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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								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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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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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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			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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            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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            for (uint8_t i=0; i<sizeof(LED_GREEN)/sizeof(LED_GREEN[0]); i++) {
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                rgb_matrix_set_color(LED_GREEN[i], RGB_GREEN);
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            }
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			rgb_matrix_set_color(LED_ESC,  RGB_RED);
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			rgb_matrix_set_color(LED_LWIN, RGB_BLUE);
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			break;
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			case _MO2:
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			// Paddle game
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			if (!game_start) {
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				srand((unsigned int)timer_read());
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				// Store user light settings
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				last_hsv = rgb_matrix_get_hsv();
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				rgb_matrix_sethsv_noeeprom(0, 0, 0);
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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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				paddle_pos_full = 8;
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				paddle_lives = 4;
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				bounce_count = 0;
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				level_number = 0;
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				damage_count = 0;
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				init_ball(0);
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				ball[1].on = false;
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				ball_timer = timer_read();
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				game_start = true;
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			}
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		||||
			
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			// Set level indicator
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			if (level_number < 12) {
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		||||
				rgb_matrix_set_color(GAME_R0[level_number], RGB_BLUE);
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		||||
			}
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		||||
			
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			// Set life bar
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			for (uint8_t i=0; i < paddle_lives ; i++) {
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		||||
				rgb_matrix_set_color(GAME_LIVES[i], RGB_GREEN);
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			}
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		||||
			
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			uint8_t paddle_pos = paddle_pos_full >> 1;
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		||||
			if (damage_count > 0) {
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		||||
				// Flash paddle when receiving damage
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		||||
				if (timer_elapsed(damage_timer) > 500) {
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		||||
					--damage_count;
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		||||
					damage_timer = timer_read();
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		||||
				}
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		||||
				if ((damage_count & 1) == 0) {
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					for (uint8_t i=0; i < 3 ; i++) {
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		||||
						rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_RED);
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		||||
					}
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		||||
				}
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		||||
				if (damage_count == 0) {
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		||||
					ball_timer = timer_read();
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		||||
				}
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		||||
				
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		||||
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		||||
			} else if (paddle_lives == 0) {
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		||||
				// Game over
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		||||
				for (uint8_t i=0; i<sizeof(LED_GAME_OVER)/sizeof(LED_GAME_OVER[0]); i++) {
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		||||
					rgb_matrix_set_color(LED_GAME_OVER[i], RGB_RED);
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		||||
				}
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		||||
			
 | 
			
		||||
			} else if (level_number >= 12) {
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		||||
				// 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; }
 | 
			
		||||
				}
 | 
			
		||||
				
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		||||
				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
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
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