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diff --git a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c
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+++ b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c
@@ -0,0 +1,471 @@
+/* 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
+
+}