Tauri(2.5.1)+Leptos(0.8.2)开发自用桌面小程序

发布于:2025-06-19 ⋅ 阅读:(20) ⋅ 点赞:(0)

 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"


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