#!/bin/bash# Tetris Game# 10.21.2003 xhchen<[email]xhchen@winbond.com.tw[/email]>#APP declarationAPP_NAME="${0##*[\\/]}"APP_VERSION="1.0"#顏色定義cRed=1cGreen=2cYellow=3cBlue=4cFuchsia=5cCyan=6cWhite=7colorTable=($cRed $cGreen $cYellow $cBlue $cFuchsia $cCyan $cWhite)#位置和大小iLeft=3iTop=2((iTrayLeft = iLeft + 2))((iTrayTop = iTop + 1))((iTrayWidth = 10))((iTrayHeight = 15))#顏色設定cBorder=$cGreencScore=$cFuchsiacScoreValue=$cCyan#控制訊號#改遊戲使用兩個進程,一個用於接收輸入,一個用於遊戲流程和顯示介面;#當前者接收到上下左右等按鍵時,通過向後者發送signal的方式通知後者。sigRotate=25sigLeft=26sigRight=27sigDown=28sigAllDown=29sigExit=30#七中不同的方塊的定義#通過旋轉,每種方塊的顯示的樣式可能有幾種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)#所有其中方塊的定義都放到box變數中box=(${box0[@]} ${box1[@]} ${box2[@]} ${box3[@]} ${box4[@]} ${box5[@]} ${box6[@]})#各種方塊旋轉後可能的樣式數目countBox=(1 2 2 2 4 4 4)#各種方塊再box數組中的位移offsetBox=(0 1 3 5 7 11 15)#每提高一個速度級需要積累的分數iScoreEachLevel=50 #be greater than 7#運行時資料sig=0 #接收到的signaliScore=0 #總分iLevel=0 #速度級boxNew=() #新下落的方塊的位置定義cBoxNew=0 #新下落的方塊的顏色iBoxNewType=0 #新下落的方塊的種類iBoxNewRotate=0 #新下落的方塊的旋轉角度boxCur=() #當前方塊的位置定義cBoxCur=0 #當前方塊的顏色iBoxCurType=0 #當前方塊的種類iBoxCurRotate=0 #當前方塊的旋轉角度boxCurX=-1 #當前方塊的x座標位置boxCurY=-1 #當前方塊的y座標位置iMap=() #背景方塊圖表#初始化所有背景方塊為-1, 表示沒有方塊for ((i = 0; i < iTrayHeight * iTrayWidth; i++)); do iMap[$i]=-1; done#接收輸入的進程的主函數function RunAsKeyReceiver(){ local pidDisplayer key aKey sig cESC sTTY pidDisplayer=$1 aKey=(0 0 0) cESC=`echo -ne "\033"` cSpace=`echo -ne "\040"` #儲存終端屬性。在read -s讀取終端鍵時,終端的屬性會被暫時改變。 #如果在read -s時程式被不幸殺掉,可能會導致終端混亂, #需要在程式退出時恢複終端屬性。 sTTY=`stty -g` #捕捉退出訊號 trap "MyExit;" INT TERM trap "MyExitNoSub;" $sigExit #隱藏游標 echo -ne "\033[?25l" while : do #讀取輸入。注-s不回顯,-n讀到一個字元立即返回 read -s -n 1 key aKey[0]=${aKey[1]} aKey[1]=${aKey[2]} aKey[2]=$key sig=0 #判斷輸入了何種鍵 if [[ $key == $cESC && ${aKey[1]} == $cESC ]] then #ESC鍵 MyExit elif [[ ${aKey[0]} == $cESC && ${aKey[1]} == "[" ]] then if [[ $key == "A" ]]; then sig=$sigRotate #<向上鍵> elif [[ $key == "B" ]]; then sig=$sigDown #<向下鍵> elif [[ $key == "D" ]]; then sig=$sigLeft #<向左鍵> elif [[ $key == "C" ]]; then sig=$sigRight #<向右鍵> 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 #空格鍵 elif [[ $key == "Q" || $key == "q" ]] #Q, q then MyExit fi if [[ $sig != 0 ]] then #向另一進程發送訊息 kill -$sig $pidDisplayer fi done}#退出前的恢複function MyExitNoSub(){ local y #恢複終端屬性 stty $sTTY ((y = iTop + iTrayHeight + 4)) #顯示光線標 echo -e "\033[?25h\033[${y};0H" exit}function MyExit(){ #通知顯示進程需要退出 kill -$sigExit $pidDisplayer MyExitNoSub}#處理顯示和遊戲流程的主函數function RunAsDisplayer(){ local sigThis InitDraw #掛載各種訊號的處理函數 trap "sig=$sigRotate;" $sigRotate trap "sig=$sigLeft;" $sigLeft trap "sig=$sigRight;" $sigRight trap "sig=$sigDown;" $sigDown trap "sig=$sigAllDown;" $sigAllDown trap "ShowExit;" $sigExit while : do #根據當前的速度級iLevel不同,設定相應的迴圈的次數 for ((i = 0; i < 21 - iLevel; i++)) do sleep 0.02 sigThis=$sig sig=0 #根據sig變數判斷是否接受到相應的訊號 if ((sigThis == sigRotate)); then BoxRotate; #旋轉 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), 測試是否可以把移動中的方塊移到(x, y)的位置, 返回0則可以, 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 #撞到牆壁了 return 1 fi if ((${iMap[y * iTrayWidth + x]} != -1 )) then #撞到其他已經存在的方塊了 return 1 fi done return 0;}#將當前移動中的方塊放到背景方塊中去,#並計算新的分數和速度級。(即一次方塊落到底部)function Box2Map(){ local j i x y xp yp line #將當前移動中的方塊放到背景方塊中去 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 #根據消去的行數line計算分數和速度級 ((x = iLeft + iTrayWidth * 2 + 7)) ((y = iTop + 11)) ((iScore += line * 2 - 1)) #顯示新的分數 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)) #顯示新的速度級 echo -ne "\033[3${cScoreValue}m\033[${y};${x}H${iLevel} " fi fi echo -ne "\033[0m" #重新顯示背景方塊 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座標 if BoxMove $y $boxCurX #測試是否可以下落一行 then s="`DrawCurBox 0`" #將舊的方塊抹去 ((boxCurY = y)) s="$s`DrawCurBox 1`" #顯示新的下落後方塊 echo -ne $s else #走到這兒, 如果不能下落了 Box2Map #將當前移動中的方塊貼到背景方塊中 RandomBox #產生新的方塊 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 #計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` #將舊的方塊抹去 ((boxCurY += iDown)) s=$s`DrawCurBox 1` #顯示新的下落後的方塊 echo -ne $s Box2Map #將當前移動中的方塊貼到背景方塊中 RandomBox #產生新的方塊}#旋轉方塊function BoxRotate(){ local iCount iTestRotate boxTest j i s iCount=${countBox[$iBoxCurType]} #當前的方塊經旋轉可以產生的樣式的數目 #計算旋轉後的新的樣式 ((iTestRotate = iBoxCurRotate + 1)) if ((iTestRotate >= iCount)) then ((iTestRotate = 0)) fi #更新到新的樣式, 儲存老的樣式(但不顯示) for ((j = 0, i = (${offsetBox[$iBoxCurType]} + $iTestRotate) * 8; j < 8; j++, i++)) do boxTest[$j]=${boxCur[$j]} boxCur[$j]=${box[$i]} done if BoxMove $boxCurY $boxCurX #測試旋轉後是否有空間放的下 then #抹去舊的方塊 for ((j = 0; j < 8; j++)) do boxCur[$j]=${boxTest[$j]} done s=`DrawCurBox 0` #畫上新的方塊 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 #不能旋轉,還是繼續使用老的樣式 for ((j = 0; j < 8; j++)) do boxCur[$j]=${boxTest[$j]} done fi}#DrawCurBox(bDraw), 繪製當前移動中的方塊, bDraw為1, 畫上, bDraw為0, 抹去方塊。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, 游標到(x, y)處 s=$s"\033[${i};${t}H${sBox}" done s=$s"\033[0m" echo -n $s}#更新新的方塊function RandomBox(){ local i j t #更新當前移動的方塊 iBoxCurType=${iBoxNewType} iBoxCurRotate=${iBoxNewRotate} cBoxCur=${cBoxNew} for ((j = 0; j < ${#boxNew[@]}; j++)) do boxCur[$j]=${boxNew[$j]} done #顯示當前移動的方塊 if (( ${#boxCur[@]} == 8 )) then #計算當前方塊該從頂端哪一行"冒"出來 for ((j = 0, t = 4; j < 8; j += 2)) do if ((${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)) #顯示當前移動的方塊 echo -ne `DrawCurBox 1` #如果方塊一出來就沒處放,Game over! if ! BoxMove $boxCurY $boxCurX then kill -$sigExit ${PPID} ShowExit fi fi #清除右邊預顯示的方塊 for ((j = 0; j < 4; j++)) do ((i = iTop + 1 + j)) ((t = iLeft + 2 * iTrayWidth + 7)) echo -ne "\033[${i};${t}H " done #隨機產生新的方塊 ((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 % ${#colorTable[@]}]})) #顯示右邊預顯示的方塊 echo -ne "\033[1m\033[7m\033[3${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"}#初始繪製function InitDraw(){ clear RandomBox #隨機產生方塊,這時右邊預顯示視窗中有方快了 RandomBox #再隨機產生方塊,右邊預顯示視窗中的方塊被更新,原先的方塊將開始下落 local i t1 t2 t3 #顯示邊框 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" #顯示"Score"和"Level"字樣 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"}#退出時顯示GameOVer!function ShowExit(){ local y ((y = iTrayHeight + iTrayTop + 3)) echo -e "\033[${y};0HGameOver!\033[0m" exit}#顯示用法.function Usage{ cat << EOFUsage: $APP_NAMEStart tetris game. -h, --help display this help and exit --version output version information and exitEOF}#遊戲主程式在這兒開始.if [[ "$1" == "-h" || "$1" == "--help" ]]; then Usageelif [[ "$1" == "--version" ]]; then echo "$APP_NAME $APP_VERSION"elif [[ "$1" == "--show" ]]; then #當發現具有參數--show時,運行顯示函數 RunAsDisplayerelse bash $0 --show& #以參數--show將本程式再運行一遍 RunAsKeyReceiver $! #以上一行產生的進程的進程號作為參數fi
強大啊,可以研究研究