Shell script to realize the Tetris game

Shell script to realize the Tetris game (reproduced from: http://blog.51cto.com/lizhenliang/1687612)

#!/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           #×××
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

keytest.sh

#!/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

draw.sh

#!/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

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Origin blog.csdn.net/yanghuadong_1992/article/details/114465676