在之前工作(Tauri(2.5.1)+Leptos(0.7.8)开发桌面应用--简单的工作进度管理-CSDN博客)的基础上,添加一个休闲数字游戏2048。具体效果如下:
使用leptos-router新建一个标签页,用于2048游戏界面。
1. src/main.rs
mod app;
use app::*;
use leptos::prelude::*;
//打开trunk serve --open 以开始开发您的应用程序。 Trunk 服务器将在文件更改时重新加载您的应用程序,从而使开发相对无缝。
fn main() {
console_error_panic_hook::set_once(); //浏览器中运行 WASM 代码发生 panic 时可以获得一个实际的 Rust 堆栈跟踪,其中包括 Rust 源代码中的一行。
mount_to_body(|| {
view! {
<App />
}
})
}
2. src/app.rs
#[warn(unused_imports)]
use leptos::prelude::*;
use leptos_router::components::{Route, Router, Routes};
use leptos_router::path;
mod acidinput;
mod schedule;
mod game2048;
mod game5;
use acidinput::*;
use schedule::*;
use game2048::*;
use game5::*;
#[component]
pub fn App() -> impl IntoView {
view! {
<Router>
<nav>
<a class="nav" href="/">"工作进度表"</a>
<a class="nav" href="/acidinput">"产品录入"</a>
<a class="nav" href="/game2048">"2048数字游戏"</a>
<a class="nav" href="/game5">"五子棋游戏"</a>
</nav>
<main>
<Routes fallback=|| "Not found.">
// / just has an un-nested "Home"
<Route path=path!("/") view= || view! {<WorkSchedule />} />
<Route path=path!("/acidinput") view=|| view! {<AcidInput />} />
<Route path=path!("/game2048") view=|| view! {<GameBoard />} />
<Route path=path!("/game5") view=|| view! {<GomokuGame />} />
</Routes>
</main>
</Router>
}
}
3. src/app/game2048.rs
use leptos::*;
use leptos::prelude::*;
use leptos::component;
use leptos::view;
/// 定义移动方向的枚举
#[derive(Clone, Copy, PartialEq)]
pub enum Direction {
Up, // 向上移动
Down, // 向下移动
Left, // 向左移动
Right, // 向右移动
}
/// 游戏状态结构体
#[derive(Clone)]
pub struct Game {
pub grid: [[u32; 4]; 4], // 4x4游戏网格
pub score: u32, // 当前得分
pub game_over: bool, // 游戏是否结束
pub win: bool, // 是否获胜(达到2048)
}
impl Game {
/// 生成[min, max)范围内的随机数
fn random_range(&self, min: usize, max: usize) -> usize {
use rand::random;
min + (random::<f64>() * (max - min) as f64).floor() as usize
}
/// 以给定概率返回true
fn random_bool(&self, probability: f64) -> bool {
use rand::random;
random::<f64>() < probability
}
/// 创建新游戏实例
pub fn new() -> Self {
let mut game = Game {
grid: [[0; 4]; 4], // 初始化4x4空网格
score: 0, // 初始分数为0
game_over: false, // 游戏未结束
win: false, // 未获胜
};
game.add_tile(); // 添加第一个方块
game.add_tile(); // 添加第二个方块
game
}
/// 在随机空位置添加新方块(90%概率为2,10%概率为4)
pub fn add_tile(&mut self) {
let mut empty_positions = Vec::new();
// 收集所有空位置
for (i, row) in self.grid.iter().enumerate() {
for (j, &cell) in row.iter().enumerate() {
if cell == 0 {
empty_positions.push((i, j));
}
}
}
// 如果有空位置,随机选择一个添加新方块
if !empty_positions.is_empty() {
let (i, j) = empty_positions[self.random_range(0, empty_positions.len())];
self.grid[i][j] = if self.random_bool(0.9) { 2 } else { 4 };
}
}
/// 根据方向移动方块
pub fn move_tiles(&mut self, direction: Direction) {
let mut moved = false; // 标记是否有方块移动
let mut grid = self.grid;
match direction {
Direction::Left => {
// 向左移动每行
for row in &mut grid {
moved |= self.slide_row(row);
}
}
Direction::Right => {
// 向右移动: 先反转行,滑动后再反转回来
for row in &mut grid {
row.reverse();
moved |= self.slide_row(row);
row.reverse();
}
}
Direction::Up => {
// 向上移动: 先转置网格,滑动每行后再转置回来
self.transpose(&mut grid);
for row in &mut grid {
moved |= self.slide_row(row);
}
self.transpose(&mut grid);
}
Direction::Down => {
// 向下移动: 转置网格,反转每行,滑动后再反转并转置回来
self.transpose(&mut grid);
for row in &mut grid {
row.reverse();
moved |= self.slide_row(row);
row.reverse();
}
self.transpose(&mut grid);
}
}
// 如果有方块移动,更新网格并添加新方块
if moved {
self.grid = grid;
self.add_tile();
self.check_game_over(); // 检查游戏是否结束
}
}
/// 滑动单行方块并合并相同数字
fn slide_row(&mut self, row: &mut [u32; 4]) -> bool {
let mut moved = false; // 标记是否有移动
let mut merged = [false; 4]; // 标记已合并的方块
// 第一步: 将所有方块向左滑动(消除空格)
for _ in 0..3 {
for i in 0..3 {
if row[i] == 0 && row[i + 1] != 0 {
row[i] = row[i + 1];
row[i + 1] = 0;
moved = true;
}
}
}
// 第二步: 合并相邻相同数字
for i in 0..3 {
if row[i] != 0 && row[i] == row[i + 1] && !merged[i] {
row[i] *= 2; // 合并方块
self.score += row[i]; // 增加分数
if row[i] == 2048 {
self.win = true; // 达到2048,获胜
}
row[i + 1] = 0; // 清空合并后的位置
merged[i] = true; // 标记已合并
moved = true;
}
}
// 第三步: 再次滑动消除合并后产生的空格
for _ in 0..3 {
for i in 0..3 {
if row[i] == 0 && row[i + 1] != 0 {
row[i] = row[i + 1];
row[i + 1] = 0;
moved = true;
}
}
}
moved // 返回是否有移动发生
}
/// 转置4x4网格(行列互换)
fn transpose(&self, grid: &mut [[u32; 4]; 4]) {
for i in 0..4 {
for j in i + 1..4 {
let temp = grid[i][j];
grid[i][j] = grid[j][i];
grid[j][i] = temp;
}
}
}
/// 检查游戏是否结束(无空格且无法合并)
fn check_game_over(&mut self) {
if self.win {
return; // 已经获胜,不需要检查
}
// 检查是否有空格
for row in &self.grid {
for &cell in row {
if cell == 0 {
return; // 有空位,游戏继续
}
}
}
// 检查是否有可合并的相邻方块
for i in 0..4 {
for j in 0..4 {
let cell = self.grid[i][j];
if (j < 3 && cell == self.grid[i][j + 1]) ||
(i < 3 && cell == self.grid[i + 1][j]) {
return; // 有可合并方块,游戏继续
}
}
}
self.game_over = true; // 无空格且无法合并,游戏结束
}
}
/// 游戏界面组件
#[component]
pub fn GameBoard() -> impl IntoView {
// 创建游戏状态信号
let (game, set_game) = signal(Game::new());
// 监听键盘事件
window_event_listener(ev::keydown, move |ev| {
if game.get().game_over || game.get().win {
return; // 游戏结束或已获胜,不处理输入
}
// 根据按键确定移动方向
let direction = match &ev.key()[..] {
"ArrowUp" => Some(Direction::Up),
"ArrowDown" => Some(Direction::Down),
"ArrowLeft" => Some(Direction::Left),
"ArrowRight" => Some(Direction::Right),
_ => None,
};
// 如果有有效方向,移动方块
if let Some(dir) = direction {
set_game.update(|g| g.move_tiles(dir));
}
});
// 渲染方块内容(空方块显示空字符串)
fn render_tile(value: u32) -> String {
if value == 0 {
"".to_string()
} else {
value.to_string()
}
}
// 根据方块值返回对应的CSS颜色类
fn tile_color(value: u32) -> &'static str {
match value {
0 => "bg-gray-300",
2 => "bg-yellow-100",
4 => "bg-yellow-200",
8 => "bg-orange-200",
16 => "bg-orange-300",
32 => "bg-red-300",
64 => "bg-red-400",
128 => "bg-amber-400",
256 => "bg-amber-500",
512 => "bg-amber-600",
1024 => "bg-yellow-700 text-white",
2048 => "bg-yellow-800 text-white",
_ => "bg-purple-500 text-white",
}
}
// 重置游戏函数
let reset = move |_| {
set_game.update(|g| {
*g = Game::new();
g.win = false;
});
};
// 游戏界面视图
view! {
<div class="container mx-auto p-4">
<div class="flex justify-between items-center mb-4">
<h1 class="text-3xl font-bold">"2048小游戏"</h1>
<div class="flex gap-4">
<div class="bg-gray-200 p-2 rounded">
<div class="text-xs">"得分"</div>
<div class="text-xl font-bold">{move || game.get().score}</div>
</div>
<button
on:click=reset
class="bg-blue-500 text-black px-4 py-2 rounded hover:bg-blue-600"
>
"新游戏"
</button>
</div>
</div>
<p></p>
<div class="bg-gray-400 p-2 rounded-lg" style="width: fit-content; margin: 0 auto;">
<div style="display: grid; grid-template-columns: repeat(4, 96px); gap: 4px;">
{move || {
game.get().grid.iter().flat_map(|row| {
row.iter().map(|&value| {
view! {
<div
style="width: 96px; height: 96px; display: flex; align-items: center; justify-content: center; border-radius: 4px; font-weight: bold; font-size: 2.0rem;"
class=format!("{}", tile_color(value))
>
{render_tile(value)}
</div>
}
})
}).collect::<Vec<_>>()
}}
</div>
</div>
{/* 获胜提示 */}
<Show when=move || game.get().win>
<div class="mt-4 p-4 bg-green-500 text-black rounded text-center">
"You Win! Final Score: " {move || game.get().score}
</div>
</Show>
{/* 游戏结束提示 */}
<Show when=move || game.get().game_over>
<div class="mt-4 p-4 bg-red-500 text-black rounded text-center">
"Game Over! Final Score: " {move || game.get().score}
</div>
</Show>
</div>
}
}
4. cargo.toml
[package]
name = "schedule-app"
version = "0.1.0"
description = "A Work-schedule"
authors = ["you"]
edition = "2021"
[lib]
name = "acid_index_lib"
crate-type = ["staticlib", "cdylib", "rlib"]
[build-dependencies]
tauri-build = { version = "2.2.0", features = [] }
[dependencies]
tauri = { version = "2.5.1", features = ["tray-icon", "devtools"] }
wasm-bindgen = "0.2.100"
serde-wasm-bindgen = "0.6.5"
tauri-utils="2.4.0"
tauri-plugin="2.2.0"
tauri-plugin-opener = "2"
serde = { version = "1.0.219", features = ["derive"] }
serde_json = "1"
sqlx = { version = "0.8.6", features = ["sqlite", "runtime-tokio"] }
tokio = { version ="1", features = ["full"] }
futures = "0.3.31"
log = "0.4.22"
chrono = "0.4.39"
plotters = { version = "0.3.7"}
plotters-iced = "0.11"
iced = { version = "0.13.1", features = ["canvas", "tokio"] }
base64 = "0.22.1"
image = "0.25.5"
uuid = { version = "1.8.0", features = ["v4"] }
video-rs = { version = "0.10", features = ["ndarray"] }
ndarray = "0.16"