shell脚本编写的俄罗斯方块游戏代码

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粘贴以下代码到一个空的Shell脚本文件中,并在Bash 中运行即可!

复制代码

代码如下:

#!/bin/bash

# Tetris Game

# 10.21.2003 xhchen<[email]xhchen@winbond.com.tw[/email]>

#APP declaration

APP_NAME=”${0##*[\/]}”

APP_VERSION=”1.0″

#颜色定义

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))

#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=25

sigLeft=26

sigRight=27

sigDown=28

sigAllDown=29

sigExit=30

#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=(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=(1 2 2 2 4 4 4)

#各种方块再box数组中的偏移

offsetBox=(0 1 3 5 7 11 15)

#每提高一个速度级需要积累的分数

iScoreEachLevel=50        #be greater than 7

#运行时数据

sig=0                #接收到的signal

iScore=0        #总分

iLevel=0        #速度级

boxNew=()        #新下落的方块的位置定义

cBoxNew=0        #新下落的方块的颜色

iBoxNewType=0        #新下落的方块的种类

iBoxNewRotate=0        #新下落的方块的旋转角度

boxCur=()        #当前方块的位置定义

cBoxCur=0        #当前方块的颜色

iBoxCurType=0        #当前方块的种类

iBoxCurRotate=0        #当前方块的旋转角度

boxCurX=-1        #当前方块的x坐标位置

boxCurY=-1        #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-1, 表示没有方块

for ((i = 0; i < iTrayHeight * iTrayWidth; i++)); do iMap[$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 “33″`

cSpace=`echo -ne “40″`

        #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 “33[?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

function MyExitNoSub()

{

        local y

        #恢复终端属性

        stty $sTTY

        ((y = iTop + iTrayHeight + 4))

#显示光标

        echo -e “33[?25h33[${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 = 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

}

#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=$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

#撞到墙壁了

                        return 1

                fi

                if ((${iMap[y * iTrayWidth + x]} != -1 ))

                then

                        #撞到其他已经存在的方块了

                        return 1

                fi

        done

        return 0;

}

#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 = 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

        #根据消去的行数line计算分数和速度级

        ((x = iLeft + iTrayWidth * 2 + 7))

        ((y = iTop + 11))

((iScore += line * 2 – 1))

        #显示新的分数

        echo -ne “33[1m33[3${cScoreValue}m33[${y};${x}H${iScore}         “

if ((iScore % iScoreEachLevel < line * 2 – 1))

        then

                if ((iLevel < 20))

                then

                        ((iLevel++))

                        ((y = iTop + 14))

#显示新的速度级

                        echo -ne “33[3${cScoreValue}m33[${y};${x}H${iLevel}        “

                fi

        fi

        echo -ne “33[0m”

#重新显示背景方块

        for ((y = 0; y < iTrayHeight; y++))

        do

                ((yp = y + iTrayTop + 1))

                ((xp = iTrayLeft + 1))

((i = y * iTrayWidth))

                echo -ne “33[${yp};${xp}H”

                for ((x = 0; x < iTrayWidth; x++))

                do

                        ((j = i + x))

if ((${iMap[$j]} == -1))

                        then

                                echo -ne ”  “

                        else

echo -ne “33[1m33[7m33[3${iMap[$j]}m33[4${iMap[$j]}m[]33[0m”

                        fi

                done

        done

}

#下落一行

function BoxDown()

{

        local y s

        ((y = boxCurY + 1))        #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 – 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

        #计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`        #将旧的方块抹去

        ((boxCurY += iDown))

s=$s`DrawCurBox 1`        #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 + 1))

if ((iTestRotate >= iCount))

        then

                ((iTestRotate = 0))

        fi

        #更新到新的样式, 保存老的样式(但不显示)

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        #测试旋转后是否有空间放的下

        then

                #抹去旧的方块

                for ((j = 0; j < 8; j++))

                do

                        boxCur[$j]=${boxTest[$j]}

done

                s=`DrawCurBox 0`

                #画上新的方块

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

#不能旋转,还是继续使用老的样式

                for ((j = 0; j < 8; 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=$1

        s=””

if (( bDraw == 0 ))

        then

                sBox=”4040″

        else

                sBox=”[]”

                s=$s”33[1m33[7m33[3${cBoxCur}m33[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]})))

                #33[y;xH, 光标到(x, y)处

                s=$s”33[${i};${t}H${sBox}”

        done

        s=$s”33[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 = 0; j < ${#boxNew[@]}; j++))

        do

                boxCur[$j]=${boxNew[$j]}

        done

#显示当前移动的方块

        if (( ${#boxCur[@]} == 8 ))

        then

                #计算当前方块该从顶端哪一行”冒”出来

                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))

                #显示当前移动的方块

                echo -ne `DrawCurBox 1`

#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 = 0; j < 4; j++))

        do

                ((i = iTop + 1 + j))

                ((t = iLeft + 2 * iTrayWidth + 7))

echo -ne “33[${i};${t}H        “

        done

        #随机产生新的方块

        ((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[@]}]}))

        #显示右边预显示的方块

echo -ne “33[1m33[7m33[3${cBoxNew}m33[4${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 “33[${i};${t}H[]”

        done

        echo -ne “33[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 “33[1m”

echo -ne “33[3${cBorder}m33[4${cBorder}m”

        ((t2 = iLeft + 1))

        ((t3 = iLeft + iTrayWidth * 2 + 3))

for ((i = 0; i < iTrayHeight; i++))

        do

                ((t1 = i + iTop + 2))

                echo -ne “33[${t1};${t2}H||”

                echo -ne “33[${t1};${t3}H||”

done

        ((t2 = iTop + iTrayHeight + 2))

        for ((i = 0; i < iTrayWidth + 2; i++))

        do

                ((t1 = i * 2 + iLeft + 1))

echo -ne “33[${iTrayTop};${t1}H==”

                echo -ne “33[${t2};${t1}H==”

        done

        echo -ne “33[0m”

#显示”Score”和”Level”字样

        echo -ne “33[1m”

        ((t1 = iLeft + iTrayWidth * 2 + 7))

        ((t2 = iTop + 10))

echo -ne “33[3${cScore}m33[${t2};${t1}HScore”

        ((t2 = iTop + 11))

echo -ne “33[3${cScoreValue}m33[${t2};${t1}H${iScore}”

        ((t2 = iTop + 13))

        echo -ne “33[3${cScore}m33[${t2};${t1}HLevel”

        ((t2 = iTop + 14))

echo -ne “33[3${cScoreValue}m33[${t2};${t1}H${iLevel}”

        echo -ne “33[0m”

}

#退出时显示GameOVer!

function ShowExit()

{

        local y

        ((y = iTrayHeight + iTrayTop + 3))

        echo -e “33[${y};0HGameOver!33[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 $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

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