shell脚本俄罗斯方块游戏

2022-11-19,,,

亲自测试了一个大牛写的shell脚本,感兴趣可以看看,效果如下:

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2EP9w7aC7N8qRn9ayePeGH5a/7E3djH/5Z7KNfaJtLszzpWT2rZ094uDn7RM+6RdtdmuVJz+pZPXuCnp1amuVJz+pZPXuC+wZTS7M86Vk9q2dP8u9gE0uzPOlZPatnT/K6romlWZ70rJ7Vs6f5O4V5pVme9Kye1bNP8Xe3s0qzPOlZPatnV3gfmSmlWZ70rJ7Vs+xNmuXpuEcOx/siFj2vqu+n23nKHD3GzfeCuaVZnvSsntWz7E2Kpsr5q+Btp+ppFU3V86r6frpNmTTbC+aWZnm6ebFeZ25eQK9kyqTZXjC3NLs+elxPHe4bFJ3ncRd0uL7e63nKHD3GzfeCuaVZnpr1o56d6zxljh7j5nvB3NIsT8e9duvXdRWdZ+yRfbyOqtt5yqTZXjC3NMtTs37Us3Odp0ya7QVzS7M8NetHPTvXecqk2V4wtzTLU7N+1LNznadMmu0Fc0uzPDXrRz0713nKpNleMLc0y1OzftSzc52nTJrtBXNLszw160c9O9d5yqTZXjC3NMtTs37Us3Odp0ya7QVzS7M8NetHPTvXecqk2V4wtzTLU7N+1LNznadMmu0Fc0uzPDXrRz0713nKpNleMLc0y1OzftSzc52nTJrtBXNLszw160c9O9d5yqTZXjC3NMtTs37Us3Odp0ya7QVzS7M8Hffa4XhfROdZPU+Zo8e4+V4wtzTLU7N+1LNznafM0WPcfC+YW4qmyvmr8inn7CWwKZkyabYXzC298vRh+bFkbl6szefmhahneU3S6/rocVf+fnwpnv8s//r62d9y/NlfnuzZBvcNup3ncTd1uN6vOk+Zo8e49V4wufTKk57Vs3qW3UmvPA09+9vvy7tzdwl++ff5nt3J68OqzjP2mtd1HUivvWBy6ZUnPatn9Sy7k1550rN6Vs+yO+mVJz2rZ/Usu5NeedKzelbPsjvplSc9q2f1LLuTXnnSs3pWz7I76ZUnPatn9Sy7k1550rN6Vs+yO+mVJz2rZ/Usu5NeedKzelbPsjvplSc9q2f1LLuTXnnSs3pWz7I76ZUnPatn9Sy7k155Gnr2YLwvYtV5xl57PN4XsdteMLn0ypOe1bN6lt1J0RQ5d4vg0rngavpVz9lL8kmnTHrtBZOLMeZqA8ty6xQas++BZbl1Co3Z98Cy3DqFxux7YFlunUJj9j2wLLdOoTH7HliWW6fQmH0PLMvhS8BPzp+OcYxjnnsMLEu/XDrGMXs6Bpbl1ldVxux7YFlunUJj9j2wLP2usxzjmD0dA8vSL5eOccyejoFlufVVlTH7HliWW6fQmH0PLMutU2jMvgeW5dYpNGbfA8ty6xQas++BZbl1Co3Z98Cy3DqFxux7AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAADjt/wH8xt91+P7HdgAAAABJRU5ErkJggg==" alt="" />

代码如下:

 #!/bin/bash

 # Tetris Game
# 10.21. xhchen<[email]xhchen@winbond.com.tw[/email]> #APP declaration
APP_NAME="${0##*[\\/]}"
APP_VERSION="1.0" #颜色定义
cRed=
cGreen=
cYellow=
cBlue=
cFuchsia=
cCyan=
cWhite=
colorTable=($cRed $cGreen $cYellow $cBlue $cFuchsia $cCyan $cWhite) #位置和大小
iLeft=
iTop=
((iTrayLeft = iLeft + ))
((iTrayTop = iTop + ))
((iTrayWidth = ))
((iTrayHeight = )) #颜色设置
cBorder=$cGreen
cScore=$cFuchsia
cScoreValue=$cCyan #控制信号
#改游戏使用两个进程,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=
sigLeft=
sigRight=
sigDown=
sigAllDown=
sigExit= #七中不同的方块的定义
#通过旋转,每种方块的显示的样式可能有几种
box0=( )
box1=( )
box2=( )
box3=( )
box4=( )
box5=( )
box6=( )
#所有其中方块的定义都放到box变量中
box=(${box0[@]} ${box1[@]} ${box2[@]} ${box3[@]} ${box4[@]} ${box5[@]} ${box6[@]})
#各种方块旋转后可能的样式数目
countBox=( )
#各种方块再box数组中的偏移
offsetBox=( ) #每提高一个速度级需要积累的分数
iScoreEachLevel= #be greater than #运行时数据
sig= #接收到的signal
iScore= #总分
iLevel= #速度级
boxNew=() #新下落的方块的位置定义
cBoxNew= #新下落的方块的颜色
iBoxNewType= #新下落的方块的种类
iBoxNewRotate= #新下落的方块的旋转角度
boxCur=() #当前方块的位置定义
cBoxCur= #当前方块的颜色
iBoxCurType= #当前方块的种类
iBoxCurRotate= #当前方块的旋转角度
boxCurX=- #当前方块的x坐标位置
boxCurY=- #当前方块的y坐标位置
iMap=() #背景方块图表 #初始化所有背景方块为-, 表示没有方块
for ((i = ; i < iTrayHeight * iTrayWidth; i++)); do iMap[$i]=-; done #接收输入的进程的主函数
function RunAsKeyReceiver()
{
local pidDisplayer key aKey sig cESC sTTY pidDisplayer=$
aKey=( ) 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 TERM
trap "MyExitNoSub;" $sigExit #隐藏光标
echo -ne "\033[?25l" while :
do
#读取输入。注-s不回显,-n读到一个字符立即返回
read -s -n key aKey[]=${aKey[]}
aKey[]=${aKey[]}
aKey[]=$key
sig= #判断输入了何种键
if [[ $key == $cESC && ${aKey[]} == $cESC ]]
then
#ESC键
MyExit
elif [[ ${aKey[]} == $cESC && ${aKey[]} == "[" ]]
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 [[ $sig != ]]
then
#向另一进程发送消息
kill -$sig $pidDisplayer
fi
done
} #退出前的恢复
function MyExitNoSub()
{
local y #恢复终端属性
stty $sTTY
((y = iTop + iTrayHeight + )) #显示光标
echo -e "\033[?25h\033[${y};0H"
exit
} function MyExit()
{
#通知显示进程需要退出
kill -$sigExit $pidDisplayer MyExitNoSub
} #处理显示和游戏流程的主函数
function RunAsDisplayer()
{
local sigThis
InitDraw #挂载各种信号的处理函数
trap "sig=$sigRotate;" $sigRotate
trap "sig=$sigLeft;" $sigLeft
trap "sig=$sigRight;" $sigRight
trap "sig=$sigDown;" $sigDown
trap "sig=$sigAllDown;" $sigAllDown
trap "ShowExit;" $sigExit while :
do
#根据当前的速度级iLevel不同,设定相应的循环的次数
for ((i = ; i < - iLevel; i++))
do
sleep 0.02
sigThis=$sig
sig= #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
} #BoxMove(y, x), 测试是否可以把移动中的方块移到(x, y)的位置, 返回0则可以, 1不可以
function BoxMove()
{
local j i x y xTest yTest
yTest=$
xTest=$
for ((j = ; j < ; j += ))
do
((i = j + ))
((y = ${boxCur[$j]} + yTest))
((x = ${boxCur[$i]} + xTest))
if (( y < || y >= iTrayHeight || x < || x >= iTrayWidth))
then
#撞到墙壁了
return
fi
if ((${iMap[y * iTrayWidth + x]} != - ))
then
#撞到其他已经存在的方块了
return
fi
done
return ;
} #将当前移动中的方块放到背景方块中去,
#并计算新的分数和速度级。(即一次方块落到底部)
function Box2Map()
{
local j i x y xp yp line #将当前移动中的方块放到背景方块中去
for ((j = ; j < ; j += ))
do
((i = j + ))
((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=
for ((j = ; j < iTrayWidth * iTrayHeight; j += iTrayWidth))
do
for ((i = j + iTrayWidth - ; i >= j; i--))
do
if ((${iMap[$i]} == -)); then break; fi
done
if ((i >= j)); then continue; fi ((line++))
for ((i = j - ; i >= ; i--))
do
((x = i + iTrayWidth))
iMap[$x]=${iMap[$i]}
done
for ((i = ; i < iTrayWidth; i++))
do
iMap[$i]=-
done
done if ((line == )); then return; fi #根据消去的行数line计算分数和速度级
((x = iLeft + iTrayWidth * + ))
((y = iTop + ))
((iScore += line * - ))
#显示新的分数
echo -ne "\033[1m\033[3${cScoreValue}m\033[${y};${x}H${iScore} "
if ((iScore % iScoreEachLevel < line * - ))
then
if ((iLevel < ))
then
((iLevel++))
((y = iTop + ))
#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 ((y = ; y < iTrayHeight; y++))
do
((yp = y + iTrayTop + ))
((xp = iTrayLeft + ))
((i = y * iTrayWidth))
echo -ne "\033[${yp};${xp}H"
for ((x = ; x < iTrayWidth; x++))
do
((j = i + x))
if ((${iMap[$j]} == -))
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 + )) #新的y坐标
if BoxMove $y $boxCurX #测试是否可以下落一行
then
s="`DrawCurBox 0`" #将旧的方块抹去
((boxCurY = y))
s="$s`DrawCurBox 1`" #显示新的下落后方块
echo -ne $s
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
RandomBox #产生新的方块
fi
} #左移一列
function BoxLeft()
{
local x s
((x = boxCurX - ))
if BoxMove $boxCurY $x
then
s=`DrawCurBox `
((boxCurX = x))
s=$s`DrawCurBox `
echo -ne $s
fi
} #右移一列
function BoxRight()
{
local x s
((x = boxCurX + ))
if BoxMove $boxCurY $x
then
s=`DrawCurBox `
((boxCurX = x))
s=$s`DrawCurBox `
echo -ne $s
fi
} #下落到底
function BoxAllDown()
{
local k j i x y iDown s
iDown=$iTrayHeight #计算一共需要下落多少行
for ((j = ; j < ; j += ))
do
((i = j + ))
((y = ${boxCur[$j]} + boxCurY))
((x = ${boxCur[$i]} + boxCurX))
for ((k = y + ; k < iTrayHeight; k++))
do
((i = k * iTrayWidth + x))
if (( ${iMap[$i]} != -)); then break; fi
done
((k -= y + ))
if (( $iDown > $k )); then iDown=$k; fi
done s=`DrawCurBox ` #将旧的方块抹去
((boxCurY += iDown))
s=$s`DrawCurBox ` #显示新的下落后的方块
echo -ne $s
Box2Map #将当前移动中的方块贴到背景方块中
RandomBox #产生新的方块
} #旋转方块
function BoxRotate()
{
local iCount iTestRotate boxTest j i s
iCount=${countBox[$iBoxCurType]} #当前的方块经旋转可以产生的样式的数目 #计算旋转后的新的样式
((iTestRotate = iBoxCurRotate + ))
if ((iTestRotate >= iCount))
then
((iTestRotate = ))
fi #更新到新的样式, 保存老的样式(但不显示)
for ((j = , i = (${offsetBox[$iBoxCurType]} + $iTestRotate) * ; j < ; j++, i++))
do
boxTest[$j]=${boxCur[$j]}
boxCur[$j]=${box[$i]}
done if BoxMove $boxCurY $boxCurX #测试旋转后是否有空间放的下
then
#抹去旧的方块
for ((j = ; j < ; j++))
do
boxCur[$j]=${boxTest[$j]}
done
s=`DrawCurBox ` #画上新的方块
for ((j = , i = (${offsetBox[$iBoxCurType]} + $iTestRotate) * ; j < ; j++, i++))
do
boxCur[$j]=${box[$i]}
done
s=$s`DrawCurBox `
echo -ne $s
iBoxCurRotate=$iTestRotate
else
#不能旋转,还是继续使用老的样式
for ((j = ; j < ; j++))
do
boxCur[$j]=${boxTest[$j]}
done
fi
} #DrawCurBox(bDraw), 绘制当前移动中的方块, bDraw为1, 画上, bDraw为0, 抹去方块。
function DrawCurBox()
{
local i j t bDraw sBox s
bDraw=$ s=""
if (( bDraw == ))
then
sBox="\040\040"
else
sBox="[]"
s=$s"\033[1m\033[7m\033[3${cBoxCur}m\033[4${cBoxCur}m"
fi for ((j = ; j < ; j += ))
do
((i = iTrayTop + + ${boxCur[$j]} + boxCurY))
((t = iTrayLeft + + * (boxCurX + ${boxCur[$j + ]})))
#\[y;xH, 光标到(x, y)处
s=$s"\033[${i};${t}H${sBox}"
done
s=$s"\033[0m"
echo -n $s
} #更新新的方块
function RandomBox()
{
local i j t #更新当前移动的方块
iBoxCurType=${iBoxNewType}
iBoxCurRotate=${iBoxNewRotate}
cBoxCur=${cBoxNew}
for ((j = ; j < ${#boxNew[@]}; j++))
do
boxCur[$j]=${boxNew[$j]}
done #显示当前移动的方块
if (( ${#boxCur[@]} == ))
then
#计算当前方块该从顶端哪一行"冒"出来
for ((j = , t = ; j < ; j += ))
do
if ((${boxCur[$j]} < t)); then t=${boxCur[$j]}; fi
done
((boxCurY = -t))
for ((j = , i = -, t = ; j < ; j += ))
do
if ((${boxCur[$j]} > i)); then i=${boxCur[$j]}; fi
if ((${boxCur[$j]} < t)); then t=${boxCur[$j]}; fi
done
((boxCurX = (iTrayWidth - - i - t) / )) #显示当前移动的方块
echo -ne `DrawCurBox ` #如果方块一出来就没处放,Game over!
if ! BoxMove $boxCurY $boxCurX
then
kill -$sigExit ${PPID}
ShowExit
fi
fi #清除右边预显示的方块
for ((j = ; j < ; j++))
do
((i = iTop + + j))
((t = iLeft + * iTrayWidth + ))
echo -ne "\033[${i};${t}H "
done #随机产生新的方块
((iBoxNewType = RANDOM % ${#offsetBox[@]}))
((iBoxNewRotate = RANDOM % ${countBox[$iBoxNewType]}))
for ((j = , i = (${offsetBox[$iBoxNewType]} + $iBoxNewRotate) * ; j < ; j++, i++))
do
boxNew[$j]=${box[$i]};
done ((cBoxNew = ${colorTable[RANDOM % ${#colorTable[@]}]})) #显示右边预显示的方块
echo -ne "\033[1m\033[7m\033[3${cBoxNew}m\033[4${cBoxNew}m"
for ((j = ; j < ; j += ))
do
((i = iTop + + ${boxNew[$j]}))
((t = iLeft + * iTrayWidth + + * ${boxNew[$j + ]}))
echo -ne "\033[${i};${t}H[]"
done
echo -ne "\033[0m"
} #初始绘制
function InitDraw()
{
clear
RandomBox #随机产生方块,这时右边预显示窗口中有方快了
RandomBox #再随机产生方块,右边预显示窗口中的方块被更新,原先的方块将开始下落
local i t1 t2 t3 #显示边框
echo -ne "\033[1m"
echo -ne "\033[3${cBorder}m\033[4${cBorder}m" ((t2 = iLeft + ))
((t3 = iLeft + iTrayWidth * + ))
for ((i = ; i < iTrayHeight; i++))
do
((t1 = i + iTop + ))
echo -ne "\033[${t1};${t2}H||"
echo -ne "\033[${t1};${t3}H||"
done ((t2 = iTop + iTrayHeight + ))
for ((i = ; i < iTrayWidth + ; i++))
do
((t1 = i * + iLeft + ))
echo -ne "\033[${iTrayTop};${t1}H=="
echo -ne "\033[${t2};${t1}H=="
done
echo -ne "\033[0m" #显示"Score"和"Level"字样
echo -ne "\033[1m"
((t1 = iLeft + iTrayWidth * + ))
((t2 = iTop + ))
echo -ne "\033[3${cScore}m\033[${t2};${t1}HScore"
((t2 = iTop + ))
echo -ne "\033[3${cScoreValue}m\033[${t2};${t1}H${iScore}"
((t2 = iTop + ))
echo -ne "\033[3${cScore}m\033[${t2};${t1}HLevel"
((t2 = iTop + ))
echo -ne "\033[3${cScoreValue}m\033[${t2};${t1}H${iLevel}"
echo -ne "\033[0m"
} #退出时显示GameOVer!
function ShowExit()
{
local y
((y = iTrayHeight + iTrayTop + ))
echo -e "\033[${y};0HGameOver!\033[0m"
exit
} #显示用法.
function Usage
{
cat << EOF
Usage: $APP_NAME
Start tetris game. -h, --help display this help and exit
--version output version information and exit
EOF
} #游戏主程序在这儿开始.
if [[ "$1" == "-h" || "$1" == "--help" ]]; then
Usage
elif [[ "$1" == "--version" ]]; then
echo "$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 $ --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

shell脚本俄罗斯方块游戏的相关教程结束。

《shell脚本俄罗斯方块游戏.doc》

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