From 999391f3ae6bab3fe1784d0f53bffd0320a9e076 Mon Sep 17 00:00:00 2001 From: Tomas Guinan Date: Tue, 17 Aug 2021 19:43:27 -0300 Subject: Created "paddlegame" keymap (#13629) * Added gmmk pro paddlegame keymap * Replaced config.h with my own * Adjust code to better fit style guide * Update readme to include layout * Fixed keymap, was missing a few keys * Replaced all instances of _isWinKeyDisabled with keymap_config.no_gui * Update keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c Co-authored-by: Drashna Jaelre Co-authored-by: Tomas Guinan Co-authored-by: Drashna Jaelre --- .../gmmk/pro/ansi/keymaps/paddlegame/keymap.c | 471 +++++++++++++++++++++ 1 file changed, 471 insertions(+) create mode 100644 keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c (limited to 'keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c') diff --git a/keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c new file mode 100644 index 0000000000..5c702b1686 --- /dev/null +++ b/keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c @@ -0,0 +1,471 @@ +/* Copyright 2021 Glorious, LLC + 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 . +*/ + +#include QMK_KEYBOARD_H +#include "rgb_matrix_map.h" +#include "paddlegame.h" +#include + +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> 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= 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