这个同样强大~~~~~~
把注释加进去了,可能不是很详尽,
只希望能把问题表现的清楚一点
感谢各位兄弟的捧场,
属于旧瓶装新酒了,呵呵
如果你的终端可以显示出颜色,效果会好点
运行于GNU bash, version 2.05a.0(1)-release (i686-pc-linux-gnu)
---------------------------------------------------
果然在新的ubuntu下不能运行了,需要将类似\33的地方改成\033,
感谢网友thinux和guotao_buaa帮忙修改,已经将新的代码补入。
- #!/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
- 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 "\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 $boxCurX #测试是否可以下落一行
- then
- s="`DrawCurBox 0`" #将旧的方块抹去
- ((boxCurY = y))
- s="$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]})))
- #\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
- 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"
- }
- #
- 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
原文地址:
阅读(1572) | 评论(0) | 转发(1) |