diff --git a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/config.h b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/config.h
new file mode 100644
index 0000000000..a1fe427651
--- /dev/null
+++ b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/config.h
@@ -0,0 +1,24 @@
+/* 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 .
+ */
+
+#pragma once
+
+#ifdef RGB_MATRIX_ENABLE
+ #define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_COLOR
+ #define RGB_DISABLE_WHEN_USB_SUSPENDED true
+#endif
+
+#define FORCE_NKRO
diff --git a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c
new file mode 100644
index 0000000000..5c702b1686
--- /dev/null
+++ b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c
@@ -0,0 +1,471 @@
+/* Copyright 2021 Glorious, LLC
+ 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 .
+*/
+
+#include QMK_KEYBOARD_H
+#include "rgb_matrix_map.h"
+#include "paddlegame.h"
+#include
+
+enum custom_layers {
+ _BASE,
+ _FN1,
+ _MO2,
+ _MO3,
+};
+
+enum custom_keycodes {
+ KC_00 = SAFE_RANGE,
+ KC_WINLK, //Toggles Win key on and off
+};
+
+bool process_record_user(uint16_t keycode, keyrecord_t *record) {
+ switch (keycode) {
+ case KC_00:
+ if (record->event.pressed) {
+ // when keycode KC_00 is pressed
+ SEND_STRING("00");
+ } else {
+ // when keycode KC_00 is released
+ }
+ break;
+
+ case KC_WINLK:
+ if (record->event.pressed) {
+ if(!keymap_config.no_gui) {
+ process_magic(GUI_OFF, record);
+ } else {
+ process_magic(GUI_ON, record);
+ }
+ } else unregister_code16(keycode);
+ break;
+ }
+ return true;
+};
+
+
+const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
+
+// ESC F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Del Rotary(Mute)
+// ~ 1 2 3 4 5 6 7 8 9 0 - (=) BackSpc Home
+// Tab Q W E R T Y U I O P [ ] \ PgUp
+// Caps A S D F G H J K L ; " Enter PgDn
+// Sh_L Z X C V B N M , . ? Sh_R Up End
+// Ct_L Win_L Alt_L SPACE Alt_R FN Ct_R Left Down Right
+
+
+ [_BASE] = LAYOUT(
+ 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,
+ 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,
+ 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,
+ 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,
+ 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,
+ KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(_FN1), KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
+ ),
+
+ [_FN1] = LAYOUT(
+ 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, _______,
+ RGB_TOG, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_HUD, RGB_HUI, _______, RGB_M_P,
+ _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, TO(_MO2), RGB_SAD, RGB_SAI, RESET, RGB_M_B,
+ _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_RMOD, RGB_MOD, _______, RGB_M_R,
+ _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_VAI, RGB_M_SW,
+ _______, KC_WINLK, _______, _______, _______, _______, _______, RGB_SPD, RGB_VAD, RGB_SPI
+ ),
+
+ [_MO2] = LAYOUT(
+ _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
+ _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
+ _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
+ _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
+ _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
+ _______, _______, _______, _______, _______, TG(_MO2), _______, _______, _______, _______
+ ),
+
+ [_MO3] = LAYOUT(
+ _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
+ _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
+ _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
+ _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
+ _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,
+ _______, _______, _______, _______, _______, _______, _______, _______, _______, _______
+ ),
+
+};
+
+#ifdef ENCODER_ENABLE // Encoder Functionality
+
+ bool encoder_update_user(uint8_t index, bool clockwise) {
+
+ switch(get_highest_layer(layer_state)) {
+ case _FN1:
+ if ( clockwise ) {
+ tap_code16(KC_PGDN);
+ } else {
+ tap_code16(KC_PGUP);
+ }
+ break;
+
+ case _MO2:
+ // Game: Paddle movement
+ if (damage_count == 0) {
+ if ( clockwise ) {
+ if (paddle_pos_full < 15) ++paddle_pos_full;
+ } else {
+ if (paddle_pos_full > 0) --paddle_pos_full;
+ }
+ }
+ break;
+
+ case _BASE:
+ default:
+ if ( clockwise ) {
+ tap_code(KC_VOLU);
+ } else {
+ tap_code(KC_VOLD);
+ }
+ break;
+ }
+ return true;
+ }
+#endif
+
+#ifdef RGB_MATRIX_ENABLE
+ void init_ball(uint8_t i) {
+ i &= 1;
+ ball[i].on = true;
+ ball[i].up = false;
+ ball[i].y = 0;
+ ball[i].x = rand() % 16;
+
+ // Set initial ball state
+ if (ball[i].x < 8) {
+ ball[i].left = false;
+ } else {
+ ball[i].x -= 4;
+ ball[i].left = true;
+ }
+
+ // 1/4 chance of being an enemy ball after level 6
+ if (level_number > 3) {
+ ball[i].enemy = ((rand() % 4) == 0);
+ } else {
+ ball[i].enemy = false;
+ }
+ }
+
+ void hurt_paddle(void) {
+ if (paddle_lives > 0) {
+ --paddle_lives;
+ }
+ damage_timer = timer_read();
+ damage_count = 10;
+
+ // Reset board
+ init_ball(0);
+ ball[1].on = false;
+ }
+
+ // Capslock, Scroll lock and Numlock indicator on Left side lights.
+ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
+ switch(get_highest_layer(layer_state)) {
+ case _FN1:
+ // Light up FN layer keys
+ if (!fn_active) {
+ fn_active = true;
+ rgb_value.r = 0xff;
+ rgb_value.g = 0x00;
+ rgb_value.b = 0x00;
+ }
+
+ if (rgb_value.r == 0xff && rgb_value.g < 0xff) {
+ if (rgb_value.b > 0) { --rgb_value.b; }
+ else { ++rgb_value.g; }
+ } else if (rgb_value.g == 0xff && rgb_value.b < 0xff) {
+ if (rgb_value.r > 0) { --rgb_value.r; }
+ else { ++rgb_value.b; }
+ } else if (rgb_value.b == 0xff && rgb_value.r < 0xff) {
+ if (rgb_value.g > 0) { --rgb_value.g; }
+ else { ++rgb_value.r; }
+ }
+
+ for (uint8_t i=0; i> 1;
+
+ if (damage_count > 0) {
+ // Flash paddle when receiving damage
+ if (timer_elapsed(damage_timer) > 500) {
+ --damage_count;
+ damage_timer = timer_read();
+ }
+ if ((damage_count & 1) == 0) {
+ for (uint8_t i=0; i < 3 ; i++) {
+ rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_RED);
+ }
+ }
+ if (damage_count == 0) {
+ ball_timer = timer_read();
+ }
+
+
+ } else if (paddle_lives == 0) {
+ // Game over
+ for (uint8_t i=0; i= 12) {
+ // You win
+ if (rgb_value.r == 0xff && rgb_value.g < 0xff) {
+ if (rgb_value.b > 0) { --rgb_value.b; }
+ else { ++rgb_value.g; }
+ } else if (rgb_value.g == 0xff && rgb_value.b < 0xff) {
+ if (rgb_value.r > 0) { --rgb_value.r; }
+ else { ++rgb_value.b; }
+ } else if (rgb_value.b == 0xff && rgb_value.r < 0xff) {
+ if (rgb_value.g > 0) { --rgb_value.g; }
+ else { ++rgb_value.r; }
+ }
+
+ for (uint8_t i=0; i < 3 ; i++) {
+ rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], rgb_value.r, rgb_value.g, rgb_value.b);
+ }
+ rgb_matrix_set_color(GAME_SMILE1[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b);
+ rgb_matrix_set_color(GAME_SMILE1[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b);
+ rgb_matrix_set_color(GAME_SMILE2[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b);
+ rgb_matrix_set_color(GAME_SMILE2[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b);
+
+ } else {
+ // normal game loop
+
+ // Set paddle position
+ for (uint8_t i=0; i < 3 ; i++) {
+ rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_GREEN);
+ }
+
+ // Ball movement logic happens at intervals
+ if (timer_elapsed(ball_timer) > GAME_TIMER[level_number]) {
+ for (int i=0; i<2; ++i) {
+ if (ball[i].on) {
+ // Ball movement
+ if (ball[i].up) {
+ if (ball[i].y > 0) {
+ --ball[i].y;
+ if (!ball[i].left) ++ball[i].x;
+ } else {
+ // Count reflections. If > 10, increase level
+ ++bounce_count;
+ if (bounce_count >= 10) {
+ bounce_count = 0;
+ ++level_number;
+ }
+ ball[i].on = false;
+ }
+ } else {
+ ++ball[i].y;
+ if (ball[i].left) --ball[i].x;
+ if (ball[i].y > 4) {
+ // Remove a life if ball isn't returned and isn't enemy
+ if (!ball[i].enemy) {
+ hurt_paddle();
+ i = 2;
+ } else {
+ ball[i].on = false;
+ }
+ }
+ }
+ }
+ }
+ if (ball[0].y == 4 && !ball[1].on) {
+ init_ball(1);
+ }
+ if (ball[1].y == 4 && !ball[0].on) {
+ init_ball(0);
+ }
+ if (!ball[0].on && !ball[1].on) {
+ init_ball(0);
+ }
+ ball_timer = timer_read();
+ }
+
+ // Other ball stuff
+ for (int i=0; i<2; ++i) {
+ if (ball[i].on) {
+ // Ball deflection logic
+ 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)) {
+ if (!ball[i].enemy) {
+ --ball[i].y;
+ if (!ball[i].left) { ++ball[i].x; }
+ ball[i].up = true;
+ } else {
+ hurt_paddle();
+ i = 2;
+ }
+ }
+
+ // Ball display
+ switch (ball[i].y) {
+ case 0:
+ if (ball[i].enemy) {
+ rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_RED);
+ } else {
+ rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_WHITE);
+ }
+ break;
+
+ case 1:
+ if (ball[i].enemy) {
+ rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_RED);
+ } else {
+ rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_WHITE);
+ }
+ break;
+
+ case 2:
+ if (ball[i].enemy) {
+ rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_RED);
+ } else {
+ rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_WHITE);
+ }
+ break;
+
+ case 3:
+ 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
+ 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 .
+*/
+
+
+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);
\ No newline at end of file
diff --git a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/readme.md b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/readme.md
new file mode 100644
index 0000000000..c6da7f5f47
--- /dev/null
+++ b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/readme.md
@@ -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
diff --git a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/rgb_matrix_map.h b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/rgb_matrix_map.h
new file mode 100644
index 0000000000..06d34ba6cb
--- /dev/null
+++ b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/rgb_matrix_map.h
@@ -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 .
+ */
+
+
+#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
\ No newline at end of file
diff --git a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/rules.mk b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/rules.mk
new file mode 100644
index 0000000000..925d8a5a55
--- /dev/null
+++ b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/rules.mk
@@ -0,0 +1,4 @@
+MOUSEKEY_ENABLE = no
+BOOTMAGIC_ENABLE = lite
+RGB_MATRIX_ENABLE = yes
+ENCODER_ENABLE = yes