Create GamePixel Grid Complete

     I completed creating the game grid class so here is the code. This code sets up the screen with custom "pixels" that I call GamePixel which are gradient pixel disks setup in the manner outlined in your proposal. At start time the grid is displayed in a sequential color pattern so it is easy to see where each GamePixel will be and then every 5.0 sec after start up, the GamePixel grid is randomly generated to a new layout in a random combination of red, green, blue, or none (black) GamePixels. There are some commented out sections of code that include alpha for when we decide how we are going to implement everything. 
     There is no game logic in here yet (e.g. growing/shrinking a player's area, sending a pulse, gradient GamePixels in relation to each other, etc.) The GamePixel grid dimensions can be adjusted at the PIX_DIM constant at the top. As of right now the colors can blend with one another so we should have no problem including that if we decide to.
     The way it is setup seems to be the optimal setup for handheld devices in my opinion as it is primarily relying on the CPU while minimally using the GPU. It is set up to have an array of GamePixels (line28: RGB[][] gamePix) and a buffer array (line 29: Color[][] buffPix) that is just a two-dimensional array that represents the colors the actual screen pixels will be. The update method (line 94: Name - drawGamePixToBuff()) is a chain of methods that clears the buffPix, pixmap, and updates the GamePixel array; then it traverses the GamePixel array and for each element, it takes the current GamePixel's color value and adds its calculated gradient value (based on the GamePixel x/y-Origin coordinates) to the respective elements in the buffPix array that the current GamePixel can effect. After transferring the values from the GamePixel array to the buffPix array, it then draws the buffPix array to the pixmap, converts the pixmap into a texture, and renders the texture onto the screen.