Super 16 Puzzle Game (#8306)
* 15/16 game with lights for the super 16 * Updated readme with style * adding comments and initial style to keymap trying to make the code look prettier, need to test by redownloading * Final style revisions before pull request * formatting changes, removed config.h * modified rules.mk, works with changes in PR8314 * formatting no number of spaces is enough for a newline, whoops Co-Authored-By: Ryan <fauxpark@gmail.com> * Update keyboards/1upkeyboards/super16/keymaps/15game/keymap.c Co-Authored-By: Ryan <fauxpark@gmail.com> * Update keyboards/1upkeyboards/super16/keymaps/15game/keymap.c Co-Authored-By: Ryan <fauxpark@gmail.com> * Update keyboards/1upkeyboards/super16/keymaps/15game/keymap.c Co-Authored-By: Ryan <fauxpark@gmail.com> Co-authored-by: Sam Reinehr <swreinehr@mines.edu> Co-authored-by: Ryan <fauxpark@gmail.com>master
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/* Copyright 2020 Sam Reinehr
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include QMK_KEYBOARD_H
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enum my_keycodes {
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K00 = SAFE_RANGE,
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K01,
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K02,
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K03,
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K04,
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K05,
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K06,
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K07,
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K08,
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K09,
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K10,
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K11,
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K12,
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K13,
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K14,
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K15,
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};
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/* just a simple way to give each key a unique code */
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//clang-format off
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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/* Base */
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[0] = LAYOUT_ortho_4x4(
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K00, K01, K02, K03,
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K04, K05, K06, K07,
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K08, K09, K10, K11,
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K12, K13, K14, K15
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)
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};
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/* flags describing current free square/0 */
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uint8_t current = 0;
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/* r g and b describe the colors for the initial map,
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currently blank for free, and evenly spaced hues with maximum sat/value */
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const uint8_t r[16] = {
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0x00, 0xFF, 0xFF, 0xFF,
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0xCC, 0x66, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00,
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0x66, 0xCC, 0xFF, 0xFF
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};
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const uint8_t g[16] = {
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0x00, 0x00, 0x66, 0xCC,
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0xFF, 0xFF, 0xFF, 0xFF,
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0xFF, 0xCC, 0x66, 0x00,
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0x00, 0x00, 0x00, 0x00
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};
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const uint8_t b[16] = {
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0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x66,
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0xCC, 0xFF, 0xFF, 0xFF,
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0xFF, 0xFF, 0xCC, 0x66
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};
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/* pos contains the current positions, could technically be compressed to 4 bits per, but not worth it
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index into pos is the position we're looking at, output is the tile that is currently there */
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uint8_t tiles[16] = {
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0, 1, 2, 3,
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4, 5, 6, 7,
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8, 9, 10, 11,
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12, 13, 14, 15
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};
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/* default led array for super 16 has them in a snake, so we must do some remapping/flipping of the 2nd and 4th rows */
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uint8_t remap[16] = {
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0, 1, 2, 3,
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7, 6, 5, 4,
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8, 9, 10, 11,
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15, 14, 13, 12
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};
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//clang-format on
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/* function to refresh the led coloring with the positions with current tiles */
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void refresh_leds(void) {
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for (uint8_t index = 0; index < 16; ++index) {
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uint8_t tile = tiles[index];
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setrgb(r[tile], g[tile], b[tile], (LED_TYPE *)&led[remap[index]]);
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}
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rgblight_set();
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}
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void keyboard_post_init_user(void) {
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rgblight_mode(RGBLIGHT_MODE_STATIC_LIGHT);
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rgblight_enable_noeeprom();
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refresh_leds();
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}
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bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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uint8_t offset = keycode - K00;
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uint8_t x = offset & 0x03;
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uint8_t y = (offset & 0x0C) >> 2;
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/* if the adjacent space exists and is empty, */
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if ((x > 0 && 0 == tiles[offset - 1]) || (y > 0 && 0 == tiles[offset - 4]) || (x < 3 && 0 == tiles[offset + 1]) || (y < 3 && 0 == tiles[offset + 4])) {
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/* set the currently blank tile to this tile, and make this one blank */
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tiles[current] = tiles[offset];
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tiles[offset] = 0;
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current = offset;
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}
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refresh_leds();
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return false;
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}
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# Trying to put a game that plays like the 15 puzzle on the super16
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The 15/16 puzzle consists of a grid where one space is free, and adjacent spaces can be swapped with the free space
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* future planned features:
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* fix the start at red
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* have a cute animation play when the puzzle is solved
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RGBLIGHT_ENABLE = yes
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RGB_MATRIX_ENABLE = no
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