core_automation_events.c 12 KB

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  1. /*******************************************************************************************
  2. *
  3. * raylib [core] example - automation events
  4. *
  5. * Example complexity rating: [★★★☆] 3/4
  6. *
  7. * Example originally created with raylib 5.0, last time updated with raylib 5.0
  8. *
  9. * Example based on 2d_camera_platformer example by arvyy (@arvyy)
  10. *
  11. * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
  12. * BSD-like license that allows static linking with closed source software
  13. *
  14. * Copyright (c) 2023-2025 Ramon Santamaria (@raysan5)
  15. *
  16. ********************************************************************************************/
  17. #include "raylib.h"
  18. #include "raymath.h"
  19. #define GRAVITY 400
  20. #define PLAYER_JUMP_SPD 350.0f
  21. #define PLAYER_HOR_SPD 200.0f
  22. #define MAX_ENVIRONMENT_ELEMENTS 5
  23. typedef struct Player {
  24. Vector2 position;
  25. float speed;
  26. bool canJump;
  27. } Player;
  28. typedef struct EnvElement {
  29. Rectangle rect;
  30. int blocking;
  31. Color color;
  32. } EnvElement;
  33. //------------------------------------------------------------------------------------
  34. // Program main entry point
  35. //------------------------------------------------------------------------------------
  36. int main(void)
  37. {
  38. // Initialization
  39. //--------------------------------------------------------------------------------------
  40. const int screenWidth = 800;
  41. const int screenHeight = 450;
  42. InitWindow(screenWidth, screenHeight, "raylib [core] example - automation events");
  43. // Define player
  44. Player player = { 0 };
  45. player.position = (Vector2){ 400, 280 };
  46. player.speed = 0;
  47. player.canJump = false;
  48. // Define environment elements (platforms)
  49. EnvElement envElements[MAX_ENVIRONMENT_ELEMENTS] = {
  50. {{ 0, 0, 1000, 400 }, 0, LIGHTGRAY },
  51. {{ 0, 400, 1000, 200 }, 1, GRAY },
  52. {{ 300, 200, 400, 10 }, 1, GRAY },
  53. {{ 250, 300, 100, 10 }, 1, GRAY },
  54. {{ 650, 300, 100, 10 }, 1, GRAY }
  55. };
  56. // Define camera
  57. Camera2D camera = { 0 };
  58. camera.target = player.position;
  59. camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
  60. camera.rotation = 0.0f;
  61. camera.zoom = 1.0f;
  62. // Automation events
  63. AutomationEventList aelist = LoadAutomationEventList(0); // Initialize list of automation events to record new events
  64. SetAutomationEventList(&aelist);
  65. bool eventRecording = false;
  66. bool eventPlaying = false;
  67. unsigned int frameCounter = 0;
  68. unsigned int playFrameCounter = 0;
  69. unsigned int currentPlayFrame = 0;
  70. SetTargetFPS(60);
  71. //--------------------------------------------------------------------------------------
  72. // Main game loop
  73. while (!WindowShouldClose())
  74. {
  75. // Update
  76. //----------------------------------------------------------------------------------
  77. float deltaTime = 0.015f;//GetFrameTime();
  78. // Dropped files logic
  79. //----------------------------------------------------------------------------------
  80. if (IsFileDropped())
  81. {
  82. FilePathList droppedFiles = LoadDroppedFiles();
  83. // Supports loading .rgs style files (text or binary) and .png style palette images
  84. if (IsFileExtension(droppedFiles.paths[0], ".txt;.rae"))
  85. {
  86. UnloadAutomationEventList(aelist);
  87. aelist = LoadAutomationEventList(droppedFiles.paths[0]);
  88. eventRecording = false;
  89. // Reset scene state to play
  90. eventPlaying = true;
  91. playFrameCounter = 0;
  92. currentPlayFrame = 0;
  93. player.position = (Vector2){ 400, 280 };
  94. player.speed = 0;
  95. player.canJump = false;
  96. camera.target = player.position;
  97. camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
  98. camera.rotation = 0.0f;
  99. camera.zoom = 1.0f;
  100. }
  101. UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
  102. }
  103. //----------------------------------------------------------------------------------
  104. // Update player
  105. //----------------------------------------------------------------------------------
  106. if (IsKeyDown(KEY_LEFT)) player.position.x -= PLAYER_HOR_SPD*deltaTime;
  107. if (IsKeyDown(KEY_RIGHT)) player.position.x += PLAYER_HOR_SPD*deltaTime;
  108. if (IsKeyDown(KEY_SPACE) && player.canJump)
  109. {
  110. player.speed = -PLAYER_JUMP_SPD;
  111. player.canJump = false;
  112. }
  113. int hitObstacle = 0;
  114. for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++)
  115. {
  116. EnvElement *element = &envElements[i];
  117. Vector2 *p = &(player.position);
  118. if (element->blocking &&
  119. element->rect.x <= p->x &&
  120. element->rect.x + element->rect.width >= p->x &&
  121. element->rect.y >= p->y &&
  122. element->rect.y <= p->y + player.speed*deltaTime)
  123. {
  124. hitObstacle = 1;
  125. player.speed = 0.0f;
  126. p->y = element->rect.y;
  127. }
  128. }
  129. if (!hitObstacle)
  130. {
  131. player.position.y += player.speed*deltaTime;
  132. player.speed += GRAVITY*deltaTime;
  133. player.canJump = false;
  134. }
  135. else player.canJump = true;
  136. if (IsKeyPressed(KEY_R))
  137. {
  138. // Reset game state
  139. player.position = (Vector2){ 400, 280 };
  140. player.speed = 0;
  141. player.canJump = false;
  142. camera.target = player.position;
  143. camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
  144. camera.rotation = 0.0f;
  145. camera.zoom = 1.0f;
  146. }
  147. //----------------------------------------------------------------------------------
  148. // Events playing
  149. // NOTE: Logic must be before Camera update because it depends on mouse-wheel value,
  150. // that can be set by the played event... but some other inputs could be affected
  151. //----------------------------------------------------------------------------------
  152. if (eventPlaying)
  153. {
  154. // NOTE: Multiple events could be executed in a single frame
  155. while (playFrameCounter == aelist.events[currentPlayFrame].frame)
  156. {
  157. PlayAutomationEvent(aelist.events[currentPlayFrame]);
  158. currentPlayFrame++;
  159. if (currentPlayFrame == aelist.count)
  160. {
  161. eventPlaying = false;
  162. currentPlayFrame = 0;
  163. playFrameCounter = 0;
  164. TraceLog(LOG_INFO, "FINISH PLAYING!");
  165. break;
  166. }
  167. }
  168. playFrameCounter++;
  169. }
  170. //----------------------------------------------------------------------------------
  171. // Update camera
  172. //----------------------------------------------------------------------------------
  173. camera.target = player.position;
  174. camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
  175. float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
  176. // WARNING: On event replay, mouse-wheel internal value is set
  177. camera.zoom += ((float)GetMouseWheelMove()*0.05f);
  178. if (camera.zoom > 3.0f) camera.zoom = 3.0f;
  179. else if (camera.zoom < 0.25f) camera.zoom = 0.25f;
  180. for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++)
  181. {
  182. EnvElement *element = &envElements[i];
  183. minX = fminf(element->rect.x, minX);
  184. maxX = fmaxf(element->rect.x + element->rect.width, maxX);
  185. minY = fminf(element->rect.y, minY);
  186. maxY = fmaxf(element->rect.y + element->rect.height, maxY);
  187. }
  188. Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, camera);
  189. Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, camera);
  190. if (max.x < screenWidth) camera.offset.x = screenWidth - (max.x - screenWidth/2);
  191. if (max.y < screenHeight) camera.offset.y = screenHeight - (max.y - screenHeight/2);
  192. if (min.x > 0) camera.offset.x = screenWidth/2 - min.x;
  193. if (min.y > 0) camera.offset.y = screenHeight/2 - min.y;
  194. //----------------------------------------------------------------------------------
  195. // Events management
  196. if (IsKeyPressed(KEY_S)) // Toggle events recording
  197. {
  198. if (!eventPlaying)
  199. {
  200. if (eventRecording)
  201. {
  202. StopAutomationEventRecording();
  203. eventRecording = false;
  204. ExportAutomationEventList(aelist, "automation.rae");
  205. TraceLog(LOG_INFO, "RECORDED FRAMES: %i", aelist.count);
  206. }
  207. else
  208. {
  209. SetAutomationEventBaseFrame(180);
  210. StartAutomationEventRecording();
  211. eventRecording = true;
  212. }
  213. }
  214. }
  215. else if (IsKeyPressed(KEY_A)) // Toggle events playing (WARNING: Starts next frame)
  216. {
  217. if (!eventRecording && (aelist.count > 0))
  218. {
  219. // Reset scene state to play
  220. eventPlaying = true;
  221. playFrameCounter = 0;
  222. currentPlayFrame = 0;
  223. player.position = (Vector2){ 400, 280 };
  224. player.speed = 0;
  225. player.canJump = false;
  226. camera.target = player.position;
  227. camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
  228. camera.rotation = 0.0f;
  229. camera.zoom = 1.0f;
  230. }
  231. }
  232. if (eventRecording || eventPlaying) frameCounter++;
  233. else frameCounter = 0;
  234. //----------------------------------------------------------------------------------
  235. // Draw
  236. //----------------------------------------------------------------------------------
  237. BeginDrawing();
  238. ClearBackground(LIGHTGRAY);
  239. BeginMode2D(camera);
  240. // Draw environment elements
  241. for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++)
  242. {
  243. DrawRectangleRec(envElements[i].rect, envElements[i].color);
  244. }
  245. // Draw player rectangle
  246. DrawRectangleRec((Rectangle){ player.position.x - 20, player.position.y - 40, 40, 40 }, RED);
  247. EndMode2D();
  248. // Draw game controls
  249. DrawRectangle(10, 10, 290, 145, Fade(SKYBLUE, 0.5f));
  250. DrawRectangleLines(10, 10, 290, 145, Fade(BLUE, 0.8f));
  251. DrawText("Controls:", 20, 20, 10, BLACK);
  252. DrawText("- RIGHT | LEFT: Player movement", 30, 40, 10, DARKGRAY);
  253. DrawText("- SPACE: Player jump", 30, 60, 10, DARKGRAY);
  254. DrawText("- R: Reset game state", 30, 80, 10, DARKGRAY);
  255. DrawText("- S: START/STOP RECORDING INPUT EVENTS", 30, 110, 10, BLACK);
  256. DrawText("- A: REPLAY LAST RECORDED INPUT EVENTS", 30, 130, 10, BLACK);
  257. // Draw automation events recording indicator
  258. if (eventRecording)
  259. {
  260. DrawRectangle(10, 160, 290, 30, Fade(RED, 0.3f));
  261. DrawRectangleLines(10, 160, 290, 30, Fade(MAROON, 0.8f));
  262. DrawCircle(30, 175, 10, MAROON);
  263. if (((frameCounter/15)%2) == 1) DrawText(TextFormat("RECORDING EVENTS... [%i]", aelist.count), 50, 170, 10, MAROON);
  264. }
  265. else if (eventPlaying)
  266. {
  267. DrawRectangle(10, 160, 290, 30, Fade(LIME, 0.3f));
  268. DrawRectangleLines(10, 160, 290, 30, Fade(DARKGREEN, 0.8f));
  269. DrawTriangle((Vector2){ 20, 155 + 10 }, (Vector2){ 20, 155 + 30 }, (Vector2){ 40, 155 + 20 }, DARKGREEN);
  270. if (((frameCounter/15)%2) == 1) DrawText(TextFormat("PLAYING RECORDED EVENTS... [%i]", currentPlayFrame), 50, 170, 10, DARKGREEN);
  271. }
  272. EndDrawing();
  273. //----------------------------------------------------------------------------------
  274. }
  275. // De-Initialization
  276. //--------------------------------------------------------------------------------------
  277. CloseWindow(); // Close window and OpenGL context
  278. //--------------------------------------------------------------------------------------
  279. return 0;
  280. }