#!/bin/bash
APP_NAME="${0##*[\\/]}"
APP_VERSION="1.0"
#颜色定义
iSumColor=7 #颜色总数
cRed=1 #红色
cGreen=2 #绿色
cYellow=3 #黄色
cBlue=4 #蓝色
cFuchsia=5 #紫红色
cCyan=6 #青色(蓝绿色)
cWhite=7 #白色
#位置与大小
marginLeft=3 #边框左边距
marginTop=2 #边框上边距
((mapLeft=marginLeft+2)) #棋盘左边距
((mapTop=$marginTop+1)) #棋盘上边距
mapWidth=10 #棋盘宽度
mapHeight=15 #棋盘高度
#颜色设置
cBorder=$cGreen
cScore=$cFuchsia
cScoreValue=$cCyan
#控制信号
#游戏使用两个进程,一个用于接收输入,一个用于游戏流程和显示界面;
#当前者接收到上下左右等按键时,通过向后者发送signal的方式通知后者。
sigRotate=25 #向上键
sigLeft=26
sigRight=27
sigDown=28
sigAllDown=29 #空格键
sigExit=30
#方块定义,7大类19种样式
#前8位为方块坐标,后2位为方块刚出现的时候的位置
box0_0=(0 0 0 1 1 0 1 1 0 4)
box1_0=(0 1 1 1 2 1 3 1 0 3)
box1_1=(1 0 1 1 1 2 1 3 -1 3)
box2_0=(0 0 1 0 1 1 2 1 0 4)
box2_1=(0 1 0 2 1 0 1 1 0 3)
box3_0=(0 1 1 0 1 1 2 0 0 4)
box3_1=(0 0 0 1 1 1 1 2 0 4)
box4_0=(0 2 1 0 1 1 1 2 0 3)
box4_1=(0 1 1 1 2 1 2 2 0 3)
box4_2=(1 0 1 1 1 2 2 0 -1 3)
box4_3=(0 0 0 1 1 1 2 1 0 4)
box5_0=(0 0 1 0 1 1 1 2 0 3)
box5_1=(0 1 0 2 1 1 2 1 0 3)
box5_2=(1 0 1 1 1 2 2 2 -1 3)
box5_3=(0 1 1 1 2 0 2 1 0 4)
box6_0=(0 1 1 0 1 1 1 2 0 3)
box6_1=(0 1 1 1 1 2 2 1 0 3)
box6_2=(1 0 1 1 1 2 2 1 -1 3)
box6_3=(0 1 1 0 1 1 2 1 0 4)
iSumType=7 #方块类型总数
boxStyle=(1 2 2 2 4 4 4) #各种方块旋转后可能的样式数目
iScoreEachLevel=50 #提升一个级别需要的分数
#运行时数据
sig=0 #接收到的signal
iScore=0 #总分
iLevel=0 #速度级
boxNext=() #下一个方块
iboxNextColor=0 #下一个方块的颜色
iboxNextType=0 #下一个方块的种类
iboxNextStyle=0 #下一个方块的样式
boxCur=() #当前方块的位置定义
iBoxCurColor=0 #当前方块的颜色
iBoxCurType=0 #当前方块的种类
iBoxCurStyle=0 #当前方块的样式
boxCurX=-1 #当前方块的x坐标位置
boxCurY=-1 #当前方块的y坐标位置
map=() #棋盘图表
#初始化所有背景方块为-1, 表示没有方块
for ((i = 0; i mapHeight * mapWidth; i++))
do
map[$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 QUIT
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
MyExitNoSub()
{
local y
#恢复终端属性
stty $sTTY
((y = marginTop + mapHeight + 4))
#显示光标
echo -e "\033[?25h\033[${y};0H"
exit
}
MyExit()
{
#通知显示进程需要退出
kill -$sigExit $pidDisplayer
MyExitNoSub
}
#处理显示和游戏流程的主函数
RunAsDisplayer()
{
local sigThis
InitDraw
#挂载各种信号的处理函数
trap "sig=$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
}
#绘制当前方块,传第一个参数,0表示擦除当前方块,1表示绘制当前方块
DrawCurBox()
{
local i x y bErase sBox
bErase=$1
if (( bErase == 0 ))
then
sBox="\040\040" #用两个空格擦除
else
sBox="[]"
echo -ne "\033[1m\033[3${iBoxCurColor}m\033[4${iBoxCurColor}m"
fi
for ((i = 0; i 8; i += 2))
do
((y = mapTop + 1 + ${boxCur[$i]} + boxCurY))
((x = mapLeft + 1 + 2 * (boxCurX + ${boxCur[$i + 1]})))
echo -ne "\033[${y};${x}H${sBox}"
done
echo -ne "\033[0m"
}
#移动方块
#BoxMove(y, x), 测试是否可以把移动中的方块移到(y, x)的位置, 返回0则可以, 1不可以
BoxMove()
{
local i x y xPos yPos
yPos=$1
xPos=$2
for ((i = 0; i 8; i += 2))
do
#方块相对于棋盘坐标
((y = yPos + ${boxCur[$i]}))
((x = xPos + ${boxCur[$i + 1]}))
if (( y 0 || y >= mapHeight || x 0 || x >= mapWidth))
then
#撞到墙壁了
return 1
fi
if (( ${map[y * mapWidth + x]} != -1 ))
then
#撞到其他已经存在的方块了
return 1
fi
done
return 0;
}
#将方块贴到棋盘上
Box2Map()
{
local i j x y line
#将当前移动中的方块贴到棋盘对应的区域
for ((i = 0; i 8; i += 2))
do
#计算方块相对于棋盘的坐标
((y = ${boxCur[$i]} + boxCurY))
((x = ${boxCur[$i + 1]} + boxCurX))
map[y*mapWidth+x]=$iBoxCurColor #将方块颜色赋给地图
done
line=0
for ((i = 0; i mapHeight; i++))
do
for ((j = 0; j mapWidth; j++))
do
#如果棋盘上有空隙,跳出循环
[[ ${map[i*mapWidth+j]} -eq -1 ]] break
done
[ $j -lt $mapWidth ] continue
#说明当前行可消去,可消去行数加一
(( line++ ))
#第i行可被消除,将0行至第i-1行全部下移一行,从第i-1行开始移动
for ((j = i*mapWidth-1; j >= 0; j--))
do
((x = j + mapWidth))
map[$x]=${map[$j]}
done
#因为下移一行,第0行置空
for ((i = 0; i mapWidth; i++))
do
map[$i]=-1
done
done
[ $line -eq 0 ] return
#根据消去的行数line计算分数和速度级
((x = marginLeft + mapWidth * 2 + 7))
((y = marginTop + 11))
((iScore += line * 2 - 1))
#显示新的分数
echo -ne "\033[1m\033[3${cScoreValue}m\033[${y};${x}H${iScore} "
if ((iScore % iScoreEachLevel line * 2 - 1))
then
if ((iLevel 20))
then
((iLevel++))
((y = marginTop + 14))
#显示新的速度级
echo -ne "\033[3${cScoreValue}m\033[${y};${x}H${iLevel} "
fi
fi
echo -ne "\033[0m"
#重新显示背景方块
for ((i = 0; i mapHeight; i++))
do
#棋盘相对于屏幕的坐标
((y = i + mapTop + 1))
((x = mapLeft + 1))
echo -ne "\033[${y};${x}H"
for ((j = 0; j mapWidth; j++))
do
((tmp = i * mapWidth + j))
if ((${map[$tmp]} == -1))
then
echo -ne " "
else
echo -ne "\033[1m\033[3${map[$tmp]}m\033[4${map[$tmp]}m[]\033[0m"
fi
done
done
}
#左移一格
BoxLeft()
{
local x
((x = boxCurX - 1))
if BoxMove $boxCurY $x
then
DrawCurBox 0
((boxCurX = x))
DrawCurBox 1
fi
}
#右移一格
BoxRight()
{
local x
((x = boxCurX + 1))
if BoxMove $boxCurY $x
then
DrawCurBox 0
((boxCurX = x))
DrawCurBox 1
fi
}
#向下移一格
BoxDown()
{
local y
((y = boxCurY + 1)) #新的y坐标
if BoxMove $y $boxCurX #测试是否可以下落一行
then
DrawCurBox 0 #将旧的方块抹去
((boxCurY = y))
DrawCurBox 1 #显示新的下落后方块
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
CreateBox #产生新的方块
fi
}
#下落到底
BoxAllDown()
{
local y iDown
#计算能够下落的行数
iDown=0
(( y = boxCurY + 1 ))
while BoxMove $y $boxCurX
do
(( y++ ))
(( iDown++ ))
done
DrawCurBox 0 #将旧的方块抹去
((boxCurY += iDown))
DrawCurBox 1 #显示新的下落后的方块
Box2Map #将当前移动中的方块贴到背景方块中
CreateBox #产生新的方块
}
#翻转
BoxRotate()
{
[ ${boxStyle[$iBoxCurType]} -eq 1 ] return
((rotateStyle = (iBoxCurStyle + 1) % ${boxStyle[$iBoxCurType]}))
#将当前方块保存到boxTmp
boxTmp=( `eval 'echo ${boxCur[@]}'` )
boxCur=( `eval 'echo ${box'$iBoxCurType'_'$rotateStyle'[@]}'` )
if BoxMove $boxCurY $boxCurX #测试旋转后是否有空间放的下
then
#抹去旧的方块
boxCur=( `eval 'echo ${boxTmp[@]}'` )
DrawCurBox 0
boxCur=( `eval 'echo ${box'$iBoxCurType'_'$rotateStyle'[@]}'` )
DrawCurBox 1
iBoxCurStyle=$rotateStyle
else
#不能旋转,还是继续使用老的样式
boxCur=( `eval 'echo ${boxTmp[@]}'` )
fi
}
#准备下一个方块
PrepareNextBox()
{
local i x y
#清除右边预显示的方块
if (( ${#boxNext[@]} != 0 )); then
for ((i = 0; i 8; i += 2))
do
((y = marginTop + 1 + ${boxNext[$i]}))
((x = marginLeft + 2 * mapWidth + 7 + 2 * ${boxNext[$i + 1]}))
echo -ne "\033[${y};${x}H\040\040"
done
fi
#随机生成预显式方块
(( iBoxNextType = RANDOM % iSumType ))
(( iBoxNextStyle = RANDOM % ${boxStyle[$iBoxNextType]} ))
(( iBoxNextColor = RANDOM % $iSumColor + 1 ))
boxNext=( `eval 'echo ${box'$iBoxNextType'_'$iBoxNextStyle'[@]}'` )
#显示右边预显示的方块
echo -ne "\033[1m\033[3${iBoxNextColor}m\033[4${iBoxNextColor}m"
for ((i = 0; i 8; i += 2))
do
((y = marginTop + 1 + ${boxNext[$i]}))
((x = marginLeft + 2 * mapWidth + 7 + 2 * ${boxNext[$i + 1]}))
echo -ne "\033[${y};${x}H[]"
done
echo -ne "\033[0m"
}
#显示新方块
CreateBox()
{
if (( ${#boxCur[@]} == 0 )); then
#当前方块不存在
(( iBoxCurType = RANDOM % iSumType ))
(( iBoxCurStyle = RANDOM % ${boxStyle[$iBoxCurType]} ))
(( iBoxCurColor = RANDOM % $iSumColor + 1 ))
else
#当前方块已存在, 将下一个方块赋给当前方块
iBoxCurType=$iBoxNextType;
iBoxCurStyle=$iBoxNextStyle;
iBoxCurColor=$iBoxNextColor
fi
#当前方块数组
boxCur=( `eval 'echo ${box'$iBoxCurType'_'$iBoxCurStyle'[@]}'` )
#初始化方块起始坐标
boxCurY=boxCur[8];
boxCurX=boxCur[9];
DrawCurBox 1 #绘制当前方块
if ! BoxMove $boxCurY $boxCurX
then
kill -$sigExit $PPID
ShowExit
fi
PrepareNextBox
}
#绘制边框
DrawBorder()
{
clear
local i y x1 x2
#显示边框
echo -ne "\033[1m\033[3${cBorder}m\033[4${cBorder}m"
((x1 = marginLeft + 1)) #左边框x坐标
((x2 = x1 + 2 + mapWidth * 2)) #右边框x坐标
for ((i = 0; i mapHeight; i++))
do
((y = i + marginTop + 2))
echo -ne "\033[${y};${x1}H||" #绘制左边框
echo -ne "\033[${y};${x2}H||" #绘制右边框
done
((x1 = marginTop + mapHeight + 2))
for ((i = 0; i mapWidth + 2; i++))
do
((y = i * 2 + marginLeft + 1))
echo -ne "\033[${mapTop};${y}H==" #绘制上边框
echo -ne "\033[${x1};${y}H==" #绘制下边框
done
echo -ne "\033[0m"
#显示"Score"和"Level"字样
echo -ne "\033[1m"
((y = marginLeft + mapWidth * 2 + 7))
((x1 = marginTop + 10))
echo -ne "\033[3${cScore}m\033[${x1};${y}HScore"
((x1 = marginTop + 11))
echo -ne "\033[3${cScoreValue}m\033[${x1};${y}H${iScore}"
((x1 = marginTop + 13))
echo -ne "\033[3${cScore}m\033[${x1};${y}HLevel"
((x1 = marginTop + 14))
echo -ne "\033[3${cScoreValue}m\033[${x1};${y}H${iLevel}"
echo -ne "\033[0m"
}
InitDraw()
{
clear #清屏
DrawBorder #绘制边框
CreateBox #创建方块
}
#退出时显示GameOVer!
ShowExit()
{
local y
((y = mapHeight + mapTop + 3))
echo -e "\033[${y};1HGameOver!\033[0m"
exit
}
#游戏主程序在这儿开始.
if [[ "$1" == "--version" ]]; then
echo "$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
#!/bin/bash
GetKey()
{
aKey=(0 0 0) #定义一个数组来保存3个按键
cESC=`echo -ne "\033"`
cSpace=`echo -ne "\040"`
while :
do
read -s -n 1 key #读取一个字符,将读取到的字符保存在key中
#echo $key
#echo XXX
aKey[0]=${aKey[1]} #第一个按键
aKey[1]=${aKey[2]} #第二个按键
aKey[2]=$key #第三个按键
if [[ $key == $cESC ${aKey[1]} == $cESC ]]
then
MyExit
elif [[ ${aKey[0]} == $cESC ${aKey[1]} == "[" ]]
then
if [[ $key == "A" ]]; then echo KEYUP
elif [[ $key == "B" ]]; then echo KEYDOWN
elif [[ $key == "D" ]]; then echo KEYLEFT
elif [[ $key == "C" ]]; then echo KEYRIGHT
fi
fi
done
}
GetKey
#!/bin/bash
#位置与大小
marginLeft=8 #边框左边距
marginTop=6 #边框上边距
((mapLeft=marginLeft+2)) #棋盘左边距
((mapTop=$marginTop+1)) #棋盘上边距
mapWidth=10 #棋盘宽度
mapHeight=15 #棋盘高度
#方块定义,7大类19种样式
#前8位为方块坐标,后2位为方块刚出现的时候的位置
box0_0=(0 0 0 1 1 0 1 1 0 4)
box1_0=(0 1 1 1 2 1 3 1 0 3)
box1_1=(1 0 1 1 1 2 1 3 -1 3)
box2_0=(0 0 1 0 1 1 2 1 0 4)
box2_1=(0 1 0 2 1 0 1 1 0 3)
box3_0=(0 1 1 0 1 1 2 0 0 4)
box3_1=(0 0 0 1 1 1 1 2 0 4)
box4_0=(0 2 1 0 1 1 1 2 0 3)
box4_1=(0 1 1 1 2 1 2 2 0 3)
box4_2=(1 0 1 1 1 2 2 0 -1 3)
box4_3=(0 0 0 1 1 1 2 1 0 4)
box5_0=(0 0 1 0 1 1 1 2 0 3)
box5_1=(0 1 0 2 1 1 2 1 0 3)
box5_2=(1 0 1 1 1 2 2 2 -1 3)
box5_3=(0 1 1 1 2 0 2 1 0 4)
box6_0=(0 1 1 0 1 1 1 2 0 3)
box6_1=(0 1 1 1 1 2 2 1 0 3)
box6_2=(1 0 1 1 1 2 2 1 -1 3)
box6_3=(0 1 1 0 1 1 2 1 0 4)
#绘制边框
DrawBorder()
{
clear
local i y x1 x2
#显示边框
echo -ne "\033[1m\033[32m\033[42m"
((x1 = marginLeft + 1)) #左边框x坐标
((x2 = x1 + 2 + mapWidth * 2)) #右边框x坐标
for ((i = 0; i mapHeight; i++))
do
((y = i + marginTop + 2))
echo -ne "\033[${y};${x1}H||" #绘制左边框
echo -ne "\033[${y};${x2}H||" #绘制右边框
done
((x1 = marginTop + mapHeight + 2))
for ((i = 0; i mapWidth + 2; i++))
do
((y = i * 2 + marginLeft + 1))
echo -ne "\033[${mapTop};${y}H==" #绘制上边框
echo -ne "\033[${x1};${y}H==" #绘制下边框
done
echo -ne "\033[0m"
}
DrawBox()
{
local i x y xPos yPos
yPos=${box0_0[8]}
xPos=${box0_0[9]}
echo -ne "\033[1m\033[35m\033[45m"
for ((i = 0; i 8; i += 2))
do
(( y = mapTop + 1 + ${box0_0[$i]} + yPos ))
(( x = mapLeft + 1 + 2 * (${box0_0[$i + 1]} + xPos) ))
echo -ne "\033[${y};${x}H[]"
done
echo -ne "\033[0m"
}
InitDraw()
{
clear #清屏
DrawBorder #绘制边框
DrawBox
while :
do
sleep 1
done
}
InitDraw