Alec Mori This week I tried to different methods to override Chong's code that read keyboard input versus mouse input. Although I did not get as far as I wanted, I did learn that trying to save time by breaking the area into quadrants (only checking certain areas of the quasicrystal) may be a wise implementation, in order to save time. Derek informed me of a technique called raycasting, which allows me to check if the cursor click is within the bounds of the rays. My attempt to transform the uneven rhombuses using Jacobian transformation failed, so I am going with a time consuming yet conceptually easier method. I intend to add classvariables to each face that allows it to know the four corner x and y positions, then act as if each one is a line (with form mx + b) and use inequalities to see which face is clicked in. Although it is fairly time consuming method, I think it will work! Attempts this week will confirm or deny that assertion.