#!/bin/bash# Tetris Game#APP declaration
APP_NAME="${0##*[\\/]}"
APP_VERSION="1.0"#顏色定義
cRed=1
cGreen=2
cYellow=3
cBlue=4
cFuchsia=5
cCyan=6
cWhite=7
colorTable=($cRed $cGreen $cYellow $cBlue $cFuchsia $cCyan $cWhite)#位置和大小
iLeft=3
iTop=2
((iTrayLeft = iLeft + 2))
((iTrayTop = iTop + 1))
((iTrayWidth = 10))
((iTrayHeight = 15))#顏色設置
cBorder=$cGreen
cScore=$cFuchsia
cScoreValue=$cCyan#控制信號
#改游戲使用兩個進程,一個用于接收輸入,一個用于游戲流程和顯示界面;
#當前者接收到上下左右等按鍵時,通過向后者發送signal的方式通知后者。
sigRotate=25
sigLeft=26
sigRight=27
sigDown=28
sigAllDown=29
sigExit=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變量中
box=(${box0[@]} ${box1[@]} ${box2[@]} ${box3[@]} ${box4[@]} ${box5[@]} ${box6[@]})
#各種方塊旋轉后可能的樣式數目
countBox=(1 2 2 2 4 4 4)
#各種方塊再box數組中的偏移
offsetBox=(0 1 3 5 7 11 15)#每提高一個速度級需要積累的分數
iScoreEachLevel=50 #be greater than 7#運行時數據
sig=0 #接收到的signal
iScore=0 #總分
iLevel=0 #速度級
boxNew=() #新下落的方塊的位置定義
cBoxNew=0 #新下落的方塊的顏色
iBoxNewType=0 #新下落的方塊的種類
iBoxNewRotate=0 #新下落的方塊的旋轉角度
boxCur=() #當前方塊的位置定義
cBoxCur=0 #當前方塊的顏色
iBoxCurType=0 #當前方塊的種類
iBoxCurRotate=0 #當前方塊的旋轉角度
boxCurX=-1 #當前方塊的x坐標位置
boxCurY=-1 #當前方塊的y坐標位置
iMap=() #背景方塊圖表#初始化所有背景方塊為-1, 表示沒有方塊
for ((i = 0; i < iTrayHeight * iTrayWidth; i++)); do iMap[$i]=-1; done#接收輸入的進程的主函數
function RunAsKeyReceiver()
{local pidDisplayer key aKey sig cESC sTTYpidDisplayer=$1aKey=(0 0 0)cESC=`echo -ne "\033"`cSpace=`echo -ne "\040"`#保存終端屬性。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時程序被不幸殺掉,可能會導致終端混亂,#需要在程序退出時恢復終端屬性。sTTY=`stty -g`#捕捉退出信號trap "MyExit;" INT TERMtrap "MyExitNoSub;" $sigExit#隱藏光標echo -ne "\033[?25l"while :do#讀取輸入。注-s不回顯,-n讀到一個字符立即返回read -s -n 1 keyaKey[0]=${aKey[1]}aKey[1]=${aKey[2]}aKey[2]=$keysig=0#判斷輸入了何種鍵if [[ $key == $cESC && ${aKey[1]} == $cESC ]]then#ESC鍵MyExitelif [[ ${aKey[0]} == $cESC && ${aKey[1]} == "[" ]]thenif [[ $key == "A" ]]; then sig=$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>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 #空格鍵elif [[ $key == "Q" || $key == "q" ]] #Q, qthenMyExitfiif [[ $sig != 0 ]]then#向另一進程發送消息kill -$sig $pidDisplayerfidone
}#退出前的恢復
function MyExitNoSub()
{local y#恢復終端屬性stty $sTTY((y = iTop + iTrayHeight + 4))#顯示光標echo -e "\033[?25h\033[${y};0H"exit
}function MyExit()
{#通知顯示進程需要退出kill -$sigExit $pidDisplayerMyExitNoSub
}#處理顯示和游戲流程的主函數
function RunAsDisplayer()
{local sigThisInitDraw#掛載各種信號的處理函數trap "sig=$sigRotate;" $sigRotatetrap "sig=$sigLeft;" $sigLefttrap "sig=$sigRight;" $sigRighttrap "sig=$sigDown;" $sigDowntrap "sig=$sigAllDown;" $sigAllDowntrap "ShowExit;" $sigExitwhile :do#根據當前的速度級iLevel不同,設定相應的循環的次數for ((i = 0; i < 21 - iLevel; i++))dosleep 0.02sigThis=$sigsig=0#根據sig變量判斷是否接受到相應的信號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fidone#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 yTestyTest=$1xTest=$2for ((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#撞到墻壁了return 1fiif ((${iMap[y * iTrayWidth + x]} != -1 ))then#撞到其他已經存在的方塊了return 1fidonereturn 0;
}#將當前移動中的方塊放到背景方塊中去,
#并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[$i]=$cBoxCurdone#消去可被消去的行line=0for ((j = 0; j < iTrayWidth * iTrayHeight; j += iTrayWidth))dofor ((i = j + iTrayWidth - 1; i >= j; i--))doif ((${iMap[$i]} == -1)); then break; fidoneif ((i >= j)); then continue; fi((line++))for ((i = j - 1; i >= 0; i--))do((x = i + iTrayWidth))iMap[$x]=${iMap[$i]}donefor ((i = 0; i < iTrayWidth; i++))doiMap[$i]=-1donedoneif ((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))thenif ((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} "fifiecho -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))thenecho -ne " "elseecho -ne "\033[1m\033[7m\033[3${iMap[$j]}m\033[4${iMap[$j]}m[]\033[0m"fidonedone
}#下落一行
function BoxDown()
{local y s((y = boxCurY + 1)) #新的y坐標if BoxMove $y $boxCurX #測試是否可以下落一行thens="`DrawCurBox 0`" #將舊的方塊抹去((boxCurY = y))s="$s`DrawCurBox 1`" #顯示新的下落后方塊echo -ne $selse#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 $xthens=`DrawCurBox 0`((boxCurX = x))s=$s`DrawCurBox 1`echo -ne $sfi
}#右移一列
function BoxRight()
{local x s((x = boxCurX + 1))if BoxMove $boxCurY $xthens=`DrawCurBox 0`((boxCurX = x))s=$s`DrawCurBox 1`echo -ne $sfi
}#下落到底
function BoxAllDown()
{local k j i x y iDown siDown=$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; fidone((k -= y + 1))if (( $iDown > $k )); then iDown=$k; fidones=`DrawCurBox 0` #將舊的方塊抹去((boxCurY += iDown))s=$s`DrawCurBox 1` #顯示新的下落后的方塊echo -ne $sBox2Map #將當前移動中的方塊貼到背景方塊中RandomBox #產生新的方塊
}#旋轉方塊
function BoxRotate()
{local iCount iTestRotate boxTest j i siCount=${countBox[$iBoxCurType]} #當前的方塊經旋轉可以產生的樣式的數目#計算旋轉后的新的樣式((iTestRotate = iBoxCurRotate + 1))if ((iTestRotate >= iCount))then((iTestRotate = 0))fi#更新到新的樣式, 保存老的樣式(但不顯示)for ((j = 0, i = (${offsetBox[$iBoxCurType]} + $iTestRotate) * 8; j < 8; j++, i++))doboxTest[$j]=${boxCur[$j]}boxCur[$j]=${box[$i]}doneif BoxMove $boxCurY $boxCurX #測試旋轉后是否有空間放的下then#抹去舊的方塊for ((j = 0; j < 8; j++))doboxCur[$j]=${boxTest[$j]}dones=`DrawCurBox 0`#畫上新的方塊for ((j = 0, i = (${offsetBox[$iBoxCurType]} + $iTestRotate) * 8; j < 8; j++, i++))doboxCur[$j]=${box[$i]}dones=$s`DrawCurBox 1`echo -ne $siBoxCurRotate=$iTestRotateelse#不能旋轉,還是繼續使用老的樣式for ((j = 0; j < 8; j++))doboxCur[$j]=${boxTest[$j]}donefi
}#DrawCurBox(bDraw), 繪制當前移動中的方塊, bDraw為1, 畫上, bDraw為0, 抹去方塊。
function DrawCurBox()
{local i j t bDraw sBox sbDraw=$1s=""if (( bDraw == 0 ))thensBox="\040\040"elsesBox="[]"s=$s"\033[1m\033[7m\033[3${cBoxCur}m\033[4${cBoxCur}m"fifor ((j = 0; j < 8; j += 2))do((i = iTrayTop + 1 + ${boxCur[$j]} + boxCurY))((t = iTrayLeft + 1 + 2 * (boxCurX + ${boxCur[$j + 1]})))#\033[y;xH, 光標到(x, y)處s=$s"\033[${i};${t}H${sBox}"dones=$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 < ${#boxNew[@]}; j++))doboxCur[$j]=${boxNew[$j]}done#顯示當前移動的方塊if (( ${#boxCur[@]} == 8 ))then#計算當前方塊該從頂端哪一行"冒"出來for ((j = 0, t = 4; j < 8; j += 2))doif ((${boxCur[$j]} < t)); then t=${boxCur[$j]}; fidone((boxCurY = -t))for ((j = 1, i = -4, t = 20; j < 8; j += 2))doif ((${boxCur[$j]} > i)); then i=${boxCur[$j]}; fiif ((${boxCur[$j]} < t)); then t=${boxCur[$j]}; fidone((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 $boxCurXthenkill -$sigExit ${PPID}ShowExitfifi#清除右邊預顯示的方塊for ((j = 0; j < 4; j++))do((i = iTop + 1 + j))((t = iLeft + 2 * iTrayWidth + 7))echo -ne "\033[${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]} + $iBoxNewRotate) * 8; j < 8; j++, i++))doboxNew[$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[]"doneecho -ne "\033[0m"
}#初始繪制
function InitDraw()
{clearRandomBox #隨機產生方塊,這時右邊預顯示窗口中有方快了RandomBox #再隨機產生方塊,右邊預顯示窗口中的方塊被更新,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=="doneecho -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 << EOF
Usage: $APP_NAME
Start tetris game.-h, --help display this help and exit--version output version information and exit
EOF
}#游戲主程序在這兒開始.
if [[ "$1" == "-h" || "$1" == "--help" ]]; thenUsage
elif [[ "$1" == "--version" ]]; thenecho "$APP_NAME $APP_VERSION"
elif [[ "$1" == "--show" ]]; then#當發現具有參數--show時,運行顯示函數RunAsDisplayer
elsebash $0 --show& #以參數--show將本程序再運行一遍RunAsKeyReceiver $! #以上一行產生的進程的進程號作為參數
fi
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