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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. //----------------------------------------------------------------------------------
  24. // Types and Structures Definition
  25. //----------------------------------------------------------------------------------
  26. typedef struct Player {
  27. Vector2 position;
  28. float speed;
  29. bool canJump;
  30. } Player;
  31. typedef struct EnvElement {
  32. Rectangle rect;
  33. int blocking;
  34. Color color;
  35. } EnvElement;
  36. //------------------------------------------------------------------------------------
  37. // Program main entry point
  38. //------------------------------------------------------------------------------------
  39. int main(void)
  40. {
  41. // Initialization
  42. //--------------------------------------------------------------------------------------
  43. const int screenWidth = 800;
  44. const int screenHeight = 450;
  45. InitWindow(screenWidth, screenHeight, "raylib [core] example - automation events");
  46. // Define player
  47. Player player = { 0 };
  48. player.position = (Vector2){ 400, 280 };
  49. player.speed = 0;
  50. player.canJump = false;
  51. // Define environment elements (platforms)
  52. EnvElement envElements[MAX_ENVIRONMENT_ELEMENTS] = {
  53. {{ 0, 0, 1000, 400 }, 0, LIGHTGRAY },
  54. {{ 0, 400, 1000, 200 }, 1, GRAY },
  55. {{ 300, 200, 400, 10 }, 1, GRAY },
  56. {{ 250, 300, 100, 10 }, 1, GRAY },
  57. {{ 650, 300, 100, 10 }, 1, GRAY }
  58. };
  59. // Define camera
  60. Camera2D camera = { 0 };
  61. camera.target = player.position;
  62. camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
  63. camera.rotation = 0.0f;
  64. camera.zoom = 1.0f;
  65. // Automation events
  66. AutomationEventList aelist = LoadAutomationEventList(0); // Initialize list of automation events to record new events
  67. SetAutomationEventList(&aelist);
  68. bool eventRecording = false;
  69. bool eventPlaying = false;
  70. unsigned int frameCounter = 0;
  71. unsigned int playFrameCounter = 0;
  72. unsigned int currentPlayFrame = 0;
  73. SetTargetFPS(60);
  74. //--------------------------------------------------------------------------------------
  75. // Main game loop
  76. while (!WindowShouldClose())
  77. {
  78. // Update
  79. //----------------------------------------------------------------------------------
  80. float deltaTime = 0.015f;//GetFrameTime();
  81. // Dropped files logic
  82. //----------------------------------------------------------------------------------
  83. if (IsFileDropped())
  84. {
  85. FilePathList droppedFiles = LoadDroppedFiles();
  86. // Supports loading .rgs style files (text or binary) and .png style palette images
  87. if (IsFileExtension(droppedFiles.paths[0], ".txt;.rae"))
  88. {
  89. UnloadAutomationEventList(aelist);
  90. aelist = LoadAutomationEventList(droppedFiles.paths[0]);
  91. eventRecording = false;
  92. // Reset scene state to play
  93. eventPlaying = true;
  94. playFrameCounter = 0;
  95. currentPlayFrame = 0;
  96. player.position = (Vector2){ 400, 280 };
  97. player.speed = 0;
  98. player.canJump = false;
  99. camera.target = player.position;
  100. camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
  101. camera.rotation = 0.0f;
  102. camera.zoom = 1.0f;
  103. }
  104. UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
  105. }
  106. //----------------------------------------------------------------------------------
  107. // Update player
  108. //----------------------------------------------------------------------------------
  109. if (IsKeyDown(KEY_LEFT)) player.position.x -= PLAYER_HOR_SPD*deltaTime;
  110. if (IsKeyDown(KEY_RIGHT)) player.position.x += PLAYER_HOR_SPD*deltaTime;
  111. if (IsKeyDown(KEY_SPACE) && player.canJump)
  112. {
  113. player.speed = -PLAYER_JUMP_SPD;
  114. player.canJump = false;
  115. }
  116. int hitObstacle = 0;
  117. for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++)
  118. {
  119. EnvElement *element = &envElements[i];
  120. Vector2 *p = &(player.position);
  121. if (element->blocking &&
  122. element->rect.x <= p->x &&
  123. element->rect.x + element->rect.width >= p->x &&
  124. element->rect.y >= p->y &&
  125. element->rect.y <= p->y + player.speed*deltaTime)
  126. {
  127. hitObstacle = 1;
  128. player.speed = 0.0f;
  129. p->y = element->rect.y;
  130. }
  131. }
  132. if (!hitObstacle)
  133. {
  134. player.position.y += player.speed*deltaTime;
  135. player.speed += GRAVITY*deltaTime;
  136. player.canJump = false;
  137. }
  138. else player.canJump = true;
  139. if (IsKeyPressed(KEY_R))
  140. {
  141. // Reset game state
  142. player.position = (Vector2){ 400, 280 };
  143. player.speed = 0;
  144. player.canJump = false;
  145. camera.target = player.position;
  146. camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
  147. camera.rotation = 0.0f;
  148. camera.zoom = 1.0f;
  149. }
  150. //----------------------------------------------------------------------------------
  151. // Events playing
  152. // NOTE: Logic must be before Camera update because it depends on mouse-wheel value,
  153. // that can be set by the played event... but some other inputs could be affected
  154. //----------------------------------------------------------------------------------
  155. if (eventPlaying)
  156. {
  157. // NOTE: Multiple events could be executed in a single frame
  158. while (playFrameCounter == aelist.events[currentPlayFrame].frame)
  159. {
  160. PlayAutomationEvent(aelist.events[currentPlayFrame]);
  161. currentPlayFrame++;
  162. if (currentPlayFrame == aelist.count)
  163. {
  164. eventPlaying = false;
  165. currentPlayFrame = 0;
  166. playFrameCounter = 0;
  167. TraceLog(LOG_INFO, "FINISH PLAYING!");
  168. break;
  169. }
  170. }
  171. playFrameCounter++;
  172. }
  173. //----------------------------------------------------------------------------------
  174. // Update camera
  175. //----------------------------------------------------------------------------------
  176. camera.target = player.position;
  177. camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
  178. float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
  179. // WARNING: On event replay, mouse-wheel internal value is set
  180. camera.zoom += ((float)GetMouseWheelMove()*0.05f);
  181. if (camera.zoom > 3.0f) camera.zoom = 3.0f;
  182. else if (camera.zoom < 0.25f) camera.zoom = 0.25f;
  183. for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++)
  184. {
  185. EnvElement *element = &envElements[i];
  186. minX = fminf(element->rect.x, minX);
  187. maxX = fmaxf(element->rect.x + element->rect.width, maxX);
  188. minY = fminf(element->rect.y, minY);
  189. maxY = fmaxf(element->rect.y + element->rect.height, maxY);
  190. }
  191. Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, camera);
  192. Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, camera);
  193. if (max.x < screenWidth) camera.offset.x = screenWidth - (max.x - screenWidth/2);
  194. if (max.y < screenHeight) camera.offset.y = screenHeight - (max.y - screenHeight/2);
  195. if (min.x > 0) camera.offset.x = screenWidth/2 - min.x;
  196. if (min.y > 0) camera.offset.y = screenHeight/2 - min.y;
  197. //----------------------------------------------------------------------------------
  198. // Events management
  199. if (IsKeyPressed(KEY_S)) // Toggle events recording
  200. {
  201. if (!eventPlaying)
  202. {
  203. if (eventRecording)
  204. {
  205. StopAutomationEventRecording();
  206. eventRecording = false;
  207. ExportAutomationEventList(aelist, "automation.rae");
  208. TraceLog(LOG_INFO, "RECORDED FRAMES: %i", aelist.count);
  209. }
  210. else
  211. {
  212. SetAutomationEventBaseFrame(180);
  213. StartAutomationEventRecording();
  214. eventRecording = true;
  215. }
  216. }
  217. }
  218. else if (IsKeyPressed(KEY_A)) // Toggle events playing (WARNING: Starts next frame)
  219. {
  220. if (!eventRecording && (aelist.count > 0))
  221. {
  222. // Reset scene state to play
  223. eventPlaying = true;
  224. playFrameCounter = 0;
  225. currentPlayFrame = 0;
  226. player.position = (Vector2){ 400, 280 };
  227. player.speed = 0;
  228. player.canJump = false;
  229. camera.target = player.position;
  230. camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
  231. camera.rotation = 0.0f;
  232. camera.zoom = 1.0f;
  233. }
  234. }
  235. if (eventRecording || eventPlaying) frameCounter++;
  236. else frameCounter = 0;
  237. //----------------------------------------------------------------------------------
  238. // Draw
  239. //----------------------------------------------------------------------------------
  240. BeginDrawing();
  241. ClearBackground(LIGHTGRAY);
  242. BeginMode2D(camera);
  243. // Draw environment elements
  244. for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++)
  245. {
  246. DrawRectangleRec(envElements[i].rect, envElements[i].color);
  247. }
  248. // Draw player rectangle
  249. DrawRectangleRec((Rectangle){ player.position.x - 20, player.position.y - 40, 40, 40 }, RED);
  250. EndMode2D();
  251. // Draw game controls
  252. DrawRectangle(10, 10, 290, 145, Fade(SKYBLUE, 0.5f));
  253. DrawRectangleLines(10, 10, 290, 145, Fade(BLUE, 0.8f));
  254. DrawText("Controls:", 20, 20, 10, BLACK);
  255. DrawText("- RIGHT | LEFT: Player movement", 30, 40, 10, DARKGRAY);
  256. DrawText("- SPACE: Player jump", 30, 60, 10, DARKGRAY);
  257. DrawText("- R: Reset game state", 30, 80, 10, DARKGRAY);
  258. DrawText("- S: START/STOP RECORDING INPUT EVENTS", 30, 110, 10, BLACK);
  259. DrawText("- A: REPLAY LAST RECORDED INPUT EVENTS", 30, 130, 10, BLACK);
  260. // Draw automation events recording indicator
  261. if (eventRecording)
  262. {
  263. DrawRectangle(10, 160, 290, 30, Fade(RED, 0.3f));
  264. DrawRectangleLines(10, 160, 290, 30, Fade(MAROON, 0.8f));
  265. DrawCircle(30, 175, 10, MAROON);
  266. if (((frameCounter/15)%2) == 1) DrawText(TextFormat("RECORDING EVENTS... [%i]", aelist.count), 50, 170, 10, MAROON);
  267. }
  268. else if (eventPlaying)
  269. {
  270. DrawRectangle(10, 160, 290, 30, Fade(LIME, 0.3f));
  271. DrawRectangleLines(10, 160, 290, 30, Fade(DARKGREEN, 0.8f));
  272. DrawTriangle((Vector2){ 20, 155 + 10 }, (Vector2){ 20, 155 + 30 }, (Vector2){ 40, 155 + 20 }, DARKGREEN);
  273. if (((frameCounter/15)%2) == 1) DrawText(TextFormat("PLAYING RECORDED EVENTS... [%i]", currentPlayFrame), 50, 170, 10, DARKGREEN);
  274. }
  275. EndDrawing();
  276. //----------------------------------------------------------------------------------
  277. }
  278. // De-Initialization
  279. //--------------------------------------------------------------------------------------
  280. CloseWindow(); // Close window and OpenGL context
  281. //--------------------------------------------------------------------------------------
  282. return 0;
  283. }