Created "paddlegame" keymap (#13629)
* Added gmmk pro paddlegame keymap * Replaced config.h with my own * Adjust code to better fit style guide * Update readme to include layout * Fixed keymap, was missing a few keys * Replaced all instances of _isWinKeyDisabled with keymap_config.no_gui * Update keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c Co-authored-by: Drashna Jaelre <drashna@live.com> Co-authored-by: Tomas Guinan <bngrybt@gmail.com> Co-authored-by: Drashna Jaelre <drashna@live.com>daktil_manuform
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/* Copyright 2021 Tomas Guinan
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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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#pragma once
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#ifdef RGB_MATRIX_ENABLE
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#define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_COLOR
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#define RGB_DISABLE_WHEN_USB_SUSPENDED true
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#endif
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#define FORCE_NKRO
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/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
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Copyright 2021 Tomas Guinan
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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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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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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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#include "rgb_matrix_map.h"
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#include "paddlegame.h"
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#include <math.h>
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enum custom_layers {
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_BASE,
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_FN1,
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_MO2,
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_MO3,
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};
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enum custom_keycodes {
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KC_00 = SAFE_RANGE,
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KC_WINLK, //Toggles Win key on and off
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};
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bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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switch (keycode) {
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case KC_00:
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if (record->event.pressed) {
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// when keycode KC_00 is pressed
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SEND_STRING("00");
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} else {
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// when keycode KC_00 is released
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}
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break;
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case KC_WINLK:
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if (record->event.pressed) {
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if(!keymap_config.no_gui) {
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process_magic(GUI_OFF, record);
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} else {
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process_magic(GUI_ON, record);
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}
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} else unregister_code16(keycode);
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break;
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}
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return true;
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};
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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// ESC F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Del Rotary(Mute)
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// ~ 1 2 3 4 5 6 7 8 9 0 - (=) BackSpc Home
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// Tab Q W E R T Y U I O P [ ] \ PgUp
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// Caps A S D F G H J K L ; " Enter PgDn
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// Sh_L Z X C V B N M , . ? Sh_R Up End
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// Ct_L Win_L Alt_L SPACE Alt_R FN Ct_R Left Down Right
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[_BASE] = LAYOUT(
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KC_ESC, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_DEL, KC_MUTE,
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KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC, KC_HOME,
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KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_BSLS, KC_PGUP,
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KC_CAPS, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_ENT, KC_PGDN,
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KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_END,
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KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(_FN1), KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
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),
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[_FN1] = LAYOUT(
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KC_SLEP, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_PSCR, KC_SLCK, KC_PAUS, _______, KC_INS, _______,
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RGB_TOG, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_HUD, RGB_HUI, _______, RGB_M_P,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, TO(_MO2), RGB_SAD, RGB_SAI, RESET, RGB_M_B,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_RMOD, RGB_MOD, _______, RGB_M_R,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_VAI, RGB_M_SW,
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_______, KC_WINLK, _______, _______, _______, _______, _______, RGB_SPD, RGB_VAD, RGB_SPI
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),
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[_MO2] = LAYOUT(
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, TG(_MO2), _______, _______, _______, _______
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),
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[_MO3] = LAYOUT(
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
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_______, _______, _______, _______, _______, _______, _______, _______, _______, _______
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),
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};
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#ifdef ENCODER_ENABLE // Encoder Functionality
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bool encoder_update_user(uint8_t index, bool clockwise) {
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switch(get_highest_layer(layer_state)) {
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case _FN1:
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if ( clockwise ) {
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tap_code16(KC_PGDN);
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} else {
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tap_code16(KC_PGUP);
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}
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break;
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case _MO2:
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// Game: Paddle movement
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if (damage_count == 0) {
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if ( clockwise ) {
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if (paddle_pos_full < 15) ++paddle_pos_full;
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} else {
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if (paddle_pos_full > 0) --paddle_pos_full;
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}
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}
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break;
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case _BASE:
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default:
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if ( clockwise ) {
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tap_code(KC_VOLU);
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} else {
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tap_code(KC_VOLD);
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}
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break;
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}
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return true;
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}
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#endif
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#ifdef RGB_MATRIX_ENABLE
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void init_ball(uint8_t i) {
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i &= 1;
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ball[i].on = true;
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ball[i].up = false;
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ball[i].y = 0;
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ball[i].x = rand() % 16;
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// Set initial ball state
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if (ball[i].x < 8) {
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ball[i].left = false;
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} else {
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ball[i].x -= 4;
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ball[i].left = true;
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}
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// 1/4 chance of being an enemy ball after level 6
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if (level_number > 3) {
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ball[i].enemy = ((rand() % 4) == 0);
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} else {
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ball[i].enemy = false;
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}
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}
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void hurt_paddle(void) {
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if (paddle_lives > 0) {
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--paddle_lives;
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}
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damage_timer = timer_read();
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damage_count = 10;
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// Reset board
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init_ball(0);
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ball[1].on = false;
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}
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// Capslock, Scroll lock and Numlock indicator on Left side lights.
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void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
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switch(get_highest_layer(layer_state)) {
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case _FN1:
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// Light up FN layer keys
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if (!fn_active) {
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fn_active = true;
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rgb_value.r = 0xff;
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rgb_value.g = 0x00;
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rgb_value.b = 0x00;
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}
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if (rgb_value.r == 0xff && rgb_value.g < 0xff) {
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if (rgb_value.b > 0) { --rgb_value.b; }
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else { ++rgb_value.g; }
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} else if (rgb_value.g == 0xff && rgb_value.b < 0xff) {
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if (rgb_value.r > 0) { --rgb_value.r; }
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else { ++rgb_value.b; }
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} else if (rgb_value.b == 0xff && rgb_value.r < 0xff) {
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if (rgb_value.g > 0) { --rgb_value.g; }
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else { ++rgb_value.r; }
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}
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for (uint8_t i=0; i<sizeof(LED_RGB)/sizeof(LED_RGB[0]); i++) {
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rgb_matrix_set_color(LED_RGB[i], rgb_value.r, rgb_value.g, rgb_value.b);
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}
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for (uint8_t i=0; i<sizeof(LED_WHITE)/sizeof(LED_WHITE[0]); i++) {
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rgb_matrix_set_color(LED_WHITE[i], RGB_WHITE);
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}
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for (uint8_t i=0; i<sizeof(LED_GREEN)/sizeof(LED_GREEN[0]); i++) {
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rgb_matrix_set_color(LED_GREEN[i], RGB_GREEN);
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}
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rgb_matrix_set_color(LED_ESC, RGB_RED);
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rgb_matrix_set_color(LED_LWIN, RGB_BLUE);
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break;
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case _MO2:
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// Paddle game
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if (!game_start) {
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srand((unsigned int)timer_read());
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// Store user light settings
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last_hsv = rgb_matrix_get_hsv();
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rgb_matrix_sethsv_noeeprom(0, 0, 0);
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rgb_value.r = 0xff;
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rgb_value.g = 0x00;
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rgb_value.b = 0x00;
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paddle_pos_full = 8;
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paddle_lives = 4;
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bounce_count = 0;
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level_number = 0;
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damage_count = 0;
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init_ball(0);
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ball[1].on = false;
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ball_timer = timer_read();
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game_start = true;
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}
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// Set level indicator
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if (level_number < 12) {
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rgb_matrix_set_color(GAME_R0[level_number], RGB_BLUE);
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}
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// Set life bar
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for (uint8_t i=0; i < paddle_lives ; i++) {
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rgb_matrix_set_color(GAME_LIVES[i], RGB_GREEN);
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}
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uint8_t paddle_pos = paddle_pos_full >> 1;
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if (damage_count > 0) {
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// Flash paddle when receiving damage
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if (timer_elapsed(damage_timer) > 500) {
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--damage_count;
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damage_timer = timer_read();
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}
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if ((damage_count & 1) == 0) {
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for (uint8_t i=0; i < 3 ; i++) {
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rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_RED);
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}
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}
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if (damage_count == 0) {
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ball_timer = timer_read();
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}
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} else if (paddle_lives == 0) {
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// Game over
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for (uint8_t i=0; i<sizeof(LED_GAME_OVER)/sizeof(LED_GAME_OVER[0]); i++) {
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rgb_matrix_set_color(LED_GAME_OVER[i], RGB_RED);
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}
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} else if (level_number >= 12) {
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// You win
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if (rgb_value.r == 0xff && rgb_value.g < 0xff) {
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if (rgb_value.b > 0) { --rgb_value.b; }
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else { ++rgb_value.g; }
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} else if (rgb_value.g == 0xff && rgb_value.b < 0xff) {
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if (rgb_value.r > 0) { --rgb_value.r; }
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else { ++rgb_value.b; }
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} else if (rgb_value.b == 0xff && rgb_value.r < 0xff) {
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if (rgb_value.g > 0) { --rgb_value.g; }
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else { ++rgb_value.r; }
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}
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for (uint8_t i=0; i < 3 ; i++) {
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rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], rgb_value.r, rgb_value.g, rgb_value.b);
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}
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rgb_matrix_set_color(GAME_SMILE1[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b);
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rgb_matrix_set_color(GAME_SMILE1[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b);
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rgb_matrix_set_color(GAME_SMILE2[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b);
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rgb_matrix_set_color(GAME_SMILE2[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b);
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} else {
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// normal game loop
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// Set paddle position
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for (uint8_t i=0; i < 3 ; i++) {
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rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_GREEN);
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}
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// Ball movement logic happens at intervals
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if (timer_elapsed(ball_timer) > GAME_TIMER[level_number]) {
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for (int i=0; i<2; ++i) {
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if (ball[i].on) {
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// Ball movement
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if (ball[i].up) {
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if (ball[i].y > 0) {
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--ball[i].y;
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if (!ball[i].left) ++ball[i].x;
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} else {
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// Count reflections. If > 10, increase level
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++bounce_count;
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if (bounce_count >= 10) {
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bounce_count = 0;
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++level_number;
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}
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ball[i].on = false;
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}
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} else {
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++ball[i].y;
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if (ball[i].left) --ball[i].x;
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if (ball[i].y > 4) {
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// Remove a life if ball isn't returned and isn't enemy
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if (!ball[i].enemy) {
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hurt_paddle();
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i = 2;
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} else {
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ball[i].on = false;
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}
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}
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}
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}
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}
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if (ball[0].y == 4 && !ball[1].on) {
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init_ball(1);
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}
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if (ball[1].y == 4 && !ball[0].on) {
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init_ball(0);
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}
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if (!ball[0].on && !ball[1].on) {
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init_ball(0);
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}
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ball_timer = timer_read();
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}
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// Other ball stuff
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for (int i=0; i<2; ++i) {
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if (ball[i].on) {
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// Ball deflection logic
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if (!ball[i].up && ball[i].y == 4 && (ball[i].x == paddle_pos || ball[i].x == paddle_pos - 1 || ball[i].x == paddle_pos + 1)) {
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if (!ball[i].enemy) {
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--ball[i].y;
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if (!ball[i].left) { ++ball[i].x; }
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ball[i].up = true;
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} else {
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hurt_paddle();
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i = 2;
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}
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}
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// Ball display
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switch (ball[i].y) {
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case 0:
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if (ball[i].enemy) {
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rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_RED);
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} else {
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rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_WHITE);
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}
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break;
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case 1:
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if (ball[i].enemy) {
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rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_RED);
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} else {
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rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_WHITE);
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}
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break;
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case 2:
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if (ball[i].enemy) {
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rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_RED);
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} else {
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rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_WHITE);
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}
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break;
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case 3:
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if (ball[i].enemy) {
|
||||
rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_RED);
|
||||
} else {
|
||||
rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_WHITE);
|
||||
}
|
||||
break;
|
||||
|
||||
case 4:
|
||||
if (ball[i].enemy) {
|
||||
rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_RED);
|
||||
} else {
|
||||
rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_WHITE);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
break;
|
||||
|
||||
default:
|
||||
fn_active = false;
|
||||
if (game_start) {
|
||||
// Reset lighting settings
|
||||
game_start = false;
|
||||
rgb_matrix_sethsv_noeeprom(last_hsv.h, last_hsv.s, last_hsv.v);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
if (IS_HOST_LED_ON(USB_LED_CAPS_LOCK)) {
|
||||
if (!caps_active) {
|
||||
caps_active = true;
|
||||
caps_flash_on = true;
|
||||
caps_flasher = timer_read();
|
||||
}
|
||||
if (timer_elapsed(caps_flasher) > 500) {
|
||||
caps_flasher = timer_read();
|
||||
caps_flash_on = !caps_flash_on;
|
||||
}
|
||||
|
||||
rgb_matrix_set_color(LED_CAPS, RGB_WHITE);
|
||||
if (caps_flash_on) {
|
||||
for (uint8_t i=0; i<sizeof(LED_SIDE_LEFT)/sizeof(LED_SIDE_LEFT[0]); i++) {
|
||||
rgb_matrix_set_color(LED_SIDE_LEFT[i], RGB_RED);
|
||||
rgb_matrix_set_color(LED_SIDE_RIGHT[i], RGB_RED);
|
||||
}
|
||||
} else {
|
||||
for (uint8_t i=0; i<sizeof(LED_SIDE_LEFT)/sizeof(LED_SIDE_LEFT[0]); i++) {
|
||||
rgb_matrix_set_color(LED_SIDE_LEFT[i], 0, 0, 0);
|
||||
rgb_matrix_set_color(LED_SIDE_RIGHT[i], 0, 0, 0);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
caps_active = false;
|
||||
}
|
||||
if (IS_HOST_LED_ON(USB_LED_SCROLL_LOCK)) {
|
||||
rgb_matrix_set_color(LED_F10, RGB_WHITE);
|
||||
}
|
||||
if (keymap_config.no_gui) {
|
||||
rgb_matrix_set_color(LED_LWIN, RGB_RED); //light up Win key when disabled
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
void keyboard_post_init_user(void) {
|
||||
|
||||
#ifdef RGB_MATRIX_ENABLE
|
||||
rgb_matrix_set_color_all(RGB_RED); // Default startup colour
|
||||
#endif
|
||||
|
||||
}
|
|
@ -0,0 +1,46 @@
|
|||
/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
|
||||
Copyright 2021 Tomas Guinan
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 2 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
|
||||
const uint16_t GAME_TIMER[] = {
|
||||
400, 350, 300, 250, 400, 350, 300, 250, 225, 200, 175, 150
|
||||
};
|
||||
|
||||
bool game_start = false;
|
||||
HSV last_hsv;
|
||||
static uint8_t paddle_pos_full;
|
||||
static uint8_t paddle_lives;
|
||||
static uint8_t level_number;
|
||||
static uint8_t bounce_count;
|
||||
static uint8_t damage_count;
|
||||
static uint16_t damage_timer;
|
||||
static uint16_t ball_timer;
|
||||
|
||||
struct BallStruct
|
||||
{
|
||||
uint8_t x;
|
||||
uint8_t y;
|
||||
bool on;
|
||||
bool up;
|
||||
bool left;
|
||||
bool enemy;
|
||||
};
|
||||
|
||||
struct BallStruct ball[2];
|
||||
|
||||
void init_ball(uint8_t i);
|
||||
void hurt_paddle(void);
|
|
@ -0,0 +1,18 @@
|
|||
![GMMK Pro Paddle Game zLayout Image](https://i.imgur.com/RYcKyOj.png)
|
||||
|
||||
# Paddle Game GMMK Pro layout by Tomas Guinan
|
||||
|
||||
- Add Print Screen, Scroll Lock, Pause/Break, Insert to Fn layer
|
||||
- Toggle backlight using Fn+`
|
||||
- If you don't like using a backlight but wnat to play the paddle game or
|
||||
use other RGB features, turn RGB on and set brightness to 0
|
||||
- Usable Fn layer keys are backlit
|
||||
- Implement Win key lock using Fn+Win like in Glorious Core firmware
|
||||
- Caps Lock and Scroll Lock keys light up white when active
|
||||
- Caps Lock has red flashing side lights like in Glorious Core firmware
|
||||
- Layer 2 includes Paddle Game, playable by pressing Fn+P
|
||||
- Use rotary encoder to control paddle
|
||||
- Contains 12 levels, indicated by blue LED on F row
|
||||
- Player has 4 lives, indicated by nav cluster
|
||||
- Deflect white balls while avoiding red ones
|
||||
- Press Fn to quit game
|
|
@ -0,0 +1,181 @@
|
|||
/* Copyright 2021 Tomas Guinan
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 2 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
|
||||
#ifdef RGB_MATRIX_ENABLE
|
||||
|
||||
bool fn_active = false;
|
||||
bool caps_active = false;
|
||||
bool caps_flash_on = false;
|
||||
|
||||
static uint16_t caps_flasher = 0;
|
||||
RGB rgb_value;
|
||||
|
||||
// RGB LED locations
|
||||
enum led_location_map {
|
||||
LED_ESC, // 0, ESC, k13
|
||||
LED_GRV, // 1, ~, k16
|
||||
LEB_TAB, // 2, Tab, k11
|
||||
LED_CAPS, // 3, Caps, k21
|
||||
LED_LSFT, // 4, Sh_L, k00
|
||||
LED_LCTL, // 5, Ct_L, k06
|
||||
LED_F1, // 6, F1, k26
|
||||
LED_1, // 7, 1, k17
|
||||
LED_Q, // 8, Q, k10
|
||||
LED_A, // 9, A, k12
|
||||
LED_Z, // 10, Z, k14
|
||||
LED_LWIN, // 11, Win_L, k90
|
||||
LED_F2, // 12, F2, k36
|
||||
LED_2, // 13, 2, k27
|
||||
LED_W, // 14, W, k20
|
||||
LED_S, // 15, S, k22
|
||||
LED_X, // 16, X, k24
|
||||
LED_LALT, // 17, Alt_L, k93
|
||||
LED_F3, // 18, F3, k31
|
||||
LED_3, // 19, 3, k37
|
||||
LED_E, // 20, E, k30
|
||||
LED_D, // 21, D, k32
|
||||
LED_C, // 22, C, k34
|
||||
LED_F4, // 23, F4, k33
|
||||
LED_4, // 24, 4, k47
|
||||
LED_R, // 25, R, k40
|
||||
LED_F, // 26, F, k42
|
||||
LED_V, // 27, V, k44
|
||||
LED_F5, // 28, F5, k07
|
||||
LED_5, // 29, 5, k46
|
||||
LED_T, // 30, T, k41
|
||||
LED_G, // 31, G, k43
|
||||
LED_B, // 32, B, k45
|
||||
LED_SPC, // 33, SPACE, k94
|
||||
LED_F6, // 34, F6, k63
|
||||
LED_6, // 35, 6, k56
|
||||
LED_Y, // 36, Y, k51
|
||||
LED_H, // 37, H, k53
|
||||
LED_N, // 38, N, k55
|
||||
LED_F7, // 39, F7, k71
|
||||
LED_7, // 40, 7, k57
|
||||
LED_U, // 41, U, k50
|
||||
LED_J, // 42, J, k52
|
||||
LED_M, // 43, M, k54
|
||||
LED_F8, // 44, F8, k76
|
||||
LED_8, // 45, 8, k67
|
||||
LED_I, // 46, I, k60
|
||||
LED_K, // 47, K, k62
|
||||
LED_COMM, // 48, ,, k64
|
||||
LED_RALT, // 49, Alt_R, k95
|
||||
LED_F9, // 50, F9, ka6
|
||||
LED_9, // 51, 9, k77
|
||||
LED_O, // 52, O, k70
|
||||
LED_L, // 53, L, k72
|
||||
LED_DOT, // 54, ., k74
|
||||
LED_FN, // 55, FN, k92
|
||||
LED_F10, // 56, F10, ka7
|
||||
LED_0, // 57, 0, k87
|
||||
LED_P, // 58, P, k80
|
||||
LED_SCLN, // 59, ;, k82
|
||||
LED_SLSH, // 60, ?, k85
|
||||
LED_F11, // 61, F11, ka3
|
||||
LED_MINS, // 62, -, k86
|
||||
LED_LBRC, // 63, [, k81
|
||||
LED_QUOT, // 64, ", k83
|
||||
LED_RCTL, // 65, Ct_R, k04
|
||||
LED_F12, // 66, F12, ka5
|
||||
LED_L1, // 67, LED, l01
|
||||
LED_R1, // 68, LED, l11
|
||||
LED_DEL, // 69, Del, k97
|
||||
LED_L2, // 70, LED, l02
|
||||
LED_R2, // 71, LED, l12
|
||||
LED_HOME, // 72, Home, k65
|
||||
LED_L3, // 73, LED, l03
|
||||
LED_R3, // 74, LED, l13
|
||||
LED_PGUP, // 75, PgUp, k15
|
||||
LED_L4, // 76, LED, l04
|
||||
LED_R4, // 77, LED, l14
|
||||
LED_EQL, // 78, =, k66
|
||||
LED_RIGHT, // 79, Right, k05
|
||||
LED_L5, // 80, LED, l05
|
||||
LED_R5, // 81, LED, l15
|
||||
LED_END, // 82, End, k75
|
||||
LED_L6, // 83, LED, l06
|
||||
LED_R6, // 84, LED, l16
|
||||
LED_BSPC, // 85, BSpc, ka1
|
||||
LED_PGDN, // 86, PgDn, k25
|
||||
LED_L7, // 87, LED, l07
|
||||
LED_R7, // 88, LED, l17
|
||||
LED_RBRC, // 89, ], k61
|
||||
LED_RSFT, // 90, Sh_R, k91
|
||||
LED_L8, // 91, LED, l08
|
||||
LED_R8, // 92, LED, l18
|
||||
LED_BSLS, // 93, \, ka2
|
||||
LED_UP, // 94, Up, k35
|
||||
LED_LEFT, // 95, Left, k03
|
||||
LED_ENT, // 96, Enter, ka4
|
||||
LED_DOWN // 97, Down, k73
|
||||
};
|
||||
|
||||
const uint8_t LED_RGB[] = {
|
||||
LED_MINS, LED_EQL,
|
||||
LED_LBRC, LED_RBRC,
|
||||
LED_SCLN, LED_QUOT,
|
||||
LED_HOME, LED_PGUP, LED_PGDN, LED_END,
|
||||
LED_UP, LED_DOWN, LED_LEFT, LED_RIGHT
|
||||
};
|
||||
|
||||
const uint8_t LED_GREEN[] = {
|
||||
LED_F1, LED_F2, LED_F3, LED_F4,
|
||||
LED_F5, LED_F6, LED_F7, LED_F8
|
||||
};
|
||||
|
||||
const uint8_t LED_WHITE[] = {
|
||||
LED_F9, LED_F10, LED_F11, LED_DEL
|
||||
};
|
||||
|
||||
const uint8_t LED_SIDE_LEFT[] = { LED_L1, LED_L2, LED_L3, LED_L4, LED_L5, LED_L6, LED_L7, LED_L8};
|
||||
|
||||
const uint8_t LED_SIDE_RIGHT[] = { LED_R1, LED_R2, LED_R3, LED_R4, LED_R5, LED_R6, LED_R7, LED_R8};
|
||||
|
||||
// Breakout LED rules
|
||||
|
||||
const uint8_t GAME_LIVES[] = { LED_HOME, LED_PGUP, LED_PGDN, LED_END };
|
||||
const uint8_t GAME_PADDLE[] = {
|
||||
LED_Z, LED_X, LED_C, LED_V, LED_B, LED_N, LED_M, LED_COMM, LED_DOT, LED_SLSH
|
||||
};
|
||||
const uint8_t GAME_SMILE1[] = {
|
||||
LED_A, LED_S, LED_D, LED_F, LED_G, LED_H, LED_J, LED_K, LED_L, LED_SCLN, LED_QUOT
|
||||
};
|
||||
const uint8_t GAME_SMILE2[] = {
|
||||
LED_2, LED_3, LED_4, LED_5, LED_6, LED_7, LED_8, LED_9, LED_0, LED_MINS, LED_EQL
|
||||
};
|
||||
const uint8_t GAME_R4[] = {
|
||||
LED_X, LED_C, LED_V, LED_B, LED_N, LED_M, LED_COMM, LED_DOT
|
||||
};
|
||||
const uint8_t GAME_R3[] = {
|
||||
LED_S, LED_D, LED_F, LED_G, LED_H, LED_J, LED_K, LED_L, LED_SCLN
|
||||
};
|
||||
const uint8_t GAME_R2[] = {
|
||||
LED_W, LED_E, LED_R, LED_T, LED_Y, LED_U, LED_I, LED_O, LED_P, LED_LBRC
|
||||
};
|
||||
const uint8_t GAME_R1[] = {
|
||||
LED_2, LED_3, LED_4, LED_5, LED_6, LED_7, LED_8, LED_9, LED_0, LED_MINS, LED_EQL
|
||||
};
|
||||
const uint8_t GAME_R0[] = {
|
||||
LED_F1, LED_F2, LED_F3, LED_F4, LED_F5, LED_F6, LED_F7, LED_F8, LED_F9, LED_F10, LED_F11, LED_F12
|
||||
};
|
||||
|
||||
const uint8_t LED_GAME_OVER[] = { LED_5, LED_8, LED_F, LED_G, LED_H, LED_J, LED_C, LED_M };
|
||||
|
||||
|
||||
#endif
|
|
@ -0,0 +1,4 @@
|
|||
MOUSEKEY_ENABLE = no
|
||||
BOOTMAGIC_ENABLE = lite
|
||||
RGB_MATRIX_ENABLE = yes
|
||||
ENCODER_ENABLE = yes
|
Loading…
Reference in New Issue