* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality. * chg: Modernize CI workflow, enable SourceLink - Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1 - Trigger push builds on main instead of master - Create local nuget feed dir before pack (fixes NU1301) - Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340) * fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures * chore: updated readme * fix: version the native extract marker and chain download via DependsOnTargets The .extracted marker now includes the raylib package name, so bumping TargetRaylibTag re-extracts the new archive instead of silently keeping (and packing/copying) the previous version's files. _PrepareNativeLibrary and _StageWasmNative now depend directly on _DownloadAndExtractInternal instead of CallTarget-ing it; dependency targets run in the same project instance, so the resolved properties (RaylibPackageName etc.) propagate naturally. * fix: let the binding build for browser-wasm on both net8.0 and net10.0 The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x, auto-imported for RID browser-wasm) treats every browser-wasm project as a wasm app: it forces OutputType=Exe after project evaluation (CS5001 for a classlib) and hooks its app-bundle build after Build, which errors because a library has no assemblies to bundle. Opt Raylib-cs out via DisableAutoWasmBuildApp (props time, before the workload defaults its trigger) and pin OutputType back to Library in Directory.Build.targets (evaluated after the workload props, so the assignment wins). net10's wasm SDK needs neither workaround. * chore: readme updated * chg: simplifying build logic - a simple line in the documentation should save us the code here * fix: Wrong signature of FrameBufferComplete * chore: readme update * feat: samples default to local project reference, and can optionally use the nuget package * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * fix: Examples.csproj runs the download task when building locally * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * chore: clean up linter warnings * feat: html harness focuses the example and allows quick navigation with J/K instead. * chore: readme mentions the property to use nuget vs. the local project reference * feat: replaced the J/K navigation with good old HTML buttons * chore: run dotnet format scoped default (was previously scoped to just 'style')
419 lines
14 KiB
C#
419 lines
14 KiB
C#
/*******************************************************************************************
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*
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* raylib [core] example - automation events
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*
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* Example complexity rating: [★★★☆] 3/4
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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) 2023-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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namespace Examples.Core;
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public partial class AutomationEvents : IExample
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{
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private const int GRAVITY = 400;
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private const float PLAYER_JUMP_SPD = 350.0f;
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private const float PLAYER_HOR_SPD = 200.0f;
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private const int MAX_ENVIRONMENT_ELEMENTS = 5;
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Core / Automation Events";
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public string Title => "raylib [core] example - automation events";
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private struct Player
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{
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public Vector2 Position;
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public float Speed;
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public bool CanJump;
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}
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private struct EnvElement
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{
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public Rectangle Rect;
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public int Blocking;
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public Color Color;
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}
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private Player player;
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private EnvElement[] envElements;
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private Camera2D camera;
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private AutomationEventList aelist;
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private bool eventRecording;
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private bool eventPlaying;
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private uint frameCounter;
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private uint playFrameCounter;
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private uint currentPlayFrame;
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public unsafe void Init()
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{
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// Define player
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player = new Player();
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player.Position = new 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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envElements = new EnvElement[MAX_ENVIRONMENT_ELEMENTS]
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{
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new EnvElement { Rect = new Rectangle(0, 0, 1000, 400), Blocking = 0, Color = Color.LightGray },
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new EnvElement { Rect = new Rectangle(0, 400, 1000, 200), Blocking = 1, Color = Color.Gray },
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new EnvElement { Rect = new Rectangle(300, 200, 400, 10), Blocking = 1, Color = Color.Gray },
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new EnvElement { Rect = new Rectangle(250, 300, 100, 10), Blocking = 1, Color = Color.Gray },
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new EnvElement { Rect = new Rectangle(650, 300, 100, 10), Blocking = 1, Color = Color.Gray }
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};
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// Define camera
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camera = new Camera2D();
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camera.Target = player.Position;
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camera.Offset = new 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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aelist = LoadAutomationEventList((sbyte*)null); // Initialize list of automation events to record new events
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SetAutomationEventList(ref aelist);
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eventRecording = false;
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eventPlaying = false;
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frameCounter = 0;
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playFrameCounter = 0;
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currentPlayFrame = 0;
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}
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public unsafe void Update()
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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 BROWSER
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// NOTE: drag-and-drop event-list loading (.txt/.rae) is not supported in the browser host.
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#else
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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[0], ".txt;.rae"))
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{
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UnloadAutomationEventList(aelist);
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aelist = LoadAutomationEventList(droppedFiles[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 = new 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 = new 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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#endif
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//----------------------------------------------------------------------------------
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// Update player
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//----------------------------------------------------------------------------------
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if (IsKeyDown(KeyboardKey.Left))
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{
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player.Position.X -= PLAYER_HOR_SPD * deltaTime;
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}
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if (IsKeyDown(KeyboardKey.Right))
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{
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player.Position.X += PLAYER_HOR_SPD * deltaTime;
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}
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if (IsKeyDown(KeyboardKey.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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if (element.Blocking != 0 &&
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element.Rect.X <= player.Position.X &&
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element.Rect.X + element.Rect.Width >= player.Position.X &&
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element.Rect.Y >= player.Position.Y &&
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element.Rect.Y <= player.Position.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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player.Position.Y = element.Rect.Y;
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}
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}
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if (hitObstacle == 0)
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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
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{
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player.CanJump = true;
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}
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if (IsKeyPressed(KeyboardKey.R))
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{
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// Reset game state
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player.Position = new 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 = new 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(TraceLogLevel.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 = new 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)
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{
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camera.Zoom = 3.0f;
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}
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else if (camera.Zoom < 0.25f)
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{
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camera.Zoom = 0.25f;
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}
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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 = MathF.Min(element.Rect.X, minX);
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maxX = MathF.Max(element.Rect.X + element.Rect.Width, maxX);
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minY = MathF.Min(element.Rect.Y, minY);
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maxY = MathF.Max(element.Rect.Y + element.Rect.Height, maxY);
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}
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Vector2 max = GetWorldToScreen2D(new Vector2(maxX, maxY), camera);
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Vector2 min = GetWorldToScreen2D(new Vector2(minX, minY), camera);
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if (max.X < screenWidth)
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{
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camera.Offset.X = screenWidth - (max.X - (float)screenWidth / 2);
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}
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if (max.Y < screenHeight)
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{
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camera.Offset.Y = screenHeight - (max.Y - (float)screenHeight / 2);
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}
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if (min.X > 0)
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{
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camera.Offset.X = (float)screenWidth / 2 - min.X;
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}
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if (min.Y > 0)
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{
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camera.Offset.Y = (float)screenHeight / 2 - min.Y;
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}
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//----------------------------------------------------------------------------------
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// Events management
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if (IsKeyPressed(KeyboardKey.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(TraceLogLevel.Info, $"RECORDED FRAMES: {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(KeyboardKey.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 = new 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 = new 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)
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{
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frameCounter++;
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}
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else
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{
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frameCounter = 0;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.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(new Rectangle(player.Position.X - 20, player.Position.Y - 40, 40, 40), Color.Red);
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EndMode2D();
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// Draw game controls
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DrawRectangle(10, 10, 290, 145, Fade(Color.SkyBlue, 0.5f));
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DrawRectangleLines(10, 10, 290, 145, Fade(Color.Blue, 0.8f));
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DrawText("Controls:", 20, 20, 10, Color.Black);
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DrawText("- RIGHT | LEFT: Player movement", 30, 40, 10, Color.DarkGray);
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DrawText("- SPACE: Player jump", 30, 60, 10, Color.DarkGray);
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DrawText("- R: Reset game state", 30, 80, 10, Color.DarkGray);
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DrawText("- S: START/STOP RECORDING INPUT EVENTS", 30, 110, 10, Color.Black);
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DrawText("- A: REPLAY LAST RECORDED INPUT EVENTS", 30, 130, 10, Color.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(Color.Red, 0.3f));
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DrawRectangleLines(10, 160, 290, 30, Fade(Color.Maroon, 0.8f));
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DrawCircle(30, 175, 10, Color.Maroon);
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if (((frameCounter / 15) % 2) == 1)
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{
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DrawText($"RECORDING EVENTS... [{aelist.Count}]", 50, 170, 10, Color.Maroon);
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}
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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(Color.Lime, 0.3f));
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DrawRectangleLines(10, 160, 290, 30, Fade(Color.DarkGreen, 0.8f));
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DrawTriangle(new Vector2(20, 155 + 10), new Vector2(20, 155 + 30), new Vector2(40, 155 + 20), Color.DarkGreen);
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if (((frameCounter / 15) % 2) == 1)
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{
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DrawText($"PLAYING RECORDED EVENTS... [{currentPlayFrame}]", 50, 170, 10, Color.DarkGreen);
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}
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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UnloadAutomationEventList(aelist);
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [core] example - automation events");
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var game = new AutomationEvents();
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game.Init();
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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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game.Update();
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}
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game.Unload();
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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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}
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