rust语言写的贪吃蛇游戏

首先新建工程,然后用vscode打开,命令如下:

cargo new snake --bin

文件结构如下:
在这里插入图片描述

Cargo.Toml文件内容如下:

[package]
name = "snake"
version = "0.1.0"
edition = "2021"

# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html

[dependencies]
rand = "0.4.6"
piston_window="0.74.0"
[profile.release]
opt-level = 0
lto = true
codegen-units = 1
panic = "abort"

src/draw.rs文件内容如下:

use piston_window::types::Color;
use piston_window::{rectangle, Context, G2d};
const BLOCK_SIZE: f64 = 25.0;
pub fn to_coord(game_coord: i32) -> f64 {
    (game_coord as f64) * BLOCK_SIZE
}
pub fn to_coord_u32(game_coord: i32) -> u32 {
    to_coord(game_coord) as u32
}
pub fn draw_block(color: Color, x: i32, y: i32, con: &Context, g: &mut G2d) {
    let gui_x = to_coord(x);
    let gui_y = to_coord(y);
    rectangle(
        color,
        [gui_x, gui_y, BLOCK_SIZE, BLOCK_SIZE],
        con.transform,
        g,
    );
}
pub fn draw_rectangle(
    color: Color,
    x: i32,
    y: i32,
    width: i32,
    height: i32,
    con: &Context,
    g: &mut G2d,
) {
    let x = to_coord(x);
    let y = to_coord(y);
    rectangle(
        color,
        [
            x,
            y,
            BLOCK_SIZE * (width as f64),
            BLOCK_SIZE * (height as f64),
        ],
        con.transform,
        g,
    );
}

game.rs文件内容如下:

use crate::draw::{draw_block, draw_rectangle};
use piston_window::types::Color;
use piston_window::*;
use rand::{thread_rng, Rng};
use crate::snake::{Direction, Snake};
const FOOD_COLOR: Color = [0.80, 0.00, 0.00, 1.0];
const BORDER_COLOR: Color = [0.80, 0.00, 0.00, 1.0];
const GAMEOVER_COLOR: Color = [0.90, 0.00, 0.00, 0.5];
const MOVING_PERIOD: f64 = 0.1;
const RESTART_TIME: f64 = 1.0;

pub struct Game {
    snake: Snake,
    food_exists: bool,
    food_x: i32,
    food_y: i32,
    width: i32,
    height: i32,
    game_over: bool,
    waiting_time: f64,
}
impl Game {
    pub fn new(width: i32, height: i32) -> Game {
        Game {
            snake: Snake::new(2, 2),
            food_exists: true,
            food_x: 6,
            food_y: 4,
            width,
            height,
            game_over: false,
            waiting_time: 0.0,
        }
    }
    pub fn key_pressed(&mut self, key: Key) {
        if self.game_over {
            return;
        }
        let dir = match key {
            Key::Up => Some(Direction::Up),
            Key::Down => Some(Direction::Down),
            Key::Left => Some(Direction::Left),
            Key::Right => Some(Direction::Right),
            _ => None,
        };
        if dir.unwrap() == self.snake.head_direction().opposite() {
            return;
        }
        self.update_snake(dir);
    }
    pub fn draw(&self, con: &Context, g: &mut G2d) {
        self.snake.draw(con, g);
        if self.food_exists {
            draw_block(FOOD_COLOR, self.food_x, self.food_y, con, g);
        }
        draw_rectangle(BORDER_COLOR, 0, 0, self.width, 1, con, g);
        draw_rectangle(BORDER_COLOR, 0, self.height - 1, self.width, 1, con, g);
        draw_rectangle(BORDER_COLOR, 0, 0, 1, self.height, con, g);
        draw_rectangle(BORDER_COLOR, self.width - 1, 0, 1, self.height, con, g);
        if self.game_over {
            draw_rectangle(GAMEOVER_COLOR, 0, 0, self.width, self.height, con, g);
        }
    }
    pub fn update(&mut self, delta_time: f64) {
        self.waiting_time += delta_time;
        if self.game_over {
            if self.waiting_time > RESTART_TIME {
                self.restart();
            }
            return;
        }
        if !self.food_exists {
            self.add_food();
        }
        if self.waiting_time > MOVING_PERIOD {
            self.update_snake(None);
        }
    }
    fn check_eating(&mut self) {
        let (head_x, head_y): (i32, i32) = self.snake.head_position();
        if self.food_exists && self.food_x == head_x && self.food_y == head_y {
            self.food_exists = false;
            self.snake.restore_tail();
        }
    }
    fn check_if_snake_alive(&self, dir: Option<Direction>) -> bool {
        let (next_x, next_y) = self.snake.next_head(dir);
        if self.snake.overlap_tail(next_x, next_y) {
            return false;
        }
        next_x > 0 && next_y > 0 && next_x < self.width - 1 && next_y < self.height - 1
    }
    fn add_food(&mut self) {
        let mut rng = thread_rng();
        let mut new_x = rng.gen_range(1, self.width - 1);
        let mut new_y = rng.gen_range(1, self.width - 1);
        while self.snake.overlap_tail(new_x, new_y) {
            new_x = rng.gen_range(1, self.width - 1);
            new_y = rng.gen_range(1, self.width - 1);
        }
        self.food_x = new_x;
        self.food_y = new_y;
        self.food_exists = true;
    }
    fn update_snake(&mut self, dir: Option<Direction>) {
        if self.check_if_snake_alive(dir) {
            self.snake.move_forward(dir);
            self.check_eating();
        } else {
            self.game_over = true;
        }
        self.waiting_time = 0.0;
    }
    fn restart(&mut self) {
        self.snake = Snake::new(2, 2);
        self.waiting_time = 0.0;
        self.food_exists = true;
        self.food_x = 6;
        self.food_y = 4;
        self.game_over = false;
    }
}

main.rs文件内容如下:

extern crate piston_window;
extern crate rand;
mod draw;
mod game;
mod snake;
use draw::to_coord_u32;
use game::Game;
use piston_window::types::Color;
use piston_window::*;
const BACK_COLOR: Color = [0.5, 0.5, 0.5, 1.0];
fn main() {
    //https://magiclen.org/rust-compile-optimize/
    let (width, height) = (30, 30);
    let mut window: PistonWindow =
        WindowSettings::new("Snake", [to_coord_u32(width), to_coord_u32(height)])
            .exit_on_esc(true)
            .build()
            .unwrap();
    let mut game = Game::new(width, height);
    while let Some(event) = window.next() {
        if let Some(Button::Keyboard(key)) = event.press_args() {
            game.key_pressed(key);
        }
        window.draw_2d(&event, |c, g| {
            clear(BACK_COLOR, g);
            game.draw(&c, g);
        });
        event.update(|arg| {
            game.update(arg.dt);
        });
    }
}

snake.rs文件内容如下:

use piston_window::types::Color;
use piston_window::{Context, G2d};
use std::collections::LinkedList;

use crate::draw::draw_block;
const SNAKE_COLOR: Color = [0.00, 0.80, 0.00, 1.0];
#[derive(Copy, Clone, PartialEq)]
pub enum Direction {
    Up,
    Down,
    Left,
    Right,
}
impl Direction {
    pub fn opposite(&self) -> Direction {
        match *self {
            Direction::Up => Direction::Down,
            Direction::Down => Direction::Up,
            Direction::Left => Direction::Right,
            Direction::Right => Direction::Left,
        }
    }
}
#[derive(Debug, Clone)]
struct Block {
    x: i32,
    y: i32,
}
pub struct Snake {
    direction: Direction,
    body: LinkedList<Block>,
    tail: Option<Block>,
}
impl Snake {
    pub fn new(x: i32, y: i32) -> Snake {
        let mut body: LinkedList<Block> = LinkedList::new();
        body.push_back(Block { x: x + 2, y });
        body.push_back(Block { x: x + 1, y });
        body.push_back(Block { x, y });
        Snake {
            direction: Direction::Right,
            body,
            tail: None,
        }
    }
    pub fn draw(&self, con: &Context, g: &mut G2d) {
        for block in &self.body {
            draw_block(SNAKE_COLOR, block.x, block.y, con, g);
        }
    }
    pub fn head_position(&self) -> (i32, i32) {
        let head_block = self.body.front().unwrap();
        (head_block.x, head_block.y)
    }
    pub fn move_forward(&mut self, dir: Option<Direction>) {
        match dir {
            Some(d) => self.direction = d,
            None => (),
        }
        let (last_x, last_y): (i32, i32) = self.head_position();
        let new_block = match self.direction {
            Direction::Up => Block {
                x: last_x,
                y: last_y - 1,
            },
            Direction::Down => Block {
                x: last_x,
                y: last_y + 1,
            },
            Direction::Left => Block {
                x: last_x - 1,
                y: last_y,
            },
            Direction::Right => Block {
                x: last_x + 1,
                y: last_y,
            },
        };
        self.body.push_front(new_block);
        let removed_block = self.body.pop_back().unwrap();
        self.tail = Some(removed_block);
    }
    pub fn head_direction(&self) -> Direction {
        self.direction
    }
    pub fn next_head(&self, dir: Option<Direction>) -> (i32, i32) {
        let (head_x, head_y): (i32, i32) = self.head_position();
        let mut moving_dir = self.direction;
        match dir {
            Some(d) => moving_dir = d,
            None => {}
        }
        match moving_dir {
            Direction::Up => (head_x, head_y - 1),
            Direction::Down => (head_x, head_y + 1),
            Direction::Left => (head_x - 1, head_y),
            Direction::Right => (head_x + 1, head_y),
        }
    }
    pub fn restore_tail(&mut self) {
        let blk = self.tail.clone().unwrap();
        self.body.push_back(blk);
    }
    pub fn overlap_tail(&self, x: i32, y: i32) -> bool {
        let mut ch = 0;
        for block in &self.body {
            if x == block.x && y == block.y {
                return true;
            }
            ch += 1;
            if ch == self.body.len() - 1 {
                break;
            }
        }
        return false;
    }
}
cargo build --release
./target/release/snake.exe

结果如下:
在这里插入图片描述


代码见github

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