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Shell脚本实现俄罗斯方块小游戏

时间:2019-04-28 07:07:44

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Shell脚本实现俄罗斯方块小游戏

Shell脚本实现俄罗斯方块小游戏(转自:/lizhenliang/1687612)

#!/bin/bashAPP_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=$cGreencScore=$cFuchsiacScoreValue=$cCyan#控制信号#游戏使用两个进程,一个用于接收输入,一个用于游戏流程和显示界面;#当前者接收到上下左右等按键时,通过向后者发送signal的方式通知后者。sigRotate=25 #向上键sigLeft=26sigRight=27sigDown=28sigAllDown=29 #空格键sigExit=30#方块定义,7大类19种样式#前8位为方块坐标,后2位为方块刚出现的时候的位置box0_0=(0 0 0 1 1 0 1 1 0 4)box1_0=(0 1 1 1 2 1 3 1 0 3)box1_1=(1 0 1 1 1 2 1 3 -1 3)box2_0=(0 0 1 0 1 1 2 1 0 4)box2_1=(0 1 0 2 1 0 1 1 0 3)box3_0=(0 1 1 0 1 1 2 0 0 4)box3_1=(0 0 0 1 1 1 1 2 0 4)box4_0=(0 2 1 0 1 1 1 2 0 3)box4_1=(0 1 1 1 2 1 2 2 0 3)box4_2=(1 0 1 1 1 2 2 0 -1 3)box4_3=(0 0 0 1 1 1 2 1 0 4)box5_0=(0 0 1 0 1 1 1 2 0 3)box5_1=(0 1 0 2 1 1 2 1 0 3)box5_2=(1 0 1 1 1 2 2 2 -1 3)box5_3=(0 1 1 1 2 0 2 1 0 4)box6_0=(0 1 1 0 1 1 1 2 0 3)box6_1=(0 1 1 1 1 2 2 1 0 3)box6_2=(1 0 1 1 1 2 2 1 -1 3)box6_3=(0 1 1 0 1 1 2 1 0 4)iSumType=7#方块类型总数boxStyle=(1 2 2 2 4 4 4) #各种方块旋转后可能的样式数目iScoreEachLevel=50 #提升一个级别需要的分数#运行时数据sig=0 #接收到的signaliScore=0 #总分iLevel=0 #速度级boxNext=()#下一个方块iboxNextColor=0#下一个方块的颜色iboxNextType=0#下一个方块的种类iboxNextStyle=0#下一个方块的样式boxCur=() #当前方块的位置定义iBoxCurColor=0#当前方块的颜色iBoxCurType=0 #当前方块的种类iBoxCurStyle=0#当前方块的样式boxCurX=-1#当前方块的x坐标位置boxCurY=-1#当前方块的y坐标位置map=()#棋盘图表#初始化所有背景方块为-1, 表示没有方块for ((i = 0; i < mapHeight * mapWidth; i++))domap[$i]=-1done#接收输入的进程的主函数function RunAsKeyReceiver(){local pidDisplayer key aKey sig cESC sTTYpidDisplayer=$1aKey=(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 QUITtrap "MyExitNoSub;" $sigExit#隐藏光标echo -ne "\033[?25l"while :do#读取输入。注-s不回显,-n读到一个字符立即返回read -s -n 1 keyaKey[0]=${aKey[1]}aKey[1]=${aKey[2]}aKey[2]=$keysig=0#判断输入了何种键if [[ $key == $cESC && ${aKey[1]} == $cESC ]]then#ESC键MyExitelif [[ ${aKey[0]} == $cESC && ${aKey[1]} == "[" ]]thenif [[ $key == "A" ]]; then sig=$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>fielif [[ $key == "W" || $key == "w" ]]; then sig=$sigRotate #W, welif [[ $key == "S" || $key == "s" ]]; then sig=$sigDown #S, selif [[ $key == "A" || $key == "a" ]]; then sig=$sigLeft #A, aelif [[ $key == "D" || $key == "d" ]]; then sig=$sigRight #D, delif [[ "[$key]" == "[]" ]]; then sig=$sigAllDown #空格键elif [[ $key == "Q" || $key == "q" ]] #Q, qthenMyExitfiif [[ $sig != 0 ]]then#向另一进程发送消息kill -$sig $pidDisplayerfidone}#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 $pidDisplayerMyExitNoSub}#处理显示和游戏流程的主函数RunAsDisplayer(){local sigThisInitDraw#挂载各种信号的处理函数trap "sig=$sigRotate;" $sigRotatetrap "sig=$sigLeft;" $sigLefttrap "sig=$sigRight;" $sigRighttrap "sig=$sigDown;" $sigDowntrap "sig=$sigAllDown;" $sigAllDowntrap "ShowExit;" $sigExitwhile :do#根据当前的速度级iLevel不同,设定相应的循环的次数for ((i = 0; i < 21 - iLevel; i++))dosleep 0.02sigThis=$sigsig=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fidone#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 sBoxbErase=$1if (( bErase == 0 ))thensBox="\040\040"#用两个空格擦除elsesBox="[]"echo -ne "\033[1m\033[3${iBoxCurColor}m\033[4${iBoxCurColor}m"fifor ((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}"doneecho -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 yPosyPos=$1xPos=$2for ((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 1fiif (( ${map[y * mapWidth + x]} != -1 ))then#撞到其他已经存在的方块了return 1fidonereturn 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doneline=0for ((i = 0; i < mapHeight; i++))dofor ((j = 0; j < mapWidth; j++))do#如果棋盘上有空隙,跳出循环[[ ${map[i*mapWidth+j]} -eq -1 ]] && breakdone[ $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++))domap[$i]=-1donedone[ $line -eq 0 ] && return#根据消去的行数line计算分数和速度级((x = marginLeft + mapWidth * 2 + 7))((y = marginTop + 11))((iScore += line * 2 - 1))#显示新的分数echo -ne "\033[1m\033[3${cScoreValue}m\033[${y};${x}H${iScore} "if ((iScore % iScoreEachLevel < line * 2 - 1))thenif ((iLevel < 20))then((iLevel++))((y = marginTop + 14))#显示新的速度级echo -ne "\033[3${cScoreValue}m\033[${y};${x}H${iLevel} "fifiecho -ne "\033[0m"#重新显示背景方块for ((i = 0; i < mapHeight; i++))do#棋盘相对于屏幕的坐标((y = i + mapTop + 1))((x = mapLeft + 1))echo -ne "\033[${y};${x}H"for ((j = 0; j < mapWidth; j++))do((tmp = i * mapWidth + j))if ((${map[$tmp]} == -1))thenecho -ne " "elseecho -ne "\033[1m\033[3${map[$tmp]}m\033[4${map[$tmp]}m[]\033[0m"fidonedone}#左移一格BoxLeft(){local x((x = boxCurX - 1))if BoxMove $boxCurY $xthenDrawCurBox 0((boxCurX = x))DrawCurBox 1fi}#右移一格BoxRight(){local x((x = boxCurX + 1))if BoxMove $boxCurY $xthenDrawCurBox 0((boxCurX = x))DrawCurBox 1fi}#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thenDrawCurBox 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 $boxCurXdo(( y++ ))(( iDown++ ))doneDrawCurBox 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boxTmpboxTmp=( `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 0boxCur=( `eval 'echo ${box'$iBoxCurType'_'$rotateStyle'[@]}'` )DrawCurBox 1iBoxCurStyle=$rotateStyleelse#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 )); thenfor ((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"donefi#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[]"doneecho -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=$iBoxNextStyle;iBoxCurColor=$iBoxNextColorfi#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 $boxCurXthenkill -$sigExit $PPIDShowExitfiPrepareNextBox}#绘制边框DrawBorder(){clearlocal i y x1 x2#显示边框echo -ne "\033[1m\033[3${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};${y}H==" #绘制下边框doneecho -ne "\033[0m"#显示"Score"和"Level"字样echo -ne "\033[1m"((y = marginLeft + mapWidth * 2 + 7))((x1 = marginTop + 10))echo -ne "\033[3${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 [[ "$1" == "--version" ]]; thenecho "$APP_NAME $APP_VERSION"elif [[ "$1" == "--show" ]]; then#当发现具有参数--show时,运行显示函数RunAsDisplayerelsebash $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fikeytest.sh#!/bin/bashGetKey(){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 :doread -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 ]]thenMyExitelif [[ ${aKey[0]} == $cESC && ${aKey[1]} == "[" ]]thenif [[ $key == "A" ]]; then echo KEYUPelif [[ $key == "B" ]]; then echo KEYDOWNelif [[ $key == "D" ]]; then echo KEYLEFTelif [[ $key == "C" ]]; then echo KEYRIGHTfifidone}GetKeydraw.sh#!/bin/bash#位置与大小marginLeft=8 #边框左边距marginTop=6 #边框上边距((mapLeft=marginLeft+2)) #棋盘左边距((mapTop=$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(){clearlocal 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doneecho -ne "\033[0m"}DrawBox(){local i x y xPos yPosyPos=${box0_0[8]}xPos=${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[]"doneecho -ne "\033[0m"}InitDraw(){clear #清屏DrawBorder#绘制边框DrawBoxwhile :dosleep 1done}InitDraw

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