diff options
Diffstat (limited to 'keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c')
-rw-r--r-- | keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c | 471 |
1 files changed, 0 insertions, 471 deletions
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 - -} |