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>
This commit is contained in:
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/* 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

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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) {
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
}

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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/>.
*/
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);

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![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

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/* 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

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MOUSEKEY_ENABLE = no
BOOTMAGIC_ENABLE = lite
RGB_MATRIX_ENABLE = yes
ENCODER_ENABLE = yes