牛人用 shell 写的 俄罗斯方块游戏

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#!/bin/bash

# Tetris Game

# 10.21.2003 xhchen<[email]xhchen@winbond.com.tw[/email]>

#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

@R_301_460@0=(0 0 0 1 1 0 1 1)

@R_301_460@1=(0 2 1 2 2 2 3 2 1 0 1 1 1 2 1 3)

@R_301_460@2=(0 0 0 1 1 1 1 2 0 1 1 0 1 1 2 0)

@R_301_460@3=(0 1 0 2 1 0 1 1 0 0 1 0 1 1 2 1)

@R_301_460@4=(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)

@R_301_460@5=(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)

@R_301_460@6=(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@R_301_460@变量中

@R_301_460@=(${@R_301_460@0[@]} ${@R_301_460@1[@]} ${@R_301_460@2[@]} ${@R_301_460@3[@]} ${@R_301_460@4[@]} ${@R_301_460@5[@]} ${@R_301_460@6[@]})

#各种方块旋转后可能的样式数目

count@R_301_460@=(1 2 2 2 4 4 4)

#各种方块再@R_301_460@数组中的偏移

offset@R_301_460@=(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

@R_301_460@New=() #新下落的方块的位置定义

c@R_301_460@New=0 #新下落的方块的颜色

i@R_301_460@NewType=0 #新下落的方块的种类

i@R_301_460@NewRotate=0 #新下落的方块的旋转角度

@R_301_460@Cur=() #当前方块的位置定义

c@R_301_460@Cur=0 #当前方块的颜色

i@R_301_460@CurType=0 #当前方块的种类

i@R_301_460@CurRotate=0 #当前方块的旋转角度

@R_301_460@CurX=-1 #当前方块的x坐标位置

@R_301_460@CurY=-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 :

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 @R_301_460@Rotate; #旋转

elif ((sigThis == sigLeft)); then @R_301_460@Left; #左移一列

elif ((sigThis == sigRight)); then @R_301_460@Right; #右移一列

elif ((sigThis == sigDown)); then @R_301_460@Down; #下落一行

elif ((sigThis == sigAllDown)); then @R_301_460@AllDown; #下落到底

fi

done

#kill -$sigDown $$

@R_301_460@Down #下落一行

done

}

#@R_301_460@Move(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 @R_301_460@Move()

{

local j i x y xTest yTest

yTest=$1

xTest=$2

for ((j = 0; j < 8; j += 2))

do

((i = j + 1))

((y = ${@R_301_460@Cur[$j]} + yTest))

((x = ${@R_301_460@Cur[$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 @R_301_460@2Map()

{

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 = ${@R_301_460@Cur[$j]} + @R_301_460@CurY))

((x = ${@R_301_460@Cur[$i]} + @R_301_460@CurX))

((i = y * iTrayWidth + x))

iMap[$i]=$c@R_301_460@Cur

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 @R_301_460@Down()

{

local y s

((y = @R_301_460@CurY + 1)) #新的y坐标

if @R_301_460@Move $y $@R_301_460@CurX #测试是否可以下落一行

then

s="`DrawCur@R_301_460@ 0`" #将旧的方块抹去

((@R_301_460@CurY = y))

s="$s`DrawCur@R_301_460@ 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

@R_301_460@2Map #将当前移动中的方块贴到背景方块中

Random@R_301_460@ #产生新的方块

fi

}

#左移一列

function @R_301_460@Left()

{

local x s

((x = @R_301_460@CurX - 1))

if @R_301_460@Move $@R_301_460@CurY $x

then

s=`DrawCur@R_301_460@ 0`

((@R_301_460@CurX = x))

s=$s`DrawCur@R_301_460@ 1`

echo -ne $s

fi

}

#右移一列

function @R_301_460@Right()

{

local x s

((x = @R_301_460@CurX + 1))

if @R_301_460@Move $@R_301_460@CurY $x

then

s=`DrawCur@R_301_460@ 0`

((@R_301_460@CurX = x))

s=$s`DrawCur@R_301_460@ 1`

echo -ne $s

fi

}

#下落到底

function @R_301_460@AllDown()

{

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 = ${@R_301_460@Cur[$j]} + @R_301_460@CurY))

((x = ${@R_301_460@Cur[$i]} + @R_301_460@CurX))

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=`DrawCur@R_301_460@ 0` #将旧的方块抹去

((@R_301_460@CurY += iDown))

s=$s`DrawCur@R_301_460@ 1` #显示新的下落后的方块

echo -ne $s

@R_301_460@2Map #将当前移动中的方块贴到背景方块中

Random@R_301_460@ #产生新的方块

}

#旋转方块

function @R_301_460@Rotate()

{

local iCount iTestRotate @R_301_460@Test j i s

iCount=${count@R_301_460@[$i@R_301_460@CurType]} #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 = i@R_301_460@CurRotate + 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 = (${offset@R_301_460@[$i@R_301_460@CurType]} + $iTestRotate) * 8; j < 8; j++, i++))

do

@R_301_460@Test[$j]=${@R_301_460@Cur[$j]}

@R_301_460@Cur[$j]=${@R_301_460@[$i]}

done

if @R_301_460@Move $@R_301_460@CurY $@R_301_460@CurX #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

@R_301_460@Cur[$j]=${@R_301_460@Test[$j]}

done

s=`DrawCur@R_301_460@ 0`

#画上新的方块

for ((j = 0, i++))

do

@R_301_460@Cur[$j]=${@R_301_460@[$i]}

done

s=$s`DrawCur@R_301_460@ 1`

echo -ne $s

i@R_301_460@CurRotate=$iTestRotate

else

#不能旋转,还是继续使用老的样式

for ((j = 0; j < 8; j++))

do

@R_301_460@Cur[$j]=${@R_301_460@Test[$j]}

done

fi

}

#DrawCur@R_301_460@(bDraw),绘制当前移动中的方块,bDraw为1,画上,bDraw为0,抹去方块。

function DrawCur@R_301_460@()

{

local i j t bDraw s@R_301_460@ s

bDraw=$1

s=""

if (( bDraw == 0 ))

then

s@R_301_460@="\040\040"

else

s@R_301_460@="[]"

s=$s"\033[1m\033[7m\033[3${c@R_301_460@Cur}m\033[4${c@R_301_460@Cur}m"

fi

for ((j = 0; j < 8; j += 2))

do

((i = iTrayTop + 1 + ${@R_301_460@Cur[$j]} + @R_301_460@CurY))

((t = iTrayLeft + 1 + 2 * (@R_301_460@CurX + ${@R_301_460@Cur[$j + 1]})))

#\033[y;xH,光标到(x,y)处

s=$s"\033[${i};${t}H${s@R_301_460@}"

done

s=$s"\033[0m"

echo -n $s

}

#更新新的方块

function Random@R_301_460@()

{

local i j t

#更新当前移动的方块

i@R_301_460@CurType=${i@R_301_460@NewType}

i@R_301_460@CurRotate=${i@R_301_460@NewRotate}

c@R_301_460@Cur=${c@R_301_460@New}

for ((j = 0; j < ${#@R_301_460@New[@]}; j++))

do

@R_301_460@Cur[$j]=${@R_301_460@New[$j]}

done

#显示当前移动的方块

if (( ${#@R_301_460@Cur[@]} == 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 ((${@R_301_460@Cur[$j]} < t)); then t=${@R_301_460@Cur[$j]}; fi

done

((@R_301_460@CurY = -t))

for ((j = 1, i = -4, t = 20; j < 8; j += 2))

do

if ((${@R_301_460@Cur[$j]} > i)); then i=${@R_301_460@Cur[$j]}; fi

if ((${@R_301_460@Cur[$j]} < t)); then t=${@R_301_460@Cur[$j]}; fi

done

((@R_301_460@CurX = (iTrayWidth - 1 - i - t) / 2))

#显示当前移动的方块

echo -ne `DrawCur@R_301_460@ 1`

#如果方块一出来就没处放,Game over!

if ! @R_301_460@Move $@R_301_460@CurY $@R_301_460@CurX

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

((i@R_301_460@NewType = RANDOM % ${#offset@R_301_460@[@]}))

((i@R_301_460@NewRotate = RANDOM % ${count@R_301_460@[$i@R_301_460@NewType]}))

for ((j = 0, i = (${offset@R_301_460@[$i@R_301_460@NewType]} + $i@R_301_460@NewRotate) * 8; j < 8; j++, i++))

do

@R_301_460@New[$j]=${@R_301_460@[$i]};

done

((c@R_301_460@New = ${colorTable[RANDOM % ${#colorTable[@]}]}))

#显示右边预显示的方块

echo -ne "\033[1m\033[7m\033[3${c@R_301_460@New}m\033[4${c@R_301_460@New}m"

for ((j = 0; j < 8; j += 2))

do

((i = iTop + 1 + ${@R_301_460@New[$j]}))

((t = iLeft + 2 * iTrayWidth + 7 + 2 * ${@R_301_460@New[$j + 1]}))

echo -ne "\033[${i};${t}H[]"

done

echo -ne "\033[0m"

}

#初始绘制

function InitDraw()

{

clear

Random@R_301_460@ #随机产生方块,这时右边预显示窗口中有方快了

Random@R_301_460@ #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

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