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@ -20,3 +20,5 @@
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#define RGBLIGHT_HUE_STEP 8
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#define RGBLIGHT_SAT_STEP 8
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#define RGBLIGHT_VAL_STEP 8
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#define RGBLIGHT_EFFECT_RAINBOW_SWIRL
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@ -0,0 +1,136 @@
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/* Copyright 2023 Tom Parker-Shemilt <palfrey@tevp.net>
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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, version 3 of the License.
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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 <stdlib.h>
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#include QMK_KEYBOARD_H
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// clang-format off
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// Exact keymap is irrelevant as we're using rows/cols
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// but we need _something_ set so we're using no-ops
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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[0] = LAYOUT(
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KC_NO, KC_NO, KC_NO, KC_NO, KC_NO,
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KC_NO, KC_NO, KC_NO, KC_NO, KC_NO,
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KC_NO, KC_NO, KC_NO, KC_NO, KC_NO,
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KC_NO, KC_NO, KC_NO, KC_NO, KC_NO,
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KC_NO, KC_NO, KC_NO, KC_NO, KC_NO
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)};
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bool tiles[5][5] = {
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{false, false, false, false, false},
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{false, false, false, false, false},
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{false, false, false, false, false},
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{false, false, false, false, false},
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{false, false, false, false, false},
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};
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/* Because snake pattern of leds */
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const uint8_t remap[25] = {
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20,21,22,23,24,
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19,6,7,8,9,
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18,5,0,1,10,
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17,4,3,2,11,
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16,15,14,13,12,
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};
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// clang-format on
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bool is_blank(void) {
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for (uint8_t y = 0; y < 5; y++) {
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for (uint8_t x = 0; x < 5; x++) {
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if (tiles[x][y]) {
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return false;
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}
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}
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}
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return true;
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}
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void do_move(uint8_t x, uint8_t y) {
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tiles[x][y] ^= true;
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if (x > 0) {
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tiles[x - 1][y] ^= true;
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}
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if (y > 0) {
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tiles[x][y - 1] ^= true;
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}
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if (x < 4) {
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tiles[x + 1][y] ^= true;
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}
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if (y < 4) {
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tiles[x][y + 1] ^= true;
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}
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}
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void refresh_leds(void) {
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for (uint8_t y = 0; y < 5; y++) {
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for (uint8_t x = 0; x < 5; x++) {
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uint8_t tile = tiles[x][y];
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uint8_t index = (y * 5) + x;
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if (tile) {
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setrgb(RGB_RED, &led[remap[index]]);
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} else {
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setrgb(RGB_WHITE, &led[remap[index]]);
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}
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}
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}
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rgblight_set();
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}
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uint8_t initial_moves = 1;
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void start_game(void) {
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rgblight_mode(RGBLIGHT_MODE_STATIC_LIGHT);
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srand(timer_read32());
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while (true) {
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for (uint8_t i = 0; i < initial_moves; i++) {
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do_move(rand() % 5, rand() % 5);
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}
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if (!is_blank()) {
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// Catch the "we picked the same location 2*N times" case
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break;
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}
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}
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refresh_leds();
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}
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void keyboard_post_init_user(void) {
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rgblight_enable_noeeprom();
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start_game();
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}
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bool won = false;
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bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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if (record->event.pressed) {
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if (won) {
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initial_moves++;
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won = false;
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start_game();
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} else {
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uint8_t x = record->event.key.col;
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uint8_t y = record->event.key.row;
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do_move(x, y);
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if (is_blank()) {
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rgblight_mode(RGBLIGHT_MODE_RAINBOW_SWIRL);
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won = true;
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}
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}
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}
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refresh_leds();
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return true;
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}
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@ -0,0 +1,3 @@
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# Lights Out game
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Implements a "lights out" mode as per https://en.m.wikipedia.org/wiki/Lights_Out_(game) with a single move having been played on start. On completion of the game, the Rainbow Swirl pattern is displayed. If another key is then pressed, the game resets, with the initial number of moves incremented by one.
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