神奇,原來 Shell 腳本還能這麼玩!

神奇,原來 Shell 腳本還能這麼玩!

用Shell實現俄羅斯方塊代碼

#!/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
#改遊戲使用兩個進程,一個用於接收輸入,一個用於遊戲流程和顯示界面;
#當前者接收到上下左右等按鍵時,通過向後者發送signal的方式通知後者。
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[@]} ${box6[@]})
#各種方塊旋轉後可能的樣式數目
countBox=(1 2 2 2 4 4 4)
#各種方塊再box數組中的偏移
offsetBox=(0 1 3 5 7 11 15)
#每提高一個速度級需要積累的分數
iScoreEachLevel=50 #be greater than 7
#運行時數據
sig=0 #接收到的signal
iScore=0 #總分
iLevel=0 #速度級
boxNew=() #新下落的方塊的位置定義
cBoxNew=0 #新下落的方塊的顏色
iBoxNewType=0 #新下落的方塊的種類
iBoxNewRotate=0 #新下落的方塊的旋轉角度
boxCur=() #當前方塊的位置定義
cBoxCur=0 #當前方塊的顏色
iBoxCurType=0 #當前方塊的種類
iBoxCurRotate=0 #當前方塊的旋轉角度
boxCurX=-1 #當前方塊的x座標位置
boxCurY=-1 #當前方塊的y座標位置
iMap=() #背景方塊圖表
#初始化所有背景方塊為-1, 表示沒有方塊
for ((i = 0; i < iTrayHeight * iTrayWidth; i++)); do iMap[$i]=-1; done
#接收輸入的進程的主函數
function RunAsKeyReceiver()
{
 local pidDisplayer key aKey sig cESC sTTY
 pidDisplayer=$1
 aKey=(0 0 0)
 cESC=`echo -ne ""`
 cSpace=`echo -ne " "`
 #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 TERM
 trap "MyExitNoSub;" $sigExit
 #隱藏光標
 echo -ne "[?25l"
 while :
 do
 #讀取輸入。注-s不回顯,-n讀到一個字符立即返回
 read -s -n 1 key
 aKey[0]=${aKey[1]}
 aKey[1]=${aKey[2]}
 aKey[2]=$key
 sig=0
 #判斷輸入了何種鍵
 if [[ $key == $cESC && ${aKey[1]} == $cESC ]]
 then
 #ESC鍵
 MyExit
 elif [[ ${aKey[0]} == $cESC && ${aKey[1]} == "[" ]]
 then
 if [[ $key == "A" ]]; then sig=$sigRotate #
 elif [[ $key == "B" ]]; then sig=$sigDown #
 elif [[ $key == "D" ]]; then sig=$sigLeft #
 elif [[ $key == "C" ]]; then sig=$sigRight #
 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 #空格鍵
 elif [[ $key == "Q" || $key == "q" ]] #Q, q
 then
 MyExit
 fi
 if [[ $sig != 0 ]]
 then
 #向另一進程發送消息
 kill -$sig $pidDisplayer
 fi
 done
}
#退出前的恢復
function MyExitNoSub()
{
 local y
 #恢復終端屬性
 stty $sTTY
 ((y = iTop + iTrayHeight + 4))
 #顯示光標
 echo -e "[?25h[${y};0H"
 exit
}
function MyExit()
{
 #通知顯示進程需要退出
 kill -$sigExit $pidDisplayer
 MyExitNoSub
}
#處理顯示和遊戲流程的主函數
function RunAsDisplayer()
{
 local sigThis
 InitDraw
 #掛載各種信號的處理函數
 trap "sig=$sigRotate;" $sigRotate
 trap "sig=$sigLeft;" $sigLeft
 trap "sig=$sigRight;" $sigRight
 trap "sig=$sigDown;" $sigDown
 trap "sig=$sigAllDown;" $sigAllDown
 trap "ShowExit;" $sigExit
 while :
 do
 #根據當前的速度級iLevel不同,設定相應的循環的次數
 for ((i = 0; i  
< 21 - iLevel; i++)) do sleep 0.02 sigThis=$sig sig=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 fi done #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 yTest yTest=$1 xTest=$2 for ((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 #撞到牆壁了 return 1 fi if ((${iMap[y * iTrayWidth + x]} != -1 )) then #撞到其他已經存在的方塊了 return 1 fi done return 0; } #將當前移動中的方塊放到背景方塊中去, #並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[$i]=$cBoxCur done #消去可被消去的行 line=0 for ((j = 0; j < iTrayWidth * iTrayHeight; j += iTrayWidth)) do for ((i = j + iTrayWidth - 1; i >= j; i--)) do if ((${iMap[$i]} == -1)); then break; fi done if ((i >= j)); then continue; fi ((line++)) for ((i = j - 1; i >= 0; i--)) do ((x = i + iTrayWidth)) iMap[$x]=${iMap[$i]} done for ((i = 0; i < iTrayWidth; i++)) do iMap[$i]=-1 done done if ((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 "[1m[3${cScoreValue}m[${y};${x}H${iScore} " if ((iScore % iScoreEachLevel < line * 2 - 1)) then if ((iLevel < 20)) then ((iLevel++)) ((y = iTop + 14)) #顯示新的速度級 echo -ne "[3${cScoreValue}m[${y};${x}H${iLevel} " fi fi echo -ne "[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 "[${yp};${xp}H" for ((x = 0; x < iTrayWidth; x++)) do ((j = i + x)) if ((${iMap[$j]} == -1)) then echo -ne " " else echo -ne "[1m[7m[3${iMap[$j]}m[4${iMap[$j]}m[][0m" fi done done } #下落一行 function BoxDown() { local y s ((y = boxCurY + 1)) #新的y座標 if BoxMove $y $boxCurX #測試是否可以下落一行 then s="`DrawCurBox 0`" #將舊的方塊抹去 ((boxCurY = y)) s="$s`DrawCurBox 1`" #顯示新的下落後方塊 echo -ne $s else #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 $x then s=`DrawCurBox 0` ((boxCurX = x)) s=$s`DrawCurBox 1` echo -ne $s fi } #右移一列 function BoxRight() { local x s ((x = boxCurX + 1)) if BoxMove $boxCurY $x then s=`DrawCurBox 0` ((boxCurX = x)) s=$s`DrawCurBox 1` echo -ne $s fi } #下落到底 function BoxAllDown() { local k j i x y iDown s iDown=$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; fi done ((k -= y + 1)) if (( $iDown > $k )); then iDown=$k; fi done s=`DrawCurBox 0` #將舊的方塊抹去 ((boxCurY += iDown)) s=$s`DrawCurBox 1` #顯示新的下落後的方塊 echo -ne $s Box2Map #將當前移動中的方塊貼到背景方塊中 RandomBox #產生新的方塊 } #旋轉方塊 function BoxRotate() { local iCount iTestRotate boxTest j i s iCount=${countBox[$iBoxCurType]} #當前的方塊經旋轉可以產生的樣式的數目 #計算旋轉後的新的樣式 ((iTestRotate = iBoxCurRotate + 1)) if ((iTestRotate >= iCount)) then ((iTestRotate = 0)) fi #更新到新的樣式, 保存老的樣式(但不顯示) for ((j = 0, i = (${offsetBox[$iBoxCurType]} + $iTestRotate) * 8; j < 8; j++, i++)) do boxTest[$j]=${boxCur[$j]} boxCur[$j]=${box[$i]} done if BoxMove $boxCurY $boxCurX #測試旋轉後是否有空間放的下 then #抹去舊的方塊 for ((j = 0; j
< 8; j++)) do boxCur[$j]=${boxTest[$j]} done s=`DrawCurBox 0` #畫上新的方塊 for ((j = 0, i = (${offsetBox[$iBoxCurType]} + $iTestRotate) * 8; j < 8; j++, i++)) do boxCur[$j]=${box[$i]} done s=$s`DrawCurBox 1` echo -ne $s iBoxCurRotate=$iTestRotate else #不能旋轉,還是繼續使用老的樣式 for ((j = 0; j < 8; j++)) do boxCur[$j]=${boxTest[$j]} done fi } #DrawCurBox(bDraw), 繪製當前移動中的方塊, bDraw為1, 畫上, bDraw為0, 抹去方塊。 function DrawCurBox() { local i j t bDraw sBox s bDraw=$1 s="" if (( bDraw == 0 )) then sBox=" " else sBox="[]" s=$s"[1m[7m[3${cBoxCur}m[4${cBoxCur}m" fi for ((j = 0; j < 8; j += 2)) do ((i = iTrayTop + 1 + ${boxCur[$j]} + boxCurY)) ((t = iTrayLeft + 1 + 2 * (boxCurX + ${boxCur[$j + 1]}))) #[y;xH, 光標到(x, y)處 s=$s"[${i};${t}H${sBox}" done s=$s"[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 < ${#boxNew[@]}; j++)) do boxCur[$j]=${boxNew[$j]} done #顯示當前移動的方塊 if (( ${#boxCur[@]} == 8 )) then #計算當前方塊該從頂端哪一行"冒"出來 for ((j = 0, t = 4; j < 8; j += 2)) do if ((${boxCur[$j]} < t)); then t=${boxCur[$j]}; fi done ((boxCurY = -t)) for ((j = 1, i = -4, t = 20; j < 8; j += 2)) do if ((${boxCur[$j]} > i)); then i=${boxCur[$j]}; fi if ((${boxCur[$j]} < t)); then t=${boxCur[$j]}; fi done ((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 $boxCurX then kill -$sigExit ${PPID} ShowExit fi fi #清除右邊預顯示的方塊 for ((j = 0; j < 4; j++)) do ((i = iTop + 1 + j)) ((t = iLeft + 2 * iTrayWidth + 7)) echo -ne "[${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]} + $iBoxNewRotate) * 8; j < 8; j++, i++)) do boxNew[$j]=${box[$i]}; done ((cBoxNew = ${colorTable[RANDOM % ${#colorTable[@]}]})) #顯示右邊預顯示的方塊 echo -ne "[1m[7m[3${cBoxNew}m[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 "[${i};${t}H[]" done echo -ne "[0m" } #初始繪製 function InitDraw() { clear RandomBox #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 "[1m" echo -ne "[3${cBorder}m[4${cBorder}m" ((t2 = iLeft + 1)) ((t3 = iLeft + iTrayWidth * 2 + 3)) for ((i = 0; i < iTrayHeight; i++)) do ((t1 = i + iTop + 2)) echo -ne "[${t1};${t2}H||" echo -ne "[${t1};${t3}H||" done ((t2 = iTop + iTrayHeight + 2)) for ((i = 0; i < iTrayWidth + 2; i++)) do ((t1 = i * 2 + iLeft + 1)) echo -ne "[${iTrayTop};${t1}H==" echo -ne "[${t2};${t1}H==" done echo -ne "[0m" #顯示"Score"和"Level"字樣 echo -ne "[1m" ((t1 = iLeft + iTrayWidth * 2 + 7)) ((t2 = iTop + 10)) echo -ne "[3${cScore}m[${t2};${t1}HScore" ((t2 = iTop + 11)) echo -ne "[3${cScoreValue}m[${t2};${t1}H${iScore}" ((t2 = iTop + 13)) echo -ne "[3${cScore}m[${t2};${t1}HLevel" ((t2 = iTop + 14)) echo -ne "[3${cScoreValue}m[${t2};${t1}H${iLevel}" echo -ne "[0m" } #退出時顯示GameOVer! function ShowExit() { local y ((y = iTrayHeight + iTrayTop + 3)) echo -e "[${y};0HGameOver![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 } #遊戲主程序在這兒開始. if [[ "$1" == "-h" || "$1" == "--help" ]]; then Usage elif [[ "$1" == "--version" ]]; then echo "$APP_NAME $APP_VERSION" elif [[ "$1" == "--show" ]]; then #當發現具有參數--show時,運行顯示函數 RunAsDisplayer else bash $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

最終的效果圖如下

神奇,原來 Shell 腳本還能這麼玩!


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