shell版俄罗斯方块

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一位大神用shell脚本写的俄罗斯方块小游戏,膜拜一下吧!

#!/bin/bash#颜色定义cRed=1cGreen=2cYellow=3cBlue=4cFuchsia=5cCyan=6cWhite=7colorTable=($cRed $cGreen $cYellow $cBlue $cFuchsia $cCyan $cWhite)#位置和大小iLeft=3iTop=2((iTrayLeft = iLeft + 2))((iTrayTop = iTop + 1))((iTrayWidth = 10))((iTrayHeight = 15))#颜色设置cBorder=$cGreencScore=$cFuchsiacScoreValue=$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=25sigLeft=26sigRight=27sigDown=28sigAllDown=29sigExit=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[@]} ${box6[@]})#各种方块旋转后可能的样式数目countBox=(1 2 2 2 4 4 4)#各种方块再box数组中的偏移offsetBox=(0 1 3 5 7 11 15)#每提高一个速度级需要积累的分数iScoreEachLevel=50  #be greater than 7#运行时数据sig=0       #接收到的signaliScore=0    #总分iLevel=0    #速度级boxNew=()   #新下落的方块的位置定义cBoxNew=0   #新下落的方块的颜色iBoxNewType=0   #新下落的方块的种类iBoxNewRotate=0 #新下落的方块的旋转角度boxCur=()   #当前方块的位置定义cBoxCur=0   #当前方块的颜色iBoxCurType=0   #当前方块的种类iBoxCurRotate=0 #当前方块的旋转角度boxCurX=-1  #当前方块的x坐标位置boxCurY=-1  #当前方块的y坐标位置iMap=()     #背景方块图表#初始化所有背景方块为-1, 表示没有方块for ((i = 0; i < iTrayHeight * iTrayWidth; i++)); do iMap[$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,    #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;" $sigExit    #隐藏光标    echo -ne "\033[?25l"    while (( 1 ))    do        #读取输入。注-s不回显,-n读到一个字符立即返回        read -s -n 1 key        aKey[0]=${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;" $sigExit    while (( 1 ))    do        #根据当前的速度级iLevel不同,设定相应的循环的次数        for ((i = 0; i < 21 - iLevel; i++))        do            sleep 0.02            sigThis=$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 $boxCurX    #测试是否可以下落一行    then        s="`DrawCurBox 0`"  #将旧的方块抹去        ((boxCurY = y))        s="$s`DrawCurBox 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 $x    then        s=`DrawCurBox 0`        ((boxCurX = x))        s=$s`DrawCurBox 1`        echo -ne $s    fi}#右移一列function BoxRight(){    local x s    ((x = boxCurX + 1))    if BoxMove $boxCurY $x    then        s=`DrawCurBox 0`        ((boxCurX = x))        s=$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 > $k )); then iDown=$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]})))        #\33[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}#游戏主程序在这儿开始.if [[ $1 != "--show" ]]then    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    exitelse    #当发现具有参数--show时,运行显示函数    RunAsDisplayer           exitfi

复制下来放到创建的test.sh中体验一下,小时候玩游戏机感觉吧…