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-rw-r--r--keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame/keymap.c475
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diff --git a/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame/keymap.c b/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame/keymap.c
deleted file mode 100644
index fe4736abca..0000000000
--- a/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame/keymap.c
+++ /dev/null
@@ -1,475 +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) {
- keymap_config.no_gui = true;
- } else {
- keymap_config.no_gui = false;
- }
- } 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_SCRL, 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; //set to return false to counteract enabled encoder in pro.c
- return false;
- }
-#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.
- bool 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;
- }
-
- led_t led_state = host_keyboard_led_state();
-
- if (led_state.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 (led_state.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
- }
- return false;
- }
-
-#endif
-
-void keyboard_post_init_user(void) {
-
- #ifdef RGB_MATRIX_ENABLE
- rgb_matrix_set_color_all(RGB_RED); // Default startup colour
- #endif
-
-}