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/* 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
}