t, sizeof(t), true);
-    _i2c->read(_addr, (char *)data, len);
-}
-
-uint8_t FXOS8700Q::whoAmI() const
-{
-    uint8_t who_am_i = 0;
-    readRegs(FXOS8700Q_WHOAMI, &who_am_i, sizeof(who_am_i));
-    return who_am_i;
-}
-
-void FXOS8700Q::writeRegs(uint8_t * data, uint32_t len) const
-{
-    _i2c->write(_addr, (char *)data, len);
-}
-
-
-int16_t FXOS8700Q::getSensorAxis(uint8_t addr) const
-{
-    uint8_t res[2];
-    readRegs(addr, res, sizeof(res));
-    return static_cast<int16_t>((res[0] << 8) | res[1]);
-}
-
-void FXOS8700Q::enable(void) const
-{
-    uint8_t data[2];
-    readRegs(FXOS8700Q_CTRL_REG1, &data[1], 1);
-    data[1] |= 0x01;
-    data[0] = FXOS8700Q_CTRL_REG1;
-    writeRegs(data, sizeof(data));
-}
-
-void FXOS8700Q::disable(void) const
-{
-    uint8_t data[2];
-    readRegs(FXOS8700Q_CTRL_REG1, &data[1], 1);
-    data[1] &= 0xFE;
-    data[0] = FXOS8700Q_CTRL_REG1;
-    writeRegs(data, sizeof(data));
-}
-
-uint32_t FXOS8700Q::dataReady(void) const
-{
-    uint8_t stat = 0;
-    readRegs(FXOS8700Q_STATUS, &stat, 1);
-    return (uint32_t)stat;
-}
-
-uint32_t FXOS8700Q::sampleRate(uint32_t frequency) const
-{
-    return(50); // for now sample rate is fixed at 50Hz
-}
-
-int16_t FXOS8700QAccelerometer::getX(int16_t &x = dummy_int16_t) const
-{
-    x = getSensorAxis(FXOS8700Q_OUT_X_MSB) >> 2;
-    normalize_14bits(x);
-    return x;
-}
-
-int16_t FXOS8700QAccelerometer::getY(int16_t &y = dummy_int16_t) const
-{
-    y = getSensorAxis(FXOS8700Q_OUT_Y_MSB) >> 2;
-    normalize_14bits(y);
-    return y;
-}
-
-int16_t FXOS8700QAccelerometer::getZ(int16_t &z = dummy_int16_t) const
-{
-    z = getSensorAxis(FXOS8700Q_OUT_Z_MSB) >> 2;
-    normalize_14bits(z);
-    return z;
-}
-
-float FXOS8700QAccelerometer::getX(float &x = dummy_float) const
-{
-    int16_t val = getSensorAxis(FXOS8700Q_OUT_X_MSB) >> 2;
-    normalize_14bits(val);
-    x = val / 4096.0f;
-    return x;
-}
-
-float FXOS8700QAccelerometer::getY(float &y = dummy_float) const
-{
-    int16_t val = getSensorAxis(FXOS8700Q_OUT_Y_MSB) >> 2;
-    normalize_14bits(val);
-    y = val / 4096.0f;
-    return y;
-}
-
-float FXOS8700QAccelerometer::getZ(float &z = dummy_float) const
-{
-    int16_t val = getSensorAxis(FXOS8700Q_OUT_Z_MSB) >> 2;
-    normalize_14bits(val);
-    z = val / 4096.0f;
-    return z;
-}
-
-void FXOS8700QAccelerometer::getAxis(motion_data_counts_t &xyz) const
-{
-    uint8_t res[6];
-    readRegs(FXOS8700Q_OUT_X_MSB, res, sizeof(res));
-    xyz.x = static_cast<int16_t>((res[0] << 8) | res[1]) >> 2;
-    xyz.y = static_cast<int16_t>((res[2] << 8) | res[3]) >> 2;
-    xyz.z = static_cast<int16_t>((res[4] << 8) | res[5]) >> 2;
-    normalize_14bits(xyz.x);
-    normalize_14bits(xyz.y);
-    normalize_14bits(xyz.z);
-}
-
-void FXOS8700QAccelerometer::getAxis(motion_data_units_t &xyz) const
-{
-    motion_data_counts_t _xyz;
-    FXOS8700QAccelerometer::getAxis(_xyz);
-    xyz.x = _xyz.x / 4096.0f;
-    xyz.y = _xyz.y / 4096.0f;
-    xyz.z = _xyz.z / 4096.0f;
-}
-
-int16_t FXOS8700QMagnetometer::getX(int16_t &x = dummy_int16_t) const
-{
-    x = getSensorAxis(FXOS8700Q_M_OUT_X_MSB);
-    return x;
-}
-
-int16_t FXOS8700QMagnetometer::getY(int16_t &y = dummy_int16_t) const
-{
-    y = getSensorAxis(FXOS8700Q_M_OUT_Y_MSB);
-    return y;
-}
-
-int16_t FXOS8700QMagnetometer::getZ(int16_t &z = dummy_int16_t) const
-{
-    z = getSensorAxis(FXOS8700Q_M_OUT_Z_MSB);
-    return z;
-}
-
-float FXOS8700QMagnetometer::getX(float &x = dummy_float) const
-{
-    x = static_cast<float>(getSensorAxis(FXOS8700Q_M_OUT_X_MSB)) * 0.1f;
-    return x;
-}
-
-float FXOS8700QMagnetometer::getY(float &y = dummy_float) const
-{
-    y = static_cast<float>(getSensorAxis(FXOS8700Q_M_OUT_Y_MSB)) * 0.1f;
-    return y;
-}
-
-float FXOS8700QMagnetometer::getZ(float &z = dummy_float) const
-{
-    z = static_cast<float>(getSensorAxis(FXOS8700Q_M_OUT_Z_MSB)) * 0.1f;
-    return z;
-}
-
-void FXOS8700QMagnetometer::getAxis(motion_data_counts_t &xyz) const
-{
-    uint8_t res[6];
-    readRegs(FXOS8700Q_M_OUT_X_MSB, res, sizeof(res));
-    xyz.x = (res[0] << 8) | res[1];
-    xyz.y = (res[2] << 8) | res[3];
-    xyz.z = (res[4] << 8) | res[5];
-}
-
-void FXOS8700QMagnetometer::getAxis(motion_data_units_t &xyz) const
-{
-    motion_data_counts_t _xyz;
-    FXOS8700QMagnetometer::getAxis(_xyz);
-    xyz.x = static_cast<float>(_xyz.x * 0.1f);
-    xyz.y = static_cast<float>(_xyz.y * 0.1f);
-    xyz.z = static_cast<float>(_xyz.z * 0.1f);
-}
--- a/Peripherals/FXOS8700Q/FXOS8700Q.h	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,164 +0,0 @@
-/* FXOS8700Q sensor driver
- * Copyright (c) 2014-2015 ARM Limited
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- *     http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
-
-#ifndef FXOS8700Q_H
-#define FXOS8700Q_H
-
-#include "mbed.h"
-#include "MotionSensor.h"
-
-// FXOS8700CQ I2C address
-#define FXOS8700CQ_SLAVE_ADDR0 (0x1E<<1) // with pins SA0=0, SA1=0
-#define FXOS8700CQ_SLAVE_ADDR1 (0x1D<<1) // with pins SA0=1, SA1=0
-#define FXOS8700CQ_SLAVE_ADDR2 (0x1C<<1) // with pins SA0=0, SA1=1
-#define FXOS8700CQ_SLAVE_ADDR3 (0x1F<<1) // with pins SA0=1, SA1=1
-// FXOS8700CQ internal register addresses
-#define FXOS8700Q_STATUS 0x00
-#define FXOS8700Q_OUT_X_MSB 0x01
-#define FXOS8700Q_OUT_Y_MSB 0x03
-#define FXOS8700Q_OUT_Z_MSB 0x05
-#define FXOS8700Q_M_OUT_X_MSB 0x33
-#define FXOS8700Q_M_OUT_Y_MSB 0x35
-#define FXOS8700Q_M_OUT_Z_MSB 0x37
-#define FXOS8700Q_WHOAMI 0x0D
-#define FXOS8700Q_XYZ_DATA_CFG 0x0E
-#define FXOS8700Q_CTRL_REG1 0x2A
-#define FXOS8700Q_M_CTRL_REG1 0x5B
-#define FXOS8700Q_M_CTRL_REG2 0x5C
-#define FXOS8700Q_WHOAMI_VAL 0xC7
-
-
-/** FXOS8700Q accelerometer example
-    @code
-    #include "mbed.h"
-    #include "FXOS8700Q.h"
-    I2C i2c(PTE25, PTE24);
-    FXOS8700QAccelerometer acc(i2c, FXOS8700CQ_SLAVE_ADDR1);    // Configured for the FRDM-K64F with onboard sensors
-    FXOS8700QMagnetometer mag(i2c, FXOS8700CQ_SLAVE_ADDR1);
-    int main(void)
-    {
-        motion_data_units_t acc_data, mag_data;
-        motion_data_counts_t acc_raw, mag_raw;
-        float faX, faY, faZ, fmX, fmY, fmZ, tmp_float;
-        int16_t raX, raY, raZ, rmX, rmY, rmZ, tmp_int;
-        acc.enable();
-        mag.enable();
-        while (true) {
-            // counts based results
-            acc.getAxis(acc_raw);
-            mag.getAxis(mag_raw);
-            acc.getX(raX);
-            acc.getY(raY);
-            acc.getZ(raZ);
-            mag.getX(rmX);
-            mag.getY(rmY);
-            mag.getZ(rmZ);
-            // unit based results
-            acc.getAxis(acc_data);
-            mag.getAxis(mag_data);
-            acc.getX(faX);
-            acc.getY(faY);
-            acc.getZ(faZ);
-            mag.getX(fmX);
-            mag.getY(fmY);
-            mag.getZ(fmZ);
-            wait(0.1f);
-        }
-    }
-    @endcode
- */
-
-/** FXOS8700Q driver class
- */
-class FXOS8700Q : public MotionSensor
-{
-public:
-
-    /** Read a device register
-        @param addr The address to read from
-        @param data The data to read from it
-        @param len The amount of data to read from it
-        @return 0 if successful, negative number otherwise
-     */
-    void readRegs(uint8_t addr, uint8_t *data, uint32_t len) const;
-
-    /** Read the ID from a whoAmI register
-        @return The device whoAmI register contents
-     */
-    uint8_t whoAmI(void) const;
-
-    virtual void enable(void) const;
-    virtual void disable(void) const;
-    virtual uint32_t sampleRate(uint32_t frequency) const;
-    virtual uint32_t dataReady(void) const;
-
-protected:
-    I2C *_i2c;
-    uint8_t _addr;
-    
-    /** FXOS8700Q constructor
-        @param i2c a configured i2c object
-        @param addr addr of the I2C peripheral as wired
-     */
-    FXOS8700Q(I2C &i2c, uint8_t addr);
-
-    /** FXOS8700Q deconstructor
-     */
-    ~FXOS8700Q();
-    
-    void writeRegs(uint8_t *data, uint32_t len) const;
-    int16_t getSensorAxis(uint8_t addr) const;
-};
-
-/** FXOS8700QAccelerometer interface
- */
-class FXOS8700QAccelerometer : public FXOS8700Q
-{
-public:
-
-    FXOS8700QAccelerometer(I2C &i2c, uint8_t addr) : FXOS8700Q(i2c, addr) {}
-
-    virtual int16_t getX(int16_t &x) const;
-    virtual int16_t getY(int16_t &y) const;
-    virtual int16_t getZ(int16_t &z) const;
-    virtual float getX(float &x) const;
-    virtual float getY(float &y) const;
-    virtual float getZ(float &z) const;
-    virtual void getAxis(motion_data_counts_t &xyz) const;
-    virtual void getAxis(motion_data_units_t &xyz) const;
-
-};
-
-/** FXOS8700QMagnetometer interface
- */
-class FXOS8700QMagnetometer : public FXOS8700Q
-{
-public:
-
-    FXOS8700QMagnetometer(I2C &i2c, uint8_t addr) : FXOS8700Q(i2c, addr) {}
-
-    virtual int16_t getX(int16_t &x) const;
-    virtual int16_t getY(int16_t &y) const;
-    virtual int16_t getZ(int16_t &z) const;
-    virtual float getX(float &x) const;
-    virtual float getY(float &y) const;
-    virtual float getZ(float &z) const;
-    virtual void getAxis(motion_data_counts_t &xyz) const;
-    virtual void getAxis(motion_data_units_t &xyz) const;
-
-};
-
-#endif
--- a/Peripherals/FXOS8700Q/MotionSensor.lib	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,1 +0,0 @@
-http://mbed.org/teams/components/code/MotionSensor/#226520fc09bf
--- a/Peripherals/Gamepad/Gamepad.cpp	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,391 +0,0 @@
-#include "Gamepad.h"
-
-#include "mbed.h"
-
-//////////// constructor/destructor ////////////
-Gamepad::Gamepad()
-    :
-    _led1(new PwmOut(PTA1)),
-    _led2(new PwmOut(PTA2)),
-    _led3(new PwmOut(PTC2)),
-    _led4(new PwmOut(PTC3)),
-    _led5(new PwmOut(PTC4)),
-    _led6(new PwmOut(PTD3)),
-
-    _button_A(new InterruptIn(PTB9)),
-    _button_B(new InterruptIn(PTD0)),
-    _button_X(new InterruptIn(PTC17)),
-    _button_Y(new InterruptIn(PTC12)),
-    _button_L(new InterruptIn(PTB18)),
-    _button_R(new InterruptIn(PTB3)),
-    _button_back(new InterruptIn(PTB19)),
-    _button_start(new InterruptIn(PTC5)),
-    _button_joystick(new InterruptIn(PTC16)),
-
-    _vert(new AnalogIn(PTB10)),
-    _horiz(new AnalogIn(PTB11)),
-
-    _buzzer(new PwmOut(PTC10)),
-    _pot(new AnalogIn(PTB2)),
-
-    _timeout(new Timeout()),
-
-    _event_state(0),
-
-    _x0(0),
-    _y0(0)
-{}
-
-Gamepad::~Gamepad()
-{
-    delete _led1,_led2,_led3,_led4,_led5,_led6;
-    delete _button_A,_button_B,_button_joystick,_vert,_horiz;
-    delete _button_X,_button_Y,_button_back,_button_start;
-    delete _button_L,_button_R, _buzzer, _pot, _timeout;
-}
-
-///////////////// public methods /////////////////
-
-void Gamepad::init()
-{
-    leds_off();
-    init_buttons();
-
-    // read centred values of joystick
-    _x0 = _horiz->read();
-    _y0 = _vert->read();
-
-    // clear all flags
-    _event_state = 0;
-}
-
-void Gamepad::leds_off()
-{
-    leds(0.0);
-}
-
-void Gamepad::leds_on()
-{
-    leds(1.0);
-}
-
-void Gamepad::leds(float val) const
-{
-    if (val < 0.0f) {
-        val = 0.0f;
-    }
-    if (val > 1.0f) {
-        val = 1.0f;
-    }
-
-    // leds are active-low, so subtract from 1.0
-    // 0.0 corresponds to fully-off, 1.0 to fully-on
-    val = 1.0f - val;
-
-    _led1->write(val);
-    _led2->write(val);
-    _led3->write(val);
-    _led4->write(val);
-    _led5->write(val);
-    _led6->write(val);
-}
-
-void Gamepad::led(int n,float val) const
-{
-    // ensure they are within vlaid range
-    if (val < 0.0f) {
-        val = 0.0f;
-    }
-    if (val > 1.0f) {
-        val = 1.0f;
-    }
-
-    switch (n) {
-
-        // check for valid LED number and set value
-
-        case 1:
-            _led1->write(1.0f-val);   // active-low so subtract from 1
-            break;
-        case 2:
-            _led2->write(1.0f-val);   // active-low so subtract from 1
-            break;
-        case 3:
-            _led3->write(1.0f-val);   // active-low so subtract from 1
-            break;
-        case 4:
-            _led4->write(1.0f-val);   // active-low so subtract from 1
-            break;
-        case 5:
-            _led5->write(1.0f-val);   // active-low so subtract from 1
-            break;
-        case 6:
-            _led6->write(1.0f-val);   // active-low so subtract from 1
-            break;
-
-    }
-}
-
-float Gamepad::read_pot() const
-{
-    return _pot->read();
-}
-
-void Gamepad::tone(float frequency, float duration)
-{
-    _buzzer->period(1.0f/frequency);
-    _buzzer->write(0.5);  // 50% duty cycle - square wave
-    _timeout->attach(callback(this, &Gamepad::tone_off), duration );
-}
-
-bool Gamepad::check_event(GamepadEvent const id)
-{
-    // Check whether event flag is set
-    if (_event_state[id]) {
-//        _event_state.reset(id);  // clear flag
-        return true;
-    } else {
-        return false;
-    }
-}
-
-// this method gets the magnitude of the joystick movement
-float Gamepad::get_mag()
-{
-    Polar p = get_polar();
-    return p.mag;
-}
-
-// this method gets the angle of joystick movement (0 to 360, 0 North)
-float Gamepad::get_angle()
-{
-    Polar p = get_polar();
-    return p.angle;
-}
-
-Direction Gamepad::get_direction()
-{
-    float angle = get_angle();  // 0 to 360, -1 for centred
-
-    Direction d;
-    // partition 360 into segments and check which segment the angle is in
-    if (angle < 0.0f) {
-        d = CENTRE;   // check for -1.0 angle
-    } else if (angle < 22.5f) {  // then keep going in 45 degree increments
-        d = N;
-    } else if (angle < 67.5f) {
-        d = NE;
-    } else if (angle < 112.5f) {
-        d = E;
-    } else if (angle < 157.5f) {
-        d = SE;
-    } else if (angle < 202.5f) {
-        d = S;
-    } else if (angle < 247.5f) {
-        d = SW;
-    } else if (angle < 292.5f) {
-        d = W;
-    } else if (angle < 337.5f) {
-        d = NW;
-    } else {
-        d = N;
-    }
-
-    return d;
-}
-
-///////////////////// private methods ////////////////////////
-
-void Gamepad::tone_off()
-{
-    // called after timeout
-    _buzzer->write(0.0);
-}
-
-void Gamepad::init_buttons()
-{
-    // turn on pull-downs as other side of button is connected to 3V3
-    // button is 0 when not pressed and 1 when pressed
-    _button_A->mode(PullDown);
-    _button_B->mode(PullDown);
-    _button_X->mode(PullDown);
-    _button_Y->mode(PullDown);
-    _button_back->mode(PullDown);
-    _button_start->mode(PullDown);
-    _button_L->mode(PullDown);
-    _button_R->mode(PullDown);
-    _button_joystick->mode(PullDown);
-    // therefore setup rising edge interrupts
-    _button_A->rise(callback(this,&Gamepad::a_isr));
-    _button_B->rise(callback(this,&Gamepad::b_isr));
-    _button_X->rise(callback(this,&Gamepad::x_isr));
-    _button_Y->rise(callback(this,&Gamepad::y_isr));
-    _button_L->rise(callback(this,&Gamepad::l_isr));
-    _button_R->rise(callback(this,&Gamepad::r_isr));
-    _button_start->rise(callback(this,&Gamepad::start_isr));
-    _button_back->rise(callback(this,&Gamepad::back_isr));
-    _button_joystick->rise(callback(this,&Gamepad::joy_isr));
-    // therefore setup falling edge interrupts
-    _button_A->fall(callback(this,&Gamepad::a_reset_isr));
-    _button_B->fall(callback(this,&Gamepad::b_reset_isr));
-    _button_X->fall(callback(this,&Gamepad::x_reset_isr));
-    _button_Y->fall(callback(this,&Gamepad::y_reset_isr));
-    _button_L->fall(callback(this,&Gamepad::l_reset_isr));
-    _button_R->fall(callback(this,&Gamepad::r_reset_isr));
-    _button_start->fall(callback(this,&Gamepad::start_reset_isr));
-    _button_back->fall(callback(this,&Gamepad::back_reset_isr));
-    _button_joystick->fall(callback(this,&Gamepad::joy_reset_isr));
-}
-
-// button interrupts ISRs
-// Each of these simply sets the appropriate event bit in the _event_state
-// variable
-void Gamepad::a_isr()
-{
-    _event_state.set(A_PRESSED);
-}
-void Gamepad::b_isr()
-{
-    _event_state.set(B_PRESSED);
-}
-void Gamepad::x_isr()
-{
-    _event_state.set(X_PRESSED);
-}
-void Gamepad::y_isr()
-{
-    _event_state.set(Y_PRESSED);
-}
-void Gamepad::l_isr()
-{
-    _event_state.set(L_PRESSED);
-}
-void Gamepad::r_isr()
-{
-    _event_state.set(R_PRESSED);
-}
-void Gamepad::back_isr()
-{
-    _event_state.set(BACK_PRESSED);
-}
-void Gamepad::start_isr()
-{
-    _event_state.set(START_PRESSED);
-}
-void Gamepad::joy_isr()
-{
-    _event_state.set(JOY_PRESSED);
-}
-
-// button interrupts ISRs
-// Each of these simply resets the appropriate event bit in the _event_state
-// variable
-void Gamepad::a_reset_isr()
-{
-    _event_state.reset(A_PRESSED);
-}
-void Gamepad::b_reset_isr()
-{
-    _event_state.reset(B_PRESSED);
-}
-void Gamepad::x_reset_isr()
-{
-    _event_state.reset(X_PRESSED);
-}
-void Gamepad::y_reset_isr()
-{
-    _event_state.reset(Y_PRESSED);
-}
-void Gamepad::l_reset_isr()
-{
-    _event_state.reset(L_PRESSED);
-}
-void Gamepad::r_reset_isr()
-{
-    _event_state.reset(R_PRESSED);
-}
-void Gamepad::back_reset_isr()
-{
-    _event_state.reset(BACK_PRESSED);
-}
-void Gamepad::start_reset_isr()
-{
-    _event_state.reset(START_PRESSED);
-}
-void Gamepad::joy_reset_isr()
-{
-    _event_state.reset(JOY_PRESSED);
-}
-
-// get raw joystick coordinate in range -1 to 1
-// Direction (x,y)
-// North     (0,1)
-// East      (1,0)
-// South     (0,-1)
-// West      (-1,0)
-Vector2D Gamepad::get_coord()
-{
-    // read() returns value in range 0.0 to 1.0 so is scaled and centre value
-    // substracted to get values in the range -1.0 to 1.0
-    float x = 2.0f*( _horiz->read() - _x0 );
-    float y = 2.0f*( _vert->read()  - _y0 );
-
-    // Note: the x value here is inverted to ensure the positive x is to the
-    // right. This is simply due to how the potentiometer on the joystick
-    // I was using was connected up. It could have been corrected in hardware
-    // by swapping the power supply pins. Instead it is done in software so may
-    // need to be changed depending on your wiring setup
-
-    Vector2D coord = {-x,y};
-    return coord;
-}
-
-// This maps the raw x,y coord onto a circular grid.
-// See:  http://mathproofs.blogspot.co.uk/2005/07/mapping-square-to-circle.html
-Vector2D Gamepad::get_mapped_coord()
-{
-    Vector2D coord = get_coord();
-
-    // do the transformation
-    float x = coord.x*sqrt(1.0f-pow(coord.y,2.0f)/2.0f);
-    float y = coord.y*sqrt(1.0f-pow(coord.x,2.0f)/2.0f);
-
-    Vector2D mapped_coord = {x,y};
-    return mapped_coord;
-}
-
-// this function converts the mapped coordinates into polar form
-Polar Gamepad::get_polar()
-{
-    // get the mapped coordinate
-    Vector2D coord = get_mapped_coord();
-
-    // at this point, 0 degrees (i.e. x-axis) will be defined to the East.
-    // We want 0 degrees to correspond to North and increase clockwise to 359
-    // like a compass heading, so we need to swap the axis and invert y
-    float x = coord.y;
-    float y = coord.x;
-
-    float mag = sqrt(x*x+y*y);  // pythagoras
-    float angle = RAD2DEG*atan2(y,x);
-    // angle will be in range -180 to 180, so add 360 to negative angles to
-    // move to 0 to 360 range
-    if (angle < 0.0f) {
-        angle+=360.0f;
-    }
-
-    // the noise on the ADC causes the values of x and y to fluctuate slightly
-    // around the centred values. This causes the random angle values to get
-    // calculated when the joystick is centred and untouched. This is also when
-    // the magnitude is very small, so we can check for a small magnitude and then
-    // set the angle to -1. This will inform us when the angle is invalid and the
-    // joystick is centred
-
-    if (mag < TOL) {
-        mag = 0.0f;
-        angle = -1.0f;
-    }
-
-    Polar p = {mag,angle};
-    return p;
-}
\ No newline at end of file
--- a/Peripherals/Gamepad/Gamepad.h	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,216 +0,0 @@
-#ifndef GAMEPAD_H
-#define GAMEPAD_H
-
-#include <bitset>
-
-// Forward declaration of the classes that we use from the mbed library
-// This avoids the need for us to include the huge mbed.h header inside our
-// own library API
-namespace mbed
-{
-class AnalogIn;
-class InterruptIn;
-class PwmOut;
-class Timeout;
-}
-
-#define TOL 0.1f
-#define RAD2DEG 57.2957795131f
-
-/** Enum for direction */
-enum Direction {
-    CENTRE,  /**< joystick centred */
-    N,       /**< pushed North (0)*/
-    NE,      /**< pushed North-East (45) */
-    E,       /**< pushed East (90) */
-    SE,      /**< pushed South-East (135) */
-    S,       /**< pushed South (180) */
-    SW,      /**< pushed South-West (225) */
-    W,       /**< pushed West (270) */
-    NW       /**< pushed North-West (315) */
-};
-
-/** Vector 2D struct */
-struct Vector2D {
-    float x; /**< float for x value */
-    float y; /**< float for y value */
-};
-
-/** Polar coordinate struct */
-struct Polar {
-    float mag;  /**< float for magnitude */
-    float angle; /**< float for angle (in degrees) */
-};
-
-/** Gamepad Class
- * @brief Library for interfacing with ELEC2645 Gamepad PCB, University of Leeds
- * @author Dr Craig A. Evans
- * @author Dr Alex Valavanis
- */
-class Gamepad
-{
-public:
-    /** Gamepad events
-     * @brief List of events that can be registered on the gamepad
-     */
-    enum GamepadEvent {
-        A_PRESSED,     ///< Button A has been pressed
-        B_PRESSED,     ///< Button B has been pressed
-        X_PRESSED,     ///< Button X has been pressed
-        Y_PRESSED,     ///< Button Y has been pressed
-        L_PRESSED,     ///< Button L has been pressed
-        R_PRESSED,     ///< Button R has been pressed
-        BACK_PRESSED,  ///< Button "Back" has been pressed
-        START_PRESSED, ///< Button "Start" has been pressed
-        JOY_PRESSED,   ///< Joystick button has been pressed
-        N_EVENTS       ///< A dummy flag that marks the end of the list
-    };
-
-private:
-    mbed::PwmOut *_led1;
-    mbed::PwmOut *_led2;
-    mbed::PwmOut *_led3;
-    mbed::PwmOut *_led4;
-    mbed::PwmOut *_led5;
-    mbed::PwmOut *_led6;
-
-    mbed::InterruptIn *_button_A;
-    mbed::InterruptIn *_button_B;
-    mbed::InterruptIn *_button_X;
-    mbed::InterruptIn *_button_Y;
-    mbed::InterruptIn *_button_L;
-    mbed::InterruptIn *_button_R;
-    mbed::InterruptIn *_button_back;
-    mbed::InterruptIn *_button_start;
-    mbed::InterruptIn *_button_joystick;
-
-    mbed::AnalogIn *_vert;
-    mbed::AnalogIn *_horiz;
-
-    mbed::PwmOut   *_buzzer;
-    mbed::AnalogIn *_pot;
-
-    mbed::Timeout *_timeout;
-
-    std::bitset<N_EVENTS> _event_state; ///< A binary list of buttons that has been pressed
-
-    // centred x,y values
-    float _x0;
-    float _y0;
-
-public:
-    /** Constructor */
-    Gamepad();
-
-    /** Destructor */
-    ~Gamepad();
-
-    /** Initialise all peripherals and configure interrupts */
-    void init();
-
-    /** Turn all LEDs on */
-    void leds_on();
-
-    /** Turn all LEDs off */
-    void leds_off();
-
-    /** Set all LEDs to duty-cycle
-    *@param value in range 0.0 to 1.0
-    */
-    void leds(float val) const;
-
-    /** Set LED to duty-cycle
-    *@param led number (0 to 5)
-    *@param value in range 0.0 to 1.0
-    */
-    void led(int n,float val) const;
-
-    /** Read potentiometer
-    *@returns potentiometer value in range 0.0 to 1.0
-    */
-    float read_pot() const;
-
-    /** Play tone on piezo
-    * @param frequency in Hz
-    * @param duration of tone in seconds
-    */
-    void tone(float frequency, float duration);
-
-    /**
-     * @brief Check whether an event flag has been set and clear it
-     * @param id[in] The ID of the event to test
-     * @return true if the event occurred
-     */
-    bool check_event(GamepadEvent const id);
-
-    /**
-     * @brief   Get the raw binary event state
-     * @return  The event state as a binary code
-     * @details The check_event() function is likely to be more useful than
-     *          this, for testing whether a given event has occurred. It can be
-     *          useful for debugging via the terminal, however, for example:
-     *          @code
-     *          std::cout << gamepad.get_raw_event_state() << std::endl;
-     *          @endcode
-     */
-    inline std::bitset<N_EVENTS> get_raw_event_state() const
-    {
-        return _event_state;
-    }
-
-    /** Get magnitude of joystick movement
-    * @returns value in range 0.0 to 1.0
-    */
-    float get_mag();
-
-    /** Get angle of joystick movement
-    * @returns value in range 0.0 to 359.9. 0.0 corresponds to N, 180.0 to S. -1.0 is central
-    */
-    float get_angle();
-
-    /** Gets joystick direction
-    * @returns an enum: CENTRE, N, NE, E, SE, S, SW, W, NW,
-    */
-    Direction get_direction();    // N,NE,E,SE etc.
-
-    /** Gets raw cartesian co-ordinates of joystick
-    * @returns a struct with x,y members, each in the range 0.0 to 1.0
-    */
-    Vector2D get_coord();         // cartesian co-ordinates x,y
-
-    /** Gets cartesian coordinates mapped to circular grid
-    * @returns a struct with x,y members, each in the range 0.0 to 1.0
-    */
-    Vector2D get_mapped_coord();  // x,y mapped to circle
-
-    /** Gets polar coordinates of the joystick
-    * @returns a struct contains mag and angle
-    */
-    Polar get_polar();            // mag and angle in struct form
-
-private:
-    void init_buttons();
-    void tone_off();
-
-    void a_reset_isr();
-    void b_reset_isr();
-    void x_reset_isr();
-    void y_reset_isr();
-    void l_reset_isr();
-    void r_reset_isr();
-    void back_reset_isr();
-    void start_reset_isr();
-    void joy_reset_isr();
-
-    void a_isr();
-    void b_isr();
-    void x_isr();
-    void y_isr();
-    void l_isr();
-    void r_isr();
-    void back_isr();
-    void start_isr();
-    void joy_isr();
-};
-
-#endif
\ No newline at end of file
--- a/Peripherals/N5110/Bitmap.cpp	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,96 +0,0 @@
-#include "Bitmap.h"
-
-#include <iostream>
-
-#include "N5110.h"
-
-Bitmap::Bitmap(int const               *contents,
-               unsigned int const       height,
-               unsigned int const       width)
-    :
-    _contents(std::vector<int>(height*width)),
-    _height(height),
-    _width(width)
-{
-    // Perform a quick sanity check of the dimensions
-    if (_contents.size() != height * width) {
-        std::cerr << "Contents of bitmap has size " << _contents.size()
-                  << " pixels, but its dimensions were specified as "
-                  << width << " * " << height << " = " << width * height << std::endl;
-    }
-
-    for(unsigned int i = 0; i < height*width; ++i) _contents[i] = contents[i];
-}
-
-/**
- * @returns the value of the pixel at the given position
- */
-int Bitmap::get_pixel(unsigned int const row,
-                      unsigned int const column) const
-{
-    // First check that row and column indices are within bounds
-    if(column >= _width || row >= _height)
-    {
-        std::cerr << "The requested pixel with index " << row << "," << column
-                  << "is outside the bitmap dimensions: " << _width << ","
-                  << _height << std::endl;
-    }
-
-    // Now return the pixel value, using row-major indexing
-    return _contents[row * _width + column];
-}
-
-/**
- * @brief Prints the contents of the bitmap to the terminal
- */
-void Bitmap::print() const
-{
-    for (unsigned int row = 0; row < _height; ++row)
-    {
-        // Print each element of the row
-        for (unsigned int column = 0; column < _width; ++column)
-        {
-            int pixel = get_pixel(row, column);
-            std::cout << pixel;
-        }
-
-        // And then terminate with a new-line character
-        std::cout << std::endl;
-    }
-}
-
-/**
- * @brief Renders the contents of the bitmap onto an N5110 screen
- *
- * @param[in] lcd The screen to use for rendering
- * @param[in] x0  The horizontal position in pixels at which to render the bitmap
- * @param[in] y0  The vertical position in pixels at which to render the bitmap
- *
- * @details Note that x0, y0 gives the location of the top-left of the bitmap on
- *          the screen.
- *          This function only updates the buffer on the screen.  You still need
- *          to refresh the screen in order to actually see the bitmap.
- */
-void Bitmap::render(N5110 &lcd,
-                    unsigned int const x0,
-                    unsigned int const y0) const
-{
-    // Loop through each row of the bitmap image
-    for (unsigned int bitmap_row = 0; bitmap_row < _height; ++bitmap_row)
-    {
-        // Row index on the screen for rendering the row of pixels
-        unsigned int screen_row = y0 + bitmap_row;
-                
-        // Render each pixel in the row
-        for (unsigned int bitmap_col = 0; bitmap_col < _width; ++bitmap_col)
-        {
-            // Column index on the screen for rendering this pixel
-            int screen_col = x0 + bitmap_col;
-
-            // Find the required value of the pixel at the given location within
-            // the bitmap data and then write it to the LCD screen
-            int pixel = get_pixel(bitmap_row, bitmap_col);
-            lcd.setPixel(screen_col, screen_row, pixel);
-        }
-    }
-}
\ No newline at end of file
--- a/Peripherals/N5110/Bitmap.h	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,65 +0,0 @@
-#ifndef BITMAP_H
-#define BITMAP_H
-
-#include <vector>
-
-// Forward declarations
-class N5110;
-
-/**
- * @brief  A black & white bitmap that can be rendered on an N5110 screen
- * @author Alex Valavanis <a.valavanis@leeds.ac.uk>
- * 
- * @code
-  // First declare the pixel map data using '1' for black,
-  // or '0' for white pixels
-  static int sprite_data[] = {
-    0,0,1,0,0,
-    0,1,1,1,0,
-    0,0,1,0,0,
-    0,1,1,1,0,
-    1,1,1,1,1,
-    1,1,1,1,1,
-    1,1,0,1,1,
-    1,1,0,1,1
-  };
-
-  // Instantiate the Bitmap object using the data above
-  Bitmap sprite(sprite_data, 8, 5); // Specify rows and columns in sprite
-  
-  // We can render the bitmap wherever we want on the screen
-  sprite.render(lcd, 20, 6); // x and y locations for rendering
-  sprite.render(lcd, 30, 10);
-  
-  // We can also print its values to the terminal
-  sprite.print();
- * @endcode
- */
-class Bitmap
-{
-private:
-    /**
-     * @brief The contents of the drawing, with pixels stored in row-major order
-     * @details '1' represents a black pixel; '0' represents white
-     */
-    std::vector<int> _contents;
-    
-    unsigned int _height; ///< The height of the drawing in pixels
-    unsigned int _width;  ///< The width of the drawing in pixels
-    
-public:
-    Bitmap(int const          *contents,
-           unsigned int const  height,
-           unsigned int const  width);
-
-    int get_pixel(unsigned int const row,
-                  unsigned int const column) const;
-
-    void print() const;
-
-    void render(N5110 &lcd,
-                unsigned int const x0,
-                unsigned int const y0) const;
-};
-
-#endif // BITMAP_H
\ No newline at end of file
--- a/Peripherals/N5110/N5110.cpp	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,530 +0,0 @@
-#include "mbed.h"
-#include "N5110.h"
-
-// overloaded constructor includes power pin - LCD Vcc connected to GPIO pin
-// this constructor works fine with LPC1768 - enough current sourced from GPIO
-// to power LCD. Doesn't work well with K64F.
-N5110::N5110(PinName const pwrPin,
-             PinName const scePin,
-             PinName const rstPin,
-             PinName const dcPin,
-             PinName const mosiPin,
-             PinName const sclkPin,
-             PinName const ledPin)
-    :
-    _spi(new SPI(mosiPin,NC,sclkPin)), // create new SPI instance and initialise
-    _led(new PwmOut(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 PwmOut(ledPin)),
-    _pwr(NULL), // pwr not needed so null it to be safe
-    _sce(new DigitalOut(scePin)),
-    _rst(new DigitalOut(rstPin)),
-    _dc(new DigitalOut(dcPin))
-{}
-
-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();    
-    
-    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
-    setBrightness(0.5);
-}
-
-// 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();
-    setBrightness(0.0);  // 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::setBrightness(float brightness)
-{
-    // check whether brightness is within range
-    if (brightness < 0.0f)
-        brightness = 0.0f;
-    if (brightness > 1.0f)
-        brightness = 1.0f;
-    // set PWM duty cycle
-    _led->write(brightness);
-}
-
-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,
-                       char *sprite)
-{
-    for (int i = 0; i < nrows; i++) {
-        for (int j = 0 ; j < ncols ; j++) {
-
-            int pixel = (int)*((sprite+i*ncols)+j);
-            if (pixel == 2) {
-                pixel = 0;
-            }
-            setPixel(x0+j,y0+i, pixel);
-        }
-    }
-}
-
-void N5110::drawSpriteTransparent(int x0,
-                                  int y0,
-                                  int nrows,
-                                  int ncols,
-                                  char *sprite)
-{
-    for (int i = 0; i < nrows; i++) {
-        for (int j = 0 ; j < ncols ; j++) {
-
-            int pixel = (int)*((sprite+i*ncols)+j);
-            if (pixel != 0) {
-                if (pixel == 2) {
-                    pixel = 0;
-                }
-                setPixel(x0+j,y0+i, pixel);
-            }
-        }
-    }
-}
-
-char * N5110::readScreen()
-{
-    for (unsigned int i = 0; i < WIDTH; i++) {
-        for (unsigned int j = 0; j < HEIGHT; j++) {
-            screen_array[j][i] = getPixel(i, j);
-        }
-    }
-    return * screen_array;
-}
\ No newline at end of file
--- a/Peripherals/N5110/N5110.h	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,543 +0,0 @@
-#ifndef N5110_H
-#define N5110_H
-
-#include "mbed.h"
-
-// number of pixels on display
-#define WIDTH 84
-#define HEIGHT 48
-#define BANKS 6
-
-/// Fill types for 2D shapes
-enum FillType {
-    FILL_TRANSPARENT, ///< Transparent with outline
-    FILL_BLACK,       ///< Filled black
-    FILL_WHITE,       ///< Filled white (no outline)
-};
-
-/** N5110 Class
-@brief Library for interfacing with Nokia 5110 LCD display (https://www.sparkfun.com/products/10168) using the hardware SPI on the mbed.
-@brief The display is powered from a GPIO pin meaning it can be controlled via software.  The LED backlight is also software-controllable (via PWM pin).
-@brief Can print characters and strings to the display using the included 5x7 font.
-@brief The library also implements a screen buffer so that individual pixels on the display (84 x 48) can be set, cleared and read.
-@brief The library can print primitive shapes (lines, circles, rectangles)
-@brief Acknowledgements to Chris Yan's Nokia_5110 Library.
-
-@brief Revision 1.3
-
-@author Craig A. Evans
-@date   7th February 2017
-
-@code
-
-#include "mbed.h"
-#include "N5110.h"
-
-//      rows,cols
-int sprite[8][5] =   {
-    { 0,0,1,0,0 },
-    { 0,1,1,1,0 },
-    { 0,0,1,0,0 },
-    { 0,1,1,1,0 },
-    { 1,1,1,1,1 },
-    { 1,1,1,1,1 },
-    { 1,1,0,1,1 },
-    { 1,1,0,1,1 },
-};
-
-//    VCC,SCE,RST,D/C,MOSI,SCLK,LED
-//N5110 lcd(p7,p8,p9,p10,p11,p13,p21);  // LPC1768 - pwr from GPIO
-N5110 lcd(p8,p9,p10,p11,p13,p21);  // LPC1768 - powered from +3V3 - JP1 in 2/3 position
-//N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11);  // K64F - pwr from 3V3
-
-int main()
-{
-    // first need to initialise display
-    lcd.init();
-    
-    // change set contrast in range 0.0 to 1.0
-    // 0.4 appears to be a good starting point
-    lcd.setContrast(0.4);
-
-    while(1) {
-
-        // these are default settings so not strictly needed
-        lcd.normalMode();      // normal colour mode
-        lcd.setBrightness(0.5); // put LED backlight on 50%
-
-        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;
-    PwmOut      *_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;
-    char screen_array[48][84];
-
-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);
-
-    /**
-     * 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();
-
-    /** Set Brightness
-    *
-    *   Sets brightness of LED backlight.
-    *   @param brightness - float in range 0.0 to 1.0
-    */
-    void setBrightness(float const brightness);
-
-    /** 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,
-                    char *sprite);
-    
-    void drawSpriteTransparent(int x0,
-                               int y0,
-                               int nrows,
-                               int ncols,
-                               char *sprite);
-                               
-    char * readScreen();
-
-
-private:
-// methods
-    void setXYAddress(unsigned int const x,
-                      unsigned int const y);
-    void initSPI();
-    void turnOn();
-    void reset();
-    void clearRAM();
-    void sendCommand(unsigned char command);
-    void sendData(unsigned char data);
-    void setTempCoefficient(char tc);  // 0 to 3
-    void setBias(char bias);  // 0 to 7
-};
-
-const unsigned char font5x7[480] = {
-    0x00, 0x00, 0x00, 0x00, 0x00,// (space)
-    0x00, 0x00, 0x5F, 0x00, 0x00,// !
-    0x00, 0x07, 0x00, 0x07, 0x00,// "
-    0x14, 0x7F, 0x14, 0x7F, 0x14,// #
-    0x24, 0x2A, 0x7F, 0x2A, 0x12,// $
-    0x23, 0x13, 0x08, 0x64, 0x62,// %
-    0x36, 0x49, 0x55, 0x22, 0x50,// &
-    0x00, 0x05, 0x03, 0x00, 0x00,// '
-    0x00, 0x1C, 0x22, 0x41, 0x00,// (
-    0x00, 0x41, 0x22, 0x1C, 0x00,// )
-    0x08, 0x2A, 0x1C, 0x2A, 0x08,// *
-    0x08, 0x08, 0x3E, 0x08, 0x08,// +
-    0x00, 0x50, 0x30, 0x00, 0x00,// ,
-    0x08, 0x08, 0x08, 0x08, 0x08,// -
-    0x00, 0x60, 0x60, 0x00, 0x00,// .
-    0x20, 0x10, 0x08, 0x04, 0x02,// /
-    0x3E, 0x51, 0x49, 0x45, 0x3E,// 0
-    0x00, 0x42, 0x7F, 0x40, 0x00,// 1
-    0x42, 0x61, 0x51, 0x49, 0x46,// 2
-    0x21, 0x41, 0x45, 0x4B, 0x31,// 3
-    0x18, 0x14, 0x12, 0x7F, 0x10,// 4
-    0x27, 0x45, 0x45, 0x45, 0x39,// 5
-    0x3C, 0x4A, 0x49, 0x49, 0x30,// 6
-    0x01, 0x71, 0x09, 0x05, 0x03,// 7
-    0x36, 0x49, 0x49, 0x49, 0x36,// 8
-    0x06, 0x49, 0x49, 0x29, 0x1E,// 9
-    0x00, 0x36, 0x36, 0x00, 0x00,// :
-    0x00, 0x56, 0x36, 0x00, 0x00,// ;
-    0x00, 0x08, 0x14, 0x22, 0x41,// <
-    0x14, 0x14, 0x14, 0x14, 0x14,// =
-    0x41, 0x22, 0x14, 0x08, 0x00,// >
-    0x02, 0x01, 0x51, 0x09, 0x06,// ?
-    0x32, 0x49, 0x79, 0x41, 0x3E,// @
-    0x7E, 0x11, 0x11, 0x11, 0x7E,// A
-    0x7F, 0x49, 0x49, 0x49, 0x36,// B
-    0x3E, 0x41, 0x41, 0x41, 0x22,// C
-    0x7F, 0x41, 0x41, 0x22, 0x1C,// D
-    0x7F, 0x49, 0x49, 0x49, 0x41,// E
-    0x7F, 0x09, 0x09, 0x01, 0x01,// F
-    0x3E, 0x41, 0x41, 0x51, 0x32,// G
-    0x7F, 0x08, 0x08, 0x08, 0x7F,// H
-    0x00, 0x41, 0x7F, 0x41, 0x00,// I
-    0x20, 0x40, 0x41, 0x3F, 0x01,// J
-    0x7F, 0x08, 0x14, 0x22, 0x41,// K
-    0x7F, 0x40, 0x40, 0x40, 0x40,// L
-    0x7F, 0x02, 0x04, 0x02, 0x7F,// M
-    0x7F, 0x04, 0x08, 0x10, 0x7F,// N
-    0x3E, 0x41, 0x41, 0x41, 0x3E,// O
-    0x7F, 0x09, 0x09, 0x09, 0x06,// P
-    0x3E, 0x41, 0x51, 0x21, 0x5E,// Q
-    0x7F, 0x09, 0x19, 0x29, 0x46,// R
-    0x46, 0x49, 0x49, 0x49, 0x31,// S
-    0x01, 0x01, 0x7F, 0x01, 0x01,// T
-    0x3F, 0x40, 0x40, 0x40, 0x3F,// U
-    0x1F, 0x20, 0x40, 0x20, 0x1F,// V
-    0x7F, 0x20, 0x18, 0x20, 0x7F,// W
-    0x63, 0x14, 0x08, 0x14, 0x63,// X
-    0x03, 0x04, 0x78, 0x04, 0x03,// Y
-    0x61, 0x51, 0x49, 0x45, 0x43,// Z
-    0x00, 0x00, 0x7F, 0x41, 0x41,// [
-    0x02, 0x04, 0x08, 0x10, 0x20,// "\"
-    0x41, 0x41, 0x7F, 0x00, 0x00,// ]
-    0x04, 0x02, 0x01, 0x02, 0x04,// ^
-    0x40, 0x40, 0x40, 0x40, 0x40,// _
-    0x00, 0x01, 0x02, 0x04, 0x00,// `
-    0x20, 0x54, 0x54, 0x54, 0x78,// a
-    0x7F, 0x48, 0x44, 0x44, 0x38,// b
-    0x38, 0x44, 0x44, 0x44, 0x20,// c
-    0x38, 0x44, 0x44, 0x48, 0x7F,// d
-    0x38, 0x54, 0x54, 0x54, 0x18,// e
-    0x08, 0x7E, 0x09, 0x01, 0x02,// f
-    0x08, 0x14, 0x54, 0x54, 0x3C,// g
-    0x7F, 0x08, 0x04, 0x04, 0x78,// h
-    0x00, 0x44, 0x7D, 0x40, 0x00,// i
-    0x20, 0x40, 0x44, 0x3D, 0x00,// j
-    0x00, 0x7F, 0x10, 0x28, 0x44,// k
-    0x00, 0x41, 0x7F, 0x40, 0x00,// l
-    0x7C, 0x04, 0x18, 0x04, 0x78,// m
-    0x7C, 0x08, 0x04, 0x04, 0x78,// n
-    0x38, 0x44, 0x44, 0x44, 0x38,// o
-    0x7C, 0x14, 0x14, 0x14, 0x08,// p
-    0x08, 0x14, 0x14, 0x18, 0x7C,// q
-    0x7C, 0x08, 0x04, 0x04, 0x08,// r
-    0x48, 0x54, 0x54, 0x54, 0x20,// s
-    0x04, 0x3F, 0x44, 0x40, 0x20,// t
-    0x3C, 0x40, 0x40, 0x20, 0x7C,// u
-    0x1C, 0x20, 0x40, 0x20, 0x1C,// v
-    0x3C, 0x40, 0x30, 0x40, 0x3C,// w
-    0x44, 0x28, 0x10, 0x28, 0x44,// x
-    0x0C, 0x50, 0x50, 0x50, 0x3C,// y
-    0x44, 0x64, 0x54, 0x4C, 0x44,// z
-    0x00, 0x08, 0x36, 0x41, 0x00,// {
-    0x00, 0x00, 0x7F, 0x00, 0x00,// |
-    0x00, 0x41, 0x36, 0x08, 0x00,// }
-    0x08, 0x08, 0x2A, 0x1C, 0x08,// ->
-    0x08, 0x1C, 0x2A, 0x08, 0x08 // <-
-};
-
-#endif
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Player/Player.cpp	Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,203 @@
+#include "Player.h"
+#include "math.h"
+
+// Constructor
+Player::Player(float pos_x, float pos_y)
+{
+    _hp = 3;
+    _attack = 1;
+    _face = 2;
+    
+    _hitbox.width = 6;
+    _hitbox.height = 5;
+    
+    _position.x = pos_x;
+    _position.y = pos_y;
+    
+    _sprite_size.width = 6;
+    _sprite_size.height = 12;
+    _sprite_size.offset_x = 0;
+    _sprite_size.offset_y = -7;
+    
+    _frame.count = 0;
+    _frame.number = 0;
+    _frame.max = 4;
+    
+    for (int i = 0; i < bullets_max; i++) {
+        valid_bullets[i] = false;
+    }
+    
+    _invulnerability_counter = INVULNERABILITY_PERIOD;
+
+    // Upgradable status
+    _fire_rate_delay = 30;
+    _fire_rate_counter = _fire_rate_delay;
+    _velocity = 0.7;
+    _bullet_speed = 1;
+}
+
+Player::~Player()
+{
+    delete_bullets();
+}
+
+// Accessors
+int Player::get_bullet_speed()
+{
+    return _bullet_speed;
+}
+int Player::get_hearts_width()
+{
+    return 9;
+}
+int Player::get_hearts_height()
+{
+    return 9;
+}
+char * Player::get_hearts_sprite()
+{
+    return (char *) sprite_heart;
+}
+
+// Functions
+void Player::move(float mapped_x, float mapped_y, char * map, bool * doorways)  // Update all bullet movement and player movement, also takes care of animation
+{
+    move_player(mapped_x, mapped_y, map, doorways);
+    move_bullets();
+    increment_frames(mapped_x, mapped_y);   // Sets the face of the person, and increment frame count
+    _invulnerability_counter++;  // for damage checking
+}
+
+void Player::move_player(float mapped_x, float mapped_y, char * map, bool * doorways)   // Moves the player unless if the player walks onto a wall
+{
+    update_prev_pos();
+    _position.y -= _velocity*mapped_y;
+    _position.x += _velocity*mapped_x;
+    
+    undo_move_x(entity_to_map_collision_test(_position.x, _prev_pos.y, map, doorways));
+    undo_move_y(entity_to_map_collision_test(_prev_pos.x, _position.y, map, doorways));
+}
+
+void Player::move_bullets() // For each bullet, move them
+{
+    for (int i = 0; i < bullets_max; i++) {
+        if (valid_bullets[i]) {
+            bullets_array[i]->move(get_bullet_speed(), 0, 0, (bool *) 0);
+        }
+    }
+}
+
+void Player::increment_frames(float mapped_x, float mapped_y)
+{
+    if (abs(mapped_x) + abs(mapped_y) > 0.1f) { // If player is moving
+        if (mapped_y < 0 && abs(mapped_y) > abs(mapped_x)) {
+            _face = 2;
+        } else if (mapped_y > 0 && abs(mapped_y) > abs(mapped_x)) {
+            _face = 0;
+        } else if (mapped_x > 0 && abs(mapped_x) > abs(mapped_y)) {
+            _face = 1;
+        } else if (mapped_x < 0 && abs(mapped_x) > abs(mapped_y)) {
+            _face = 3;
+        }
+        if (_frame.number < _frame.max) { // Animate frames by incrementing and reseting frames
+            _frame.count++;
+        } else {
+            _frame.count = 0;
+        }
+    } else {
+        _frame.count = 0;    // If the player is not moving, don't animate
+    }
+    _frame.number = (_frame.count/8) % _frame.max; // Frame number is used in chosing sprite-frame for animation; the constant 8 is the number of frames per sprite-frame
+}
+
+void Player::take_damage(int damage)    // Takes damage unless if player just got damaged within invulnerability period
+{
+    if (damage < 0){
+        _hp -= damage;
+    }
+    else if (_invulnerability_counter >= INVULNERABILITY_PERIOD) {
+        _hp -= damage;
+        _invulnerability_counter = 0;
+    }
+    if (_hp > 5) {   // Max HP is a constant 5, this might be an upgradable status later
+        _hp = 5;
+    }
+}
+
+bool Player::delete_out_of_bounds_bullets(char * map, bool * doorways)  // Attempts to delete bullets that are out of bounds or colliding with the wall, returns true if any bullets are deleted
+{
+    bool result = false;
+    for (int i = 0; i < bullets_max; i++) {
+        if((valid_bullets[i]) && (bullets_array[i]->out_of_bounds_check(map, doorways))) {
+            valid_bullets[i] = false;
+            delete bullets_array[i];
+            result = true;
+        }
+    }
+    return result;
+}
+
+void Player::draw(N5110 &lcd)
+{
+    draw_player(lcd);
+}
+
+void Player::draw_player(N5110 &lcd)
+{
+    lcd.drawSpriteTransparent(_position.x+_sprite_size.offset_x,
+                              _position.y+_sprite_size.offset_y,
+                              _sprite_size.height,
+                              _sprite_size.width,
+                              get_frame());
+}
+
+void Player::draw_bullets(N5110 &lcd, int j)
+{
+    for (int i = 0; i < bullets_max; i++) {
+        if ((valid_bullets[i]) && (bullets_array[i]->get_pos_y() == j)) {
+            bullets_array[i]->draw(lcd);
+        }
+    }
+}
+
+void Player::delete_bullets()   // Delete all bullets, normally used in unloading
+{
+    for (int i = 0; i < bullets_max; i++) {
+        if (valid_bullets[i]) {
+            delete bullets_array[i];
+            valid_bullets[i] = false;
+        }
+    }
+}
+
+char * Player::get_frame()  // Returns the current frame's sprite pointer
+{
+    if ((_invulnerability_counter < INVULNERABILITY_PERIOD) && (_invulnerability_counter % 10 <= 4)) {
+        return (char*) sprite_transparent_player;
+    }
+    return (char *) sprite_player[_face][_frame.number];
+}
+
+void Player::buttons(bool button_A, bool button_B, bool button_Y, bool button_X)    // Summons new bullets and overloads the player face when buttons are pressed
+{
+    _fire_rate_counter++;
+    if (button_Y) {
+        _face = 0;
+    } else if (button_B) {
+        _face = 1;
+    } else if (button_A) {
+        _face = 2;
+    } else if (button_X) {
+        _face = 3;
+    }
+    if (button_Y || button_B || button_A || button_X) {
+        for (int i = 0; i < bullets_max; i++) {
+            if (!valid_bullets[i] && (_fire_rate_counter >= _fire_rate_delay)) {  // waits until _fire_rate_delay is done before creating a bullet in an invalid slot of bullet_array
+                bullets_array[i] = new Bullets(_position.x+2, _position.y+2, _face);
+                valid_bullets[i] = true;
+                _fire_rate_counter = 0;
+                break;
+            }
+        }
+    }
+}
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Player/Player.h	Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,495 @@
+#ifndef PLAYER_H
+#define PLAYER_H
+#include "Entity.h"
+#include "Bullets.h"
+#define INVULNERABILITY_PERIOD 50
+
+const int bullets_max = 20;
+/**Player Class
+*@author Steven Mahasin
+*@brief Creates a Player which inherits the Entity class, contains functions that accepts all user interractions (buttons, joystick, etc)
+*@date May 2019
+*/
+class Player : public Entity
+{
+private:
+
+    // Member Variables
+    /**
+    *   @brief a counter that increments to give a delay to the fire rate of player
+    */
+    int _fire_rate_counter;
+    /**
+    *   @brief a delay between each shot
+    */
+    int _fire_rate_delay;
+    /**
+    *   @brief the speed of the bullets created by this player
+    */
+    int _bullet_speed;
+    /**
+    *   @brief a counter that increments, allowing player to be invulnerable to a certain period defined
+    */
+    int _invulnerability_counter;
+    
+    // Private Functions
+    /**
+    *   @brief movement of the player
+    *   @param mapped_x - joystick x
+    *   @param mapped_y - joystick y
+    *   @param map - the 2d map array that dictates where there are walls or empty space
+    *   @param doorways - an array that dictates which side of the wall has a doorway
+    */
+    void move_player(float mapped_x, float mapped_y, char * map, bool * doorways);
+    /**
+    *   @brief movement of the bullets shot by this player
+    */
+    void move_bullets();
+    /**
+    *   @brief to increment the _frame protected variable, for animation of player
+    *   @param mapped_x - joystick x
+    *   @param mapped_y - joystick y
+    */
+    void increment_frames(float mapped_x, float mapped_y);
+    /**
+    *   @brief getting the needed frame of animation of player
+    *   @return char pointer array to the corresponding player frame
+    */
+    char * get_frame();
+    /**
+    *   @brief draws the player onto the screen
+    *   @param lcd - the screen the player is drawn onto
+    */
+    void draw_player(N5110 &lcd);
+    
+public:
+    /** Constructor 
+    *   @brief creates a player at positions pos_x and pos_y
+    *   @param pos_x - initialise _position.x
+    *   @param pos_y - initialise _position.y
+    */
+    Player(float pos_x, float pos_y);
+    /** Deconstructors */
+    ~Player();
+
+    // Accessors
+    /**
+    *   @brief getting the player's bullet speed
+    *   @return _bullet_speed
+    */
+    int get_bullet_speed();
+    /**
+    *   @brief getting the heart sprite's width
+    *   @return  width of the heart sprite
+    */
+    int get_hearts_width();
+    /**
+    *   @brief getting the heart sprite's height
+    *   @return  height of the heart sprite
+    */
+    int get_hearts_height();
+    /**
+    *   @brief getting the heart sprite char array
+    *   @return char pointer array to the heart sprite
+    */
+    char * get_hearts_sprite();
+    
+    // Functions
+    /**
+    *   @brief function calls both movement of player and movement of bullets
+    *   @param x_value - joystick x
+    *   @param y_value - joystick y
+    *   @param map - the 2d map array that dictates where there are walls or empty space
+    *   @param doorways - an array that dictates which side of the wall has a doorway
+    */
+    virtual void move(float x_value, float y_value, char * map, bool * doorways);
+    /**
+    *   @brief reduce _hp by damage
+    *   @param damage - the amount of damage to be taken
+    */
+    virtual void take_damage(int damage);
+    /**
+    *   @brief a virtual function of drawing the player onto the screen
+    *   @param lcd - the screen where the player is drawn on
+    */
+    virtual void draw(N5110 &lcd);
+    /**
+    *   @brief a virtual function of drawing the bullets the player shot onto the screen if j is the correct y-position of the bullets
+    *   @param lcd - the screen where the bullets is drawn on
+    *   @param j - which y-position hitboxes are currently being printed
+    */
+    void draw_bullets(N5110 &lcd, int j);
+    /**
+    *   @brief attempts to delete any bullets that goes out of bounds (out of screen or onto a wall)
+    *   @param map - the 2d map array that dictates where there are walls or empty space
+    *   @param doorawys - an array that dictates which side of the wall has a doorway
+    *   @return true if any bullets is successfully deleted
+    */
+    bool delete_out_of_bounds_bullets(char * map, bool * doorways);
+    /**
+    *   @brief deletes any existing bullets
+    */
+    void delete_bullets();
+    /**
+    *   @brief shoots bullets at the direction of the buttons
+    *   @param button_A - button down
+    *   @param button_B - button right
+    *   @param button_Y - button up
+    *   @param button_X - button left
+    */
+    void buttons(bool button_A, bool button_B, bool button_Y, bool button_X);
+
+    // Variables
+    /**
+    *   @brief a bullets pointer array that holds all the possible bullets the player can shoot
+    */
+    Bullets *bullets_array[bullets_max];
+    /**
+    *   @brief a boolean array that dictates which bullets in the bullets array exist
+    */
+    bool valid_bullets[bullets_max];
+    
+};
+
+// Sprite
+const char sprite_heart[9][9] = {
+    {0,1,1,0,0,0,1,1,0,},
+    {1,1,1,1,0,1,1,1,1,},
+    {1,2,1,1,1,1,1,1,1,},
+    {1,2,1,1,1,1,1,1,1,},
+    {1,2,1,1,1,1,1,1,1,},
+    {0,1,2,1,1,1,1,1,0,},
+    {0,0,1,1,1,1,1,0,0,},
+    {0,0,0,1,1,1,0,0,0,},
+    {0,0,0,0,1,0,0,0,0,}
+};
+
+const char sprite_dying_player [5][12][12] = { // sprite_dying_player [Frame][Size_Y][Size_X]
+    {
+        {0,1,1,1,1,0,0,0,0,0,0,0,},
+        {1,1,1,1,1,1,0,0,0,0,0,0,},
+        {1,2,1,1,1,1,0,0,0,0,0,0,},
+        {1,1,1,1,1,1,0,0,0,0,0,0,},
+        {0,1,1,1,1,0,0,0,0,0,0,0,},
+        {0,0,1,1,0,0,0,0,0,0,0,0,},
+        {0,0,1,1,0,0,0,0,0,0,0,0,},
+        {0,0,1,1,0,0,0,0,0,0,0,0,},
+        {0,0,1,1,0,0,0,0,0,0,0,0,},
+        {0,0,0,1,0,0,0,0,0,0,0,0,},
+        {0,0,0,1,0,0,0,0,0,0,0,0,},
+        {0,0,1,1,0,0,0,0,0,0,0,0,},
+    },
+    {
+        {0,0,0,0,1,1,1,0,0,0,0,0,},
+        {0,0,0,1,2,1,1,1,0,0,0,0,},
+        {0,0,0,1,1,1,1,1,0,0,0,0,},
+        {0,0,0,1,1,1,1,1,0,0,0,0,},
+        {0,0,0,0,1,1,1,0,0,0,0,0,},
+        {0,1,1,1,1,0,0,0,0,0,0,0,},
+        {0,0,1,1,1,0,0,0,0,0,0,0,},
+        {0,0,1,1,0,0,0,0,0,0,0,0,},
+        {0,1,1,1,0,0,0,0,0,0,0,0,},
+        {0,1,0,1,0,0,0,0,0,0,0,0,},
+        {1,0,0,1,0,0,0,0,0,0,0,0,},
+        {0,0,1,1,0,0,0,0,0,0,0,0,},
+    },
+    {
+        {0,0,0,0,0,0,0,0,0,0,0,0,},
+        {0,0,0,0,0,0,0,0,0,0,0,0,},
+        {0,0,0,0,0,0,0,0,0,0,0,0,},
+        {0,0,0,0,0,0,0,0,0,0,0,0,},
+        {0,0,0,0,1,0,0,0,1,1,1,0,},
+        {0,0,0,0,0,1,0,1,1,2,1,1,},
+        {0,0,0,0,0,1,1,1,1,1,1,1,},
+        {0,0,0,1,1,1,1,1,1,1,1,1,},
+        {0,1,1,1,1,1,1,0,1,1,1,0,},
+        {1,0,0,1,1,0,0,0,0,0,0,0,},
+        {0,0,1,0,0,0,0,0,0,0,0,0,},
+        {0,1,0,0,0,0,0,0,0,0,0,0,},
+    },
+    {
+        {0,0,0,0,0,0,0,0,0,0,0,0,},
+        {0,0,0,0,0,0,0,0,0,0,0,0,},
+        {0,0,0,0,0,0,0,0,0,0,0,0,},
+        {0,0,0,0,0,0,0,0,0,0,0,0,},
+        {0,0,0,0,0,0,0,0,0,0,0,0,},
+        {0,0,0,0,0,0,0,0,0,0,0,0,},
+        {0,0,0,0,0,0,0,0,0,0,0,0,},
+        {0,0,0,0,0,0,0,0,0,0,0,0,},
+        {1,0,0,0,1,0,0,0,1,1,1,0,},
+        {0,1,1,0,0,1,1,1,1,2,1,1,},
+        {1,0,0,1,1,1,1,1,1,1,1,1,},
+        {1,1,1,1,1,1,1,1,1,1,1,1,},
+    },
+    {
+        {0,0,0,0,0,0,0,0,0,0,0,0,},
+        {0,0,0,0,0,0,0,0,0,0,0,0,},
+        {0,0,0,0,0,0,0,0,0,0,0,0,},
+        {0,0,0,0,0,0,0,0,0,0,0,0,},
+        {0,0,0,0,0,0,0,0,0,0,0,0,},
+        {0,0,0,0,0,0,0,0,0,0,0,0,},
+        {0,0,0,0,0,0,0,0,0,0,0,0,},
+        {0,0,0,0,0,0,0,0,0,0,0,0,},
+        {0,0,0,0,0,0,0,0,1,1,1,0,},
+        {0,0,0,0,0,0,0,1,1,1,1,1,},
+        {1,0,0,1,1,1,1,1,1,1,1,1,},
+        {1,1,1,1,1,1,1,1,1,1,1,1,},
+    }
+};
+    
+
+const char sprite_transparent_player[12][6] = {
+    {0,0,0,0,0,0,},
+    {0,0,0,0,0,0,},
+    {0,0,0,0,0,0,},
+    {0,0,0,0,0,0,},
+    {0,0,0,0,0,0,},
+    {0,0,0,0,0,0,},
+    {0,0,0,0,0,0,},
+    {0,0,0,0,0,0,},
+    {0,0,0,0,0,0,},
+    {0,0,0,0,0,0,},
+    {0,0,0,0,0,0,},
+    {0,0,0,0,0,0,}
+};
+
+const char sprite_player [4][4][12][6] = {   // Player [Face][SpriteAnimationFrame][Size_Y][Size_X]
+    {
+        // Up
+        {
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,1,1,1,1,1,},
+            {1,1,1,1,1,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,}
+        },
+        {
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,1,1,1,1,1,},
+            {1,1,1,1,1,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,0,0,}
+        },
+        {
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,1,1,1,1,1,},
+            {1,1,1,1,1,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,}
+        },
+        {
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,1,1,1,1,1,},
+            {1,1,1,1,1,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {1,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,0,0,0,1,0,}
+        }
+    },
+    {
+        // Right
+        {
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,1,1,1,2,1,},
+            {1,1,1,1,1,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,0,0,0,},
+            {0,0,1,0,0,0,},
+            {0,0,1,1,0,0,}
+        },
+        {
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,1,1,1,2,1,},
+            {1,1,1,1,1,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,0,1,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,0,1,}
+        },
+        {
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,1,1,1,2,1,},
+            {1,1,1,1,1,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,0,0,0,},
+            {0,0,1,0,0,0,},
+            {0,0,1,1,0,0,}
+        },
+        {
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,1,1,1,2,1,},
+            {1,1,1,1,1,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,0,1,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,0,1,}
+        }
+    },
+    {
+        // Down
+        {
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,2,1,1,2,1,},
+            {1,1,2,2,1,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,}
+        },
+        {
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,2,1,1,2,1,},
+            {1,1,2,2,1,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,0,0,}
+        },
+        {
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,2,1,1,2,1,},
+            {1,1,2,2,1,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {1,0,1,1,0,1,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,1,0,0,1,0,}
+        },
+        {
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,2,1,1,2,1,},
+            {1,1,2,2,1,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,1,1,1,1,0,},
+            {1,0,1,1,0,1,},
+            {1,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,1,0,},
+            {0,0,0,0,1,0,}
+        }
+    },
+    {
+        // Left
+        {
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,2,1,1,1,1,},
+            {1,1,1,1,1,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,0,1,0,0,},
+            {0,0,0,1,0,0,},
+            {0,0,1,1,0,0,}
+        },
+        {
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,2,1,1,1,1,},
+            {1,1,1,1,1,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,1,0,0,},
+            {0,1,0,0,1,0,},
+            {1,0,0,0,1,0,}
+        },
+        {
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,2,1,1,1,1,},
+            {1,1,1,1,1,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,0,1,0,0,},
+            {0,0,0,1,0,0,},
+            {0,0,1,1,0,0,}
+        },
+        {
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,2,1,1,1,1,},
+            {1,1,1,1,1,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,1,0,0,},
+            {0,1,0,0,1,0,},
+            {1,0,0,0,1,0,}
+        }
+    }
+};
+
+#endif
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Room/Room.cpp	Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,281 @@
+#include "Room.h"
+
+// Constructor
+Room::Room(int no_of_enemies, int room_type)
+{
+    _before_boss_room = 4;
+    
+    _room_type = room_type;
+    
+    for(int side = 0; side < 4; side++) {
+        _doorways[side] = false;
+    }
+    for(int id = 0; id < MAX_ENEMIES; id++) {
+        valid_collectibles[id] = false;
+    }
+    
+    if(room_type >= 10) {   // Special Case for Boss rooms
+        init_boss_room();
+    } else {
+        for (int id = 0; id < MAX_ENEMIES; id++) {
+            valid_enemies[id] = id < no_of_enemies;
+            if (id < no_of_enemies) {   // For every undefined valid enemy, define:
+                enemies_type[id] = (int)(rand() % 3)/2; // 2/3 chance headless 1/3 chance snake
+                rand_enemy_coordinate(id);  // define random spawn coordinate
+            }
+        }
+        if (room_type == 0){
+            init_normal_room();
+        } else if (room_type == 1){
+            init_middle_walled_room();
+        } else if (room_type == 2){
+            init_side_walled_room();
+        }
+    }
+}
+
+void Room::init_boss_room()
+{
+    valid_walls[0] = false;
+    valid_walls[1] = false;
+    valid_enemies[0] = true;
+    for (int id = 1; id < MAX_ENEMIES; id++) {  // Updating valid_enemies to be false for all the others
+        valid_enemies[id] = false;
+    }
+}
+
+void Room::init_normal_room()
+{
+    valid_walls[0] = false;
+    valid_walls[1] = false;
+}
+
+void Room::init_middle_walled_room()
+{
+    valid_walls[0] = true;
+    _wall_stat[0][0] = 14;
+    _wall_stat[0][1] = 22;
+    _wall_stat[0][2] = 56;
+    _wall_stat[0][3] = 12;
+    
+    valid_walls[1] = false;
+}
+
+void Room::init_side_walled_room()
+{
+    valid_walls[0] = true;
+    _wall_stat[0][0] = 16;
+    _wall_stat[0][1] = 18;
+    _wall_stat[0][2] = 7;
+    _wall_stat[0][3] = 19;
+    
+    valid_walls[1] = true;
+    _wall_stat[1][0] = 61;
+    _wall_stat[1][1] = 18;
+    _wall_stat[1][2] = 7;
+    _wall_stat[1][3] = 19;
+}
+
+// Deconstructor
+Room::~Room()
+{
+    
+}
+
+// Mutator
+void Room::set_doorway(int index, bool doorway_value)   // Sets doorways to the needed value at index
+{
+    _doorways[index] = doorway_value;
+}
+
+void Room::set_boss_doorway(int before_boss_room)   // Sets the boss doorway
+{
+    _before_boss_room = before_boss_room;
+}
+
+// Accessors
+char * Room::get_current_map_2d(){
+    return ((char *)level_map[0][0]);
+}
+
+bool * Room::get_doorways()
+{
+    return (bool *)_doorways;
+}
+
+bool Room::get_doorway(int index)
+{
+    return _doorways[index];
+}
+
+char Room::get_room_type()
+{
+    return _room_type;
+}
+
+int Room::get_boss_doorway()
+{
+    return _before_boss_room;
+}
+
+// Functions
+void Room::rand_enemy_coordinate(int id)
+{
+    _spawn_point_coord = rand() % n_spawn_points[_room_type];   // Random available spawning coordinate ID
+    _spawn_point_counter = 0;
+    for(int i = 0; i < WIDTH; i++) {
+        for(int j = 0; j < HEIGHT; j++) {
+            if(spawn_area[_room_type][j][i] == 0){  // Locate available spawning coordinate
+                _spawn_point_counter++; // Increment counter ID
+            }
+            if(_spawn_point_counter >= _spawn_point_coord){ // If counter ID  reaches the random coordinate ID
+                _enemy_coord[id][0] = i;    // Set the random coordinate
+                _enemy_coord[id][1] = j;
+                goto enemy_coord_set;
+            }
+        }
+    }
+    enemy_coord_set:{}  // Acts as a break since there are two for loops
+}
+
+void Room::load()   // Spawns all Mobs and Walls with reset status (HP, Attack etc) given that they have not died yet (still valid)
+{
+    if(_room_type == 10) {
+        if (valid_enemies[0]) {
+            enemies[0] = new Skull(33, 23);
+        }
+    } else {
+        for (int id = 0; id < MAX_ENEMIES; id++) {
+            if (valid_enemies[id]) {
+                switch(enemies_type[id]){
+                    case 0 :
+                        enemies[id] = new Headless(_enemy_coord[id][0], _enemy_coord[id][1]); break;
+                    case 1 :
+                        enemies[id] = new Snake(_enemy_coord[id][0], _enemy_coord[id][1]); break;
+                }
+            }
+        }
+        for (int id = 0; id < 2; id++) {
+            if (valid_walls[id]) {
+                walls[id] = new Walls(_wall_stat[id][0], _wall_stat[id][1], _wall_stat[id][2], _wall_stat[id][3]);
+            }
+        }
+    }
+}
+
+void Room::unload() // Delete existing enemies and walls
+{
+    for (int i = 0; i < MAX_ENEMIES; i++) {
+        if (valid_enemies[i]) {
+            delete enemies[i];
+        }
+    }
+    for (int i = 0; i < 2; i++){
+        if (valid_walls[i]) {
+            delete walls[i];
+        }
+    }
+}
+
+void Room::update_doorways()    // If it's a boss, close the doorways, else, 
+{
+    if(_room_type == 10) { 
+        _doorways[0] = false;
+        _doorways[1] = false;
+        _doorways[2] = false;
+        _doorways[3] = false;
+    }
+}
+
+void Room::draw(N5110 &lcd, int j)
+{
+    draw_enemies(lcd, j);
+    draw_collectibles(lcd, j);
+    draw_walls(lcd, j);
+}
+
+void Room::draw_enemies(N5110 &lcd, int j)
+{
+    for (int i = 0; i < MAX_ENEMIES; i++) {
+        if (valid_enemies[i]) {
+            if (enemies[i]->get_pos_y() == j) {
+                enemies[i]->draw(lcd);
+            }
+        }
+    }
+}
+
+void Room::draw_collectibles(N5110 &lcd, int j)
+{
+    for (int i = 0; i < MAX_ENEMIES; i++) {
+        if (valid_collectibles[i]) {
+            if (collectibles[i]->get_pos_y() == j) {
+                collectibles[i]->draw(lcd);
+            }
+        }
+    }
+}
+
+void Room::draw_walls(N5110 &lcd, int j)
+{
+    for (int i = 0; i < 2; i++) {
+        if (valid_walls[i]) {
+            if (walls[i]->get_pos_y() == j) {
+                walls[i]->draw(lcd);
+            }
+        }
+    }
+}
+void Room::draw_room(N5110 &lcd)
+{
+    lcd.drawSprite(0, 0, screen_height, screen_width, (char *)level_map[1]); // drawing 3d map
+    draw_doorways(lcd); // Draw walls that are behind the player
+    if (_before_boss_room == 0) {    // Displaying Special Doorway to Boss room
+        lcd.drawSprite(35, 0, 12, 14, (char *)boss_doorway_n[0]);
+    }
+}
+
+void Room::draw_doorways(N5110 &lcd)
+{
+    if(!_doorways[0]) { // N
+        lcd.drawSprite(36, 0, 10, 12, (char *)wall_n);
+    }
+}
+
+void Room::draw_room_overlay(N5110 &lcd)
+{
+    lcd.drawSpriteTransparent(0, 0, screen_height, screen_width, (char *)level_map[2]); // drawing 3d map overlay
+    draw_doorways_overlay(lcd);
+    if (_before_boss_room == 0) {    // Displaying Special Doorway to Boss room
+        lcd.drawSpriteTransparent(35, 0, 12, 14, (char *)boss_doorway_n[1]);
+    } else if (_before_boss_room == 1) {
+        lcd.drawSpriteTransparent(79, 14, 19, 5, (char *)boss_doorway_e);
+    } else if (_before_boss_room == 2) {
+        lcd.drawSpriteTransparent(35, 41, 7, 14, (char *)boss_doorway_s);
+    } else if (_before_boss_room == 3) {
+        lcd.drawSpriteTransparent(0, 14, 19, 5, (char *)boss_doorway_w);
+    }
+}
+
+void Room::draw_doorways_overlay(N5110 &lcd)    // Draw walls that are in front of the player
+{
+    if(!_doorways[1]) { // E
+        lcd.drawSpriteTransparent(81, 15, 11, 3, (char *)wall_x[0]);
+    }
+    if(!_doorways[2]) { // S
+        lcd.drawSpriteTransparent(36, 45, 3, 12, (char *)wall_s);
+    }
+    if(!_doorways[3]) { // W
+        lcd.drawSpriteTransparent(0, 15, 11, 3, (char *)wall_x[1]);
+    }
+}
+
+bool Room::enemies_exist()  // Returns true if valid enemies exist
+{
+    for (int i = 0; i < MAX_ENEMIES; i++) {
+        if (valid_enemies[i]) {
+            return true;
+        }       
+    }
+    return false;
+}
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Room/Room.h	Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,512 @@
+#ifndef ROOM_H
+#define ROOM_H
+#include "sprites.h"
+
+#include "Entity.h"
+#include "Player.h"
+#include "Headless.h"
+#include "Snake.h"
+#include "Skull.h"
+#include "Walls.h"
+
+#include "N5110.h"
+
+#define MAX_ENEMIES 10
+/**Room Class
+*@author Steven Mahasin
+*@brief Create a Room which holds the enemies, collectibles and doorways
+*@date May 2019
+*/
+class Room // contains the type of room, number of enemies inside it, the doorways existing in the room, functions to spawn enemies
+{
+private:
+    /**
+    *   @brief an array that dictates which side of the wall has a doorway
+    */
+    bool _doorways[4];
+    /**
+    *   @brief states the type of room (boss, normal, walled)
+    */
+    int _room_type;
+    /**
+    *   @brief the coordinates of enemies to be spawned
+    */
+    int _enemy_coord[MAX_ENEMIES][2]; //  _enemy_coord[EnemyID][x/y]
+    /**
+    *   @brief the status of the walls, used to construct a wall at any x, y, width and height
+    */
+    char _wall_stat[2][4]; // _wall_coord[WallID][x/y/width/height]
+    /**
+    *   @brief the special boss doorway is held in this member variable (0-3); if no boss doorway, it is default to 4
+    */
+    int _before_boss_room;
+    /**
+    *   @brief a counter integer to increment through the spawn points in the spawn_area array and id each point
+    */
+    short int _spawn_point_counter;
+    /**
+    *   @brief a variable to hold the decided randomised spawn point id to spawn an enemy
+    */
+    short int _spawn_point_coord;
+    
+    // Functions
+    /**
+    *   @brief initialisation of boss room
+    */
+    void init_boss_room();
+    /**
+    *   @brief initialisation of normal rooms
+    */
+    void init_normal_room();
+    /**
+    *   @brief initialisation of middle walled rooms (not used in this version, in progress)
+    */
+    void init_middle_walled_room();
+    /**
+    *   @brief initialisation of side walled rooms (not used in this version, in progress)
+    */
+    void init_side_walled_room();
+    
+    /**
+    *   @brief set the _enemy_coord of index id to a random valid spawn area x and y
+    *   @param id - the index of the enemy to be given a random coord
+    */
+    void rand_enemy_coordinate(int id);
+    
+    /**
+    *   @brief draws the doorways that are behind the player
+    *   @param lcd - the screen where the doorway is drawn
+    */
+    void draw_doorways(N5110 &lcd);
+    /**
+    *   @brief draws overlayed doorways, these doorways are in front of the player
+    *   @param lcd - the screen where the doorway_overlay is drawn
+    */
+    void draw_doorways_overlay(N5110 &lcd);
+    /**
+    *   @brief draws enemies onto the screen
+    *   @param lcd - the screen where the enemies are drawn
+    *   @param j - the current y-position of entities that are being drawn
+    */
+    void draw_enemies(N5110 &lcd, int j);
+    /**
+    *   @brief draws collectibles onto the screen
+    *   @param lcd - the screen where the collectibles is drawn
+    *   @param j - the current y-position of entities that are being drawn
+    */
+    void draw_collectibles(N5110 &lcd, int j);
+    /**
+    *   @brief draws walls entity onto the screen
+    *   @param lcd - the screen where the walls is drawn
+    *   @param j - the current y-position of entities that are being drawn
+    */
+    void draw_walls(N5110 &lcd, int j);
+    
+    
+public:
+    /** Constructors
+    *   @brief create a room with a set number of enemies and a set room type
+    *   @param no_of_enemies - the number of enemies to be spawned in the room
+    *   @param room_type - the type of room to be initialised with
+    */
+    Room(int no_of_enemies, int room_type);
+    /** Destructors */
+    ~Room();
+    
+    // Mutators
+    /**
+    *   @brief sets _doorway at index "index" with the value of "doorway_value"
+    *   @param index - the index of the mutated doorway
+    *   @param doorway_value - the value of the mutated doorway
+    */
+    void set_doorway(int index, bool doorway_value);
+    /**
+    *   @brief sets the position of boss doorway on this room
+    *   @param before_boss_room - the side in which boss doorway exists (0-3 = sides, 4 = doesn't exist)
+    */
+    void set_boss_doorway(int before_boss_room);
+    
+    // Accessors
+    /**
+    *   @brief get the 2d map array that dictates where there are walls or empty space
+    *   @return the char pointer array of the 2d level map
+    */
+    char * get_current_map_2d();
+    /**
+    *   @brief get the doorways of the room
+    *   @return boolean pointer array of the _doorways member variable
+    */
+    bool * get_doorways();
+    /**
+    *   @brief get the doorway status of the room at index "index"
+    *   @return _doorway[index]
+    */
+    bool get_doorway(int index);
+    /**
+    *   @brief get the type of room
+    *   @return _room_type
+    */
+    char get_room_type();
+    /**
+    *   @brief get the boss doorway status
+    *   @return _before_boss_room
+    */
+    int get_boss_doorway();
+    
+    // Functions
+    /**
+    *   @brief loads all the entities in the room
+    */
+    void load();
+    /**
+    *   @brief deletes all entities in the room
+    */
+    void unload();
+    /**
+    *   @brief close all doorways if the room is a boss room
+    */
+    void update_doorways();
+    /**
+    *   @brief draws the room including enemies
+    *   @param lcd - the screen in which the room is being drawn in
+    *   @param j - the current y-position of entities that are being drawn
+    */
+    void draw(N5110 &lcd, int j);    
+    /**
+    *   @brief draws the room
+    *   @param lcd - the screen in which the room is being drawn in
+    */
+    void draw_room(N5110 &lcd);
+    /**
+    *   @brief draws the room_overlay
+    *   @param lcd - the screen in which the room_overlay is being drawn in
+    */
+    void draw_room_overlay(N5110 &lcd);
+    
+    /**
+    *   @brief checks if there is any valid enemies in the room
+    *   @return true if there is any valid enemies in the room
+    */
+    bool enemies_exist();
+    
+    // Variables
+    /**
+    *   @brief A pointer to an array of Entities where all the possible enemies in the room are stored
+    */
+    Entity *enemies[MAX_ENEMIES];
+    /**
+    *   @brief A boolean array to dictate which enemies exist
+    */
+    bool valid_enemies[MAX_ENEMIES];
+    /**
+    *   @brief A pointer to an array of Entities where all the possible collectibles in the room are stored
+    */
+    Entity *collectibles[MAX_ENEMIES];
+    /**
+    *   @brief A boolean array to dictate which collectibles exist
+    */
+    bool valid_collectibles[MAX_ENEMIES];
+    /**
+    *   @brief A pointer to an array of Entities where all the possible walls in the room are stored
+    */
+    Entity *walls[2];
+    /**
+    *   @brief A boolean array to dictate which walls exist
+    */
+    bool valid_walls[2];
+    /**
+    *   @brief An array of enemy types for each enemy in the room
+    *   @note currently only snake and headless
+    */
+    int enemies_type[MAX_ENEMIES];
+};
+
+const char spawn_area[3][48][84] = {    // [Room_Type][Size_Y][Size_X]
+    {
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+        {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+        {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+        {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+        {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+        {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+        {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+    },
+    {
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+        {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+        {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+        {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+        {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+        {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+        {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
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+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
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+    },
+    {
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+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
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+        {1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
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+        {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+        {1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
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+        {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+    }
+};
+
+const short int n_spawn_points[3] = {1547, 502, 972};    // [room_type] 
+
+const char boss_doorway_n[2][12][14] = {  // [Level/Overlay][Size_Y][Size_X]
+    {
+        {1,0,1,1,0,0,0,0,0,0,1,1,0,1},
+        {1,1,0,0,0,1,1,1,1,0,0,0,1,1},
+        {1,0,0,1,1,0,0,0,0,1,1,0,0,1},
+        {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
+        {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
+        {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
+        {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
+        {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
+        {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
+        {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
+        {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
+        {1,1,1,0,0,0,0,0,0,0,0,1,1,1}
+    },
+    {
+        {0,0,1,1,2,2,2,2,2,2,1,1,0,0},
+        {0,0,2,2,2,1,1,1,1,2,2,2,0,0},
+        {0,0,0,1,1,0,0,0,0,1,1,0,0,0},
+        {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+        {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+        {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+        {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+        {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+        {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+        {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+        {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+        {0,0,0,0,0,0,0,0,0,0,0,0,0,0}
+    }
+};
+
+const char boss_doorway_e[19][5] = {
+    {1,1,1,1,1},
+    {1,1,1,1,1},
+    {1,2,2,2,2},
+    {1,2,2,2,2},
+    {1,2,2,2,2},
+    {1,2,2,2,2},
+    {1,1,1,1,1},
+    {1,2,2,2,2},
+    {1,2,2,2,2},
+    {1,1,1,1,1},
+    {1,2,2,2,2},
+    {1,1,1,1,1},
+    {1,2,1,2,2},
+    {1,2,1,2,2},
+    {1,2,1,2,2},
+    {1,2,1,2,2},
+    {1,2,1,2,2},
+    {1,2,1,2,2},
+    {1,1,1,2,2}
+};
+
+const char boss_doorway_s[7][14] = {
+    {0,0,0,0,1,1,1,1,1,1,0,0,0,0},
+    {0,0,1,1,1,2,2,2,2,1,1,1,0,0},
+    {1,1,2,2,1,2,2,2,2,1,2,2,1,1},
+    {1,2,2,2,1,2,2,2,2,1,2,2,2,1},
+    {1,2,2,2,1,2,2,2,2,1,2,2,2,1},
+    {1,2,2,2,1,2,2,2,2,1,2,2,2,1},
+    {1,2,2,2,1,2,2,2,2,1,2,2,2,1}
+};
+
+const char boss_doorway_w[19][5] = {
+    {1,1,1,1,1},
+    {1,1,1,1,1},
+    {2,2,2,2,1},
+    {2,2,2,2,1},
+    {2,2,2,2,1},
+    {2,2,2,2,1},
+    {1,1,1,1,1},
+    {2,2,2,2,1},
+    {2,2,2,2,1},
+    {1,1,1,1,1},
+    {2,2,2,2,1},
+    {1,1,1,1,1},
+    {2,2,1,2,1},
+    {2,2,1,2,1},
+    {2,2,1,2,1},
+    {2,2,1,2,1},
+    {2,2,1,2,1},
+    {2,2,1,2,1},
+    {2,2,1,1,1}
+};
+
+const char wall_x[2][11][3] = { // [E/W][Size_Y][Size_X]
+    {   // E
+        {1,2,2},
+        {1,2,2},
+        {1,2,2},
+        {1,2,2},
+        {1,2,2},
+        {1,2,2},
+        {1,2,2},
+        {1,2,2},
+        {1,2,2},
+        {1,2,2},
+        {1,2,2},
+    },
+    {   // W
+        {2,2,1},
+        {2,2,1},
+        {2,2,1},
+        {2,2,1},
+        {2,2,1},
+        {2,2,1},
+        {2,2,1},
+        {2,2,1},
+        {2,2,1},
+        {2,2,1},
+        {2,2,1},
+    }
+};
+
+const char wall_n[10][12] = { // [Size_Y][Size_X] 
+    {0,0,0,0,0,0,0,0,0,0,0,0,},
+    {0,0,0,0,0,0,0,0,0,0,0,0,},
+    {1,1,1,1,1,1,1,1,1,1,1,1,},
+    {0,0,0,0,0,0,0,0,0,0,0,0,},
+    {0,0,0,0,0,0,0,0,0,0,0,0,},
+    {0,0,0,0,0,0,0,0,0,0,0,0,},
+    {0,0,0,0,0,0,0,0,0,0,0,0,},
+    {0,0,0,0,0,0,0,0,0,0,0,0,},
+    {0,0,0,0,0,0,0,0,0,0,0,0,},
+    {1,1,1,1,1,1,1,1,1,1,1,1,},
+};
+
+const char wall_s[3][12] = { // [Size_Y][Size_X]
+    {1,1,1,1,1,1,1,1,1,1,1,1,},
+    {2,2,2,2,2,2,2,2,2,2,2,2,},
+    {2,2,2,2,2,2,2,2,2,2,2,2,},
+};
+
+#endif
\ No newline at end of file
--- a/RoomEngine/Room/Room.cpp	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,281 +0,0 @@
-#include "Room.h"
-
-// Constructor
-Room::Room(int no_of_enemies, int room_type)
-{
-    _before_boss_room = 4;
-    
-    _room_type = room_type;
-    
-    for(int side = 0; side < 4; side++) {
-        _doorways[side] = false;
-    }
-    for(int id = 0; id < MAX_ENEMIES; id++) {
-        valid_collectibles[id] = false;
-    }
-    
-    if(room_type >= 10) {   // Special Case for Boss rooms
-        init_boss_room();
-    } else {
-        for (int id = 0; id < MAX_ENEMIES; id++) {
-            valid_enemies[id] = id < no_of_enemies;
-            if (id < no_of_enemies) {   // For every undefined valid enemy, define:
-                enemies_type[id] = (int)(rand() % 3)/2; // 2/3 chance headless 1/3 chance snake
-                rand_enemy_coordinate(id);  // define random spawn coordinate
-            }
-        }
-        if (room_type == 0){
-            init_normal_room();
-        } else if (room_type == 1){
-            init_middle_walled_room();
-        } else if (room_type == 2){
-            init_side_walled_room();
-        }
-    }
-}
-
-void Room::init_boss_room()
-{
-    valid_walls[0] = false;
-    valid_walls[1] = false;
-    valid_enemies[0] = true;
-    for (int id = 1; id < MAX_ENEMIES; id++) {  // Updating valid_enemies to be false for all the others
-        valid_enemies[id] = false;
-    }
-}
-
-void Room::init_normal_room()
-{
-    valid_walls[0] = false;
-    valid_walls[1] = false;
-}
-
-void Room::init_middle_walled_room()
-{
-    valid_walls[0] = true;
-    _wall_stat[0][0] = 14;
-    _wall_stat[0][1] = 22;
-    _wall_stat[0][2] = 56;
-    _wall_stat[0][3] = 12;
-    
-    valid_walls[1] = false;
-}
-
-void Room::init_side_walled_room()
-{
-    valid_walls[0] = true;
-    _wall_stat[0][0] = 16;
-    _wall_stat[0][1] = 18;
-    _wall_stat[0][2] = 7;
-    _wall_stat[0][3] = 19;
-    
-    valid_walls[1] = true;
-    _wall_stat[1][0] = 61;
-    _wall_stat[1][1] = 18;
-    _wall_stat[1][2] = 7;
-    _wall_stat[1][3] = 19;
-}
-
-// Deconstructor
-Room::~Room()
-{
-    
-}
-
-// Mutator
-void Room::set_doorway(int index, bool doorway_value)   // Sets doorways to the needed value at index
-{
-    _doorways[index] = doorway_value;
-}
-
-void Room::set_boss_doorway(int before_boss_room)   // Sets the boss doorway
-{
-    _before_boss_room = before_boss_room;
-}
-
-// Accessors
-char * Room::get_current_map_2d(){
-    return ((char *)level_map[0][0]);
-}
-
-bool * Room::get_doorways()
-{
-    return (bool *)_doorways;
-}
-
-bool Room::get_doorway(int index)
-{
-    return _doorways[index];
-}
-
-char Room::get_room_type()
-{
-    return _room_type;
-}
-
-int Room::get_boss_doorway()
-{
-    return _before_boss_room;
-}
-
-// Functions
-void Room::rand_enemy_coordinate(int id)
-{
-    _spawn_point_coord = rand() % n_spawn_points[_room_type];   // Random available spawning coordinate ID
-    _spawn_point_counter = 0;
-    for(int i = 0; i < WIDTH; i++) {
-        for(int j = 0; j < HEIGHT; j++) {
-            if(spawn_area[_room_type][j][i] == 0){  // Locate available spawning coordinate
-                _spawn_point_counter++; // Increment counter ID
-            }
-            if(_spawn_point_counter >= _spawn_point_coord){ // If counter ID  reaches the random coordinate ID
-                _enemy_coord[id][0] = i;    // Set the random coordinate
-                _enemy_coord[id][1] = j;
-                goto enemy_coord_set;
-            }
-        }
-    }
-    enemy_coord_set:{}  // Acts as a break since there are two for loops
-}
-
-void Room::load()   // Spawns all Mobs and Walls with reset status (HP, Attack etc) given that they have not died yet (still valid)
-{
-    if(_room_type == 10) {
-        if (valid_enemies[0]) {
-            enemies[0] = new Skull(33, 23);
-        }
-    } else {
-        for (int id = 0; id < MAX_ENEMIES; id++) {
-            if (valid_enemies[id]) {
-                switch(enemies_type[id]){
-                    case 0 :
-                        enemies[id] = new Headless(_enemy_coord[id][0], _enemy_coord[id][1]); break;
-                    case 1 :
-                        enemies[id] = new Snake(_enemy_coord[id][0], _enemy_coord[id][1]); break;
-                }
-            }
-        }
-        for (int id = 0; id < 2; id++) {
-            if (valid_walls[id]) {
-                walls[id] = new Walls(_wall_stat[id][0], _wall_stat[id][1], _wall_stat[id][2], _wall_stat[id][3]);
-            }
-        }
-    }
-}
-
-void Room::unload() // Delete existing enemies and walls
-{
-    for (int i = 0; i < MAX_ENEMIES; i++) {
-        if (valid_enemies[i]) {
-            delete enemies[i];
-        }
-    }
-    for (int i = 0; i < 2; i++){
-        if (valid_walls[i]) {
-            delete walls[i];
-        }
-    }
-}
-
-void Room::update_doorways()    // If it's a boss, close the doorways, else, 
-{
-    if(_room_type == 10) { 
-        _doorways[0] = false;
-        _doorways[1] = false;
-        _doorways[2] = false;
-        _doorways[3] = false;
-    }
-}
-
-void Room::draw(N5110 &lcd, int j)
-{
-    draw_enemies(lcd, j);
-    draw_collectibles(lcd, j);
-    draw_walls(lcd, j);
-}
-
-void Room::draw_enemies(N5110 &lcd, int j)
-{
-    for (int i = 0; i < MAX_ENEMIES; i++) {
-        if (valid_enemies[i]) {
-            if (enemies[i]->get_pos_y() == j) {
-                enemies[i]->draw(lcd);
-            }
-        }
-    }
-}
-
-void Room::draw_collectibles(N5110 &lcd, int j)
-{
-    for (int i = 0; i < MAX_ENEMIES; i++) {
-        if (valid_collectibles[i]) {
-            if (collectibles[i]->get_pos_y() == j) {
-                collectibles[i]->draw(lcd);
-            }
-        }
-    }
-}
-
-void Room::draw_walls(N5110 &lcd, int j)
-{
-    for (int i = 0; i < 2; i++) {
-        if (valid_walls[i]) {
-            if (walls[i]->get_pos_y() == j) {
-                walls[i]->draw(lcd);
-            }
-        }
-    }
-}
-void Room::draw_room(N5110 &lcd)
-{
-    lcd.drawSprite(0, 0, screen_height, screen_width, (char *)level_map[1]); // drawing 3d map
-    draw_doorways(lcd); // Draw walls that are behind the player
-    if (_before_boss_room == 0) {    // Displaying Special Doorway to Boss room
-        lcd.drawSprite(35, 0, 12, 14, (char *)boss_doorway_n[0]);
-    }
-}
-
-void Room::draw_doorways(N5110 &lcd)
-{
-    if(!_doorways[0]) { // N
-        lcd.drawSprite(36, 0, 10, 12, (char *)wall_n);
-    }
-}
-
-void Room::draw_room_overlay(N5110 &lcd)
-{
-    lcd.drawSpriteTransparent(0, 0, screen_height, screen_width, (char *)level_map[2]); // drawing 3d map overlay
-    draw_doorways_overlay(lcd);
-    if (_before_boss_room == 0) {    // Displaying Special Doorway to Boss room
-        lcd.drawSpriteTransparent(35, 0, 12, 14, (char *)boss_doorway_n[1]);
-    } else if (_before_boss_room == 1) {
-        lcd.drawSpriteTransparent(79, 14, 19, 5, (char *)boss_doorway_e);
-    } else if (_before_boss_room == 2) {
-        lcd.drawSpriteTransparent(35, 41, 7, 14, (char *)boss_doorway_s);
-    } else if (_before_boss_room == 3) {
-        lcd.drawSpriteTransparent(0, 14, 19, 5, (char *)boss_doorway_w);
-    }
-}
-
-void Room::draw_doorways_overlay(N5110 &lcd)    // Draw walls that are in front of the player
-{
-    if(!_doorways[1]) { // E
-        lcd.drawSpriteTransparent(81, 15, 11, 3, (char *)wall_x[0]);
-    }
-    if(!_doorways[2]) { // S
-        lcd.drawSpriteTransparent(36, 45, 3, 12, (char *)wall_s);
-    }
-    if(!_doorways[3]) { // W
-        lcd.drawSpriteTransparent(0, 15, 11, 3, (char *)wall_x[1]);
-    }
-}
-
-bool Room::enemies_exist()  // Returns true if valid enemies exist
-{
-    for (int i = 0; i < MAX_ENEMIES; i++) {
-        if (valid_enemies[i]) {
-            return true;
-        }       
-    }
-    return false;
-}
\ No newline at end of file
--- a/RoomEngine/Room/Room.h	Thu May 09 14:49:27 2019 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,512 +0,0 @@
-#ifndef ROOM_H
-#define ROOM_H
-#include "sprites.h"
-
-#include "Entity.h"
-#include "Player.h"
-#include "Headless.h"
-#include "Snake.h"
-#include "Skull.h"
-#include "Walls.h"
-
-#include "N5110.h"
-
-#define MAX_ENEMIES 10
-/**Room Class
-*@author Steven Mahasin
-*@brief Create a Room which holds the enemies, collectibles and doorways
-*@date May 2019
-*/
-class Room // contains the type of room, number of enemies inside it, the doorways existing in the room, functions to spawn enemies
-{
-private:
-    /**
-    *   @brief an array that dictates which side of the wall has a doorway
-    */
-    bool _doorways[4];
-    /**
-    *   @brief states the type of room (boss, normal, walled)
-    */
-    int _room_type;
-    /**
-    *   @brief the coordinates of enemies to be spawned
-    */
-    int _enemy_coord[MAX_ENEMIES][2]; //  _enemy_coord[EnemyID][x/y]
-    /**
-    *   @brief the status of the walls, used to construct a wall at any x, y, width and height
-    */
-    char _wall_stat[2][4]; // _wall_coord[WallID][x/y/width/height]
-    /**
-    *   @brief the special boss doorway is held in this member variable (0-3); if no boss doorway, it is default to 4
-    */
-    int _before_boss_room;
-    /**
-    *   @brief a counter integer to increment through the spawn points in the spawn_area array and id each point
-    */
-    short int _spawn_point_counter;
-    /**
-    *   @brief a variable to hold the decided randomised spawn point id to spawn an enemy
-    */
-    short int _spawn_point_coord;
-    
-    // Functions
-    /**
-    *   @brief initialisation of boss room
-    */
-    void init_boss_room();
-    /**
-    *   @brief initialisation of normal rooms
-    */
-    void init_normal_room();
-    /**
-    *   @brief initialisation of middle walled rooms (not used in this version, in progress)
-    */
-    void init_middle_walled_room();
-    /**
-    *   @brief initialisation of side walled rooms (not used in this version, in progress)
-    */
-    void init_side_walled_room();
-    
-    /**
-    *   @brief set the _enemy_coord of index id to a random valid spawn area x and y
-    *   @param id - the index of the enemy to be given a random coord
-    */
-    void rand_enemy_coordinate(int id);
-    
-    /**
-    *   @brief draws the doorways that are behind the player
-    *   @param lcd - the screen where the doorway is drawn
-    */
-    void draw_doorways(N5110 &lcd);
-    /**
-    *   @brief draws overlayed doorways, these doorways are in front of the player
-    *   @param lcd - the screen where the doorway_overlay is drawn
-    */
-    void draw_doorways_overlay(N5110 &lcd);
-    /**
-    *   @brief draws enemies onto the screen
-    *   @param lcd - the screen where the enemies are drawn
-    *   @param j - the current y-position of entities that are being drawn
-    */
-    void draw_enemies(N5110 &lcd, int j);
-    /**
-    *   @brief draws collectibles onto the screen
-    *   @param lcd - the screen where the collectibles is drawn
-    *   @param j - the current y-position of entities that are being drawn
-    */
-    void draw_collectibles(N5110 &lcd, int j);
-    /**
-    *   @brief draws walls entity onto the screen
-    *   @param lcd - the screen where the walls is drawn
-    *   @param j - the current y-position of entities that are being drawn
-    */
-    void draw_walls(N5110 &lcd, int j);
-    
-    
-public:
-    /** Constructors
-    *   @brief create a room with a set number of enemies and a set room type
-    *   @param no_of_enemies - the number of enemies to be spawned in the room
-    *   @param room_type - the type of room to be initialised with
-    */
-    Room(int no_of_enemies, int room_type);
-    /** Destructors */
-    ~Room();
-    
-    // Mutators
-    /**
-    *   @brief sets _doorway at index "index" with the value of "doorway_value"
-    *   @param index - the index of the mutated doorway
-    *   @param doorway_value - the value of the mutated doorway
-    */
-    void set_doorway(int index, bool doorway_value);
-    /**
-    *   @brief sets the position of boss doorway on this room
-    *   @param before_boss_room - the side in which boss doorway exists (0-3 = sides, 4 = doesn't exist)
-    */
-    void set_boss_doorway(int before_boss_room);
-    
-    // Accessors
-    /**
-    *   @brief get the 2d map array that dictates where there are walls or empty space
-    *   @return the char pointer array of the 2d level map
-    */
-    char * get_current_map_2d();
-    /**
-    *   @brief get the doorways of the room
-    *   @return boolean pointer array of the _doorways member variable
-    */
-    bool * get_doorways();
-    /**
-    *   @brief get the doorway status of the room at index "index"
-    *   @return _doorway[index]
-    */
-    bool get_doorway(int index);
-    /**
-    *   @brief get the type of room
-    *   @return _room_type
-    */
-    char get_room_type();
-    /**
-    *   @brief get the boss doorway status
-    *   @return _before_boss_room
-    */
-    int get_boss_doorway();
-    
-    // Functions
-    /**
-    *   @brief loads all the entities in the room
-    */
-    void load();
-    /**
-    *   @brief deletes all entities in the room
-    */
-    void unload();
-    /**
-    *   @brief close all doorways if the room is a boss room
-    */
-    void update_doorways();
-    /**
-    *   @brief draws the room including enemies
-    *   @param lcd - the screen in which the room is being drawn in
-    *   @param j - the current y-position of entities that are being drawn
-    */
-    void draw(N5110 &lcd, int j);    
-    /**
-    *   @brief draws the room
-    *   @param lcd - the screen in which the room is being drawn in
-    */
-    void draw_room(N5110 &lcd);
-    /**
-    *   @brief draws the room_overlay
-    *   @param lcd - the screen in which the room_overlay is being drawn in
-    */
-    void draw_room_overlay(N5110 &lcd);
-    
-    /**
-    *   @brief checks if there is any valid enemies in the room
-    *   @return true if there is any valid enemies in the room
-    */
-    bool enemies_exist();
-    
-    // Variables
-    /**
-    *   @brief A pointer to an array of Entities where all the possible enemies in the room are stored
-    */
-    Entity *enemies[MAX_ENEMIES];
-    /**
-    *   @brief A boolean array to dictate which enemies exist
-    */
-    bool valid_enemies[MAX_ENEMIES];
-    /**
-    *   @brief A pointer to an array of Entities where all the possible collectibles in the room are stored
-    */
-    Entity *collectibles[MAX_ENEMIES];
-    /**
-    *   @brief A boolean array to dictate which collectibles exist
-    */
-    bool valid_collectibles[MAX_ENEMIES];
-    /**
-    *   @brief A pointer to an array of Entities where all the possible walls in the room are stored
-    */
-    Entity *walls[2];
-    /**
-    *   @brief A boolean array to dictate which walls exist
-    */
-    bool valid_walls[2];
-    /**
-    *   @brief An array of enemy types for each enemy in the room
-    *   @note currently only snake and headless
-    */
-    int enemies_type[MAX_ENEMIES];
-};
-
-const char spawn_area[3][48][84] = {    // [Room_Type][Size_Y][Size_X]
-    {
-        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
-        {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
-        {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
-        {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
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-        {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
-        {1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
-        {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
-        {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
-    }
-};
-
-const short int n_spawn_points[3] = {1547, 502, 972};    // [room_type] 
-
-const char boss_doorway_n[2][12][14] = {  // [Level/Overlay][Size_Y][Size_X]
-    {
-        {1,0,1,1,0,0,0,0,0,0,1,1,0,1},
-        {1,1,0,0,0,1,1,1,1,0,0,0,1,1},
-        {1,0,0,1,1,0,0,0,0,1,1,0,0,1},
-        {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
-        {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
-        {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
-        {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
-        {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
-        {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
-        {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
-        {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
-        {1,1,1,0,0,0,0,0,0,0,0,1,1,1}
-    },
-    {
-        {0,0,1,1,2,2,2,2,2,2,1,1,0,0},
-        {0,0,2,2,2,1,1,1,1,2,2,2,0,0},
-        {0,0,0,1,1,0,0,0,0,1,1,0,0,0},
-        {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
-        {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
-        {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
-        {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
-        {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
-        {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
-        {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
-        {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
-        {0,0,0,0,0,0,0,0,0,0,0,0,0,0}
-    }
-};
-
-const char boss_doorway_e[19][5] = {
-    {1,1,1,1,1},
-    {1,1,1,1,1},
-    {1,2,2,2,2},
-    {1,2,2,2,2},
-    {1,2,2,2,2},
-    {1,2,2,2,2},
-    {1,1,1,1,1},
-    {1,2,2,2,2},
-    {1,2,2,2,2},
-    {1,1,1,1,1},
-    {1,2,2,2,2},
-    {1,1,1,1,1},
-    {1,2,1,2,2},
-    {1,2,1,2,2},
-    {1,2,1,2,2},
-    {1,2,1,2,2},
-    {1,2,1,2,2},
-    {1,2,1,2,2},
-    {1,1,1,2,2}
-};
-
-const char boss_doorway_s[7][14] = {
-    {0,0,0,0,1,1,1,1,1,1,0,0,0,0},
-    {0,0,1,1,1,2,2,2,2,1,1,1,0,0},
-    {1,1,2,2,1,2,2,2,2,1,2,2,1,1},
-    {1,2,2,2,1,2,2,2,2,1,2,2,2,1},
-    {1,2,2,2,1,2,2,2,2,1,2,2,2,1},
-    {1,2,2,2,1,2,2,2,2,1,2,2,2,1},
-    {1,2,2,2,1,2,2,2,2,1,2,2,2,1}
-};
-
-const char boss_doorway_w[19][5] = {
-    {1,1,1,1,1},
-    {1,1,1,1,1},
-    {2,2,2,2,1},
-    {2,2,2,2,1},
-    {2,2,2,2,1},
-    {2,2,2,2,1},
-    {1,1,1,1,1},
-    {2,2,2,2,1},
-    {2,2,2,2,1},
-    {1,1,1,1,1},
-    {2,2,2,2,1},
-    {1,1,1,1,1},
-    {2,2,1,2,1},
-    {2,2,1,2,1},
-    {2,2,1,2,1},
-    {2,2,1,2,1},
-    {2,2,1,2,1},
-    {2,2,1,2,1},
-    {2,2,1,1,1}
-};
-
-const char wall_x[2][11][3] = { // [E/W][Size_Y][Size_X]
-    {   // E
-        {1,2,2},
-        {1,2,2},
-        {1,2,2},
-        {1,2,2},
-        {1,2,2},
-        {1,2,2},
-        {1,2,2},
-        {1,2,2},
-        {1,2,2},
-        {1,2,2},
-        {1,2,2},
-    },
-    {   // W
-        {2,2,1},
-        {2,2,1},
-        {2,2,1},
-        {2,2,1},
-        {2,2,1},
-        {2,2,1},
-        {2,2,1},
-        {2,2,1},
-        {2,2,1},
-        {2,2,1},
-        {2,2,1},
-    }
-};
-
-const char wall_n[10][12] = { // [Size_Y][Size_X] 
-    {0,0,0,0,0,0,0,0,0,0,0,0,},
-    {0,0,0,0,0,0,0,0,0,0,0,0,},
-    {1,1,1,1,1,1,1,1,1,1,1,1,},
-    {0,0,0,0,0,0,0,0,0,0,0,0,},
-    {0,0,0,0,0,0,0,0,0,0,0,0,},
-    {0,0,0,0,0,0,0,0,0,0,0,0,},
-    {0,0,0,0,0,0,0,0,0,0,0,0,},
-    {0,0,0,0,0,0,0,0,0,0,0,0,},
-    {0,0,0,0,0,0,0,0,0,0,0,0,},
-    {1,1,1,1,1,1,1,1,1,1,1,1,},
-};
-
-const char wall_s[3][12] = { // [Size_Y][Size_X]
-    {1,1,1,1,1,1,1,1,1,1,1,1,},
-    {2,2,2,2,2,2,2,2,2,2,2,2,},
-    {2,2,2,2,2,2,2,2,2,2,2,2,},
-};
-
-#endif
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Skull/Skull.cpp	Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,130 @@
+#include "Skull.h"
+#include <complex>
+Skull::Skull(float pos_x, float pos_y)
+{
+    _hp = 20;
+    _attack = 1;
+    
+    _dash = false;
+    _dash_counter = 0;
+    
+    _hitbox.width = 19;
+    _hitbox.height = 9;
+    
+    _sprite_size.width = 21;
+    _sprite_size.height = 23;
+    _sprite_size.offset_x = -1;
+    _sprite_size.offset_y = -14;
+    
+    _shadow.width = 19;
+    _shadow.height = 5;
+    _shadow.offset_x = 0;
+    _shadow.offset_y = 5;
+    
+    _position.x = pos_x;
+    _position.y = pos_y;
+    update_prev_pos();
+    
+    _frame.count = 0;
+    _frame.number = 0;
+    _frame.max = 2;
+    _face = 2;
+    
+    _velocity = 0.2;
+    _hp_drop_chance = 0;
+}
+
+void Skull::move(float player_x, float player_y, char * map, bool * doorways)
+{
+    if (_dash_counter < DASH_DELAY) { // Approaching Movement
+        approaching_movement(player_x, player_y);
+    } else if (_dash_counter < DASH_DELAY + 28){ // Dashing movement; const 28 = 4(velocity_index_increment_delay) * 7 (length of the velocity_pattern)
+        dash_movement();
+    } else {
+        _dash_counter = 0;
+        _velocity = 0.2;
+    }
+    undo_move_x(entity_to_map_collision_test(_position.x, _prev_pos.y, map, doorways));
+    undo_move_y(entity_to_map_collision_test(_prev_pos.x, _position.y, map, doorways));
+    
+    _dash_counter++;
+    increment_frames();
+}
+
+void Skull::approaching_movement(float player_x, float player_y)
+{
+    _dash = false;
+    std::complex<double> pos_diff(player_x - _position.x, player_y - _position.y);     // defining difference in position as a vector for simplicity, similar to Headless
+    _position.x += _velocity * pos_diff.real() / std::abs(pos_diff);
+    _position.y += _velocity * pos_diff.imag() / std::abs(pos_diff);
+    // Setting Face
+    if (abs(pos_diff.real()) > abs(pos_diff.imag())) {
+        if (pos_diff.real() > 0) {
+            _face = 1;
+        } else {
+            _face = 3;
+        }
+    } else {
+        if (pos_diff.imag() > 0) {
+            _face = 2;
+        } else {
+            _face = 0;
+        }
+    }
+}
+
+void Skull::dash_movement() // Changes velocity over time using the velocity pattern
+{
+    _dash = true;
+    _velocity = skull_velocity_pattern[(int)((_dash_counter - DASH_DELAY)/4)];
+    if (_face == 0){
+        _position.y -= _velocity;
+    } else if (_face == 1){
+        _position.x += _velocity;
+    } else if (_face == 2){
+        _position.y += _velocity;
+    } else if (_face == 3){
+        _position.x -= _velocity;
+    }
+}
+
+void Skull::draw(N5110 &lcd)
+{
+    update_offsets();
+    lcd.drawSpriteTransparent(_position.x+_shadow.offset_x,
+                              _position.y+_shadow.offset_y,
+                              _shadow.height,
+                              _shadow.width,
+                              (char *)skull_shadow_sprite[_frame.number]);
+    lcd.drawSpriteTransparent(_position.x+_sprite_size.offset_x,
+                              _position.y+_sprite_size.offset_y,
+                              _sprite_size.height,
+                              _sprite_size.width,
+                              (char *)skull_sprite[_face][_dash]);
+}
+
+void Skull::take_damage(int damage)
+{
+    _hp -= 1;
+}
+
+// Methods
+
+void Skull::increment_frames()
+{
+    if (_frame.number < _frame.max) {
+        _frame.count++;
+    } else {
+        _frame.count = 0;
+    }
+    _frame.number = (_frame.count/20) % _frame.max;
+}
+
+void Skull::update_offsets()    // Animates the shadows by offsetting the skull from the shadow periodically
+{
+    if (_frame.number == 0) {
+        _sprite_size.offset_y = -14;
+    } else if (_frame.number == 1) {
+        _sprite_size.offset_y = -15;
+    }
+}
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Skull/Skull.h	Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,309 @@
+#ifndef SKULL_H
+#define SKULL_H
+#include "Entity.h"
+#define DASH_DELAY 120
+
+/**Skull Class
+*@author Steven Mahasin
+*@brief Creates a Skull which inherits the Entity class, this is currently the only boss in the game.
+*@date May 2019
+*/
+class Skull : public Entity {
+private:
+    // Member Variables
+    /**
+    *   @brief the shadow of Skull has a separate size and offset, so it has to have such member variable
+    */
+    SpriteSize _shadow;
+    /**
+    *   @brief a status of wether the skull is dashing
+    */
+    bool _dash;
+    /**
+    *   @brief a counter to let the skull dash periodically
+    */
+    int _dash_counter;
+    /**
+    *   @brief an index to choose which velocity the Skull currently has when dashing
+    */
+    int _velocity_index;
+    
+    // Member Functions
+    /**
+    *   @brief increase _frame.count which increases _frame.number to animate skull
+    */
+    void increment_frames();
+    /**
+    *   @brief updates the offset of the skull so that it floats up and down periodically above the shadow (purely graphical)
+    */
+    void update_offsets();
+    /**
+    *   @brief moves the skull towards the player, similar to headless
+    *   @param player_x - player x-position
+    *   @param player_y - player y-position
+    */
+    void approaching_movement(float player_x, float player_y);
+    /**
+    *   @brief moves the skull in a dashing manner
+    */
+    void dash_movement();
+    
+public:
+    // Constructor
+    Skull(float pos_x, float pos_y);
+
+    // Functions
+    /**
+    *   @brief calls the function and conditions to move (both dashing and approaching)
+    *   @param x_value - player x-position
+    *   @param y_value - player y-position
+    *   @param map - the 2d map array that dictates where there are walls or empty space
+    *   @param doorways - an array that dictates which side of the wall has a doorway
+    */
+    virtual void move(float x_value, float y_value, char * map, bool * doorways); // movement control and miscellaneous updates
+    /**
+    *   @brief reduce _hp by damage
+    *   @param damage - the amount of damage to be taken
+    */
+    virtual void take_damage(int);
+    /**
+    *   @brief a function of drawing the skull onto the screen
+    *   @param lcd - the screen where the skull is drawn on
+    */
+    virtual void draw(N5110 &lcd);
+};
+
+const float skull_velocity_pattern[7] = {0, 0, 0, 0.8, 1.6, 2};
+
+const char skull_sprite[4][2][23][21] = //skull_sprite[Face][mouthclose/mouthopen][Size_Y][Size_X]
+{
+    {   // Up
+        {
+            {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
+            {0,0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0},
+            {0,0,0,1,1,2,1,2,2,2,2,2,2,2,2,2,1,1,0,0,0},
+            {0,0,1,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,1,0,0},
+            {0,1,2,2,2,2,2,1,1,1,2,2,2,2,2,2,2,2,2,1,0},
+            {0,1,2,2,2,2,2,2,1,2,1,2,2,2,2,2,2,2,2,1,0},
+            {0,1,2,2,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,1,0},
+            {1,2,2,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,2,2,1},
+            {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
+            {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
+            {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
+            {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
+            {1,2,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,2,1},
+            {0,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,2,1,0},
+            {0,1,2,2,1,1,1,1,2,2,2,2,2,1,1,1,1,2,2,1,0},
+            {0,0,1,2,1,1,1,1,1,2,2,2,1,1,1,1,1,2,1,0,0},
+            {0,0,1,2,2,1,1,1,2,2,2,2,2,1,1,1,2,2,1,0,0},
+            {0,0,0,1,2,2,1,1,1,2,2,2,1,1,1,2,2,1,0,0,0},
+            {0,0,0,0,1,2,2,1,1,1,1,1,1,1,2,2,1,0,0,0,0},
+            {0,0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0},
+            {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
+            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+        },
+        {
+            {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
+            {0,0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0},
+            {0,0,0,1,1,2,1,2,2,2,2,2,2,2,2,2,1,1,0,0,0},
+            {0,0,1,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,1,0,0},
+            {0,1,2,2,2,2,2,1,1,1,2,2,2,2,2,2,2,2,2,1,0},
+            {0,1,2,2,2,2,2,2,1,2,1,2,2,2,2,2,2,2,2,1,0},
+            {0,1,2,2,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,1,0},
+            {1,2,2,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,2,2,1},
+            {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
+            {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
+            {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
+            {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
+            {1,2,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,2,1},
+            {0,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,2,1,0},
+            {0,1,2,2,1,1,1,1,2,2,2,2,2,1,1,1,1,2,2,1,0},
+            {0,0,1,2,1,1,1,1,1,2,2,2,1,1,1,1,1,2,1,0,0},
+            {0,0,1,2,1,1,1,1,2,2,2,2,2,1,1,1,1,2,1,0,0},
+            {0,0,1,2,2,1,1,1,1,2,2,2,1,1,1,1,2,2,1,0,0},
+            {0,0,0,1,2,2,1,1,1,1,1,1,1,1,1,2,2,1,0,0,0},
+            {0,0,0,0,1,2,1,1,1,1,1,1,1,1,1,2,1,0,0,0,0},
+            {0,0,0,0,0,1,2,2,1,1,1,1,1,2,2,1,0,0,0,0,0},
+            {0,0,0,0,0,0,1,1,2,2,2,2,2,1,1,0,0,0,0,0,0},
+            {0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0},
+        }
+    },
+    {   // Right
+        {
+            {0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0},
+            {0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0},
+            {0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0},
+            {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0,0},
+            {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
+            {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
+            {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
+            {1,2,2,2,2,1,2,2,2,2,2,2,1,1,1,2,1,2,2,1,0},
+            {1,2,2,2,2,2,1,2,2,2,2,1,1,1,1,1,1,2,2,1,0},
+            {1,2,2,2,2,1,1,1,2,2,2,1,1,1,2,2,1,1,2,1,0},
+            {1,2,2,2,1,1,1,1,2,2,2,2,1,1,2,2,1,1,2,1,0},
+            {0,1,2,2,2,2,2,2,2,2,2,2,2,1,1,1,1,2,2,1,0},
+            {0,0,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
+            {0,0,0,0,0,1,2,2,2,2,1,2,2,2,2,2,2,1,1,0,0},
+            {0,0,0,0,0,0,1,2,2,2,1,1,2,1,2,2,2,1,1,0,0},
+            {0,0,0,0,0,0,1,2,2,2,2,1,1,1,1,1,2,2,1,0,0},
+            {0,0,0,0,0,0,1,1,2,2,2,2,2,1,2,1,1,1,1,0,0},
+            {0,0,0,0,0,0,0,1,1,2,2,2,2,2,2,1,2,1,0,0,0},
+            {0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,2,1,0,0,0},
+            {0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,2,1,1,0,0,0},
+            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0},
+            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+        },
+        {
+            {0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0},
+            {0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0},
+            {0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0},
+            {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0,0},
+            {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
+            {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
+            {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
+            {1,2,2,2,2,1,2,2,2,2,2,2,1,1,1,2,1,2,2,1,0},
+            {1,2,2,2,2,2,1,2,2,2,2,1,1,1,1,1,1,2,2,1,0},
+            {1,2,2,2,2,1,1,1,2,2,2,1,1,1,1,2,1,1,2,1,0},
+            {1,2,2,2,1,1,1,1,2,2,2,2,1,1,1,1,1,1,2,1,0},
+            {0,1,2,2,2,2,2,2,2,2,2,2,2,1,1,1,1,2,2,1,0},
+            {0,0,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,2,0},
+            {0,0,0,0,0,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0},
+            {0,0,0,0,0,0,1,2,2,1,1,1,2,2,2,2,2,1,1,0,0},
+            {0,0,0,0,0,0,1,2,2,2,1,1,1,2,1,2,2,2,1,0,0},
+            {0,0,0,0,0,0,1,2,2,2,2,1,0,1,2,1,1,2,1,0,0},
+            {0,0,0,0,0,0,1,2,2,2,2,1,0,1,0,0,0,1,0,0,0},
+            {0,0,0,0,0,0,0,1,2,2,2,2,1,2,1,1,0,0,0,0,0},
+            {0,0,0,0,0,0,0,0,1,1,2,2,2,2,1,2,1,0,0,0,0},
+            {0,0,0,0,0,0,0,0,0,0,1,1,2,2,2,2,2,1,0,0,0},
+            {0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,1,0,0,0},
+            {0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0},
+        }
+    },
+    {   // Down
+        {
+            {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
+            {0,0,0,0,0,1,1,2,2,2,2,1,1,2,1,1,0,0,0,0,0},
+            {0,0,0,1,1,2,2,2,2,2,2,2,1,1,2,2,1,1,0,0,0},
+            {0,0,1,2,2,2,2,2,2,2,2,2,2,1,1,1,2,2,1,0,0},
+            {0,1,2,2,2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,1,0},
+            {0,1,2,2,2,2,2,1,2,2,2,2,2,1,2,2,2,2,2,1,0},
+            {0,1,2,2,1,1,1,1,2,2,2,2,2,1,1,1,1,2,2,1,0},
+            {1,2,2,1,1,1,2,1,2,2,2,2,2,1,2,1,1,1,2,2,1},
+            {1,2,2,1,1,2,2,2,1,2,2,2,1,2,2,2,1,1,2,2,1},
+            {1,2,2,1,1,2,2,1,2,2,2,2,2,1,2,2,1,1,2,2,1},
+            {1,2,2,2,1,1,1,2,2,2,1,2,2,2,1,1,1,2,2,2,1},
+            {1,2,2,2,2,2,2,2,2,1,1,1,2,2,2,2,2,2,2,2,1},
+            {1,2,1,2,2,2,2,2,2,1,2,1,2,2,2,2,2,2,1,2,1},
+            {0,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,2,1,0},
+            {0,1,2,2,1,1,1,2,1,2,1,2,1,2,1,1,1,2,2,1,0},
+            {0,0,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,0,0},
+            {0,0,1,2,2,1,1,2,1,2,1,2,1,2,1,1,2,2,1,0,0},
+            {0,0,0,1,2,2,1,2,2,2,2,2,2,2,1,2,2,1,0,0,0},
+            {0,0,0,0,1,2,2,2,2,2,2,2,2,2,2,2,1,0,0,0,0},
+            {0,0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0},
+            {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
+            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+        },
+        {
+            {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
+            {0,0,0,0,0,1,1,2,2,2,2,1,1,2,1,1,0,0,0,0,0},
+            {0,0,0,1,1,2,2,2,2,2,2,2,1,1,2,2,1,1,0,0,0},
+            {0,0,1,2,2,2,2,2,2,2,2,2,2,1,1,1,2,2,1,0,0},
+            {0,1,2,2,2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,1,0},
+            {0,1,2,2,2,2,2,1,2,2,2,2,2,1,2,2,2,2,2,1,0},
+            {0,1,2,2,1,1,1,1,2,2,2,2,2,1,1,1,1,2,2,1,0},
+            {1,2,2,1,1,1,1,1,2,2,2,2,2,1,1,1,1,1,2,2,1},
+            {1,2,2,1,1,1,2,1,1,2,2,2,1,1,2,1,1,1,2,2,1},
+            {1,2,2,1,1,1,1,1,2,2,2,2,2,1,1,1,1,1,2,2,1},
+            {1,2,2,2,1,1,1,2,2,2,1,2,2,2,1,1,1,2,2,2,1},
+            {1,2,2,2,2,2,2,2,2,1,1,1,2,2,2,2,2,2,2,2,1},
+            {1,2,1,2,2,2,2,2,2,1,2,1,2,2,2,2,2,2,1,2,1},
+            {0,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,2,1,0},
+            {0,1,2,2,1,1,1,2,2,2,2,2,2,2,1,1,1,2,2,1,0},
+            {0,0,1,2,1,1,1,2,1,2,1,2,1,2,1,1,1,2,1,0,0},
+            {0,0,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,0,0},
+            {0,0,1,2,2,1,1,1,1,1,1,1,1,1,1,1,2,2,1,0,0},
+            {0,0,0,1,2,2,1,1,1,1,1,1,1,1,1,2,2,1,0,0,0},
+            {0,0,0,0,1,2,1,2,1,2,1,2,1,2,1,2,1,0,0,0,0},
+            {0,0,0,0,0,1,2,2,2,2,2,2,2,2,2,1,0,0,0,0,0},
+            {0,0,0,0,0,0,1,1,2,2,2,2,2,1,1,0,0,0,0,0,0},
+            {0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0},
+        }
+    },
+    {   // Left
+        {
+            {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
+            {0,0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0},
+            {0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0},
+            {0,0,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
+            {0,1,2,2,2,2,1,1,2,2,2,2,2,2,2,2,2,2,1,0,0},
+            {0,1,2,2,2,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0},
+            {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0},
+            {1,2,2,1,2,1,1,1,2,2,2,2,2,2,1,2,2,2,2,1,0},
+            {1,2,2,1,1,1,1,1,1,2,2,2,2,1,2,2,2,2,2,1,0},
+            {1,2,1,1,2,2,1,1,1,2,2,2,1,1,1,2,2,2,2,1,0},
+            {1,2,1,1,2,2,1,1,2,2,2,2,1,1,1,1,2,2,2,1,0},
+            {1,2,2,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
+            {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,1,0,0,0},
+            {0,1,1,2,2,2,2,2,2,1,2,2,2,2,1,0,0,0,0,0,0},
+            {0,1,1,2,2,2,1,2,1,1,2,2,2,1,0,0,0,0,0,0,0},
+            {0,1,2,2,1,1,1,1,1,2,2,2,2,1,0,0,0,0,0,0,0},
+            {0,1,1,1,1,2,1,2,2,2,2,2,1,1,0,0,0,0,0,0,0},
+            {0,0,1,2,1,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0},
+            {0,0,1,2,2,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0},
+            {0,0,1,1,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0},
+            {0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+        },
+        {
+            {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
+            {0,0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0},
+            {0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0},
+            {0,0,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
+            {0,1,2,2,2,2,1,1,2,2,2,2,2,2,2,2,2,2,1,0,0},
+            {0,1,2,2,2,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0},
+            {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0},
+            {1,2,2,1,2,1,1,1,2,2,2,2,2,2,1,2,2,2,2,1,0},
+            {1,2,2,1,1,1,1,1,1,2,2,2,2,1,2,2,2,2,2,1,0},
+            {1,2,1,1,2,1,1,1,1,2,2,2,1,1,1,2,2,2,2,1,0},
+            {1,2,1,1,1,1,1,1,2,2,2,2,1,1,1,1,2,2,2,1,0},
+            {1,2,2,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
+            {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,1,0,0,0},
+            {0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,0,0,0,0,0,0},
+            {0,1,1,2,2,2,2,2,1,1,1,2,2,1,0,0,0,0,0,0,0},
+            {0,1,2,2,2,1,2,1,1,1,2,2,2,1,0,0,0,0,0,0,0},
+            {0,1,2,1,1,0,1,0,1,2,2,2,2,1,0,0,0,0,0,0,0},
+            {0,0,1,0,0,0,1,0,1,2,2,2,2,1,0,0,0,0,0,0,0},
+            {0,0,0,0,1,1,2,1,2,2,2,2,1,0,0,0,0,0,0,0,0},
+            {0,0,0,1,2,1,2,2,2,2,1,1,0,0,0,0,0,0,0,0,0},
+            {0,0,1,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,0,0,0},
+            {0,0,1,2,2,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0},
+            {0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+        }
+    },
+    
+};
+
+const char skull_shadow_sprite[2][5][19] = 
+{
+    {
+        {0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0},
+        {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0},
+        {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+        {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0},
+        {0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0}
+    },
+    {
+        {0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0},
+        {0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0},
+        {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0},
+        {0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0},
+        {0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0}
+    }
+};
+
+#endif
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Snake/Snake.cpp	Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,153 @@
+#include "Snake.h"
+#include "math.h"
+#include <complex>
+
+// Constructor
+Snake::Snake(float pos_x, float pos_y)
+{
+    _hp = 4;
+    _attack = 1;
+    _face = 0;
+    _prev_face = 0;
+    _hp_drop_chance = 10; // out of 100
+    
+    _hitbox.width = 4;
+    _hitbox.height = 7;
+    
+    _position.x = pos_x;
+    _position.y = pos_y;
+    
+    _sprite_size.width = 6;
+    _sprite_size.height = 12;
+    _sprite_size.offset_x = -1;
+    _sprite_size.offset_y = -6;
+    
+    _frame.count = 0;
+    _frame.number = 0;
+    _frame.max = 6;
+    
+    _velocity = 0;
+    _velocity_index = 0;
+}
+// Member Function
+void Snake::update_prev_face()
+{
+    _prev_face = _face;
+}
+
+// Member Mutator
+void Snake::update_hitbox(int _hitbox_width, int _hitbox_height, int _sprite_size_width, int _sprite_size_height, int _sprite_size_offset_x, int _sprite_size_offset_y, int max_frame)     // Offset, Hitbox and Frame Count update
+{
+    if (_prev_face != _face) {
+        _frame.number = 0;   // Resets animation everytime face changes
+        _hitbox.width = _hitbox_width;
+        _hitbox.height = _hitbox_height;
+        
+        _sprite_size.width = _sprite_size_width;
+        _sprite_size.height = _sprite_size_height;
+        _sprite_size.offset_x = _sprite_size_offset_x;
+        _sprite_size.offset_y = _sprite_size_offset_y;
+        
+        _frame.max = max_frame;
+    }
+}
+
+// Functions
+void Snake::move(float player_x, float player_y, char * map, bool * doorways)
+{
+    float diff_x = player_x - _position.x;
+    float diff_y = player_y - _position.y;
+    _velocity = snake_velocity_pattern[_velocity_index]; // Creating slithering effect, changing velocity of movement
+    update_prev_face();
+
+    // Setting Face
+    update_face(diff_x, diff_y);
+
+    // Movement
+    move_snake(); // Movement and updating _hitboxes
+
+    undo_move_x(entity_to_map_collision_test(_position.x, _prev_pos.y, map, doorways));
+    undo_move_y(entity_to_map_collision_test(_prev_pos.x, _position.y, map, doorways));
+
+    increment_frame();
+}
+
+void Snake::update_face(float diff_x, float diff_y) // Depending on the displacement of player from snake, after a full slither effect, change the face
+{
+    if (_velocity_index == 0) {
+        if (abs(diff_x) > abs(diff_y)) {
+            if (diff_x > 0) {
+                _face = 1;
+            } else {
+                _face = 3;
+            }
+        } else {
+            if (diff_y > 0) {
+                _face = 2;
+            } else {
+                _face = 0;
+            }
+        }
+    }
+}
+
+void Snake::move_snake()    // Moves the Snake according to velocity, updates the _hitboxes everytime it changes face
+{
+    if (_face == 0) {
+        _position.y -= _velocity;
+        update_hitbox(4, 7, 6, 12, -1, -6, 6);
+    } else if (_face == 1) {
+        _position.x += _velocity;
+        update_hitbox(7, 4, 12, 7, -6, -4, 4);
+    } else if (_face == 2) {
+        _position.y += _velocity;
+        update_hitbox(4, 7, 6, 12, -1, -5, 6);
+    } else if (_face == 3) {
+        _position.x -= _velocity;
+        update_hitbox(7, 4, 12, 7, 0, -4, 4);
+    }
+}
+
+void Snake::increment_frame()   // Frame increment and velocity index increment
+{
+    _frame.count++;
+    if (_frame.count >= 10) {    // Every 10 frames, sprite_frames increments and velocity_index increments
+        _frame.count = 0;
+        _velocity_index++;
+        _frame.number++;
+        if (_velocity_index >= 6) { // Velocity_index max; reset
+            _velocity_index = 0;
+        }
+        if (_frame.number >= _frame.max) {    // Frame.number max; reset
+            _frame.number = 0;
+        }
+    }
+}
+
+void Snake::take_damage(int damage)
+{
+    _hp -= damage;
+}
+
+char * Snake::get_frame()   // Returns the frame needed
+{
+    if(_face == 0) {
+        return (char *) sprite_snake_y[0][_frame.number];
+    } else if(_face == 1) {
+        return (char *) sprite_snake_x[0][_frame.number];
+    } else if(_face == 2) {
+        return (char *) sprite_snake_y[1][_frame.number];
+    } else if(_face == 3) {
+        return (char *) sprite_snake_x[1][_frame.number];
+    }
+    return 0;
+}
+
+void Snake::draw(N5110 &lcd)
+{
+    lcd.drawSpriteTransparent(get_pos_x()+_sprite_size.offset_x,
+                              get_pos_y()+_sprite_size.offset_y,
+                              _sprite_size.height,
+                              _sprite_size.width,
+                              get_frame());
+}
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Snake/Snake.h	Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,352 @@
+#ifndef SNAKE_H
+#define SNAKE_H
+#include "Entity.h"
+
+/**Snake Class
+*@author Steven Mahasin
+*@brief Creates a Snake which inherits the Entity class, this is one of the mobs that spawns in the normal rooms.
+*@date May 2019
+*/
+class Snake : public Entity
+{
+
+public:
+    /** Constructor 
+    *   @brief creates a snake at positions pos_x and pos_y
+    *   @param pos_x - initialise _position.x
+    *   @param pos_y - initialise _position.y
+    */
+    Snake(float pos_x, float pos_y);
+
+    // Functions
+    /**
+    *   @brief calls the movement functions to move the snake in the desired way
+    *   @param x_value @details player's x-position
+    *   @param y_value @details player's y-position
+    *   @param map @details the 2d map array that dictates where there are walls or empty space
+    *   @param doorways @details an array that dictates which side of the wall has a doorway
+    */
+    virtual void move(float x_value, float y_value, char * map, bool * doorways);
+    /**
+    *   @brief reduce hp by damage
+    *   @param damage @details the amount of damage to be taken
+    */
+    virtual void take_damage(int damage);
+    /**
+    *   @brief a virtual function of drawing the snake onto the screen
+    *   @param lcd @details the screen where the snake is drawn on
+    */
+    virtual void draw(N5110 &lcd);
+
+private:
+    // Member Function
+    /**
+    *   @brief updates _prev_face into _face
+    */
+    void update_prev_face();
+    /**
+    *   @brief gets the sprite array
+    *   @return char pointer array of the corresponding snake sprite frame
+    */
+    char * get_frame();
+    /**
+    *   @brief changes the face everytime the snake finish slithering, towards the player
+    *   @param diff_x @details the difference between the player x-position and the snake x-position
+    *   @param diff_y @details the difference between the player y-position and the snake y-position
+    */
+    void update_face(float diff_x, float diff_y);
+    /**
+    *   @brief function moves the snake in a slither effect
+    */
+    void move_snake();
+    /**
+    *   @brief increase _frame.count which increases _frame.number to animate snake
+    */
+    void increment_frame();
+
+    // Member Mutator
+    /**
+    *   @brief updates the hitbox status and sprite status of the snake since different face has unique hitbox and sprite status
+    *   @param _hitbox_width @details the width of the hitbox
+    *   @param _hitbox_height @details the height of the hitbox
+    *   @param _sprite_size_width @details the width of the sprite
+    *   @param _sprite_size_height @details the height of the sprite
+    *   @param _sprite_size_offset_x @details the x-offset of the sprite to the hitbox
+    *   @param _sprite_size_offset_y @details the y-offset of the sprite to the hitbox
+    *   @param max_frame @details the maximum number of frames for animation
+    */
+    void update_hitbox(int _hitbox_width, int _hitbox_height, int _sprite_size_width, int _sprite_size_height, int _sprite_size_offset_x, int _sprite_size_offset_y, int max_frame);
+
+    // Member Variable
+    /**
+    *   @brief an index to choose which velocity the snake currently has, this is to add the slither effect
+    */
+    int _velocity_index;
+    /**
+    *   @brief the previous face of the snake, to detect change in snake's face
+    */
+    int _prev_face;
+
+};
+
+const float snake_velocity_pattern[6] = {0, 0.15, 0.25, 0.5, 0.1, -0.1};
+
+const char sprite_snake_x[2][4][7][12] = {   // Player [Face][SpriteAnimationFrame][Size_Y][Size_X]
+    {
+        // Right
+        {
+            {0,0,0,0,0,0,0,0,1,1,1,0,},
+            {0,0,0,0,0,0,0,1,1,1,2,1,},
+            {0,0,0,0,0,0,0,1,1,1,1,1,},
+            {0,0,0,0,0,0,0,1,1,1,0,0,},
+            {0,0,0,0,0,0,0,0,1,1,1,0,},
+            {0,0,1,1,1,1,0,1,1,1,1,0,},
+            {1,1,1,0,1,1,1,1,1,1,0,0,},
+        },
+        {
+            {0,0,0,0,0,0,0,0,1,1,1,0,},
+            {0,0,0,0,0,0,0,1,1,1,2,1,},
+            {0,0,0,0,0,0,0,1,1,1,1,1,},
+            {0,0,0,0,0,0,0,1,1,1,0,0,},
+            {0,0,0,0,0,0,0,0,1,1,1,0,},
+            {0,1,1,1,1,0,1,1,1,1,1,0,},
+            {1,0,0,1,1,1,1,1,1,1,0,0,},
+        },
+        {
+            {0,0,0,0,0,0,0,0,1,1,1,0,},
+            {0,0,0,0,0,0,0,1,1,1,2,1,},
+            {0,0,0,0,0,0,0,1,1,1,1,1,},
+            {0,0,0,0,0,0,0,1,1,1,0,0,},
+            {1,0,0,0,0,0,0,0,1,1,1,0,},
+            {0,1,0,0,1,1,1,1,1,1,1,0,},
+            {0,0,1,1,1,0,1,1,1,1,0,0,},
+        },
+        {
+            {0,0,0,0,0,0,0,0,1,1,1,0,},
+            {0,0,0,0,0,0,0,1,1,1,2,1,},
+            {0,0,0,0,0,0,0,1,1,1,1,1,},
+            {0,0,0,0,0,0,0,1,1,1,0,0,},
+            {0,0,0,0,0,0,0,0,1,1,1,0,},
+            {1,1,0,1,1,1,1,1,1,1,1,0,},
+            {0,0,1,1,0,1,1,1,1,1,0,0,},
+        }
+    },
+    {
+        // Left
+        {
+            {0,1,1,1,0,0,0,0,0,0,0,0,},
+            {1,2,1,1,1,0,0,0,0,0,0,0,},
+            {1,1,1,1,1,0,0,0,0,0,0,0,},
+            {0,0,1,1,1,0,0,0,0,0,0,0,},
+            {0,1,1,1,0,0,0,0,0,0,0,0,},
+            {0,1,1,1,1,0,1,1,1,1,0,0,},
+            {0,0,1,1,1,1,1,1,0,1,1,1,},
+        },
+        {
+            {0,1,1,1,0,0,0,0,0,0,0,0,},
+            {1,2,1,1,1,0,0,0,0,0,0,0,},
+            {1,1,1,1,1,0,0,0,0,0,0,0,},
+            {0,0,1,1,1,0,0,0,0,0,0,0,},
+            {0,1,1,1,0,0,0,0,0,0,0,0,},
+            {0,1,1,1,1,1,0,1,1,1,1,0,},
+            {0,0,1,1,1,1,1,1,1,0,0,1,},
+        },
+        {
+            {0,1,1,1,0,0,0,0,0,0,0,0,},
+            {1,2,1,1,1,0,0,0,0,0,0,0,},
+            {1,1,1,1,1,0,0,0,0,0,0,0,},
+            {0,0,1,1,1,0,0,0,0,0,0,0,},
+            {0,1,1,1,0,0,0,0,0,0,0,1,},
+            {0,1,1,1,1,1,1,1,0,0,1,0,},
+            {0,0,1,1,1,1,0,1,1,1,0,0,},
+        },
+        {
+            {0,1,1,1,0,0,0,0,0,0,0,0,},
+            {1,2,1,1,1,0,0,0,0,0,0,0,},
+            {1,1,1,1,1,0,0,0,0,0,0,0,},
+            {0,0,1,1,1,0,0,0,0,0,0,0,},
+            {0,1,1,1,0,0,0,0,0,0,0,0,},
+            {0,1,1,1,1,1,1,1,1,0,1,1,},
+            {0,0,1,1,1,1,1,0,1,1,0,0,},
+        }
+    }
+};
+
+const char sprite_snake_y[2][6][12][6] = {   // Player [Face][SpriteAnimationFrame][Size_Y][Size_X]
+    {
+        // Up
+        {
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,1,1,1,1,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,1,1,1,0,0,},
+            {0,1,1,0,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,0,1,1,0,},
+            {0,0,0,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,0,0,},
+        },
+        {
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,1,1,1,1,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,1,0,0,0,},
+            {0,1,1,0,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,0,1,1,0,},
+            {0,0,0,0,1,0,},
+            {0,0,1,1,0,0,},
+        },
+        {
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,1,1,1,1,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,0,0,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,1,1,0,0,0,},
+            {0,1,1,0,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,0,0,1,0,},
+            {0,0,0,1,0,0,},
+        },
+        {
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,1,1,1,1,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,1,0,},
+            {0,0,0,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,1,1,0,0,0,},
+            {0,1,1,0,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,0,0,1,0,},
+        },
+        {
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,1,1,1,1,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,0,1,1,0,},
+            {0,0,0,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,1,1,0,0,0,},
+            {0,1,0,0,0,0,},
+            {0,0,1,1,0,0,},
+        },
+        {
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,1,1,1,1,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,1,1,0,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,0,1,1,0,},
+            {0,0,0,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,1,0,0,0,0,},
+            {0,0,1,0,0,0,},
+        }
+    },
+    {
+        // Down
+        {
+            {0,0,0,0,1,0,},
+            {0,0,1,1,0,0,},
+            {0,1,1,0,0,0,},
+            {0,1,1,0,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,0,1,1,0,},
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,2,1,1,2,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+        },
+        {
+            {0,0,1,1,0,0,},
+            {0,1,0,0,0,0,},
+            {0,1,1,0,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,0,1,1,0,},
+            {0,0,0,1,1,0,},
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,2,1,1,2,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+        },
+        {
+            {0,0,1,0,0,0,},
+            {0,1,0,0,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,0,1,1,0,},
+            {0,0,0,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,2,1,1,2,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+        },
+        {
+            {0,1,0,0,0,0,},
+            {0,0,1,1,0,0,},
+            {0,0,0,1,1,0,},
+            {0,0,0,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,1,1,0,0,0,},
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,2,1,1,2,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+        },
+        {
+            {0,0,1,1,0,0,},
+            {0,0,0,0,1,0,},
+            {0,0,0,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,1,1,0,0,0,},
+            {0,1,1,0,0,0,},
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,2,1,1,2,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+        },
+        {
+            {0,0,0,1,0,0,},
+            {0,0,0,0,1,0,},
+            {0,0,1,1,0,0,},
+            {0,1,1,0,0,0,},
+            {0,1,1,0,0,0,},
+            {0,0,1,1,0,0,},
+            {0,1,1,1,1,0,},
+            {1,1,1,1,1,1,},
+            {1,2,1,1,2,1,},
+            {0,1,1,1,1,0,},
+            {0,0,1,1,0,0,},
+            {0,0,1,1,0,0,},
+        }
+    }
+};
+
+#endif
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Walls/Walls.cpp	Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,32 @@
+#include "Walls.h"
+Walls::Walls(int pos_x, int pos_y, int hitbox_width, int hitbox_height)
+{   
+    _hitbox.width = hitbox_width;
+    _hitbox.height = hitbox_height;
+    
+    _sprite_size.width = hitbox_width;
+    _sprite_size.height = hitbox_height + 7;
+    _sprite_size.offset_x = 0;
+    _sprite_size.offset_y = -7;
+    
+    _position.x = pos_x;
+    _position.y = pos_y;
+    update_prev_pos();
+}
+
+void Walls::move(float unused, float unused1, char * unused2, bool * unused3) // movement control and miscellaneous updates
+{
+    
+}
+
+void Walls::take_damage(int damage)
+{
+    
+}
+
+void Walls::draw(N5110 &lcd)
+{
+    lcd.drawRect(_position.x, _position.y + _sprite_size.offset_y, _sprite_size.width, _sprite_size.height, FILL_BLACK);
+    lcd.drawRect(_position.x+1, _position.y + _sprite_size.offset_y+1, _sprite_size.width-2, _sprite_size.height-2, FILL_WHITE);
+    lcd.drawLine(_position.x, _position.y + _sprite_size.offset_y + _hitbox.height - 1, _position.x + _hitbox.width - 1, _position.y + _sprite_size.offset_y + _hitbox.height - 1, 1);
+}
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Walls/Walls.h	Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,42 @@
+#ifndef WALLS_H
+#define WALLS_H
+#include "Entity.h"
+/**Walls Class
+*@author Steven Mahasin
+*@brief Creates a Static Wall which inherits the Entity class, not used yet in this version due to bugged spawn areas
+*@date May 2019
+*/
+class Walls : public Entity
+{
+public:
+    /** Constructor 
+    *   @brief creates a wall at positions pos_x and pos_y
+    *   @param pos_x - initialise _position.x
+    *   @param pos_y - initialise _position.y
+    *   @param hitbox_width - initialise _hitbox.width
+    *   @param hitbox_height - initialise _hitbox.height
+    */
+    Walls(int pos_x, int pos_y, int hitbox_width, int hitbox_height);
+    
+    // Functions
+    /**
+    *   @brief just because entity has a pure virtual function move, the function is of no use in walls as it does not move
+    *   @param unused - not used
+    *   @param unused1 - not used
+    *   @param unused2 - not used
+    *   @param unused3 - not used
+    */
+    virtual void move(float unused, float unused1, char * unused2, bool * unused3); // movement control and miscellaneous updates
+    /**
+    *   @brief just because entity has a pure virtual function take_damage, the function is of no use in walls as it does take_damage
+    *   @param unused - not used
+    */
+    virtual void take_damage(int unused);
+    /**
+    *   @brief a virtual function of drawing the walls onto the screen
+    *   @param lcd - the screen where the wall is drawn on
+    */
+    virtual void draw(N5110 &lcd);
+};
+
+#endif
\ No newline at end of file