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authorGloriousThrall <74627436+GloriousThrall@users.noreply.github.com>2022-05-19 19:47:22 -0500
committerGitHub <noreply@github.com>2022-05-20 01:47:22 +0100
commit83fa6fe916bfd7d337f05d7805f0a51ad86c8b43 (patch)
treefc279aa7123dfcf99ba8753ca01082b1f6eadbec /keyboards/gmmk/pro/ansi/keymaps/paddlegame
parentb5608cbb6d8a5a24d9c3b928521acbc57726831f (diff)
Move GMMK Pro to allow for multiple revisions (#16423)
* Added GMMK PRO Rev2 WBG7 MCU compatibility. Added GMMK 2 WBG7 MCU compatibility. * GMMK PRO MCU Updates only (removed other kbs) * fix problems * Optimize the code. * Update form develop branch * Update * Updater from qmk/develop * Update * Update config.h * Update config.h * Remove gmmk pro rev2 * move moults31/keymap.c * Update * tidy up Co-authored-by: Joy <chang.li@westberrytech.com> Co-authored-by: zvecr <git@zvecr.com>
Diffstat (limited to 'keyboards/gmmk/pro/ansi/keymaps/paddlegame')
-rw-r--r--keyboards/gmmk/pro/ansi/keymaps/paddlegame/config.h24
-rw-r--r--keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c471
-rw-r--r--keyboards/gmmk/pro/ansi/keymaps/paddlegame/paddlegame.h46
-rw-r--r--keyboards/gmmk/pro/ansi/keymaps/paddlegame/readme.md18
-rw-r--r--keyboards/gmmk/pro/ansi/keymaps/paddlegame/rgb_matrix_map.h181
-rw-r--r--keyboards/gmmk/pro/ansi/keymaps/paddlegame/rules.mk4
6 files changed, 0 insertions, 744 deletions
diff --git a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/config.h b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/config.h
deleted file mode 100644
index 4f83c6af1f..0000000000
--- a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/config.h
+++ /dev/null
@@ -1,24 +0,0 @@
-/* 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/>.
- */
-
-#pragma once
-
-#ifdef RGB_MATRIX_ENABLE
- #define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_COLOR
-# define RGB_DISABLE_WHEN_USB_SUSPENDED
-#endif
-
-#define FORCE_NKRO
diff --git a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c
deleted file mode 100644
index 5c702b1686..0000000000
--- a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c
+++ /dev/null
@@ -1,471 +0,0 @@
-/* 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/>.
-*/
-
-#include QMK_KEYBOARD_H
-#include "rgb_matrix_map.h"
-#include "paddlegame.h"
-#include <math.h>
-
-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<sizeof(LED_RGB)/sizeof(LED_RGB[0]); i++) {
- rgb_matrix_set_color(LED_RGB[i], rgb_value.r, rgb_value.g, rgb_value.b);
- }
-
- for (uint8_t i=0; i<sizeof(LED_WHITE)/sizeof(LED_WHITE[0]); i++) {
- rgb_matrix_set_color(LED_WHITE[i], RGB_WHITE);
- }
-
- for (uint8_t i=0; i<sizeof(LED_GREEN)/sizeof(LED_GREEN[0]); i++) {
- rgb_matrix_set_color(LED_GREEN[i], RGB_GREEN);
- }
-
- rgb_matrix_set_color(LED_ESC, RGB_RED);
-
- rgb_matrix_set_color(LED_LWIN, RGB_BLUE);
- break;
-
- case _MO2:
- // Paddle game
- if (!game_start) {
- srand((unsigned int)timer_read());
-
- // Store user light settings
- last_hsv = rgb_matrix_get_hsv();
- rgb_matrix_sethsv_noeeprom(0, 0, 0);
-
- rgb_value.r = 0xff;
- rgb_value.g = 0x00;
- rgb_value.b = 0x00;
-
- paddle_pos_full = 8;
- paddle_lives = 4;
- bounce_count = 0;
- level_number = 0;
- damage_count = 0;
-
- init_ball(0);
- ball[1].on = false;
- ball_timer = timer_read();
-
- game_start = true;
- }
-
- // Set level indicator
- if (level_number < 12) {
- rgb_matrix_set_color(GAME_R0[level_number], RGB_BLUE);
- }
-
- // Set life bar
- for (uint8_t i=0; i < paddle_lives ; i++) {
- rgb_matrix_set_color(GAME_LIVES[i], RGB_GREEN);
- }
-
- uint8_t paddle_pos = paddle_pos_full >> 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<sizeof(LED_GAME_OVER)/sizeof(LED_GAME_OVER[0]); i++) {
- rgb_matrix_set_color(LED_GAME_OVER[i], RGB_RED);
- }
-
- } else if (level_number >= 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<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
-
-}
diff --git a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/paddlegame.h b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/paddlegame.h
deleted file mode 100644
index 27df2dd703..0000000000
--- a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/paddlegame.h
+++ /dev/null
@@ -1,46 +0,0 @@
-/* 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); \ 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
deleted file mode 100644
index c6da7f5f47..0000000000
--- a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/readme.md
+++ /dev/null
@@ -1,18 +0,0 @@
-![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
deleted file mode 100644
index 06d34ba6cb..0000000000
--- a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/rgb_matrix_map.h
+++ /dev/null
@@ -1,181 +0,0 @@
-/* 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 \ 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
deleted file mode 100644
index a3f5bfd35c..0000000000
--- a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/rules.mk
+++ /dev/null
@@ -1,4 +0,0 @@
-MOUSEKEY_ENABLE = no
-BOOTMAGIC_ENABLE = yes # Enable Bootmagic Lite
-RGB_MATRIX_ENABLE = yes
-ENCODER_ENABLE = yes