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>qmk_compile_improvements
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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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|
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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) { |
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rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_RED); |
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} else { |
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rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_WHITE); |
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} |
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break; |
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case 4: |
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if (ball[i].enemy) { |
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rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_RED); |
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} else { |
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rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_WHITE); |
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} |
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break; |
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} |
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} |
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}
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} |
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break; |
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default: |
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fn_active = false; |
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if (game_start) { |
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// Reset lighting settings
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game_start = false; |
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rgb_matrix_sethsv_noeeprom(last_hsv.h, last_hsv.s, last_hsv.v); |
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} |
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break;
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} |
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if (IS_HOST_LED_ON(USB_LED_CAPS_LOCK)) { |
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if (!caps_active) { |
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caps_active = true; |
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caps_flash_on = true; |
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caps_flasher = timer_read(); |
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} |
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if (timer_elapsed(caps_flasher) > 500) { |
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caps_flasher = timer_read(); |
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caps_flash_on = !caps_flash_on; |
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} |
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rgb_matrix_set_color(LED_CAPS, RGB_WHITE); |
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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 @@ |
||||
 |
||||
|
||||
# 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