~ruther/qmk_firmware

999391f3ae6bab3fe1784d0f53bffd0320a9e076 — Tomas Guinan 4 years ago 1bb7af4
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>
A keyboards/gmmk/pro/ansi/keymaps/paddlegame/config.h => keyboards/gmmk/pro/ansi/keymaps/paddlegame/config.h +24 -0
@@ 0,0 1,24 @@
/* 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/>.
 */

#pragma once

#ifdef RGB_MATRIX_ENABLE
    #define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_COLOR
    #define RGB_DISABLE_WHEN_USB_SUSPENDED true
#endif

#define FORCE_NKRO

A keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c => keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c +471 -0
@@ 0,0 1,471 @@
/* 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) {
                process_magic(GUI_OFF, record);
            } else {
                process_magic(GUI_ON, record);
            }
        } else  unregister_code16(keycode);
        break;
    }
    return true;
};


const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {

//      ESC      F1       F2       F3       F4       F5       F6       F7       F8       F9       F10      F11      F12	     Del           Rotary(Mute)
//      ~        1        2        3        4        5        6        7        8        9        0         -       (=)	     BackSpc           Home
//      Tab      Q        W        E        R        T        Y        U        I        O        P        [        ]        \                 PgUp
//      Caps     A        S        D        F        G        H        J        K        L        ;        "                 Enter             PgDn
//      Sh_L              Z        X        C        V        B        N        M        ,        .        ?                 Sh_R     Up       End
//      Ct_L     Win_L    Alt_L                               SPACE                               Alt_R    FN       Ct_R     Left     Down     Right


    [_BASE] = LAYOUT(
        KC_ESC,   KC_F1,    KC_F2,    KC_F3,    KC_F4,    KC_F5,    KC_F6,    KC_F7,    KC_F8,    KC_F9,    KC_F10,   KC_F11,   KC_F12,   KC_DEL,             KC_MUTE,
        KC_GRV,   KC_1,     KC_2,     KC_3,     KC_4,     KC_5,     KC_6,     KC_7,     KC_8,     KC_9,     KC_0,     KC_MINS,  KC_EQL,   KC_BSPC,            KC_HOME,
        KC_TAB,   KC_Q,     KC_W,     KC_E,     KC_R,     KC_T,     KC_Y,     KC_U,     KC_I,     KC_O,     KC_P,     KC_LBRC,  KC_RBRC,  KC_BSLS,            KC_PGUP,
        KC_CAPS,  KC_A,     KC_S,     KC_D,     KC_F,     KC_G,     KC_H,     KC_J,     KC_K,     KC_L,     KC_SCLN,  KC_QUOT,            KC_ENT,             KC_PGDN,
        KC_LSFT,            KC_Z,     KC_X,     KC_C,     KC_V,     KC_B,     KC_N,     KC_M,     KC_COMM,  KC_DOT,   KC_SLSH,            KC_RSFT,  KC_UP,    KC_END,
        KC_LCTL,  KC_LGUI,  KC_LALT,                                KC_SPC,                                 KC_RALT,  MO(_FN1), KC_RCTL,  KC_LEFT,  KC_DOWN,  KC_RGHT
    ),

    [_FN1] = LAYOUT(
        KC_SLEP,  KC_MYCM,  KC_WHOM,  KC_CALC,  KC_MSEL,  KC_MPRV,  KC_MNXT,  KC_MPLY,  KC_MSTP,  KC_PSCR,  KC_SLCK,  KC_PAUS,  _______,  KC_INS,             _______, 
        RGB_TOG,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  RGB_HUD,  RGB_HUI,  _______,            RGB_M_P, 
        _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  TO(_MO2), RGB_SAD,  RGB_SAI,  RESET,              RGB_M_B, 
        _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  RGB_RMOD, RGB_MOD,            _______,            RGB_M_R, 
        _______,            _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______,  RGB_VAI,  RGB_M_SW, 
        _______,  KC_WINLK, _______,                                _______,                                _______,  _______,  _______,  RGB_SPD,  RGB_VAD,  RGB_SPI
    ),

    [_MO2] = LAYOUT(
        _______,   _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______, 
        _______,   _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______, 
        _______,   _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______, 
        _______,   _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______,            _______, 
        _______,             _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______,  _______,  _______, 
        _______,   _______,  _______,                                _______,                                _______,  TG(_MO2), _______,  _______,  _______,  _______
    ),

   [_MO3] = LAYOUT(
        _______,   _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______, 
        _______,   _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______, 
        _______,   _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______, 
        _______,   _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______,            _______, 
        _______,             _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______,  _______,  _______, 
        _______,   _______,  _______,                                _______,                                _______,  _______,  _______,  _______,  _______,  _______
    ),

};

#ifdef ENCODER_ENABLE       // Encoder Functionality

    bool encoder_update_user(uint8_t index, bool clockwise) {

		switch(get_highest_layer(layer_state)) {
			case _FN1:
			if ( clockwise ) {
				tap_code16(KC_PGDN);
			} else {
				tap_code16(KC_PGUP);
			}
			break;

			case _MO2:
			// Game: Paddle movement
			if (damage_count == 0) {
				if ( clockwise ) {
					if (paddle_pos_full < 15) ++paddle_pos_full;
				} else {
					if (paddle_pos_full > 0) --paddle_pos_full;
				}
			}
			break;
			
			case _BASE:
			default:
			if ( clockwise ) {
				tap_code(KC_VOLU);
			} else {
				tap_code(KC_VOLD);
			}
			break;			
		}
        return true;
    }
#endif

#ifdef RGB_MATRIX_ENABLE
	void init_ball(uint8_t i) {
		i &= 1;
		ball[i].on = true;
		ball[i].up = false;
		ball[i].y = 0;
		ball[i].x = rand() % 16;
		
		// Set initial ball state
		if (ball[i].x < 8) {
			ball[i].left = false;
		} else {
			ball[i].x -= 4;
			ball[i].left = true;
		}
		
		// 1/4 chance of being an enemy ball after level 6
		if (level_number > 3) {
			ball[i].enemy = ((rand() % 4) == 0);
		} else {
			ball[i].enemy = false;
		}
	}

	void hurt_paddle(void) {
		if (paddle_lives > 0) {
			--paddle_lives;
		}
		damage_timer = timer_read();
		damage_count = 10;
		
		// Reset board
		init_ball(0);
		ball[1].on = false;
	}

    // Capslock, Scroll lock and Numlock  indicator on Left side lights.
    void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
		switch(get_highest_layer(layer_state)) {
			case _FN1:
			// Light up FN layer keys
			if (!fn_active) {
				fn_active = true;
				rgb_value.r = 0xff;
				rgb_value.g = 0x00;
				rgb_value.b = 0x00;
			}
			
			if (rgb_value.r == 0xff && rgb_value.g < 0xff) {
				if (rgb_value.b > 0) { --rgb_value.b; }
				else { ++rgb_value.g; }
			} else if (rgb_value.g == 0xff && rgb_value.b < 0xff) {
				if (rgb_value.r > 0) { --rgb_value.r; }
				else { ++rgb_value.b; }
			} else if (rgb_value.b == 0xff && rgb_value.r < 0xff) {
				if (rgb_value.g > 0) { --rgb_value.g; }
				else { ++rgb_value.r; }
			}
			
            for (uint8_t i=0; i<sizeof(LED_RGB)/sizeof(LED_RGB[0]); i++) {
                rgb_matrix_set_color(LED_RGB[i], rgb_value.r, rgb_value.g, rgb_value.b);
            }
			
            for (uint8_t i=0; i<sizeof(LED_WHITE)/sizeof(LED_WHITE[0]); i++) {
                rgb_matrix_set_color(LED_WHITE[i], RGB_WHITE);
            }

            for (uint8_t i=0; i<sizeof(LED_GREEN)/sizeof(LED_GREEN[0]); 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<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

}

A keyboards/gmmk/pro/ansi/keymaps/paddlegame/paddlegame.h => keyboards/gmmk/pro/ansi/keymaps/paddlegame/paddlegame.h +46 -0
@@ 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);
\ No newline at end of file

A keyboards/gmmk/pro/ansi/keymaps/paddlegame/readme.md => keyboards/gmmk/pro/ansi/keymaps/paddlegame/readme.md +18 -0
@@ 0,0 1,18 @@
![GMMK Pro Paddle Game zLayout Image](https://i.imgur.com/RYcKyOj.png)

# 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

A keyboards/gmmk/pro/ansi/keymaps/paddlegame/rgb_matrix_map.h => keyboards/gmmk/pro/ansi/keymaps/paddlegame/rgb_matrix_map.h +181 -0
@@ 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
\ No newline at end of file

A keyboards/gmmk/pro/ansi/keymaps/paddlegame/rules.mk => keyboards/gmmk/pro/ansi/keymaps/paddlegame/rules.mk +4 -0
@@ 0,0 1,4 @@
MOUSEKEY_ENABLE = no
BOOTMAGIC_ENABLE = lite
RGB_MATRIX_ENABLE = yes
ENCODER_ENABLE = yes