#!/bin/bash # Tetris Game # 10.21.2003 xhchen<xhchen@winbond.com.tw>
#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
pidDisplayer=$1 aKey=(0 0 0)
cESC=`echo -ne "\33"` cSpace=`echo -ne "\40"`
#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;" $sigExit #隐藏光标 echo -ne "\33[?25l"
while (( 1 )) do #读取输入。注-s不回显,-n读到一个字符立即返回 read -s -n 1 key aKey[0]=${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 $sTTY ((y = iTop + iTrayHeight + 4))
#显示光标 echo -e "\33[?25h\33[${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 "\33[1m\33[3${cScoreValue}m\33[${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 "\33[3${cScoreValue}m\33[${y};${x}H${iLevel} " fi fi echo -ne "\33[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 "\33[${yp};${xp}H" for ((x = 0; x < iTrayWidth; x++)) do ((j = i + x)) if ((${iMap[$j]} == -1)) then echo -ne " " else echo -ne "\33[1m\33[7m\33[3${iMap[$j]}m\33[4${iMap[$j]}m[]\33[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=$1
s="" if (( bDraw == 0 )) then sBox="\40\40" else sBox="[]" s=$s"\33[1m\33[7m\33[3${cBoxCur}m\33[4${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=$s"\33[${i};${t}H${sBox}" done s=$s"\33[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 if ! BoxMove $boxCurY $boxCurX then kill -$sigExit ${PPID} ShowExit fi fi
#清除右边预显示的方块 for ((j = 0; j < 4; j++)) do ((i = iTop + 1 + j)) ((t = iLeft + 2 * iTrayWidth + 7)) echo -ne "\33[${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 % ${#colorTable[@]}]})) #显示右边预显示的方块 echo -ne "\33[1m\33[7m\33[3${cBoxNew}m\33[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 "\33[${i};${t}H[]" done echo -ne "\33[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 "\33[1m" echo -ne "\33[3${cBorder}m\33[4${cBorder}m" ((t2 = iLeft + 1)) ((t3 = iLeft + iTrayWidth * 2 + 3)) for ((i = 0; i < iTrayHeight; i++)) do ((t1 = i + iTop + 2)) echo -ne "\33[${t1};${t2}H||" echo -ne "\33[${t1};${t3}H||" done ((t2 = iTop + iTrayHeight + 2)) for ((i = 0; i < iTrayWidth + 2; i++)) do ((t1 = i * 2 + iLeft + 1)) echo -ne "\33[${iTrayTop};${t1}H==" echo -ne "\33[${t2};${t1}H==" done echo -ne "\33[0m"
#显示"Score"和"Level"字样 echo -ne "\33[1m" ((t1 = iLeft + iTrayWidth * 2 + 7)) ((t2 = iTop + 10)) echo -ne "\33[3${cScore}m\33[${t2};${t1}HScore" ((t2 = iTop + 11)) echo -ne "\33[3${cScoreValue}m\33[${t2};${t1}H${iScore}" ((t2 = iTop + 13)) echo -ne "\33[3${cScore}m\33[${t2};${t1}HLevel" ((t2 = iTop + 14)) echo -ne "\33[3${cScoreValue}m\33[${t2};${t1}H${iLevel}" echo -ne "\33[0m" }
# function ShowExit() { local y ((y = iTrayHeight + iTrayTop + 3)) echo -e "\33[${y};0HGameOver!\33[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 exit else #当发现具有参数--show时,运行显示函数 RunAsDisplayer exit fi
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