linux shell俄罗斯方块

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#!/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#接收输入的进程的主函数function RunAsKeyReceiver(){local pidDisplayer key aKey sig cESC sTTYpidDisplayer=$1aKey=(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 TERMtrap "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]=${aKey[2]}aKey[2]=$keysig=0#判断输入了何种键if [[ $key == $cESC && ${aKey[1]} == $cESC ]]then#ESC键MyExitelif [[ ${aKey[0]} == $cESC && ${aKey[1]} == "[" ]]thenif [[ $key == "A" ]]; then sig=$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>fielif [[ $key == "W" || $key == "w" ]]; then sig=$sigRotate#W, welif [[ $key == "S" || $key == "s" ]]; then sig=$sigDown#S, selif [[ $key == "A" || $key == "a" ]]; then sig=$sigLeft#A, aelif [[ $key == "D" || $key == "d" ]]; then sig=$sigRight#D, delif [[ "[$key]" == "[]" ]]; then sig=$sigAllDown#空格键elif [[ $key == "Q" || $key == "q" ]]#Q, qthenMyExitfiif [[ $sig != 0 ]]then#向另一进程发送消息kill -$sig $pidDisplayerfidone}#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 $pidDisplayer       MyExitNoSub}#处理显示和游戏流程的主函数function RunAsDisplayer(){local sigThisInitDraw#挂载各种信号的处理函数trap "sig=$sigRotate;" $sigRotatetrap "sig=$sigLeft;" $sigLefttrap "sig=$sigRight;" $sigRighttrap "sig=$sigDown;" $sigDowntrap "sig=$sigAllDown;" $sigAllDowntrap "ShowExit;" $sigExitwhile (( 1 ))do#根据当前的速度级iLevel不同,设定相应的循环的次数for ((i = 0; i < 21 - iLevel; i++))dosleep 0.02sigThis=$sigsig=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fidone#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 yTestyTest=$1xTest=$2for ((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 1fiif ((${iMap[y * iTrayWidth + x]} != -1 ))then#撞到其他已经存在的方块了return 1fidonereturn 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[$i]=$cBoxCurdone       #消去可被消去的行line=0for ((j = 0; j < iTrayWidth * iTrayHeight; j += iTrayWidth))dofor ((i = j + iTrayWidth - 1; i >= j; i--))doif ((${iMap[$i]} == -1)); then break; fidoneif ((i >= j)); then continue; fi       ((line++))       for ((i = j - 1; i >= 0; i--))do((x = i + iTrayWidth))iMap[$x]=${iMap[$i]}donefor ((i = 0; i < iTrayWidth; i++))doiMap[$i]=-1donedone       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))thenif ((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}"fifiecho -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))thenecho -ne "  "elseecho -ne "\033[1m\033[7m\033[3${iMap[$j]}m\033[4${iMap[$j]}m[]\033[0m"fidonedone}#下落一行function BoxDown(){local y s((y = boxCurY + 1))#新的y坐标if BoxMove $y $boxCurX#测试是否可以下落一行thens="`DrawCurBox 0`"#将旧的方块抹去((boxCurY = y))s="$s`DrawCurBox 1`"#显示新的下落后方块echo -ne $selse#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 $xthens=`DrawCurBox 0`((boxCurX = x))s=$s`DrawCurBox 1`echo -ne $sfi}#右移一列function BoxRight(){local x s((x = boxCurX + 1))if BoxMove $boxCurY $xthens=`DrawCurBox 0`((boxCurX = x))s=$s`DrawCurBox 1`echo -ne $sfi}#下落到底function BoxAllDown(){local k j i x y iDown siDown=$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; fidone((k -= y + 1))if (( $iDown > $k )); then iDown=$k; fidone       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 $sBox2Map#将当前移动中的方块贴到背景方块中RandomBox#产生新的方块}#旋转方块function BoxRotate(){local iCount iTestRotate boxTest j i siCount=${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]} + $iTestRotate) * 8; j < 8; j++, i++))doboxTest[$j]=${boxCur[$j]}boxCur[$j]=${box[$i]}doneif BoxMove $boxCurY $boxCurX#测试旋转后是否有空间放的下then#抹去旧的方块for ((j = 0; j < 8; j++))doboxCur[$j]=${boxTest[$j]}dones=`DrawCurBox 0`#画上新的方块for ((j = 0, i = (${offsetBox[$iBoxCurType]} + $iTestRotate) * 8; j < 8; j++, i++))doboxCur[$j]=${box[$i]}dones=$s`DrawCurBox 1`echo -ne $siBoxCurRotate=$iTestRotateelse#不能旋转,还是继续使用老的样式for ((j = 0; j < 8; j++))doboxCur[$j]=${boxTest[$j]}donefi}#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 sbDraw=$1s=""if (( bDraw == 0 ))thensBox="\040\040"elsesBox="[]"s=$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}"dones=$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 < ${#boxNew[@]}; j++))doboxCur[$j]=${boxNew[$j]}done       #显示当前移动的方块if (( ${#boxCur[@]} == 8 ))then#计算当前方块该从顶端哪一行"冒"出来for ((j = 0, t = 4; j < 8; j += 2))doif ((${boxCur[$j]} < t)); then t=${boxCur[$j]}; fidone((boxCurY = -t))for ((j = 1, i = -4, t = 20; j < 8; j += 2))doif ((${boxCur[$j]} > i)); then i=${boxCur[$j]}; fiif ((${boxCur[$j]} < t)); then t=${boxCur[$j]}; fidone((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 $boxCurXthenkill -$sigExit ${PPID}ShowExitfifi              #清除右边预显示的方块for ((j = 0; j < 4; j++))do((i = iTop + 1 + j))((t = iLeft + 2 * iTrayWidth + 7))echo -ne "\033[${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]} + $iBoxNewRotate) * 8; j < 8; j++, i++))doboxNew[$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[]"doneecho -ne "\033[0m"}#初始绘制function InitDraw(){clearRandomBox#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=="doneecho -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[${y};0HGameOver!\033[0m"exit}#初始化所有背景方块为-1, 表示没有方块for ((i = 0; i < iTrayHeight * iTrayWidth; i++))doiMap[$i]=-1done#游戏主程序在这儿开始.if [[ $1 != "--show" ]]thenbash $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

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