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/* 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,  QK_BOOT,            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<ARRAY_SIZE(LED_RGB); i++) {
                rgb_matrix_set_color(LED_RGB[i], rgb_value.r, rgb_value.g, rgb_value.b);
            }
			
            for (uint8_t i=0; i<ARRAY_SIZE(LED_WHITE); i++) {
                rgb_matrix_set_color(LED_WHITE[i], RGB_WHITE);
            }

            for (uint8_t i=0; i<ARRAY_SIZE(LED_GREEN); 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<ARRAY_SIZE(LED_GAME_OVER); 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<ARRAY_SIZE(LED_SIDE_LEFT); 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<ARRAY_SIZE(LED_SIDE_LEFT); 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

}