Game Logic In Rust
This step implements the rules of the game in Rust.
Slint's general philosophy is that you implement the user interface in Slint and the business logic in your favorite programming language.
The game rules enforce that at most two tiles have their curtain open. If the tiles match, then the game considers them solved and they remain open. Otherwise, the game waits briefly so the player can memorize the location of the icons, and then closes the curtains again.
Add the following code inside the MainWindow component to signal to the Rust code when the user clicks on a tile.
export component MainWindow inherits Window {
width: 326px;
height: 326px;
callback check_if_pair_solved(); // Added
in property <bool> disable_tiles; // Added
in-out property <[TileData]> memory_tiles: [
{ image: @image-url("icons/at.png") },
This change adds a way for the MainWindow to call to the Rust code that it should check if a player has solved a pair of tiles. The Rust code needs an additional property to toggle to disable further tile interaction, to prevent the player from opening more tiles than allowed. No cheating allowed!
The last change to the code is to act when the MemoryTile signals that a player clicked it.
Add the following handler in the MainWindow for
loop clicked
handler:
for tile[i] in memory_tiles : MemoryTile {
x: mod(i, 4) * 74px;
y: floor(i / 4) * 74px;
width: 64px;
height: 64px;
icon: tile.image;
open_curtain: tile.image_visible || tile.solved;
// propagate the solved status from the model to the tile
solved: tile.solved;
clicked => {
// old: tile.image_visible = !tile.image_visible;
// new:
if (!root.disable_tiles) {
tile.image_visible = !tile.image_visible;
root.check_if_pair_solved();
}
}
}
On the Rust side, you can now add a handler to the check_if_pair_solved
callback, that checks if a player opened two tiles.
If they match, the code sets the solved
property to true in the model. If they don't
match, start a timer that closes the tiles after one second. While the timer is running, disable every tile so
a player can't click anything during this time.
Add this code before the main_window.run().unwrap();
call:
// Assign the shuffled Vec to the model property
let tiles_model = std::rc::Rc::new(slint::VecModel::from(tiles));
main_window.set_memory_tiles(tiles_model.clone().into());
let main_window_weak = main_window.as_weak();
main_window.on_check_if_pair_solved(move || {
let mut flipped_tiles =
tiles_model.iter().enumerate().filter(|(_, tile)| tile.image_visible && !tile.solved);
if let (Some((t1_idx, mut t1)), Some((t2_idx, mut t2))) =
(flipped_tiles.next(), flipped_tiles.next())
{
let is_pair_solved = t1 == t2;
if is_pair_solved {
t1.solved = true;
tiles_model.set_row_data(t1_idx, t1);
t2.solved = true;
tiles_model.set_row_data(t2_idx, t2);
} else {
let main_window = main_window_weak.unwrap();
main_window.set_disable_tiles(true);
let tiles_model = tiles_model.clone();
slint::Timer::single_shot(std::time::Duration::from_secs(1), move || {
main_window.set_disable_tiles(false);
t1.image_visible = false;
tiles_model.set_row_data(t1_idx, t1);
t2.image_visible = false;
tiles_model.set_row_data(t2_idx, t2);
});
}
}
});
The code uses a Weak pointer of the main_window
. This is
important because capturing a copy of the main_window
itself within the callback handler would result in circular ownership.
The MainWindow
owns the callback handler, which itself owns a reference to the MainWindow
, which must be weak
instead of strong to avoid a memory leak.
These were the last changes and running the code opens a window that allows a player to play the game by the rules.