使用Rust开发小游戏完成过程
更新时间:2023年11月27日 14:39:36 作者:techdashen
这篇文章主要介绍了使用Rust开发小游戏的完整过程,本文通过示例代码给大家介绍的非常详细,对大家的学习或工作具有一定的参考借鉴价值,需要的朋友参考下吧
本文是对 使用 Rust 开发一个微型游戏【已完结】
cargo new flappy
在Cargo.toml的[dependencies]
下方增加:
bracket-lib = "~0.8.7"
main.rs中:
use bracket_lib::prelude::*; struct State {} impl GameState for State { fn tick(&mut self, ctx: &mut BTerm) { ctx.cls(); ctx.print(1, 1, "Hello,Bracket Terminal!"); } } fn main() -> BError { let context: BTerm = BTermBuilder::simple80x50() .with_title("爽哥做游戏--Flappy Dragon") .build()?; main_loop(context, State {}) }
cargo run后,可以看到
use bracket_lib::prelude::*; // 游戏3种模式(菜单,游戏中,结束) enum GameMode { Menu, Playing, End, } struct State { mode: GameMode, } impl State { fn new() -> Self { State { mode: GameMode::Menu, } } fn play(&mut self, ctx: &mut BTerm) { //TODO self.mode = GameMode::End; } fn restart(&mut self) { self.mode = GameMode::Playing; } fn main_menu(&mut self, ctx: &mut BTerm) { ctx.cls(); ctx.print_centered(5, "欢迎来到游戏~"); ctx.print_centered(8, "Press P key to start Game"); ctx.print_centered(9, "Press Q to quit Game"); if let Some(key) = ctx.key { match key { VirtualKeyCode::P => self.restart(), VirtualKeyCode::Q => ctx.quitting = true, _ => {} } {} } } fn dead(&mut self, ctx: &mut BTerm) { ctx.cls(); ctx.print_centered(5, "你挂了.."); ctx.print_centered(8, "按P键 再来一局"); ctx.print_centered(9, "按Q键 退出游戏"); if let Some(key) = ctx.key { match key { VirtualKeyCode::P => self.restart(), VirtualKeyCode::Q => ctx.quitting = true, _ => {} } {} } } } impl GameState for State { fn tick(&mut self, ctx: &mut BTerm) { match self.mode { GameMode::Menu => self.main_menu(ctx), GameMode::End => self.dead(ctx), GameMode::Playing => self.play(ctx), } // ctx.cls(); // ctx.print(1, 1, "Hello,Bracket Terminal!"); } } fn main() -> BError { let context: BTerm = BTermBuilder::simple80x50() .with_title("爽哥做游戏--Flappy Dragon") .build()?; main_loop(context, State::new()) }
增加玩家
use bracket_lib::prelude::*; // 游戏3种模式(菜单,游戏中,结束) enum GameMode { Menu, Playing, End, } const SCREEN_WIDTH: i32 = 80; const SCREEN_HEIGHT: i32 = 50; const FRAME_DURATION: f32 = 75.0; struct Player { x: i32, y: i32, velocity: f32, } impl Player { fn new(x: i32, y: i32) -> Self { Player { x: 0, y: 0, velocity: 0.0, } } fn render(&mut self, ctx: &mut BTerm) { ctx.set(0, self.y, YELLOW, BLACK, to_cp437('@')); } fn gravity_and_move(&mut self) { if self.velocity < 2.0 { self.velocity += 0.2; } self.y += self.velocity as i32; self.x += 1; if self.y < 0 { self.y = 0; } } fn flap(&mut self) { self.velocity = -2.0; } } struct State { player: Player, frame_time: f32, mode: GameMode, } impl State { fn new() -> Self { State { player: Player::new(5, 25), frame_time: 0.0, mode: GameMode::Menu, } } fn play(&mut self, ctx: &mut BTerm) { ctx.cls_bg(NAVY); self.frame_time += ctx.frame_time_ms; if self.frame_time >= FRAME_DURATION { self.player.gravity_and_move(); self.frame_time = 0.0; } // 按空格 if let Some(VirtualKeyCode::Space) = ctx.key { self.player.flap(); } self.player.render(ctx); ctx.print(0, 0, "按空格起飞~"); if self.player.y > SCREEN_HEIGHT { self.mode = GameMode::End; } } fn restart(&mut self) { self.player = Player::new(5, 25); self.frame_time = 0.0; self.mode = GameMode::Playing; } fn main_menu(&mut self, ctx: &mut BTerm) { ctx.cls(); ctx.print_centered(5, "欢迎来到游戏~"); ctx.print_centered(8, "Press P key to start Game"); ctx.print_centered(9, "Press Q to quit Game"); if let Some(key) = ctx.key { match key { VirtualKeyCode::P => self.restart(), VirtualKeyCode::Q => ctx.quitting = true, _ => {} } {} } } fn dead(&mut self, ctx: &mut BTerm) { ctx.cls(); ctx.print_centered(5, "你挂了.."); ctx.print_centered(8, "按P键 再来一局"); ctx.print_centered(9, "按Q键 退出游戏"); if let Some(key) = ctx.key { match key { VirtualKeyCode::P => self.restart(), VirtualKeyCode::Q => ctx.quitting = true, _ => {} } {} } } } impl GameState for State { fn tick(&mut self, ctx: &mut BTerm) { match self.mode { GameMode::Menu => self.main_menu(ctx), GameMode::End => self.dead(ctx), GameMode::Playing => self.play(ctx), } // ctx.cls(); // ctx.print(1, 1, "Hello,Bracket Terminal!"); } } fn main() -> BError { let context: BTerm = BTermBuilder::simple80x50() .with_title("爽哥做游戏--Flappy Dragon") .build()?; main_loop(context, State::new()) }
增加障碍
use std::fmt::format; use bracket_lib::prelude::*; // 游戏3种模式(菜单,游戏中,结束) enum GameMode { Menu, Playing, End, } const SCREEN_WIDTH: i32 = 80; const SCREEN_HEIGHT: i32 = 50; const FRAME_DURATION: f32 = 75.0; struct Player { x: i32, y: i32, velocity: f32, } impl Player { fn new(x: i32, y: i32) -> Self { Player { x: 0, y: 0, velocity: 0.0, } } fn render(&mut self, ctx: &mut BTerm) { ctx.set(0, self.y, YELLOW, BLACK, to_cp437('@')); } fn gravity_and_move(&mut self) { if self.velocity < 2.0 { self.velocity += 0.2; } self.y += self.velocity as i32; self.x += 1; if self.y < 0 { self.y = 0; } } fn flap(&mut self) { self.velocity = -2.0; } } struct State { player: Player, frame_time: f32, mode: GameMode, obstacle: Obstacle, score: i32, } impl State { fn new() -> Self { State { player: Player::new(5, 25), frame_time: 0.0, mode: GameMode::Menu, obstacle: Obstacle::new(SCREEN_WIDTH, 0), score: 0, } } fn play(&mut self, ctx: &mut BTerm) { ctx.cls_bg(NAVY); self.frame_time += ctx.frame_time_ms; if self.frame_time >= FRAME_DURATION { self.player.gravity_and_move(); self.frame_time = 0.0; } // 按空格 if let Some(VirtualKeyCode::Space) = ctx.key { self.player.flap(); } self.player.render(ctx); ctx.print(0, 0, "按空格起飞~"); // 障碍物&积分 // 实时打印分数 ctx.print(0, 1, &format!("Score: {}", self.score)); self.obstacle.render(ctx, self.player.x); if self.player.x > self.obstacle.x { self.score += 1; // 分数+1 self.obstacle = Obstacle::new(self.player.x + SCREEN_WIDTH, self.score); } if self.player.y > SCREEN_HEIGHT || self.obstacle.hit_obstacle(&self.player) { self.mode = GameMode::End; } } fn restart(&mut self) { self.player = Player::new(5, 25); self.frame_time = 0.0; self.mode = GameMode::Playing; // 重置分数和障碍物 self.obstacle = Obstacle::new(SCREEN_WIDTH, 0); self.score = 0; } fn main_menu(&mut self, ctx: &mut BTerm) { ctx.cls(); ctx.print_centered(5, "欢迎来到游戏~"); ctx.print_centered(8, "Press P key to start Game"); ctx.print_centered(9, "Press Q to quit Game"); if let Some(key) = ctx.key { match key { VirtualKeyCode::P => self.restart(), VirtualKeyCode::Q => ctx.quitting = true, _ => {} } {} } } fn dead(&mut self, ctx: &mut BTerm) { ctx.cls(); ctx.print_centered(5, "你挂了.."); // 挂了后显示一下分数 ctx.print_centered(6, &format!("本局获得了 {} 分", self.score)); ctx.print_centered(8, "按P键 再来一局"); ctx.print_centered(9, "按Q键 退出游戏"); if let Some(key) = ctx.key { match key { VirtualKeyCode::P => self.restart(), VirtualKeyCode::Q => ctx.quitting = true, _ => {} } {} } } } impl GameState for State { fn tick(&mut self, ctx: &mut BTerm) { match self.mode { GameMode::Menu => self.main_menu(ctx), GameMode::End => self.dead(ctx), GameMode::Playing => self.play(ctx), } } } struct Obstacle { x: i32, gap_y: i32, size: i32, } impl Obstacle { fn new(x: i32, score: i32) -> Self { let mut random: RandomNumberGenerator = RandomNumberGenerator::new(); Obstacle { x, gap_y: random.range(10, 40), size: i32::max(2, 20 - score), } } fn render(&mut self, ctx: &mut BTerm, player_x: i32) { let screen_x = self.x - player_x; let half_size = self.size / 2; for y in 0..self.gap_y - half_size { ctx.set(screen_x, y, RED, BLACK, to_cp437('|')); } for y in self.gap_y + half_size..SCREEN_HEIGHT { ctx.set(screen_x, y, RED, BLACK, to_cp437('|')); } } fn hit_obstacle(&self, player: &Player) -> bool { let half_size = self.size / 2; let does_x_match = player.x == self.x; let player_above_gap = player.y < self.gap_y - half_size; let player_below_gap = player.y > self.gap_y + half_size; does_x_match && (player_above_gap || player_below_gap) } } fn main() -> BError { let context: BTerm = BTermBuilder::simple80x50() .with_title("爽哥做游戏--Flappy Dragon") .build()?; main_loop(context, State::new()) }
参考资料[1]
使用 Rust 开发一个微型游戏【已完结】: https://www.bilibili.com/video/BV1vM411J74S
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