俄罗斯方块的shell脚本
#!/bin/Bash
# Tetris Game
#APP declaration
APP_NAME="${0##*[\\/]}"
APP_VERSION="1.0"
#颜色定义
cRed=1
cGreen=2
cYellow=3
cBlue=4
cFuchsia=5
cCyan=6
cWhite=7
colorTable=($cRed $cGreen $cYellow $cBlue$cFuchsia $cCyan $cWhite)
#位置和大小
iLeft=3
iTop=2
((iTrayLeft = iLeft + 2))
((iTrayTop = iTop + 1))
((iTrayWidth = 10))
((iTrayHeight = 15))
#颜色设置
cBorder=$cGreen
cscore=$cFuchsia
cscoreValue=$cCyan
#控制信号
#改游戏使用两个进程,一个用于接收输入,一个用于游戏流程和显示界面;
#当前者接收到上下左右等按键时,通过向后者发送signal的方式通知后者。
sigRotate=25
sigLeft=26
sigRight=27
sigDown=28
sigAllDown=29
sigExit=30
#七中不同的方块的定义
#通过旋转,每种方块的显示的样式可能有几种
Box0=(0 0 0 1 1 0 1 1)
Box1=(0 2 1 2 2 2 3 2 1 0 1 1 1 2 1 3)
Box2=(0 0 0 1 1 1 1 2 0 1 1 0 1 1 2 0)
Box3=(0 1 0 2 1 0 1 1 0 0 1 0 1 1 2 1)
Box4=(0 1 0 2 1 1 2 1 1 0 1 1 1 2 2 2 0 1 11 2 0 2 1 0 0 1 0 1 1 1 2)
Box5=(0 1 1 1 2 1 2 2 1 0 1 1 1 2 2 0 0 0 01 1 1 2 1 0 2 1 0 1 1 1 2)
Box6=(0 1 1 1 1 2 2 1 1 0 1 1 1 2 2 1 0 1 10 1 1 2 1 0 1 1 0 1 1 1 2)
#所有其中方块的定义都放到Box变量中
Box=(${Box0[@]} ${Box1[@]} ${Box2[@]}${Box3[@]} ${Box4[@]} ${Box5[@]} ${Box6[@]})
#各种方块旋转后可能的样式数目
countBox=(1 2 2 2 4 4 4)
#各种方块再Box数组中的偏移
offsetBox=(0 1 3 5 7 11 15)
#每提高一个速度级需要积累的分数
iscoreEachLevel=50 #be greater than 7
#运行时数据
sig=0 #接收到的signal
iscore=0 #总分
iLevel=0 #速度级
BoxNew=() #新下落的方块的位置定义
cBoxNew=0 #新下落的方块的颜色
iBoxNewType=0 #新下落的方块的种类
iBoxNewRotate=0 #新下落的方块的旋转角度
BoxCur=() #当前方块的位置定义
cBoxCur=0 #当前方块的颜色
iBoxCurType=0 #当前方块的种类
iBoxCurRotate=0 #当前方块的旋转角度
BoxCurX=-1 #当前方块的x坐标位置
BoxCurY=-1 #当前方块的y坐标位置
iMap=() #背景方块图表
#初始化所有背景方块为-1,表示没有方块
for ((i = 0; i < iTrayHeight *iTrayWidth; i++)); do iMap[$i]=-1; done
#接收输入的进程的主函数
function RunAsKeyReceiver()
{
local pidDisplayer key aKey sig cESC sTTY
pidDisplayer=$1
aKey=(0 0 0)
cESC=`echo -ne "\033"`
cSpace=`echo -ne "\040"`
#保存终端属性。在read -s读取终端键时,终端的属性会被暂时改变。
#如果在read -s时程序被不幸杀掉,可能会导致终端混乱,
sTTY=`stty -g`
#捕捉退出信号
trap "MyExit;" INT TERM
trap "MyExitNoSub;" $sigExit
#隐藏光标
echo -ne "\033[?25l"
while :
do
#读取输入。注-s不回显,-n读到一个字符立即返回
read -s -n 1 key
aKey[0]=${aKey[1]}
aKey[1]=${aKey[2]}
aKey[2]=$key
sig=0
#判断输入了何种键
if [[ $key == $cESC &&${aKey[1]} == $cESC ]]
then
#ESC键
MyExit
elif [[ ${aKey[0]} == $cESC&& ${aKey[1]} == "[" ]]
then
if [[ $key =="A" ]]; then sig=$sigRotate#<向上键>
elif [[ $key =="B" ]]; then sig=$sigDown#<向下键>
elif [[ $key =="D" ]]; then sig=$sigLeft#<向左键>
elif [[ $key == "C" ]]; thensig=$sigRight #<向右键>
fi
elif [[ $key == "W"|| $key == "w" ]]; then sig=$sigRotate #W,w
elif [[ $key == "S"|| $key == "s" ]]; then sig=$sigDown #S,s
elif [[ $key == "A"|| $key == "a" ]]; then sig=$sigLeft #A,a
elif [[ $key == "D"|| $key == "d" ]]; then sig=$sigRight #D,d
elif [[ "[$key]" =="[]" ]]; then sig=$sigAllDown#空格键
elif [[ $key == "Q"|| $key == "q" ]] #Q,q
then
MyExit
fi
if [[ $sig != 0 ]]
then
#向另一进程发送消息
kill -$sig $pidDisplayer
fi
done
}
#退出前的恢复
function MyExitNoSub()
{
local y
#恢复终端属性
stty $sTTY
((y = iTop + iTrayHeight + 4))
#显示光标
echo -e "\033[?25h\033[${y};0H"
exit
}
function MyExit()
{
kill -$sigExit $pidDisplayer
MyExitNoSub
}
function RunAsDisplayer()
{
local sigThis
InitDraw
#挂载各种信号的处理函数
trap "sig=$sigRotate;" $sigRotate
trap "sig=$sigLeft;" $sigLeft
trap "sig=$sigRight;" $sigRight
trap "sig=$sigDown;" $sigDown
trap "sig=$sigAllDown;" $sigAllDown
trap "ShowExit;" $sigExit
while :
do
#根据当前的速度级iLevel不同,设定相应的循环的次数
for ((i = 0; i < 21 -iLevel; i++))
do
sleep 0.02
sigThis=$sig
sig=0
#根据sig变量判断是否接受到相应的信号
if ((sigThis ==sigRotate)); then BoxRotate; #旋转
elif ((sigThis ==sigLeft)); then BoxLeft; #左移一列
elif ((sigThis ==sigRight)); then BoxRight; #右移一列
elif ((sigThis ==sigDown)); then BoxDown; #下落一行
elif ((sigThis ==sigAllDown)); then BoxAllDown; #下落到底
fi
done
#kill -$sigDown $$
BoxDown #下落一行
done
}
#BoxMove(y,x),测试是否可以把移动中的方块移到(x,y)的位置,返回0则可以,1不可以
function BoxMove()
{
local j i x y xTest yTest
yTest=$1
xTest=$2
for ((j = 0; j < 8; j += 2))
do
((i = j + 1))
((y = ${BoxCur[$j]} + yTest))
((x = ${BoxCur[$i]} + xTest))
if (( y < 0 || y >=iTrayHeight || x < 0 || x >= iTrayWidth))
then
#撞到墙壁了
return 1
fi
if ((${iMap[y * iTrayWidth +x]} != -1 ))
then
#撞到其他已经存在的方块了
return 1
fi
done
return 0;
}
#将当前移动中的方块放到背景方块中去,
#并计算新的分数和速度级。(即一次方块落到底部)
function Box2Map()
{
local j i x y xp yp line
#将当前移动中的方块放到背景方块中去
for ((j = 0; j < 8; j += 2))
do
((i = j + 1))
((y = ${BoxCur[$j]} + BoxCurY))
((x = ${BoxCur[$i]} + BoxCurX))
((i = y * iTrayWidth + x))
iMap[$i]=$cBoxCur
done
#消去可被消去的行
line=0
for ((j = 0; j < iTrayWidth * iTrayHeight; j += iTrayWidth))
do
for ((i = j + iTrayWidth - 1; i>= j; i--))
do
if ((${iMap[$i]} ==-1)); then break; fi
done
if ((i >= j)); thencontinue; fi
((line++))
for ((i = j - 1; i >= 0;i--))
do
((x = i + iTrayWidth))
iMap[$x]=${iMap[$i]}
done
for ((i = 0; i < iTrayWidth;i++))
do
iMap[$i]=-1
done
done
if ((line == 0)); then return; fi
#根据消去的行数line计算分数和速度级
((x = iLeft + iTrayWidth * 2 + 7))
((y = iTop + 11))
((iscore += line * 2 - 1))
#显示新的分数
echo -ne "\033[1m\033[3${cscoreValue}m\033[${y};${x}H${iscore} "
if ((iscore % iscoreEachLevel < line * 2 - 1))
then
if ((iLevel < 20))
then
((iLevel++))
((y = iTop + 14))
#显示新的速度级
echo -ne"\033[3${cscoreValue}m\033[${y};${x}H${iLevel} "
fi
fi
echo -ne "\033[0m"
#重新显示背景方块
for ((y = 0; y < iTrayHeight; y++))
do
((yp = y + iTrayTop + 1))
((xp = iTrayLeft + 1))
((i = y * iTrayWidth))
echo -ne"\033[${yp};${xp}H"
for ((x = 0; x < iTrayWidth;x++))
do
((j = i + x))
if ((${iMap[$j]} ==-1))
then
echo -ne " "
else
echo -ne"\033[1m\033[7m\033[3${iMap[$j]}m\033[4${iMap[$j]}m[]\033[0m"
fi
done
done
}
#下落一行
function BoxDown()
{
local y s
((y = BoxCurY + 1)) #新的y坐标
if BoxMove $y $BoxCurX #测试是否可以下落一行
then
s="`DrawCurBox0`" #将旧的方块抹去
((BoxCurY = y))
s="$s`DrawCurBox1`" #显示新的下落后方块
echo -ne $s
else
#走到这儿,如果不能下落了
Box2Map #将当前移动中的方块贴到背景方块中
RandomBox #产生新的方块
fi
}
#左移一列
function BoxLeft()
{
local x s
((x = BoxCurX - 1))
then
s=`DrawCurBox 0`
((BoxCurX = x))
s=$s`DrawCurBox 1`
echo -ne $s
fi
}
#右移一列
function BoxRight()
{
local x s
((x = BoxCurX + 1))
then
s=`DrawCurBox 0`
((BoxCurX = x))
s=$s`DrawCurBox 1`
echo -ne $s
fi
}
#下落到底
function BoxAllDown()
{
local k j i x y iDown s
iDown=$iTrayHeight
#计算一共需要下落多少行
for ((j = 0; j < 8; j += 2))
do
((i = j + 1))
((y = ${BoxCur[$j]} + BoxCurY))
((x = ${BoxCur[$i]} + BoxCurX))
for ((k = y + 1; k <iTrayHeight; k++))
do
((i = k * iTrayWidth +x))
if (( ${iMap[$i]} !=-1)); then break; fi
done
((k -= y + 1))
if (( $iDown > $k )); theniDown=$k; fi
done
s=`DrawCurBox 0` #将旧的方块抹去
((BoxCurY += iDown))
s=$s`DrawCurBox 1` #显示新的下落后的方块
echo -ne $s
Box2Map #将当前移动中的方块贴到背景方块中
RandomBox #产生新的方块
}
#旋转方块
function BoxRotate()
{
local iCount iTestRotate BoxTest j i s
iCount=${countBox[$iBoxCurType]}#当前的方块经旋转可以产生的样式的数目
#计算旋转后的新的样式
((iTestRotate = iBoxCurRotate + 1))
if ((iTestRotate >= iCount))
then
((iTestRotate = 0))
fi
#更新到新的样式,保存老的样式(但不显示)
for ((j = 0,i = (${offsetBox[$iBoxCurType]} + $iTestRotate) * 8; j <8; j++,i++))
do
done
if BoxMove $BoxCurY $BoxCurX#测试旋转后是否有空间放的下
then
#抹去旧的方块
for ((j = 0; j < 8; j++))
do
done
s=`DrawCurBox 0`
#画上新的方块
for ((j = 0,i =(${offsetBox[$iBoxCurType]} + $iTestRotate) * 8; j < 8; j++,i++))
do
done
s=$s`DrawCurBox 1`
echo -ne $s
iBoxCurRotate=$iTestRotate
else
#不能旋转,还是继续使用老的样式
for ((j = 0; j < 8; j++))
do
done
fi
}
#DrawCurBox(bDraw),绘制当前移动中的方块,bDraw为1,画上,bDraw为0,抹去方块。
function DrawCurBox()
{
local i j t bDraw sBox s
bDraw=$1
s=""
if (( bDraw == 0 ))
then
sBox="\040\040"
else
sBox="[]"
s=$s"\033[1m\033[7m\033[3${cBoxCur}m\033[4${cBoxCur}m"
fi
for ((j = 0; j < 8; j += 2))
do
((i = iTrayTop + 1 +${BoxCur[$j]} + BoxCurY))
((t = iTrayLeft + 1 + 2 *(BoxCurX + ${BoxCur[$j + 1]})))
#\033[y;xH,光标到(x,y)处
s=$s"\033[${i};${t}H${sBox}"
done
s=$s"\033[0m"
echo -n $s
}
#更新新的方块
function RandomBox()
{
local i j t
#更新当前移动的方块
iBoxCurRotate=${iBoxNewRotate}
for ((j = 0; j < ${#BoxNew[@]}; j++))
do
done
#显示当前移动的方块
if (( ${#BoxCur[@]} == 8 ))
then
#计算当前方块该从顶端哪一行"冒"出来
for ((j = 0,t = 4; j < 8; j+= 2))
do
if ((${BoxCur[$j]} <t)); then t=${BoxCur[$j]}; fi
done
((BoxCurY = -t))
for ((j = 1,i = -4,t = 20; j< 8; j += 2))
do
if ((${BoxCur[$j]} >i)); then i=${BoxCur[$j]}; fi
if ((${BoxCur[$j]} <t)); then t=${BoxCur[$j]}; fi
done
((BoxCurX = (iTrayWidth - 1 - i- t) / 2))
#显示当前移动的方块
echo -ne `DrawCurBox 1`
#如果方块一出来就没处放,Game over!
if ! BoxMove $BoxCurY $BoxCurX
then
kill -$sigExit ${PPID}
ShowExit
fi
fi
#清除右边预显示的方块
for ((j = 0; j < 4; j++))
do
((i = iTop + 1 + j))
((t = iLeft + 2 * iTrayWidth +7))
echo -ne"\033[${i};${t}H "
done
#随机产生新的方块
((iBoxNewType = RANDOM % ${#offsetBox[@]}))
((iBoxNewRotate = RANDOM % ${countBox[$iBoxNewType]}))
for ((j = 0,i = (${offsetBox[$iBoxNewType]} + $iBoxNewRotate) * 8; j< 8; j++,i++))
do
done
((cBoxNew = ${colorTable[RANDOM % ${#colorTable[@]}]}))
echo -ne "\033[1m\033[7m\033[3${cBoxNew}m\033[4${cBoxNew}m"
for ((j = 0; j < 8; j += 2))
do
((i = iTop + 1 +${BoxNew[$j]}))
((t = iLeft + 2 * iTrayWidth +7 + 2 * ${BoxNew[$j + 1]}))
echo -ne"\033[${i};${t}H[]"
done
echo -ne "\033[0m"
}
#初始绘制
function InitDraw()
{
clear
RandomBox #随机产生方块,这时右边预显示窗口中有方快了
RandomBox #再随机产生方块,右边预显示窗口中的方块被更新,原先的方块将开始下落
local i t1 t2 t3
#显示边框
echo -ne "\033[1m"
echo -ne "\033[3${cBorder}m\033[4${cBorder}m"
((t2 = iLeft + 1))
((t3 = iLeft + iTrayWidth * 2 + 3))
for ((i = 0; i < iTrayHeight; i++))
do
((t1 = i + iTop + 2))
echo -ne"\033[${t1};${t2}H||"
echo -ne"\033[${t1};${t3}H||"
done
((t2 = iTop + iTrayHeight + 2))
for ((i = 0; i < iTrayWidth + 2; i++))
do
((t1 = i * 2 + iLeft + 1))
echo -ne"\033[${iTrayTop};${t1}H=="
echo -ne"\033[${t2};${t1}H=="
done
echo -ne "\033[0m"
echo -ne "\033[1m"
((t1 = iLeft + iTrayWidth * 2 + 7))
((t2 = iTop + 10))
echo -ne "\033[3${cscore}m\033[${t2};${t1}Hscore"
((t2 = iTop + 11))
echo -ne "\033[3${cscoreValue}m\033[${t2};${t1}H${iscore}"
((t2 = iTop + 13))
echo -ne "\033[3${cscore}m\033[${t2};${t1}HLevel"
((t2 = iTop + 14))
echo -ne "\033[3${cscoreValue}m\033[${t2};${t1}H${iLevel}"
echo -ne "\033[0m"
}
function ShowExit()
{
local y
((y = iTrayHeight + iTrayTop + 3))
echo -e "\033[${y};0HGameOver!\033[0m"
exit
}
function Usage
{
cat << EOF
Usage: $APP_NAME
Start tetris game.
-h,--help display this help andexit
--version output versioninformation and exit
EOF
}
#游戏主程序在这儿开始.
if [[ "$1" == "-h" ||"$1" == "--help" ]]; then
Usage
elif [[ "$1" =="--version" ]]; then
echo "$APP_NAME $APP_VERSION"
elif [[ "$1" =="--show" ]]; then
RunAsDisplayer
else
bash $0 --show& #以参数--show将本程序再运行一遍
RunAsKeyReceiver $! #以上一行产生的进程的进程号作为参数
fi
以上脚本不是本人所写,具体参看下面网址
http://www.jb51.net/article/48926.htm
原文链接:https://www.f2er.com/bash/390978.html