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999391f3ae
* 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>
46 lines
1.2 KiB
C
46 lines
1.2 KiB
C
/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
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Copyright 2021 Tomas Guinan
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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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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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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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const uint16_t GAME_TIMER[] = {
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400, 350, 300, 250, 400, 350, 300, 250, 225, 200, 175, 150
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};
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bool game_start = false;
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HSV last_hsv;
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static uint8_t paddle_pos_full;
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static uint8_t paddle_lives;
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static uint8_t level_number;
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static uint8_t bounce_count;
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static uint8_t damage_count;
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static uint16_t damage_timer;
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static uint16_t ball_timer;
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struct BallStruct
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{
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uint8_t x;
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uint8_t y;
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bool on;
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bool up;
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bool left;
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bool enemy;
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};
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struct BallStruct ball[2];
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void init_ball(uint8_t i);
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void hurt_paddle(void); |