![]() Unfortunately, games are a complicated ball of state, and complicated balls of state aren't easy to map into Rust. Finding these difficulties makes me wonder if designing complex application in Rust would require a paradigm change on the way i design software. There are way more details and problems but I will stop here hoping to not being too wordy, as stated before I would like your tought and guidance on how to implement this design or how to edit the design in a "Rusty" way. The single squares in the Board not having a defined size must me enclosed in a Box or in a Rc, but when the Snake object calls the polymorphic on_collision() method the naked Square, stripped by the Box or Rc won't be able to call back the move_into() or grow_into() Snake's methods wich obviously need the right Box or Rc to operate. I could encapsuate the Board object in a Rc and clone it in the constructor or encapsulate the Snake in an Option and using a second operation init() to actually initializa the Snake object, but both the solution have easily noticeable drawbacks. The first problem is that the Snake object will send messages to the Board object during it's lifetime, so it will need a reference to it, but the SnakeGame class holds both the Snake and the Board instances so creating a Snake object in its contructor is non trivial. "Where in the hell would you find upredictable, growing complexities in your personal classic snake game project?" you would ask, and i would answer you nowhere! But bear in mind that the class diagrams proposed in this question isn't something crazy and contains constuct used almost in any OOP project in my experience. Now, before moving on, I can hear you scream from here that this is probably a XY problem and if you're thinking "Dude all this desgin stuff is simply an overkill! I could implement snake in rust in 300 LOC with way better performance than you will ever achieve" you're probably right, but to designing application like this means also to be able to handle upredictable, growing complexities without a complete rewriting of the implementation. I'm not asking you to give me a Rust implementation in the answer but to explain me how should i handle the borrowings here, or how should i edit my design if a safe implementation is not possible. The game can be played without buying an item, but players may choose to breed their snakes and resell the new, playable NFT.But this apparently trivial design poses some nasty borrowing problem in a Rust implementation. The game also hides 20 levels of reward NFT, ranging in rarity and in-game value. The more CRAZY staked in the game, the higher number of boxes acquired. ![]() CRAZY tokens can also be used to buy a permanent, non-tradable Crazy Ticket, which will work as a subscription mechanism for mystery boxes. The other element are snake NFT, of which 70% are male and only 30% female, with a much higher market value. The game rewards players with Crazy (CRAZY) token, based on the Polygon network. Each Snake has a distinct themed look, allowing for multiplayer competitive mode. The main Snake gameplay has Survival and Endless mode, offering opportunities to build leaderboards and competitive tournaments. Crazy Snake Offers Ownership OptionsĬrazy Snake aims to bring yet another game in the style of CryptoSnake, with some similarities to SnakeCity as well. However, this may be risky and is not a necessary part of the game. The Crazy Snake game has also built its own set of decentralized liquidity pairs, working as a rudimentary tool for token swaps. For the rest, Crazy Snake can be played freely, while having options for NFT resale, staking and in-game earnings.
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