|
|
- /*******************************************************************************************
- *
- * raylib [core] example - automation events
- *
- * Example originally created with raylib 5.0, last time updated with raylib 5.0
- *
- * Example based on 2d_camera_platformer example by arvyy (@arvyy)
- *
- * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- * BSD-like license that allows static linking with closed source software
- *
- * Copyright (c) 2023 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
- #include "raymath.h"
-
- #define GRAVITY 400
- #define PLAYER_JUMP_SPD 350.0f
- #define PLAYER_HOR_SPD 200.0f
-
- #define MAX_ENVIRONMENT_ELEMENTS 5
-
- typedef struct Player {
- Vector2 position;
- float speed;
- bool canJump;
- } Player;
-
- typedef struct EnvElement {
- Rectangle rect;
- int blocking;
- Color color;
- } EnvElement;
-
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [core] example - automation events");
-
- // Define player
- Player player = { 0 };
- player.position = (Vector2){ 400, 280 };
- player.speed = 0;
- player.canJump = false;
-
- // Define environment elements (platforms)
- EnvElement envElements[MAX_ENVIRONMENT_ELEMENTS] = {
- {{ 0, 0, 1000, 400 }, 0, LIGHTGRAY },
- {{ 0, 400, 1000, 200 }, 1, GRAY },
- {{ 300, 200, 400, 10 }, 1, GRAY },
- {{ 250, 300, 100, 10 }, 1, GRAY },
- {{ 650, 300, 100, 10 }, 1, GRAY }
- };
-
- // Define camera
- Camera2D camera = { 0 };
- camera.target = player.position;
- camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
- camera.rotation = 0.0f;
- camera.zoom = 1.0f;
-
- // Automation events
- AutomationEventList aelist = LoadAutomationEventList(0); // Initialize list of automation events to record new events
- SetAutomationEventList(&aelist);
- bool eventRecording = false;
- bool eventPlaying = false;
-
- unsigned int frameCounter = 0;
- unsigned int playFrameCounter = 0;
- unsigned int currentPlayFrame = 0;
-
- SetTargetFPS(60);
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose())
- {
- // Update
- //----------------------------------------------------------------------------------
- float deltaTime = 0.015f;//GetFrameTime();
-
- // Dropped files logic
- //----------------------------------------------------------------------------------
- if (IsFileDropped())
- {
- FilePathList droppedFiles = LoadDroppedFiles();
-
- // Supports loading .rgs style files (text or binary) and .png style palette images
- if (IsFileExtension(droppedFiles.paths[0], ".txt;.rae"))
- {
- UnloadAutomationEventList(aelist);
- aelist = LoadAutomationEventList(droppedFiles.paths[0]);
-
- eventRecording = false;
-
- // Reset scene state to play
- eventPlaying = true;
- playFrameCounter = 0;
- currentPlayFrame = 0;
-
- player.position = (Vector2){ 400, 280 };
- player.speed = 0;
- player.canJump = false;
-
- camera.target = player.position;
- camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
- camera.rotation = 0.0f;
- camera.zoom = 1.0f;
- }
-
- UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
- }
- //----------------------------------------------------------------------------------
-
- // Update player
- //----------------------------------------------------------------------------------
- if (IsKeyDown(KEY_LEFT)) player.position.x -= PLAYER_HOR_SPD*deltaTime;
- if (IsKeyDown(KEY_RIGHT)) player.position.x += PLAYER_HOR_SPD*deltaTime;
- if (IsKeyDown(KEY_SPACE) && player.canJump)
- {
- player.speed = -PLAYER_JUMP_SPD;
- player.canJump = false;
- }
-
- int hitObstacle = 0;
- for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++)
- {
- EnvElement *element = &envElements[i];
- Vector2 *p = &(player.position);
- if (element->blocking &&
- element->rect.x <= p->x &&
- element->rect.x + element->rect.width >= p->x &&
- element->rect.y >= p->y &&
- element->rect.y <= p->y + player.speed*deltaTime)
- {
- hitObstacle = 1;
- player.speed = 0.0f;
- p->y = element->rect.y;
- }
- }
-
- if (!hitObstacle)
- {
- player.position.y += player.speed*deltaTime;
- player.speed += GRAVITY*deltaTime;
- player.canJump = false;
- }
- else player.canJump = true;
-
- if (IsKeyPressed(KEY_R))
- {
- // Reset game state
- player.position = (Vector2){ 400, 280 };
- player.speed = 0;
- player.canJump = false;
-
- camera.target = player.position;
- camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
- camera.rotation = 0.0f;
- camera.zoom = 1.0f;
- }
- //----------------------------------------------------------------------------------
-
- // Events playing
- // NOTE: Logic must be before Camera update because it depends on mouse-wheel value,
- // that can be set by the played event... but some other inputs could be affected
- //----------------------------------------------------------------------------------
- if (eventPlaying)
- {
- // NOTE: Multiple events could be executed in a single frame
- while (playFrameCounter == aelist.events[currentPlayFrame].frame)
- {
- PlayAutomationEvent(aelist.events[currentPlayFrame]);
- currentPlayFrame++;
-
- if (currentPlayFrame == aelist.count)
- {
- eventPlaying = false;
- currentPlayFrame = 0;
- playFrameCounter = 0;
-
- TraceLog(LOG_INFO, "FINISH PLAYING!");
- break;
- }
- }
-
- playFrameCounter++;
- }
- //----------------------------------------------------------------------------------
-
- // Update camera
- //----------------------------------------------------------------------------------
- camera.target = player.position;
- camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
- float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
-
- // WARNING: On event replay, mouse-wheel internal value is set
- camera.zoom += ((float)GetMouseWheelMove()*0.05f);
- if (camera.zoom > 3.0f) camera.zoom = 3.0f;
- else if (camera.zoom < 0.25f) camera.zoom = 0.25f;
-
- for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++)
- {
- EnvElement *element = &envElements[i];
- minX = fminf(element->rect.x, minX);
- maxX = fmaxf(element->rect.x + element->rect.width, maxX);
- minY = fminf(element->rect.y, minY);
- maxY = fmaxf(element->rect.y + element->rect.height, maxY);
- }
-
- Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, camera);
- Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, camera);
-
- if (max.x < screenWidth) camera.offset.x = screenWidth - (max.x - screenWidth/2);
- if (max.y < screenHeight) camera.offset.y = screenHeight - (max.y - screenHeight/2);
- if (min.x > 0) camera.offset.x = screenWidth/2 - min.x;
- if (min.y > 0) camera.offset.y = screenHeight/2 - min.y;
- //----------------------------------------------------------------------------------
-
- // Events management
- if (IsKeyPressed(KEY_S)) // Toggle events recording
- {
- if (!eventPlaying)
- {
- if (eventRecording)
- {
- StopAutomationEventRecording();
- eventRecording = false;
-
- ExportAutomationEventList(aelist, "automation.rae");
-
- TraceLog(LOG_INFO, "RECORDED FRAMES: %i", aelist.count);
- }
- else
- {
- SetAutomationEventBaseFrame(180);
- StartAutomationEventRecording();
- eventRecording = true;
- }
- }
- }
- else if (IsKeyPressed(KEY_A)) // Toggle events playing (WARNING: Starts next frame)
- {
- if (!eventRecording && (aelist.count > 0))
- {
- // Reset scene state to play
- eventPlaying = true;
- playFrameCounter = 0;
- currentPlayFrame = 0;
-
- player.position = (Vector2){ 400, 280 };
- player.speed = 0;
- player.canJump = false;
-
- camera.target = player.position;
- camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
- camera.rotation = 0.0f;
- camera.zoom = 1.0f;
- }
- }
-
- if (eventRecording || eventPlaying) frameCounter++;
- else frameCounter = 0;
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(LIGHTGRAY);
-
- BeginMode2D(camera);
-
- // Draw environment elements
- for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++)
- {
- DrawRectangleRec(envElements[i].rect, envElements[i].color);
- }
-
- // Draw player rectangle
- DrawRectangleRec((Rectangle){ player.position.x - 20, player.position.y - 40, 40, 40 }, RED);
-
- EndMode2D();
-
- // Draw game controls
- DrawRectangle(10, 10, 290, 145, Fade(SKYBLUE, 0.5f));
- DrawRectangleLines(10, 10, 290, 145, Fade(BLUE, 0.8f));
-
- DrawText("Controls:", 20, 20, 10, BLACK);
- DrawText("- RIGHT | LEFT: Player movement", 30, 40, 10, DARKGRAY);
- DrawText("- SPACE: Player jump", 30, 60, 10, DARKGRAY);
- DrawText("- R: Reset game state", 30, 80, 10, DARKGRAY);
-
- DrawText("- S: START/STOP RECORDING INPUT EVENTS", 30, 110, 10, BLACK);
- DrawText("- A: REPLAY LAST RECORDED INPUT EVENTS", 30, 130, 10, BLACK);
-
- // Draw automation events recording indicator
- if (eventRecording)
- {
- DrawRectangle(10, 160, 290, 30, Fade(RED, 0.3f));
- DrawRectangleLines(10, 160, 290, 30, Fade(MAROON, 0.8f));
- DrawCircle(30, 175, 10, MAROON);
-
- if (((frameCounter/15)%2) == 1) DrawText(TextFormat("RECORDING EVENTS... [%i]", aelist.count), 50, 170, 10, MAROON);
- }
- else if (eventPlaying)
- {
- DrawRectangle(10, 160, 290, 30, Fade(LIME, 0.3f));
- DrawRectangleLines(10, 160, 290, 30, Fade(DARKGREEN, 0.8f));
- DrawTriangle((Vector2){ 20, 155 + 10 }, (Vector2){ 20, 155 + 30 }, (Vector2){ 40, 155 + 20 }, DARKGREEN);
-
- if (((frameCounter/15)%2) == 1) DrawText(TextFormat("PLAYING RECORDED EVENTS... [%i]", currentPlayFrame), 50, 170, 10, DARKGREEN);
- }
-
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
|