Yudong Xiao
/
pokemon
This is test version of Pokemongo game. ELEC 2645 final project.
pokeball/Joystick.cpp
- Committer:
- shalwego
- Date:
- 2021-04-15
- Revision:
- 0:819c2d6a69ac
File content as of revision 0:819c2d6a69ac:
#include "Joystick.h" Joystick::Joystick(PinName vertPin,PinName horizPin) { vert = new AnalogIn(vertPin); horiz = new AnalogIn(horizPin); } void Joystick::init() { // read centred values of joystick _x0 = horiz->read(); _y0 = vert->read(); // this assumes that the joystick is centred when the init function is called // if perfectly centred, the pots should read 0.5, but this may // not be the case and x0 and y0 will be used to calibrate readings } Direction Joystick::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; } // this method gets the magnitude of the joystick movement float Joystick::get_mag() { Polar p = get_polar(); return p.mag; } // this method gets the angle of joystick movement (0 to 360, 0 North) float Joystick::get_angle() { Polar p = get_polar(); return p.angle; } // 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 Joystick::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 values are negated so positive is up and right. 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 Joystick::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 Joystick::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; }