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 <drashna@live.com> Co-authored-by: Tomas Guinan <bngrybt@gmail.com> Co-authored-by: Drashna Jaelre <drashna@live.com>
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										24
									
								
								keyboards/gmmk/pro/ansi/keymaps/paddlegame/config.h
									
										
									
									
									
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										24
									
								
								keyboards/gmmk/pro/ansi/keymaps/paddlegame/config.h
									
										
									
									
									
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/* Copyright 2021 Tomas Guinan
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 *
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 * This program is free software: you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation, either version 2 of the License, or
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 * (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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		||||
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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		||||
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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		||||
 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
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 */
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#pragma once
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#ifdef RGB_MATRIX_ENABLE
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    #define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_COLOR
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    #define RGB_DISABLE_WHEN_USB_SUSPENDED true
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#endif
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#define FORCE_NKRO
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		||||
							
								
								
									
										471
									
								
								keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c
									
										
									
									
									
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										471
									
								
								keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c
									
										
									
									
									
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/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
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   Copyright 2021 Tomas Guinan
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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		||||
(at your option) any later version.
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		||||
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		||||
This program is distributed in the hope that it will be useful,
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		||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
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		||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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		||||
GNU General Public License for more details.
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		||||
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		||||
You should have received a copy of the GNU General Public License
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along with this program.  If not, see <http://www.gnu.org/licenses/>.
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*/
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#include QMK_KEYBOARD_H
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#include "rgb_matrix_map.h"
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#include "paddlegame.h"
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#include <math.h>
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enum custom_layers {
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    _BASE,
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    _FN1,
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    _MO2,
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    _MO3,
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};
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enum custom_keycodes {
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  KC_00 = SAFE_RANGE,
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  KC_WINLK,    //Toggles Win key on and off
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};
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bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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    switch (keycode) {
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    case KC_00:
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        if (record->event.pressed) {
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            // when keycode KC_00 is pressed
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            SEND_STRING("00");
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        } else {
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            // when keycode KC_00 is released
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        }
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        break;
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    case KC_WINLK:
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        if (record->event.pressed) {
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            if(!keymap_config.no_gui) {
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                process_magic(GUI_OFF, record);
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            } else {
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                process_magic(GUI_ON, record);
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            }
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        } else  unregister_code16(keycode);
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        break;
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    }
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    return true;
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};
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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//      ESC      F1       F2       F3       F4       F5       F6       F7       F8       F9       F10      F11      F12	     Del           Rotary(Mute)
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//      ~        1        2        3        4        5        6        7        8        9        0         -       (=)	     BackSpc           Home
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//      Tab      Q        W        E        R        T        Y        U        I        O        P        [        ]        \                 PgUp
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//      Caps     A        S        D        F        G        H        J        K        L        ;        "                 Enter             PgDn
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//      Sh_L              Z        X        C        V        B        N        M        ,        .        ?                 Sh_R     Up       End
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//      Ct_L     Win_L    Alt_L                               SPACE                               Alt_R    FN       Ct_R     Left     Down     Right
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    [_BASE] = LAYOUT(
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        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,
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        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,
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        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,
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        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,
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        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,
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        KC_LCTL,  KC_LGUI,  KC_LALT,                                KC_SPC,                                 KC_RALT,  MO(_FN1), KC_RCTL,  KC_LEFT,  KC_DOWN,  KC_RGHT
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    ),
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    [_FN1] = LAYOUT(
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        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,             _______, 
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        RGB_TOG,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  RGB_HUD,  RGB_HUI,  _______,            RGB_M_P, 
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        _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  TO(_MO2), RGB_SAD,  RGB_SAI,  RESET,              RGB_M_B, 
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        _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  RGB_RMOD, RGB_MOD,            _______,            RGB_M_R, 
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        _______,            _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______,  RGB_VAI,  RGB_M_SW, 
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        _______,  KC_WINLK, _______,                                _______,                                _______,  _______,  _______,  RGB_SPD,  RGB_VAD,  RGB_SPI
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    ),
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    [_MO2] = LAYOUT(
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        _______,   _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______, 
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        _______,   _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______, 
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        _______,   _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______, 
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        _______,   _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______,            _______, 
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        _______,             _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______,  _______,  _______, 
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        _______,   _______,  _______,                                _______,                                _______,  TG(_MO2), _______,  _______,  _______,  _______
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    ),
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   [_MO3] = LAYOUT(
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        _______,   _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______, 
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        _______,   _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______, 
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        _______,   _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______, 
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        _______,   _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______,            _______, 
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        _______,             _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______,  _______,  _______, 
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        _______,   _______,  _______,                                _______,                                _______,  _______,  _______,  _______,  _______,  _______
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    ),
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};
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#ifdef ENCODER_ENABLE       // Encoder Functionality
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    bool encoder_update_user(uint8_t index, bool clockwise) {
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		switch(get_highest_layer(layer_state)) {
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			case _FN1:
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			if ( clockwise ) {
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				tap_code16(KC_PGDN);
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			} else {
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				tap_code16(KC_PGUP);
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			}
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			break;
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			case _MO2:
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			// Game: Paddle movement
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			if (damage_count == 0) {
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				if ( clockwise ) {
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					if (paddle_pos_full < 15) ++paddle_pos_full;
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				} else {
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					if (paddle_pos_full > 0) --paddle_pos_full;
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				}
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			}
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			break;
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			case _BASE:
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			default:
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			if ( clockwise ) {
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				tap_code(KC_VOLU);
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			} else {
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				tap_code(KC_VOLD);
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			}
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			break;			
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		}
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        return true;
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    }
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#endif
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#ifdef RGB_MATRIX_ENABLE
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	void init_ball(uint8_t i) {
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		i &= 1;
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		ball[i].on = true;
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		ball[i].up = false;
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		ball[i].y = 0;
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		ball[i].x = rand() % 16;
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		// Set initial ball state
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		if (ball[i].x < 8) {
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			ball[i].left = false;
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		} else {
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			ball[i].x -= 4;
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			ball[i].left = true;
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		}
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		// 1/4 chance of being an enemy ball after level 6
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		if (level_number > 3) {
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			ball[i].enemy = ((rand() % 4) == 0);
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		} else {
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			ball[i].enemy = false;
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		}
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	}
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	void hurt_paddle(void) {
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		if (paddle_lives > 0) {
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			--paddle_lives;
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		}
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		damage_timer = timer_read();
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		damage_count = 10;
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		// Reset board
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		init_ball(0);
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		ball[1].on = false;
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	}
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    // Capslock, Scroll lock and Numlock  indicator on Left side lights.
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    void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
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		switch(get_highest_layer(layer_state)) {
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			case _FN1:
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			// Light up FN layer keys
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			if (!fn_active) {
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				fn_active = true;
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				rgb_value.r = 0xff;
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				rgb_value.g = 0x00;
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				rgb_value.b = 0x00;
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		||||
			}
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		||||
			
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			if (rgb_value.r == 0xff && rgb_value.g < 0xff) {
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		||||
				if (rgb_value.b > 0) { --rgb_value.b; }
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				else { ++rgb_value.g; }
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			} else if (rgb_value.g == 0xff && rgb_value.b < 0xff) {
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				if (rgb_value.r > 0) { --rgb_value.r; }
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		||||
				else { ++rgb_value.b; }
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		||||
			} else if (rgb_value.b == 0xff && rgb_value.r < 0xff) {
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		||||
				if (rgb_value.g > 0) { --rgb_value.g; }
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		||||
				else { ++rgb_value.r; }
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		||||
			}
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		||||
			
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		||||
            for (uint8_t i=0; i<sizeof(LED_RGB)/sizeof(LED_RGB[0]); i++) {
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		||||
                rgb_matrix_set_color(LED_RGB[i], rgb_value.r, rgb_value.g, rgb_value.b);
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		||||
            }
 | 
			
		||||
			
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		||||
            for (uint8_t i=0; i<sizeof(LED_WHITE)/sizeof(LED_WHITE[0]); i++) {
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		||||
                rgb_matrix_set_color(LED_WHITE[i], RGB_WHITE);
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		||||
            }
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		||||
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		||||
            for (uint8_t i=0; i<sizeof(LED_GREEN)/sizeof(LED_GREEN[0]); i++) {
 | 
			
		||||
                rgb_matrix_set_color(LED_GREEN[i], RGB_GREEN);
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		||||
            }
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		||||
			
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		||||
			rgb_matrix_set_color(LED_ESC,  RGB_RED);
 | 
			
		||||
			
 | 
			
		||||
			rgb_matrix_set_color(LED_LWIN, RGB_BLUE);
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		||||
			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;
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		||||
				
 | 
			
		||||
				paddle_pos_full = 8;
 | 
			
		||||
				paddle_lives = 4;
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		||||
				bounce_count = 0;
 | 
			
		||||
				level_number = 0;
 | 
			
		||||
				damage_count = 0;
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		||||
 | 
			
		||||
				init_ball(0);
 | 
			
		||||
				ball[1].on = false;
 | 
			
		||||
				ball_timer = timer_read();
 | 
			
		||||
 | 
			
		||||
				game_start = true;
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		||||
			}
 | 
			
		||||
			
 | 
			
		||||
			// 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
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										46
									
								
								keyboards/gmmk/pro/ansi/keymaps/paddlegame/paddlegame.h
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										46
									
								
								keyboards/gmmk/pro/ansi/keymaps/paddlegame/paddlegame.h
									
										
									
									
									
										Normal file
									
								
							| 
						 | 
				
			
			@ -0,0 +1,46 @@
 | 
			
		|||
/* 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/>.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
const uint16_t GAME_TIMER[] = { 
 | 
			
		||||
	400, 350, 300, 250, 400, 350, 300, 250, 225, 200, 175, 150
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
bool game_start = false;
 | 
			
		||||
HSV last_hsv;
 | 
			
		||||
static uint8_t paddle_pos_full;
 | 
			
		||||
static uint8_t paddle_lives;
 | 
			
		||||
static uint8_t level_number;
 | 
			
		||||
static uint8_t bounce_count;
 | 
			
		||||
static uint8_t damage_count;
 | 
			
		||||
static uint16_t damage_timer;
 | 
			
		||||
static uint16_t ball_timer;
 | 
			
		||||
 | 
			
		||||
struct BallStruct
 | 
			
		||||
{
 | 
			
		||||
	uint8_t x;
 | 
			
		||||
	uint8_t y;
 | 
			
		||||
	bool on;
 | 
			
		||||
	bool up;
 | 
			
		||||
	bool left;
 | 
			
		||||
	bool enemy;
 | 
			
		||||
};
 | 
			
		||||
	
 | 
			
		||||
struct BallStruct ball[2];
 | 
			
		||||
 | 
			
		||||
void init_ball(uint8_t i);
 | 
			
		||||
void hurt_paddle(void);
 | 
			
		||||
							
								
								
									
										18
									
								
								keyboards/gmmk/pro/ansi/keymaps/paddlegame/readme.md
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										18
									
								
								keyboards/gmmk/pro/ansi/keymaps/paddlegame/readme.md
									
										
									
									
									
										Normal file
									
								
							| 
						 | 
				
			
			@ -0,0 +1,18 @@
 | 
			
		|||

 | 
			
		||||
 | 
			
		||||
# Paddle Game GMMK Pro layout by Tomas Guinan
 | 
			
		||||
 | 
			
		||||
- Add Print Screen, Scroll Lock, Pause/Break, Insert to Fn layer
 | 
			
		||||
- Toggle backlight using Fn+`
 | 
			
		||||
	- If you don't like using a backlight but wnat to play the paddle game or
 | 
			
		||||
	  use other RGB features, turn RGB on and set brightness to 0
 | 
			
		||||
- Usable Fn layer keys are backlit
 | 
			
		||||
- Implement Win key lock using Fn+Win like in Glorious Core firmware
 | 
			
		||||
- Caps Lock and Scroll Lock keys light up white when active
 | 
			
		||||
- Caps Lock has red flashing side lights like in Glorious Core firmware
 | 
			
		||||
- Layer 2 includes Paddle Game, playable by pressing Fn+P
 | 
			
		||||
	- Use rotary encoder to control paddle
 | 
			
		||||
	- Contains 12 levels, indicated by blue LED on F row
 | 
			
		||||
	- Player has 4 lives, indicated by nav cluster
 | 
			
		||||
	- Deflect white balls while avoiding red ones
 | 
			
		||||
	- Press Fn to quit game
 | 
			
		||||
							
								
								
									
										181
									
								
								keyboards/gmmk/pro/ansi/keymaps/paddlegame/rgb_matrix_map.h
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										181
									
								
								keyboards/gmmk/pro/ansi/keymaps/paddlegame/rgb_matrix_map.h
									
										
									
									
									
										Normal file
									
								
							| 
						 | 
				
			
			@ -0,0 +1,181 @@
 | 
			
		|||
/* 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/>.
 | 
			
		||||
 */
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
#ifdef RGB_MATRIX_ENABLE
 | 
			
		||||
 | 
			
		||||
	bool fn_active = false;
 | 
			
		||||
	bool caps_active = false;
 | 
			
		||||
	bool caps_flash_on = false;
 | 
			
		||||
 | 
			
		||||
	static uint16_t caps_flasher = 0;
 | 
			
		||||
	RGB rgb_value;
 | 
			
		||||
 | 
			
		||||
    // RGB LED locations
 | 
			
		||||
    enum led_location_map {
 | 
			
		||||
        LED_ESC, // 0, ESC, k13
 | 
			
		||||
        LED_GRV, // 1, ~, k16
 | 
			
		||||
        LEB_TAB, // 2, Tab, k11
 | 
			
		||||
        LED_CAPS, // 3, Caps, k21
 | 
			
		||||
        LED_LSFT, // 4, Sh_L, k00
 | 
			
		||||
        LED_LCTL, // 5, Ct_L, k06
 | 
			
		||||
        LED_F1, // 6, F1, k26
 | 
			
		||||
        LED_1, // 7, 1, k17
 | 
			
		||||
        LED_Q, // 8, Q, k10
 | 
			
		||||
        LED_A, // 9, A, k12
 | 
			
		||||
        LED_Z, // 10, Z, k14
 | 
			
		||||
        LED_LWIN, // 11, Win_L, k90
 | 
			
		||||
        LED_F2, // 12, F2, k36
 | 
			
		||||
        LED_2, // 13, 2, k27
 | 
			
		||||
        LED_W, // 14, W, k20
 | 
			
		||||
        LED_S, // 15, S, k22
 | 
			
		||||
        LED_X, // 16, X, k24
 | 
			
		||||
        LED_LALT, // 17, Alt_L, k93
 | 
			
		||||
        LED_F3, // 18, F3, k31
 | 
			
		||||
        LED_3, // 19, 3, k37
 | 
			
		||||
        LED_E, // 20, E, k30
 | 
			
		||||
        LED_D, // 21, D, k32
 | 
			
		||||
        LED_C, // 22, C, k34
 | 
			
		||||
        LED_F4, // 23, F4, k33
 | 
			
		||||
        LED_4, // 24, 4, k47
 | 
			
		||||
        LED_R, // 25, R, k40
 | 
			
		||||
        LED_F, // 26, F, k42
 | 
			
		||||
        LED_V, // 27, V, k44
 | 
			
		||||
        LED_F5, // 28, F5, k07
 | 
			
		||||
        LED_5, // 29, 5, k46
 | 
			
		||||
        LED_T, // 30, T, k41
 | 
			
		||||
        LED_G, // 31, G, k43
 | 
			
		||||
        LED_B, // 32, B, k45
 | 
			
		||||
        LED_SPC, // 33, SPACE, k94
 | 
			
		||||
        LED_F6, // 34, F6, k63
 | 
			
		||||
        LED_6, // 35, 6, k56
 | 
			
		||||
        LED_Y, // 36, Y, k51
 | 
			
		||||
        LED_H, // 37, H, k53
 | 
			
		||||
        LED_N, // 38, N, k55
 | 
			
		||||
        LED_F7, // 39, F7, k71
 | 
			
		||||
        LED_7, // 40, 7, k57
 | 
			
		||||
        LED_U, // 41, U, k50
 | 
			
		||||
        LED_J, // 42, J, k52
 | 
			
		||||
        LED_M, // 43, M, k54
 | 
			
		||||
        LED_F8, // 44, F8, k76
 | 
			
		||||
        LED_8, // 45, 8, k67
 | 
			
		||||
        LED_I, // 46, I, k60
 | 
			
		||||
        LED_K, // 47, K, k62
 | 
			
		||||
        LED_COMM, // 48, ,, k64
 | 
			
		||||
        LED_RALT, // 49, Alt_R, k95
 | 
			
		||||
        LED_F9, // 50, F9, ka6
 | 
			
		||||
        LED_9, // 51, 9, k77
 | 
			
		||||
        LED_O, // 52, O, k70
 | 
			
		||||
        LED_L, // 53, L, k72
 | 
			
		||||
        LED_DOT, // 54, ., k74
 | 
			
		||||
        LED_FN, // 55, FN, k92
 | 
			
		||||
        LED_F10, // 56, F10, ka7
 | 
			
		||||
        LED_0, // 57, 0, k87
 | 
			
		||||
        LED_P, // 58, P, k80
 | 
			
		||||
        LED_SCLN, // 59, ;, k82
 | 
			
		||||
        LED_SLSH, // 60, ?, k85
 | 
			
		||||
        LED_F11, // 61, F11, ka3
 | 
			
		||||
        LED_MINS, // 62, -, k86
 | 
			
		||||
        LED_LBRC, // 63, [, k81
 | 
			
		||||
        LED_QUOT, // 64, ", k83
 | 
			
		||||
        LED_RCTL, // 65, Ct_R, k04
 | 
			
		||||
        LED_F12, // 66, F12, ka5
 | 
			
		||||
        LED_L1, // 67, LED, l01
 | 
			
		||||
        LED_R1, // 68, LED, l11
 | 
			
		||||
        LED_DEL, // 69, Del, k97
 | 
			
		||||
        LED_L2, // 70, LED, l02
 | 
			
		||||
        LED_R2, // 71, LED, l12
 | 
			
		||||
        LED_HOME, // 72, Home, k65
 | 
			
		||||
        LED_L3, // 73, LED, l03
 | 
			
		||||
        LED_R3, // 74, LED, l13
 | 
			
		||||
        LED_PGUP, // 75, PgUp, k15
 | 
			
		||||
        LED_L4, // 76, LED, l04
 | 
			
		||||
        LED_R4, // 77, LED, l14
 | 
			
		||||
        LED_EQL, // 78, =, k66
 | 
			
		||||
        LED_RIGHT, // 79, Right, k05
 | 
			
		||||
        LED_L5, // 80, LED, l05
 | 
			
		||||
        LED_R5, // 81, LED, l15
 | 
			
		||||
        LED_END, // 82, End, k75
 | 
			
		||||
        LED_L6, // 83, LED, l06
 | 
			
		||||
        LED_R6, // 84, LED, l16
 | 
			
		||||
        LED_BSPC, // 85, BSpc, ka1
 | 
			
		||||
        LED_PGDN, // 86, PgDn, k25
 | 
			
		||||
        LED_L7, // 87, LED, l07
 | 
			
		||||
        LED_R7, // 88, LED, l17
 | 
			
		||||
        LED_RBRC, // 89, ], k61
 | 
			
		||||
        LED_RSFT, // 90, Sh_R, k91
 | 
			
		||||
        LED_L8, // 91, LED, l08
 | 
			
		||||
        LED_R8, // 92, LED, l18
 | 
			
		||||
        LED_BSLS, // 93, \, ka2
 | 
			
		||||
        LED_UP, // 94, Up, k35
 | 
			
		||||
        LED_LEFT, // 95, Left, k03
 | 
			
		||||
        LED_ENT, // 96, Enter, ka4
 | 
			
		||||
        LED_DOWN // 97, Down, k73
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    const uint8_t LED_RGB[] = { 
 | 
			
		||||
		LED_MINS, LED_EQL, 
 | 
			
		||||
		LED_LBRC, LED_RBRC, 
 | 
			
		||||
		LED_SCLN, LED_QUOT, 
 | 
			
		||||
		LED_HOME, LED_PGUP, LED_PGDN, LED_END, 
 | 
			
		||||
		LED_UP, LED_DOWN, LED_LEFT, LED_RIGHT
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
    const uint8_t LED_GREEN[] = { 
 | 
			
		||||
		LED_F1, LED_F2, LED_F3, LED_F4,
 | 
			
		||||
		LED_F5, LED_F6, LED_F7, LED_F8
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
    const uint8_t LED_WHITE[] = { 
 | 
			
		||||
		LED_F9, LED_F10, LED_F11, LED_DEL
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
    const uint8_t LED_SIDE_LEFT[] = { LED_L1, LED_L2, LED_L3, LED_L4, LED_L5, LED_L6, LED_L7, LED_L8};
 | 
			
		||||
 | 
			
		||||
    const uint8_t LED_SIDE_RIGHT[] = { LED_R1, LED_R2, LED_R3, LED_R4, LED_R5, LED_R6, LED_R7, LED_R8};
 | 
			
		||||
	
 | 
			
		||||
	// Breakout LED rules
 | 
			
		||||
	
 | 
			
		||||
	const uint8_t GAME_LIVES[] = { LED_HOME, LED_PGUP, LED_PGDN, LED_END };
 | 
			
		||||
	const uint8_t GAME_PADDLE[] = {
 | 
			
		||||
		LED_Z, LED_X, LED_C, LED_V, LED_B, LED_N, LED_M, LED_COMM, LED_DOT, LED_SLSH
 | 
			
		||||
	};
 | 
			
		||||
	const uint8_t GAME_SMILE1[] = {
 | 
			
		||||
		LED_A, LED_S, LED_D, LED_F, LED_G, LED_H, LED_J, LED_K, LED_L, LED_SCLN, LED_QUOT
 | 
			
		||||
	};
 | 
			
		||||
	const uint8_t GAME_SMILE2[] = {
 | 
			
		||||
		LED_2, LED_3, LED_4, LED_5, LED_6, LED_7, LED_8, LED_9, LED_0, LED_MINS, LED_EQL
 | 
			
		||||
	};
 | 
			
		||||
	const uint8_t GAME_R4[] = {
 | 
			
		||||
		LED_X, LED_C, LED_V, LED_B, LED_N, LED_M, LED_COMM, LED_DOT
 | 
			
		||||
	};
 | 
			
		||||
	const uint8_t GAME_R3[] = {
 | 
			
		||||
		LED_S, LED_D, LED_F, LED_G, LED_H, LED_J, LED_K, LED_L, LED_SCLN
 | 
			
		||||
	};
 | 
			
		||||
	const uint8_t GAME_R2[] = {
 | 
			
		||||
		LED_W, LED_E, LED_R, LED_T, LED_Y, LED_U, LED_I, LED_O, LED_P, LED_LBRC
 | 
			
		||||
	};
 | 
			
		||||
	const uint8_t GAME_R1[] = {
 | 
			
		||||
		LED_2, LED_3, LED_4, LED_5, LED_6, LED_7, LED_8, LED_9, LED_0, LED_MINS, LED_EQL
 | 
			
		||||
	};
 | 
			
		||||
	const uint8_t GAME_R0[] = { 
 | 
			
		||||
		LED_F1, LED_F2, LED_F3, LED_F4, LED_F5, LED_F6, LED_F7, LED_F8, LED_F9, LED_F10, LED_F11, LED_F12
 | 
			
		||||
	};
 | 
			
		||||
	
 | 
			
		||||
    const uint8_t LED_GAME_OVER[] = { LED_5, LED_8, LED_F, LED_G, LED_H, LED_J, LED_C, LED_M };
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
							
								
								
									
										4
									
								
								keyboards/gmmk/pro/ansi/keymaps/paddlegame/rules.mk
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										4
									
								
								keyboards/gmmk/pro/ansi/keymaps/paddlegame/rules.mk
									
										
									
									
									
										Normal file
									
								
							| 
						 | 
				
			
			@ -0,0 +1,4 @@
 | 
			
		|||
MOUSEKEY_ENABLE = no
 | 
			
		||||
BOOTMAGIC_ENABLE = lite
 | 
			
		||||
RGB_MATRIX_ENABLE = yes
 | 
			
		||||
ENCODER_ENABLE = yes
 | 
			
		||||
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