/******************************************************************************************* * * 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; 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; 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; } //---------------------------------------------------------------------------------- // Update camera //---------------------------------------------------------------------------------- camera.target = player.position; camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f }; float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000; 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; //---------------------------------------------------------------------------------- // Toggle events recording if (IsKeyPressed(KEY_S)) { 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)) { 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 (eventPlaying) { // NOTE: Multiple events could be executed in a single frame while (playFrameCounter == aelist.events[currentPlayFrame].frame) { TraceLog(LOG_INFO, "PLAYING: PlayFrameCount: %i | currentPlayFrame: %i | Event Frame: %i, param: %i", playFrameCounter, currentPlayFrame, aelist.events[currentPlayFrame].frame, aelist.events[currentPlayFrame].params[0]); PlayAutomationEvent(aelist.events[currentPlayFrame]); currentPlayFrame++; if (currentPlayFrame == aelist.count) { eventPlaying = false; currentPlayFrame = 0; playFrameCounter = 0; TraceLog(LOG_INFO, "FINISH PLAYING!"); break; } } playFrameCounter++; } 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; }