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| author | Tomas Guinan <toma@spoonybard.ca> | 2021-08-17 19:43:27 -0300 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-08-18 08:43:27 +1000 |
| commit | 999391f3ae6bab3fe1784d0f53bffd0320a9e076 (patch) | |
| tree | 2def51e18667ea831084519e20e20f51e11d4abb | |
| parent | 1bb7af4d446174b7181c9bb22dbd14c93642ea10 (diff) | |
| download | qmk_firmware-999391f3ae6bab3fe1784d0f53bffd0320a9e076.tar.gz qmk_firmware-999391f3ae6bab3fe1784d0f53bffd0320a9e076.zip | |
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>
6 files changed, 744 insertions, 0 deletions
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 000000000..a1fe42765 --- /dev/null +++ b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/config.h | |||
| @@ -0,0 +1,24 @@ | |||
| 1 | /* Copyright 2021 Tomas Guinan | ||
| 2 | * | ||
| 3 | * This program is free software: you can redistribute it and/or modify | ||
| 4 | * it under the terms of the GNU General Public License as published by | ||
| 5 | * the Free Software Foundation, either version 2 of the License, or | ||
| 6 | * (at your option) any later version. | ||
| 7 | * | ||
| 8 | * This program is distributed in the hope that it will be useful, | ||
| 9 | * but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
| 10 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
| 11 | * GNU General Public License for more details. | ||
| 12 | * | ||
| 13 | * You should have received a copy of the GNU General Public License | ||
| 14 | * along with this program. If not, see <http://www.gnu.org/licenses/>. | ||
| 15 | */ | ||
| 16 | |||
| 17 | #pragma once | ||
| 18 | |||
| 19 | #ifdef RGB_MATRIX_ENABLE | ||
| 20 | #define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_COLOR | ||
| 21 | #define RGB_DISABLE_WHEN_USB_SUSPENDED true | ||
| 22 | #endif | ||
| 23 | |||
| 24 | #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 000000000..5c702b168 --- /dev/null +++ b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c | |||
| @@ -0,0 +1,471 @@ | |||
| 1 | /* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com> | ||
| 2 | Copyright 2021 Tomas Guinan | ||
| 3 | |||
| 4 | This program is free software: you can redistribute it and/or modify | ||
| 5 | it under the terms of the GNU General Public License as published by | ||
| 6 | the Free Software Foundation, either version 2 of the License, or | ||
| 7 | (at your option) any later version. | ||
| 8 | |||
| 9 | This program is distributed in the hope that it will be useful, | ||
| 10 | but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
| 11 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
| 12 | GNU General Public License for more details. | ||
| 13 | |||
| 14 | You should have received a copy of the GNU General Public License | ||
| 15 | along with this program. If not, see <http://www.gnu.org/licenses/>. | ||
| 16 | */ | ||
| 17 | |||
| 18 | #include QMK_KEYBOARD_H | ||
| 19 | #include "rgb_matrix_map.h" | ||
| 20 | #include "paddlegame.h" | ||
| 21 | #include <math.h> | ||
| 22 | |||
| 23 | enum custom_layers { | ||
| 24 | _BASE, | ||
| 25 | _FN1, | ||
| 26 | _MO2, | ||
| 27 | _MO3, | ||
| 28 | }; | ||
| 29 | |||
| 30 | enum custom_keycodes { | ||
| 31 | KC_00 = SAFE_RANGE, | ||
| 32 | KC_WINLK, //Toggles Win key on and off | ||
| 33 | }; | ||
| 34 | |||
| 35 | bool process_record_user(uint16_t keycode, keyrecord_t *record) { | ||
| 36 | switch (keycode) { | ||
| 37 | case KC_00: | ||
| 38 | if (record->event.pressed) { | ||
| 39 | // when keycode KC_00 is pressed | ||
| 40 | SEND_STRING("00"); | ||
| 41 | } else { | ||
| 42 | // when keycode KC_00 is released | ||
| 43 | } | ||
| 44 | break; | ||
| 45 | |||
| 46 | case KC_WINLK: | ||
| 47 | if (record->event.pressed) { | ||
| 48 | if(!keymap_config.no_gui) { | ||
| 49 | process_magic(GUI_OFF, record); | ||
| 50 | } else { | ||
| 51 | process_magic(GUI_ON, record); | ||
| 52 | } | ||
| 53 | } else unregister_code16(keycode); | ||
| 54 | break; | ||
| 55 | } | ||
| 56 | return true; | ||
| 57 | }; | ||
| 58 | |||
| 59 | |||
| 60 | const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { | ||
| 61 | |||
| 62 | // ESC F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Del Rotary(Mute) | ||
| 63 | // ~ 1 2 3 4 5 6 7 8 9 0 - (=) BackSpc Home | ||
| 64 | // Tab Q W E R T Y U I O P [ ] \ PgUp | ||
| 65 | // Caps A S D F G H J K L ; " Enter PgDn | ||
| 66 | // Sh_L Z X C V B N M , . ? Sh_R Up End | ||
| 67 | // Ct_L Win_L Alt_L SPACE Alt_R FN Ct_R Left Down Right | ||
| 68 | |||
| 69 | |||
| 70 | [_BASE] = LAYOUT( | ||
| 71 | 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, | ||
| 72 | 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, | ||
| 73 | 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, | ||
| 74 | 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, | ||
| 75 | 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, | ||
| 76 | KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(_FN1), KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT | ||
| 77 | ), | ||
| 78 | |||
| 79 | [_FN1] = LAYOUT( | ||
| 80 | 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, _______, | ||
| 81 | RGB_TOG, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_HUD, RGB_HUI, _______, RGB_M_P, | ||
| 82 | _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, TO(_MO2), RGB_SAD, RGB_SAI, RESET, RGB_M_B, | ||
| 83 | _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_RMOD, RGB_MOD, _______, RGB_M_R, | ||
| 84 | _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_VAI, RGB_M_SW, | ||
| 85 | _______, KC_WINLK, _______, _______, _______, _______, _______, RGB_SPD, RGB_VAD, RGB_SPI | ||
| 86 | ), | ||
| 87 | |||
| 88 | [_MO2] = LAYOUT( | ||
| 89 | _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, | ||
| 90 | _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, | ||
| 91 | _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, | ||
| 92 | _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, | ||
| 93 | _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, | ||
| 94 | _______, _______, _______, _______, _______, TG(_MO2), _______, _______, _______, _______ | ||
| 95 | ), | ||
| 96 | |||
| 97 | [_MO3] = LAYOUT( | ||
| 98 | _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, | ||
| 99 | _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, | ||
| 100 | _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, | ||
| 101 | _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, | ||
| 102 | _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, | ||
| 103 | _______, _______, _______, _______, _______, _______, _______, _______, _______, _______ | ||
| 104 | ), | ||
| 105 | |||
| 106 | }; | ||
| 107 | |||
| 108 | #ifdef ENCODER_ENABLE // Encoder Functionality | ||
| 109 | |||
| 110 | bool encoder_update_user(uint8_t index, bool clockwise) { | ||
| 111 | |||
| 112 | switch(get_highest_layer(layer_state)) { | ||
| 113 | case _FN1: | ||
| 114 | if ( clockwise ) { | ||
| 115 | tap_code16(KC_PGDN); | ||
| 116 | } else { | ||
| 117 | tap_code16(KC_PGUP); | ||
| 118 | } | ||
| 119 | break; | ||
| 120 | |||
| 121 | case _MO2: | ||
| 122 | // Game: Paddle movement | ||
| 123 | if (damage_count == 0) { | ||
| 124 | if ( clockwise ) { | ||
| 125 | if (paddle_pos_full < 15) ++paddle_pos_full; | ||
| 126 | } else { | ||
| 127 | if (paddle_pos_full > 0) --paddle_pos_full; | ||
| 128 | } | ||
| 129 | } | ||
| 130 | break; | ||
| 131 | |||
| 132 | case _BASE: | ||
| 133 | default: | ||
| 134 | if ( clockwise ) { | ||
| 135 | tap_code(KC_VOLU); | ||
| 136 | } else { | ||
| 137 | tap_code(KC_VOLD); | ||
| 138 | } | ||
| 139 | break; | ||
| 140 | } | ||
| 141 | return true; | ||
| 142 | } | ||
| 143 | #endif | ||
| 144 | |||
| 145 | #ifdef RGB_MATRIX_ENABLE | ||
| 146 | void init_ball(uint8_t i) { | ||
| 147 | i &= 1; | ||
| 148 | ball[i].on = true; | ||
| 149 | ball[i].up = false; | ||
| 150 | ball[i].y = 0; | ||
| 151 | ball[i].x = rand() % 16; | ||
| 152 | |||
| 153 | // Set initial ball state | ||
| 154 | if (ball[i].x < 8) { | ||
| 155 | ball[i].left = false; | ||
| 156 | } else { | ||
| 157 | ball[i].x -= 4; | ||
| 158 | ball[i].left = true; | ||
| 159 | } | ||
| 160 | |||
| 161 | // 1/4 chance of being an enemy ball after level 6 | ||
| 162 | if (level_number > 3) { | ||
| 163 | ball[i].enemy = ((rand() % 4) == 0); | ||
| 164 | } else { | ||
| 165 | ball[i].enemy = false; | ||
| 166 | } | ||
| 167 | } | ||
| 168 | |||
| 169 | void hurt_paddle(void) { | ||
| 170 | if (paddle_lives > 0) { | ||
| 171 | --paddle_lives; | ||
| 172 | } | ||
| 173 | damage_timer = timer_read(); | ||
| 174 | damage_count = 10; | ||
| 175 | |||
| 176 | // Reset board | ||
| 177 | init_ball(0); | ||
| 178 | ball[1].on = false; | ||
| 179 | } | ||
| 180 | |||
| 181 | // Capslock, Scroll lock and Numlock indicator on Left side lights. | ||
| 182 | void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) { | ||
| 183 | switch(get_highest_layer(layer_state)) { | ||
| 184 | case _FN1: | ||
| 185 | // Light up FN layer keys | ||
| 186 | if (!fn_active) { | ||
| 187 | fn_active = true; | ||
| 188 | rgb_value.r = 0xff; | ||
| 189 | rgb_value.g = 0x00; | ||
| 190 | rgb_value.b = 0x00; | ||
| 191 | } | ||
| 192 | |||
| 193 | if (rgb_value.r == 0xff && rgb_value.g < 0xff) { | ||
| 194 | if (rgb_value.b > 0) { --rgb_value.b; } | ||
| 195 | else { ++rgb_value.g; } | ||
| 196 | } else if (rgb_value.g == 0xff && rgb_value.b < 0xff) { | ||
| 197 | if (rgb_value.r > 0) { --rgb_value.r; } | ||
| 198 | else { ++rgb_value.b; } | ||
| 199 | } else if (rgb_value.b == 0xff && rgb_value.r < 0xff) { | ||
| 200 | if (rgb_value.g > 0) { --rgb_value.g; } | ||
| 201 | else { ++rgb_value.r; } | ||
| 202 | } | ||
| 203 | |||
| 204 | for (uint8_t i=0; i<sizeof(LED_RGB)/sizeof(LED_RGB[0]); i++) { | ||
| 205 | rgb_matrix_set_color(LED_RGB[i], rgb_value.r, rgb_value.g, rgb_value.b); | ||
| 206 | } | ||
| 207 | |||
| 208 | for (uint8_t i=0; i<sizeof(LED_WHITE)/sizeof(LED_WHITE[0]); i++) { | ||
| 209 | rgb_matrix_set_color(LED_WHITE[i], RGB_WHITE); | ||
| 210 | } | ||
| 211 | |||
| 212 | for (uint8_t i=0; i<sizeof(LED_GREEN)/sizeof(LED_GREEN[0]); i++) { | ||
| 213 | rgb_matrix_set_color(LED_GREEN[i], RGB_GREEN); | ||
| 214 | } | ||
| 215 | |||
| 216 | rgb_matrix_set_color(LED_ESC, RGB_RED); | ||
| 217 | |||
| 218 | rgb_matrix_set_color(LED_LWIN, RGB_BLUE); | ||
| 219 | break; | ||
| 220 | |||
| 221 | case _MO2: | ||
| 222 | // Paddle game | ||
| 223 | if (!game_start) { | ||
| 224 | srand((unsigned int)timer_read()); | ||
| 225 | |||
| 226 | // Store user light settings | ||
| 227 | last_hsv = rgb_matrix_get_hsv(); | ||
| 228 | rgb_matrix_sethsv_noeeprom(0, 0, 0); | ||
| 229 | |||
| 230 | rgb_value.r = 0xff; | ||
| 231 | rgb_value.g = 0x00; | ||
| 232 | rgb_value.b = 0x00; | ||
| 233 | |||
| 234 | paddle_pos_full = 8; | ||
| 235 | paddle_lives = 4; | ||
| 236 | bounce_count = 0; | ||
| 237 | level_number = 0; | ||
| 238 | damage_count = 0; | ||
| 239 | |||
| 240 | init_ball(0); | ||
| 241 | ball[1].on = false; | ||
| 242 | ball_timer = timer_read(); | ||
| 243 | |||
| 244 | game_start = true; | ||
| 245 | } | ||
| 246 | |||
| 247 | // Set level indicator | ||
| 248 | if (level_number < 12) { | ||
| 249 | rgb_matrix_set_color(GAME_R0[level_number], RGB_BLUE); | ||
| 250 | } | ||
| 251 | |||
| 252 | // Set life bar | ||
| 253 | for (uint8_t i=0; i < paddle_lives ; i++) { | ||
| 254 | rgb_matrix_set_color(GAME_LIVES[i], RGB_GREEN); | ||
| 255 | } | ||
| 256 | |||
| 257 | uint8_t paddle_pos = paddle_pos_full >> 1; | ||
| 258 | |||
| 259 | if (damage_count > 0) { | ||
| 260 | // Flash paddle when receiving damage | ||
| 261 | if (timer_elapsed(damage_timer) > 500) { | ||
| 262 | --damage_count; | ||
| 263 | damage_timer = timer_read(); | ||
| 264 | } | ||
| 265 | if ((damage_count & 1) == 0) { | ||
| 266 | for (uint8_t i=0; i < 3 ; i++) { | ||
| 267 | rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_RED); | ||
| 268 | } | ||
| 269 | } | ||
| 270 | if (damage_count == 0) { | ||
| 271 | ball_timer = timer_read(); | ||
| 272 | } | ||
| 273 | |||
| 274 | |||
| 275 | } else if (paddle_lives == 0) { | ||
| 276 | // Game over | ||
| 277 | for (uint8_t i=0; i<sizeof(LED_GAME_OVER)/sizeof(LED_GAME_OVER[0]); i++) { | ||
| 278 | rgb_matrix_set_color(LED_GAME_OVER[i], RGB_RED); | ||
| 279 | } | ||
| 280 | |||
| 281 | } else if (level_number >= 12) { | ||
| 282 | // You win | ||
| 283 | if (rgb_value.r == 0xff && rgb_value.g < 0xff) { | ||
| 284 | if (rgb_value.b > 0) { --rgb_value.b; } | ||
| 285 | else { ++rgb_value.g; } | ||
| 286 | } else if (rgb_value.g == 0xff && rgb_value.b < 0xff) { | ||
| 287 | if (rgb_value.r > 0) { --rgb_value.r; } | ||
| 288 | else { ++rgb_value.b; } | ||
| 289 | } else if (rgb_value.b == 0xff && rgb_value.r < 0xff) { | ||
| 290 | if (rgb_value.g > 0) { --rgb_value.g; } | ||
| 291 | else { ++rgb_value.r; } | ||
| 292 | } | ||
| 293 | |||
| 294 | for (uint8_t i=0; i < 3 ; i++) { | ||
| 295 | rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], rgb_value.r, rgb_value.g, rgb_value.b); | ||
| 296 | } | ||
| 297 | rgb_matrix_set_color(GAME_SMILE1[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b); | ||
| 298 | rgb_matrix_set_color(GAME_SMILE1[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b); | ||
| 299 | rgb_matrix_set_color(GAME_SMILE2[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b); | ||
| 300 | rgb_matrix_set_color(GAME_SMILE2[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b); | ||
| 301 | |||
| 302 | } else { | ||
| 303 | // normal game loop | ||
| 304 | |||
| 305 | // Set paddle position | ||
| 306 | for (uint8_t i=0; i < 3 ; i++) { | ||
| 307 | rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_GREEN); | ||
| 308 | } | ||
| 309 | |||
| 310 | // Ball movement logic happens at intervals | ||
| 311 | if (timer_elapsed(ball_timer) > GAME_TIMER[level_number]) { | ||
| 312 | for (int i=0; i<2; ++i) { | ||
| 313 | if (ball[i].on) { | ||
| 314 | // Ball movement | ||
| 315 | if (ball[i].up) { | ||
| 316 | if (ball[i].y > 0) { | ||
| 317 | --ball[i].y; | ||
| 318 | if (!ball[i].left) ++ball[i].x; | ||
| 319 | } else { | ||
| 320 | // Count reflections. If > 10, increase level | ||
| 321 | ++bounce_count; | ||
| 322 | if (bounce_count >= 10) { | ||
| 323 | bounce_count = 0; | ||
| 324 | ++level_number; | ||
| 325 | } | ||
| 326 | ball[i].on = false; | ||
| 327 | } | ||
| 328 | } else { | ||
| 329 | ++ball[i].y; | ||
| 330 | if (ball[i].left) --ball[i].x; | ||
| 331 | if (ball[i].y > 4) { | ||
| 332 | // Remove a life if ball isn't returned and isn't enemy | ||
| 333 | if (!ball[i].enemy) { | ||
| 334 | hurt_paddle(); | ||
| 335 | i = 2; | ||
| 336 | } else { | ||
| 337 | ball[i].on = false; | ||
| 338 | } | ||
| 339 | } | ||
| 340 | } | ||
| 341 | } | ||
| 342 | } | ||
| 343 | if (ball[0].y == 4 && !ball[1].on) { | ||
| 344 | init_ball(1); | ||
| 345 | } | ||
| 346 | if (ball[1].y == 4 && !ball[0].on) { | ||
| 347 | init_ball(0); | ||
| 348 | } | ||
| 349 | if (!ball[0].on && !ball[1].on) { | ||
| 350 | init_ball(0); | ||
| 351 | } | ||
| 352 | ball_timer = timer_read(); | ||
| 353 | } | ||
| 354 | |||
| 355 | // Other ball stuff | ||
| 356 | for (int i=0; i<2; ++i) { | ||
| 357 | if (ball[i].on) { | ||
| 358 | // Ball deflection logic | ||
| 359 | 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)) { | ||
| 360 | if (!ball[i].enemy) { | ||
| 361 | --ball[i].y; | ||
| 362 | if (!ball[i].left) { ++ball[i].x; } | ||
| 363 | ball[i].up = true; | ||
| 364 | } else { | ||
| 365 | hurt_paddle(); | ||
| 366 | i = 2; | ||
| 367 | } | ||
| 368 | } | ||
| 369 | |||
| 370 | // Ball display | ||
| 371 | switch (ball[i].y) { | ||
| 372 | case 0: | ||
| 373 | if (ball[i].enemy) { | ||
| 374 | rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_RED); | ||
| 375 | } else { | ||
| 376 | rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_WHITE); | ||
| 377 | } | ||
| 378 | break; | ||
| 379 | |||
| 380 | case 1: | ||
| 381 | if (ball[i].enemy) { | ||
| 382 | rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_RED); | ||
| 383 | } else { | ||
| 384 | rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_WHITE); | ||
| 385 | } | ||
| 386 | break; | ||
| 387 | |||
| 388 | case 2: | ||
| 389 | if (ball[i].enemy) { | ||
| 390 | rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_RED); | ||
| 391 | } else { | ||
| 392 | rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_WHITE); | ||
| 393 | } | ||
| 394 | break; | ||
| 395 | |||
| 396 | case 3: | ||
| 397 | if (ball[i].enemy) { | ||
| 398 | rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_RED); | ||
| 399 | } else { | ||
| 400 | rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_WHITE); | ||
| 401 | } | ||
| 402 | break; | ||
| 403 | |||
| 404 | case 4: | ||
| 405 | if (ball[i].enemy) { | ||
| 406 | rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_RED); | ||
| 407 | } else { | ||
| 408 | rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_WHITE); | ||
| 409 | } | ||
| 410 | break; | ||
| 411 | } | ||
| 412 | } | ||
| 413 | } | ||
| 414 | } | ||
| 415 | |||
| 416 | |||
| 417 | break; | ||
| 418 | |||
| 419 | default: | ||
| 420 | fn_active = false; | ||
| 421 | if (game_start) { | ||
| 422 | // Reset lighting settings | ||
| 423 | game_start = false; | ||
| 424 | rgb_matrix_sethsv_noeeprom(last_hsv.h, last_hsv.s, last_hsv.v); | ||
| 425 | } | ||
| 426 | break; | ||
| 427 | } | ||
| 428 | |||
| 429 | if (IS_HOST_LED_ON(USB_LED_CAPS_LOCK)) { | ||
| 430 | if (!caps_active) { | ||
| 431 | caps_active = true; | ||
| 432 | caps_flash_on = true; | ||
| 433 | caps_flasher = timer_read(); | ||
| 434 | } | ||
| 435 | if (timer_elapsed(caps_flasher) > 500) { | ||
| 436 | caps_flasher = timer_read(); | ||
| 437 | caps_flash_on = !caps_flash_on; | ||
| 438 | } | ||
| 439 | |||
| 440 | rgb_matrix_set_color(LED_CAPS, RGB_WHITE); | ||
| 441 | if (caps_flash_on) { | ||
| 442 | for (uint8_t i=0; i<sizeof(LED_SIDE_LEFT)/sizeof(LED_SIDE_LEFT[0]); i++) { | ||
| 443 | rgb_matrix_set_color(LED_SIDE_LEFT[i], RGB_RED); | ||
| 444 | rgb_matrix_set_color(LED_SIDE_RIGHT[i], RGB_RED); | ||
| 445 | } | ||
| 446 | } else { | ||
| 447 | for (uint8_t i=0; i<sizeof(LED_SIDE_LEFT)/sizeof(LED_SIDE_LEFT[0]); i++) { | ||
| 448 | rgb_matrix_set_color(LED_SIDE_LEFT[i], 0, 0, 0); | ||
| 449 | rgb_matrix_set_color(LED_SIDE_RIGHT[i], 0, 0, 0); | ||
| 450 | } | ||
| 451 | } | ||
| 452 | } else { | ||
| 453 | caps_active = false; | ||
| 454 | } | ||
| 455 | if (IS_HOST_LED_ON(USB_LED_SCROLL_LOCK)) { | ||
| 456 | rgb_matrix_set_color(LED_F10, RGB_WHITE); | ||
| 457 | } | ||
| 458 | if (keymap_config.no_gui) { | ||
| 459 | rgb_matrix_set_color(LED_LWIN, RGB_RED); //light up Win key when disabled | ||
| 460 | } | ||
| 461 | } | ||
| 462 | |||
| 463 | #endif | ||
| 464 | |||
| 465 | void keyboard_post_init_user(void) { | ||
| 466 | |||
| 467 | #ifdef RGB_MATRIX_ENABLE | ||
| 468 | rgb_matrix_set_color_all(RGB_RED); // Default startup colour | ||
| 469 | #endif | ||
| 470 | |||
| 471 | } | ||
diff --git a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/paddlegame.h b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/paddlegame.h new file mode 100644 index 000000000..27df2dd70 --- /dev/null +++ b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/paddlegame.h | |||
| @@ -0,0 +1,46 @@ | |||
| 1 | /* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com> | ||
| 2 | Copyright 2021 Tomas Guinan | ||
| 3 | |||
| 4 | This program is free software: you can redistribute it and/or modify | ||
| 5 | it under the terms of the GNU General Public License as published by | ||
| 6 | the Free Software Foundation, either version 2 of the License, or | ||
| 7 | (at your option) any later version. | ||
| 8 | |||
| 9 | This program is distributed in the hope that it will be useful, | ||
| 10 | but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
| 11 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
| 12 | GNU General Public License for more details. | ||
| 13 | |||
| 14 | You should have received a copy of the GNU General Public License | ||
| 15 | along with this program. If not, see <http://www.gnu.org/licenses/>. | ||
| 16 | */ | ||
| 17 | |||
| 18 | |||
| 19 | const uint16_t GAME_TIMER[] = { | ||
| 20 | 400, 350, 300, 250, 400, 350, 300, 250, 225, 200, 175, 150 | ||
| 21 | }; | ||
| 22 | |||
| 23 | bool game_start = false; | ||
| 24 | HSV last_hsv; | ||
| 25 | static uint8_t paddle_pos_full; | ||
| 26 | static uint8_t paddle_lives; | ||
| 27 | static uint8_t level_number; | ||
| 28 | static uint8_t bounce_count; | ||
| 29 | static uint8_t damage_count; | ||
| 30 | static uint16_t damage_timer; | ||
| 31 | static uint16_t ball_timer; | ||
| 32 | |||
| 33 | struct BallStruct | ||
| 34 | { | ||
| 35 | uint8_t x; | ||
| 36 | uint8_t y; | ||
| 37 | bool on; | ||
| 38 | bool up; | ||
| 39 | bool left; | ||
| 40 | bool enemy; | ||
| 41 | }; | ||
| 42 | |||
| 43 | struct BallStruct ball[2]; | ||
| 44 | |||
| 45 | void init_ball(uint8_t i); | ||
| 46 | 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 000000000..c6da7f5f4 --- /dev/null +++ b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/readme.md | |||
| @@ -0,0 +1,18 @@ | |||
| 1 |  | ||
| 2 | |||
| 3 | # Paddle Game GMMK Pro layout by Tomas Guinan | ||
| 4 | |||
| 5 | - Add Print Screen, Scroll Lock, Pause/Break, Insert to Fn layer | ||
| 6 | - Toggle backlight using Fn+` | ||
| 7 | - If you don't like using a backlight but wnat to play the paddle game or | ||
| 8 | use other RGB features, turn RGB on and set brightness to 0 | ||
| 9 | - Usable Fn layer keys are backlit | ||
| 10 | - Implement Win key lock using Fn+Win like in Glorious Core firmware | ||
| 11 | - Caps Lock and Scroll Lock keys light up white when active | ||
| 12 | - Caps Lock has red flashing side lights like in Glorious Core firmware | ||
| 13 | - Layer 2 includes Paddle Game, playable by pressing Fn+P | ||
| 14 | - Use rotary encoder to control paddle | ||
| 15 | - Contains 12 levels, indicated by blue LED on F row | ||
| 16 | - Player has 4 lives, indicated by nav cluster | ||
| 17 | - Deflect white balls while avoiding red ones | ||
| 18 | - 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 000000000..06d34ba6c --- /dev/null +++ b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/rgb_matrix_map.h | |||
| @@ -0,0 +1,181 @@ | |||
| 1 | /* Copyright 2021 Tomas Guinan | ||
| 2 | * | ||
| 3 | * This program is free software: you can redistribute it and/or modify | ||
| 4 | * it under the terms of the GNU General Public License as published by | ||
| 5 | * the Free Software Foundation, either version 2 of the License, or | ||
| 6 | * (at your option) any later version. | ||
| 7 | * | ||
| 8 | * This program is distributed in the hope that it will be useful, | ||
| 9 | * but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
| 10 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
| 11 | * GNU General Public License for more details. | ||
| 12 | * | ||
| 13 | * You should have received a copy of the GNU General Public License | ||
| 14 | * along with this program. If not, see <http://www.gnu.org/licenses/>. | ||
| 15 | */ | ||
| 16 | |||
| 17 | |||
| 18 | #ifdef RGB_MATRIX_ENABLE | ||
| 19 | |||
| 20 | bool fn_active = false; | ||
| 21 | bool caps_active = false; | ||
| 22 | bool caps_flash_on = false; | ||
| 23 | |||
| 24 | static uint16_t caps_flasher = 0; | ||
| 25 | RGB rgb_value; | ||
| 26 | |||
| 27 | // RGB LED locations | ||
| 28 | enum led_location_map { | ||
| 29 | LED_ESC, // 0, ESC, k13 | ||
| 30 | LED_GRV, // 1, ~, k16 | ||
| 31 | LEB_TAB, // 2, Tab, k11 | ||
| 32 | LED_CAPS, // 3, Caps, k21 | ||
| 33 | LED_LSFT, // 4, Sh_L, k00 | ||
| 34 | LED_LCTL, // 5, Ct_L, k06 | ||
| 35 | LED_F1, // 6, F1, k26 | ||
| 36 | LED_1, // 7, 1, k17 | ||
| 37 | LED_Q, // 8, Q, k10 | ||
| 38 | LED_A, // 9, A, k12 | ||
| 39 | LED_Z, // 10, Z, k14 | ||
| 40 | LED_LWIN, // 11, Win_L, k90 | ||
| 41 | LED_F2, // 12, F2, k36 | ||
| 42 | LED_2, // 13, 2, k27 | ||
| 43 | LED_W, // 14, W, k20 | ||
| 44 | LED_S, // 15, S, k22 | ||
| 45 | LED_X, // 16, X, k24 | ||
| 46 | LED_LALT, // 17, Alt_L, k93 | ||
| 47 | LED_F3, // 18, F3, k31 | ||
| 48 | LED_3, // 19, 3, k37 | ||
| 49 | LED_E, // 20, E, k30 | ||
| 50 | LED_D, // 21, D, k32 | ||
| 51 | LED_C, // 22, C, k34 | ||
| 52 | LED_F4, // 23, F4, k33 | ||
| 53 | LED_4, // 24, 4, k47 | ||
| 54 | LED_R, // 25, R, k40 | ||
| 55 | LED_F, // 26, F, k42 | ||
| 56 | LED_V, // 27, V, k44 | ||
| 57 | LED_F5, // 28, F5, k07 | ||
| 58 | LED_5, // 29, 5, k46 | ||
| 59 | LED_T, // 30, T, k41 | ||
| 60 | LED_G, // 31, G, k43 | ||
| 61 | LED_B, // 32, B, k45 | ||
| 62 | LED_SPC, // 33, SPACE, k94 | ||
| 63 | LED_F6, // 34, F6, k63 | ||
| 64 | LED_6, // 35, 6, k56 | ||
| 65 | LED_Y, // 36, Y, k51 | ||
| 66 | LED_H, // 37, H, k53 | ||
| 67 | LED_N, // 38, N, k55 | ||
| 68 | LED_F7, // 39, F7, k71 | ||
| 69 | LED_7, // 40, 7, k57 | ||
| 70 | LED_U, // 41, U, k50 | ||
| 71 | LED_J, // 42, J, k52 | ||
| 72 | LED_M, // 43, M, k54 | ||
| 73 | LED_F8, // 44, F8, k76 | ||
| 74 | LED_8, // 45, 8, k67 | ||
| 75 | LED_I, // 46, I, k60 | ||
| 76 | LED_K, // 47, K, k62 | ||
| 77 | LED_COMM, // 48, ,, k64 | ||
| 78 | LED_RALT, // 49, Alt_R, k95 | ||
| 79 | LED_F9, // 50, F9, ka6 | ||
| 80 | LED_9, // 51, 9, k77 | ||
| 81 | LED_O, // 52, O, k70 | ||
| 82 | LED_L, // 53, L, k72 | ||
| 83 | LED_DOT, // 54, ., k74 | ||
| 84 | LED_FN, // 55, FN, k92 | ||
| 85 | LED_F10, // 56, F10, ka7 | ||
| 86 | LED_0, // 57, 0, k87 | ||
| 87 | LED_P, // 58, P, k80 | ||
| 88 | LED_SCLN, // 59, ;, k82 | ||
| 89 | LED_SLSH, // 60, ?, k85 | ||
| 90 | LED_F11, // 61, F11, ka3 | ||
| 91 | LED_MINS, // 62, -, k86 | ||
| 92 | LED_LBRC, // 63, [, k81 | ||
| 93 | LED_QUOT, // 64, ", k83 | ||
| 94 | LED_RCTL, // 65, Ct_R, k04 | ||
| 95 | LED_F12, // 66, F12, ka5 | ||
| 96 | LED_L1, // 67, LED, l01 | ||
| 97 | LED_R1, // 68, LED, l11 | ||
| 98 | LED_DEL, // 69, Del, k97 | ||
| 99 | LED_L2, // 70, LED, l02 | ||
| 100 | LED_R2, // 71, LED, l12 | ||
| 101 | LED_HOME, // 72, Home, k65 | ||
| 102 | LED_L3, // 73, LED, l03 | ||
| 103 | LED_R3, // 74, LED, l13 | ||
| 104 | LED_PGUP, // 75, PgUp, k15 | ||
| 105 | LED_L4, // 76, LED, l04 | ||
| 106 | LED_R4, // 77, LED, l14 | ||
| 107 | LED_EQL, // 78, =, k66 | ||
| 108 | LED_RIGHT, // 79, Right, k05 | ||
| 109 | LED_L5, // 80, LED, l05 | ||
| 110 | LED_R5, // 81, LED, l15 | ||
| 111 | LED_END, // 82, End, k75 | ||
| 112 | LED_L6, // 83, LED, l06 | ||
| 113 | LED_R6, // 84, LED, l16 | ||
| 114 | LED_BSPC, // 85, BSpc, ka1 | ||
| 115 | LED_PGDN, // 86, PgDn, k25 | ||
| 116 | LED_L7, // 87, LED, l07 | ||
| 117 | LED_R7, // 88, LED, l17 | ||
| 118 | LED_RBRC, // 89, ], k61 | ||
| 119 | LED_RSFT, // 90, Sh_R, k91 | ||
| 120 | LED_L8, // 91, LED, l08 | ||
| 121 | LED_R8, // 92, LED, l18 | ||
| 122 | LED_BSLS, // 93, \, ka2 | ||
| 123 | LED_UP, // 94, Up, k35 | ||
| 124 | LED_LEFT, // 95, Left, k03 | ||
| 125 | LED_ENT, // 96, Enter, ka4 | ||
| 126 | LED_DOWN // 97, Down, k73 | ||
| 127 | }; | ||
| 128 | |||
| 129 | const uint8_t LED_RGB[] = { | ||
| 130 | LED_MINS, LED_EQL, | ||
| 131 | LED_LBRC, LED_RBRC, | ||
| 132 | LED_SCLN, LED_QUOT, | ||
| 133 | LED_HOME, LED_PGUP, LED_PGDN, LED_END, | ||
| 134 | LED_UP, LED_DOWN, LED_LEFT, LED_RIGHT | ||
| 135 | }; | ||
| 136 | |||
| 137 | const uint8_t LED_GREEN[] = { | ||
| 138 | LED_F1, LED_F2, LED_F3, LED_F4, | ||
| 139 | LED_F5, LED_F6, LED_F7, LED_F8 | ||
| 140 | }; | ||
| 141 | |||
| 142 | const uint8_t LED_WHITE[] = { | ||
| 143 | LED_F9, LED_F10, LED_F11, LED_DEL | ||
| 144 | }; | ||
| 145 | |||
| 146 | const uint8_t LED_SIDE_LEFT[] = { LED_L1, LED_L2, LED_L3, LED_L4, LED_L5, LED_L6, LED_L7, LED_L8}; | ||
| 147 | |||
| 148 | const uint8_t LED_SIDE_RIGHT[] = { LED_R1, LED_R2, LED_R3, LED_R4, LED_R5, LED_R6, LED_R7, LED_R8}; | ||
| 149 | |||
| 150 | // Breakout LED rules | ||
| 151 | |||
| 152 | const uint8_t GAME_LIVES[] = { LED_HOME, LED_PGUP, LED_PGDN, LED_END }; | ||
| 153 | const uint8_t GAME_PADDLE[] = { | ||
| 154 | LED_Z, LED_X, LED_C, LED_V, LED_B, LED_N, LED_M, LED_COMM, LED_DOT, LED_SLSH | ||
| 155 | }; | ||
| 156 | const uint8_t GAME_SMILE1[] = { | ||
| 157 | LED_A, LED_S, LED_D, LED_F, LED_G, LED_H, LED_J, LED_K, LED_L, LED_SCLN, LED_QUOT | ||
| 158 | }; | ||
| 159 | const uint8_t GAME_SMILE2[] = { | ||
| 160 | LED_2, LED_3, LED_4, LED_5, LED_6, LED_7, LED_8, LED_9, LED_0, LED_MINS, LED_EQL | ||
| 161 | }; | ||
| 162 | const uint8_t GAME_R4[] = { | ||
| 163 | LED_X, LED_C, LED_V, LED_B, LED_N, LED_M, LED_COMM, LED_DOT | ||
| 164 | }; | ||
| 165 | const uint8_t GAME_R3[] = { | ||
| 166 | LED_S, LED_D, LED_F, LED_G, LED_H, LED_J, LED_K, LED_L, LED_SCLN | ||
| 167 | }; | ||
| 168 | const uint8_t GAME_R2[] = { | ||
| 169 | LED_W, LED_E, LED_R, LED_T, LED_Y, LED_U, LED_I, LED_O, LED_P, LED_LBRC | ||
| 170 | }; | ||
| 171 | const uint8_t GAME_R1[] = { | ||
| 172 | LED_2, LED_3, LED_4, LED_5, LED_6, LED_7, LED_8, LED_9, LED_0, LED_MINS, LED_EQL | ||
| 173 | }; | ||
| 174 | const uint8_t GAME_R0[] = { | ||
| 175 | LED_F1, LED_F2, LED_F3, LED_F4, LED_F5, LED_F6, LED_F7, LED_F8, LED_F9, LED_F10, LED_F11, LED_F12 | ||
| 176 | }; | ||
| 177 | |||
| 178 | const uint8_t LED_GAME_OVER[] = { LED_5, LED_8, LED_F, LED_G, LED_H, LED_J, LED_C, LED_M }; | ||
| 179 | |||
| 180 | |||
| 181 | #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 000000000..925d8a5a5 --- /dev/null +++ b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/rules.mk | |||
| @@ -0,0 +1,4 @@ | |||
| 1 | MOUSEKEY_ENABLE = no | ||
| 2 | BOOTMAGIC_ENABLE = lite | ||
| 3 | RGB_MATRIX_ENABLE = yes | ||
| 4 | ENCODER_ENABLE = yes | ||
