非常強大的shell寫的俄羅斯方塊

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網上看到的一個用linux的shell指令碼寫的俄羅斯方塊。是我至今見過寫的最牛逼的shell了。共用一下。

原作者資訊在指令碼的注釋中有。



#!/bin/bash # Tetris Game# 10.21.2003 xhchen<[email][email protected][/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


非常強大的shell寫的俄羅斯方塊

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