展示HN:LightCycle,一个基于Rust的开源Tron游戏。
Show HN: LightCycle, a FOSS game in Rust based on Tron

原始链接: https://github.com/Tortured-Metaphor/LightCycle

## LightCycle:一款复古风格的Rust游戏 LightCycle是一款使用ggez框架,以TRON为灵感的快节奏光轮游戏,由Rust开发。玩家驾驶光轮在竞技场中移动,留下发光的轨迹,努力成为最后幸存的光轮——避免与墙壁和对手的轨迹碰撞。 游戏包含单人模式(对抗可调节的AI——简单、中等、困难)和双人模式。战略性的加速机制提供临时的速度提升,但能量恢复有限。视觉效果包括粒子轨迹、屏幕震动和充满活力的8位霓虹美学。 主要控制方式包括:WASD/方向键用于移动,Shift/右Shift用于加速,P用于暂停。该项目是开源的,采用MIT许可,并且可以在GitHub上轻松获取。它展示了Rust在游戏开发方面的能力,重点是复古风格的游戏体验。

## LightCycle:一个基于Rust的Tron克隆 一个名为LightCycle的新开源游戏,使用Rust构建,灵感来自Tron,已经在Hacker News上分享。该游戏实现相对简单,大约1000行代码,使用了ggez游戏框架。 最初的反馈强调需要视觉效果,用户很快提供了一个游戏录像。最近的更新集中在改进AI方面,通过增加碰撞缓冲区和预测距离来解决自撞bug。还添加了Linux安装说明。 虽然代码简洁受到赞扬,但一些用户指出游戏感觉更像贪吃蛇,并质疑大量的依赖项(超过280个crate)以及由此导致的文件大小,这与Rust通常对效率的关注形成对比。另一些人发现AI很容易被击败。尽管存在这些问题,该项目仍然被认为是一个很好的学习资源,也是对经典Lightcycle概念的一个有趣实现。相关的游戏Gltron和ArmagetronAD也被提及。
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原文

A classic TRON-inspired light cycle game built with Rust and ggez.

  • Single-player and Two-player modes - Battle against AI or a friend
  • Adjustable AI Difficulty - Easy, Medium, and Hard AI opponents
  • Boost Mechanic - Limited energy boost system for strategic gameplay
  • Visual Effects - Particle trails, screen shake, and glow effects
  • Pause Menu - Full pause functionality with in-game controls
  • Retro Aesthetic - 8-bit styled graphics with neon colors
  • 1 - Start single-player game
  • 2 - Start two-player game
  • D - Cycle AI difficulty (Easy/Medium/Hard)
  • W/A/S/D - Movement
  • Left Shift - Boost
  • Arrow Keys - Movement
  • Right Shift - Boost
  • P - Pause/Resume
  • ESC - Return to menu
  • Rust (latest stable version)
  • Cargo
# Clone the repository
git clone https://github.com/Tortured-Metaphor/LightCycle.git
cd LightCycle

# Build the project
cargo build --release

# Run the game
cargo run --release

Navigate your light cycle around the arena, leaving a trail behind you. Avoid crashing into walls, your own trail, or your opponent's trail. The last cycle standing wins!

Use your boost strategically - it doubles your speed but drains energy quickly. Energy regenerates when not boosting.

  • Easy: Shorter reaction time, makes mistakes more often
  • Medium: Balanced gameplay, moderate challenge
  • Hard: Advanced pathfinding, optimal decision making, aggressive boost usage

Built with:

  • Rust - Systems programming language
  • ggez - Rust game framework
  • v0.2.0 - Added pause menu, boost mechanics, AI difficulties, visual effects
  • v0.1.0 - Initial game implementation

This project is open source and available under the MIT License.

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