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Super 16 Puzzle Game (#8306)

* 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>
This commit is contained in:
swreinehr 2020-03-06 17:15:44 -07:00 committed by GitHub
parent 6b6e47cbf1
commit 57de9e65ef
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3 changed files with 117 additions and 0 deletions

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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