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