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ADDED: Automation Events System, exposed to users
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Added new API to record and play events
Added examples illustrating functionality
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raysan5 committed Oct 26, 2023
1 parent 067dbe8 commit 99dac54
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289 changes: 289 additions & 0 deletions examples/core/core_automation_events.c
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/*******************************************************************************************
*
* 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;

int frameCounter = 0;
int playFrameCounter = 0;
int currentFrame = 0;

SetTargetFPS(60);
//--------------------------------------------------------------------------------------

// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
float deltaTime = 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;

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))
{
camera.zoom = 1.0f;
player.position = (Vector2){ 400, 280 };
}
//----------------------------------------------------------------------------------

// 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_ONE))
{
if (!eventPlaying)
{
if (eventRecording)
{
StopAutomationEventRecording();
eventRecording = false;

ExportAutomationEventList(aelist, "automation.rae");
}
else
{
StartAutomationEventRecording();
eventRecording = true;
}
}
}

if (eventPlaying)
{
if (playFrameCounter == aelist.events[currentFrame].frame)
{
PlayAutomationEvent(aelist.events[currentFrame]);
currentFrame++;

if (currentFrame == aelist.count)
{
eventPlaying = false;
currentFrame = 0;
playFrameCounter = 0;
}
}

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 automation events recording indicator
if (eventRecording)
{
if (((frameCounter/15)%2) == 1)
{
DrawCircle(GetScreenWidth() - 200, 20, 10, MAROON);
DrawText(TextFormat("RECORDING EVENTS... [%i]", aelist.count), GetScreenWidth() - 180, 15, 10, RED);
}
}
else if (eventPlaying)
{
if (((frameCounter/15)%2) == 1)
{
DrawTriangle((Vector2){ GetScreenWidth() - 200, 10 }, (Vector2){ GetScreenWidth() - 200, 30 }, (Vector2){ GetScreenWidth() - 200 + 20, 20 }, DARKGREEN);
DrawText(TextFormat("PLAYING EVENTS... [%i]", currentFrame), GetScreenWidth() - 170, 15, 10, LIME);
}
}

DrawText("Controls:", 20, 20, 10, BLACK);
DrawText("- Right/Left to move", 30, 40, 10, DARKGRAY);
DrawText("- Space to jump", 30, 60, 10, DARKGRAY);
DrawText("- Mouse Wheel to Zoom in-out, R to reset zoom", 30, 80, 10, DARKGRAY);

EndDrawing();
//----------------------------------------------------------------------------------
}

// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

return 0;
}
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