用shell写俄罗斯方块

```#!/bin/bash

#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 1 1 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 0 1 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 1 0 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

扫描二维码关注公众号,回复: 12148970 查看本文章
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, 
#需要在程序退出时恢复终端属性。 
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 [[ $key == "C" ]]; then sig=$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()
{
#通知显示进程需要退出
kill -$sigExit $pidDisplayer

MyExitNoSub 

}

#处理显示和游戏流程的主函数
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)); then continue; 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 $boxCurX #测试是否可以下落一行
then
s="DrawCurBox 0" #将旧的方块抹去
((boxCurY = y))
s="$sDrawCurBox 1" #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))
if BoxMove $boxCurY $x
then
s=DrawCurBox 0
((boxCurX = x))
s=$sDrawCurBox 1
echo -ne $s
fi
}

#右移一列
function BoxRight()
{
local x s
((x = boxCurX + 1))
if BoxMove $boxCurY $x
then
s=DrawCurBox 0
((boxCurX = x))
s=$sDrawCurBox 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 > $k )); then iDown=$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]} + $iTestRotate) * 8; j < 8; j++, i++)) 
do
    boxTest[$j]=${boxCur[$j]} 
    boxCur[$j]=${box[$i]} 
done

if BoxMove $boxCurY $boxCurX    #测试旋转后是否有空间放的下 
then
    #抹去旧的方块 
    for ((j = 0; j < 8; j++)) 
    do
        boxCur[$j]=${boxTest[$j]} 
    done
    s=`DrawCurBox 0` 

    #画上新的方块 
    for ((j = 0, i = (${offsetBox[$iBoxCurType]} + $iTestRotate) * 8; j < 8; j++, i++)) 
    do
        boxCur[$j]=${box[$i]} 
    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
        boxCur[$j]=${boxTest[$j]} 
    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 
iBoxCurType=${iBoxNewType} 
iBoxCurRotate=${iBoxNewRotate} 
cBoxCur=${cBoxNew} 
for ((j = 0; j < ${#boxNew[@]}; j++)) 
do
    boxCur[$j]=${boxNew[$j]} 
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]} + $iBoxNewRotate) * 8; j < 8; j++, i++)) 
do
    boxNew[$j]=${box[$i]}; 
done

((cBoxNew = ${colorTable[RANDOM % ${#colorTable[@]}]})) 

#显示右边预显示的方块 
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"

#显示"Score"和"Level"字样 
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"

}

#退出时显示GameOVer!
function ShowExit()
{
local y
((y = iTrayHeight + iTrayTop + 3))
echo -e "\033[${y};0HGameOver!\033[0m"
exit
}

#显示用法.
function Usage
{
cat << EOF
Usage: $APP_NAME
Start tetris game.

-h, --help display this help and exit
--version output version information 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
#当发现具有参数--show时,运行显示函数
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

猜你喜欢

转载自blog.51cto.com/14850314/2588361