forked from mirrors/qmk_userspace
		
	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>
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								keyboards/1upkeyboards/super16/keymaps/15game/keymap.c
									
										
									
									
									
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								keyboards/1upkeyboards/super16/keymaps/15game/keymap.c
									
										
									
									
									
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					/* Copyright 2020 Sam Reinehr
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					 *
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					 * This program is free software: you can redistribute it and/or modify
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					 * it under the terms of the GNU General Public License as published by
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					 * the Free Software Foundation, either version 2 of the License, or
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					 * (at your option) any later version.
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					 *
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					 * This program is distributed in the hope that it will be useful,
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					 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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					 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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					 * GNU General Public License for more details.
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					 *
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					 * You should have received a copy of the GNU General Public License
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					 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
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					 */
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					#include QMK_KEYBOARD_H
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					enum my_keycodes {
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					    K00 = SAFE_RANGE,
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					    K01,
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					    K02,
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					    K03,
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					    K04,
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					    K05,
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					    K06,
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					    K07,
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					    K08,
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					    K09,
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					    K10,
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					    K11,
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					    K12,
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					    K13,
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					    K14,
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					    K15,
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					};
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					/* just a simple way to give each key a unique code */
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					//clang-format off
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					const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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					    /* Base */
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					    [0] = LAYOUT_ortho_4x4(
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					        K00, K01, K02, K03,
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					        K04, K05, K06, K07,
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					        K08, K09, K10, K11,
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					        K12, K13, K14, K15
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					    )
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					};
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					/* flags describing current free square/0 */
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					uint8_t current = 0;
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					/* r g and b describe the colors for the initial map,
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					currently blank for free, and evenly spaced hues with maximum sat/value  */
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					const uint8_t r[16] = {
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					    0x00, 0xFF, 0xFF, 0xFF,
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					    0xCC, 0x66, 0x00, 0x00,
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					    0x00, 0x00, 0x00, 0x00,
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					    0x66, 0xCC, 0xFF, 0xFF
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					};
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					const uint8_t g[16] = {
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					    0x00, 0x00, 0x66, 0xCC,
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					    0xFF, 0xFF, 0xFF, 0xFF,
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					    0xFF, 0xCC, 0x66, 0x00,
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					    0x00, 0x00, 0x00, 0x00
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					};
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					const uint8_t b[16] = {
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					    0x00, 0x00, 0x00, 0x00,
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					    0x00, 0x00, 0x00, 0x66,
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					    0xCC, 0xFF, 0xFF, 0xFF,
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					    0xFF, 0xFF, 0xCC, 0x66
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					};
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					/* pos contains the current positions, could technically be compressed to 4 bits per, but not worth it
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					   index into pos is the position we're looking at, output is the tile that is currently there */
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					uint8_t tiles[16] = {
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					    0, 1, 2, 3,
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					    4, 5, 6, 7,
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					    8, 9, 10, 11,
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					    12, 13, 14, 15
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					};
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					/* default led array for super 16 has them in a snake, so we must do some remapping/flipping of the 2nd and 4th rows */
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					uint8_t remap[16] = {
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					    0, 1, 2, 3,
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					    7, 6, 5, 4,
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					    8, 9, 10, 11,
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					    15, 14, 13, 12
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					};
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					//clang-format on
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					/* function to refresh the led coloring with the positions with current tiles */
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					void refresh_leds(void) {
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					    for (uint8_t index = 0; index < 16; ++index) {
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					        uint8_t tile = tiles[index];
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					        setrgb(r[tile], g[tile], b[tile], (LED_TYPE *)&led[remap[index]]);
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					    }
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					    rgblight_set();
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					}
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					void keyboard_post_init_user(void) {
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					    rgblight_mode(RGBLIGHT_MODE_STATIC_LIGHT);
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					    rgblight_enable_noeeprom();
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					    refresh_leds();
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					}
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					bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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					    uint8_t offset = keycode - K00;
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					    uint8_t x      = offset & 0x03;
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					    uint8_t y      = (offset & 0x0C) >> 2;
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					    /* if the adjacent space exists and is empty, */
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					    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])) {
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					        /* set the currently blank tile to this tile, and make this one blank */
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					        tiles[current] = tiles[offset];
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					        tiles[offset]  = 0;
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					        current        = offset;
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					    }
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					    refresh_leds();
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					    return false;
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					}
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								keyboards/1upkeyboards/super16/keymaps/15game/readme.md
									
										
									
									
									
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								keyboards/1upkeyboards/super16/keymaps/15game/readme.md
									
										
									
									
									
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					# Trying to put a game that plays like the 15 puzzle on the super16
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					The 15/16 puzzle consists of a grid where one space is free, and adjacent spaces can be swapped with the free space 
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					* future planned features:
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					* fix the start at red
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					* have a cute animation play when the puzzle is solved
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								keyboards/1upkeyboards/super16/keymaps/15game/rules.mk
									
										
									
									
									
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								keyboards/1upkeyboards/super16/keymaps/15game/rules.mk
									
										
									
									
									
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					RGBLIGHT_ENABLE = yes
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					RGB_MATRIX_ENABLE = no
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