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* 15/16 game with lights for the super 16 * Updated readme with style * adding comments and initial style to keymap trying to make the code look prettier, need to test by redownloading * Final style revisions before pull request * formatting changes, removed config.h * modified rules.mk, works with changes in PR8314 * formatting no number of spaces is enough for a newline, whoops Co-Authored-By: Ryan <fauxpark@gmail.com> * Update keyboards/1upkeyboards/super16/keymaps/15game/keymap.c Co-Authored-By: Ryan <fauxpark@gmail.com> * Update keyboards/1upkeyboards/super16/keymaps/15game/keymap.c Co-Authored-By: Ryan <fauxpark@gmail.com> * Update keyboards/1upkeyboards/super16/keymaps/15game/keymap.c Co-Authored-By: Ryan <fauxpark@gmail.com> Co-authored-by: Sam Reinehr <swreinehr@mines.edu> Co-authored-by: Ryan <fauxpark@gmail.com>
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/* Copyright 2020 Sam Reinehr | ||
* | ||
* 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 | ||
enum my_keycodes { | ||
K00 = SAFE_RANGE, | ||
K01, | ||
K02, | ||
K03, | ||
K04, | ||
K05, | ||
K06, | ||
K07, | ||
K08, | ||
K09, | ||
K10, | ||
K11, | ||
K12, | ||
K13, | ||
K14, | ||
K15, | ||
}; | ||
/* just a simple way to give each key a unique code */ | ||
//clang-format off | ||
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { | ||
/* Base */ | ||
[0] = LAYOUT_ortho_4x4( | ||
K00, K01, K02, K03, | ||
K04, K05, K06, K07, | ||
K08, K09, K10, K11, | ||
K12, K13, K14, K15 | ||
) | ||
}; | ||
/* flags describing current free square/0 */ | ||
uint8_t current = 0; | ||
/* r g and b describe the colors for the initial map, | ||
currently blank for free, and evenly spaced hues with maximum sat/value */ | ||
const uint8_t r[16] = { | ||
0x00, 0xFF, 0xFF, 0xFF, | ||
0xCC, 0x66, 0x00, 0x00, | ||
0x00, 0x00, 0x00, 0x00, | ||
0x66, 0xCC, 0xFF, 0xFF | ||
}; | ||
const uint8_t g[16] = { | ||
0x00, 0x00, 0x66, 0xCC, | ||
0xFF, 0xFF, 0xFF, 0xFF, | ||
0xFF, 0xCC, 0x66, 0x00, | ||
0x00, 0x00, 0x00, 0x00 | ||
}; | ||
const uint8_t b[16] = { | ||
0x00, 0x00, 0x00, 0x00, | ||
0x00, 0x00, 0x00, 0x66, | ||
0xCC, 0xFF, 0xFF, 0xFF, | ||
0xFF, 0xFF, 0xCC, 0x66 | ||
}; | ||
/* pos contains the current positions, could technically be compressed to 4 bits per, but not worth it | ||
index into pos is the position we're looking at, output is the tile that is currently there */ | ||
uint8_t tiles[16] = { | ||
0, 1, 2, 3, | ||
4, 5, 6, 7, | ||
8, 9, 10, 11, | ||
12, 13, 14, 15 | ||
}; | ||
/* default led array for super 16 has them in a snake, so we must do some remapping/flipping of the 2nd and 4th rows */ | ||
uint8_t remap[16] = { | ||
0, 1, 2, 3, | ||
7, 6, 5, 4, | ||
8, 9, 10, 11, | ||
15, 14, 13, 12 | ||
}; | ||
//clang-format on | ||
/* function to refresh the led coloring with the positions with current tiles */ | ||
void refresh_leds(void) { | ||
for (uint8_t index = 0; index < 16; ++index) { | ||
uint8_t tile = tiles[index]; | ||
setrgb(r[tile], g[tile], b[tile], (LED_TYPE *)&led[remap[index]]); | ||
} | ||
rgblight_set(); | ||
} | ||
void keyboard_post_init_user(void) { | ||
rgblight_mode(RGBLIGHT_MODE_STATIC_LIGHT); | ||
rgblight_enable_noeeprom(); | ||
refresh_leds(); | ||
} | ||
bool process_record_user(uint16_t keycode, keyrecord_t *record) { | ||
uint8_t offset = keycode - K00; | ||
uint8_t x = offset & 0x03; | ||
uint8_t y = (offset & 0x0C) >> 2; | ||
/* if the adjacent space exists and is empty, */ | ||
if ((x > 0 && 0 == tiles[offset - 1]) || (y > 0 && 0 == tiles[offset - 4]) || (x < 3 && 0 == tiles[offset + 1]) || (y < 3 && 0 == tiles[offset + 4])) { | ||
/* set the currently blank tile to this tile, and make this one blank */ | ||
tiles[current] = tiles[offset]; | ||
tiles[offset] = 0; | ||
current = offset; | ||
} | ||
refresh_leds(); | ||
return false; | ||
} |
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# Trying to put a game that plays like the 15 puzzle on the super16 | ||
The 15/16 puzzle consists of a grid where one space is free, and adjacent spaces can be swapped with the free space | ||
* future planned features: | ||
* fix the start at red | ||
* have a cute animation play when the puzzle is solved |
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RGBLIGHT_ENABLE = yes | ||
RGB_MATRIX_ENABLE = no |