#!/bin/bash APP_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=$cGreen cScore=$cFuchsia cScoreValue=$cCyan #控制信号 #游戏使用两个进程,一个用于接收输入,一个用于游戏流程和显示界面; #当前者接收到上下左右等按键时,通过向后者发送signal的方式通知后者。 sigRotate=25 #向上键 sigLeft=26 sigRight=27 sigDown=28 sigAllDown=29 #空格键 sigExit=30 #方块定义,7大类19种样式 #前8位为方块坐标,后2位为方块刚出现的时候的位置 box0_0=(0 0 0 1 1 0 1 1 0 4) box1_0=(0 1 1 1 2 1 3 1 0 3) box1_1=(1 0 1 1 1 2 1 3 -1 3) box2_0=(0 0 1 0 1 1 2 1 0 4) box2_1=(0 1 0 2 1 0 1 1 0 3) box3_0=(0 1 1 0 1 1 2 0 0 4) box3_1=(0 0 0 1 1 1 1 2 0 4) box4_0=(0 2 1 0 1 1 1 2 0 3) box4_1=(0 1 1 1 2 1 2 2 0 3) box4_2=(1 0 1 1 1 2 2 0 -1 3) box4_3=(0 0 0 1 1 1 2 1 0 4) box5_0=(0 0 1 0 1 1 1 2 0 3) box5_1=(0 1 0 2 1 1 2 1 0 3) box5_2=(1 0 1 1 1 2 2 2 -1 3) box5_3=(0 1 1 1 2 0 2 1 0 4) box6_0=(0 1 1 0 1 1 1 2 0 3) box6_1=(0 1 1 1 1 2 2 1 0 3) box6_2=(1 0 1 1 1 2 2 1 -1 3) box6_3=(0 1 1 0 1 1 2 1 0 4) iSumType=7 #方块类型总数 boxStyle=(1 2 2 2 4 4 4) #各种方块旋转后可能的样式数目 iScoreEachLevel=50 #提升一个级别需要的分数 #运行时数据 sig=0 #接收到的signal iScore=0 #总分 iLevel=0 #速度级 boxNext=() #下一个方块 iboxNextColor=0 #下一个方块的颜色 iboxNextType=0 #下一个方块的种类 iboxNextStyle=0 #下一个方块的样式 boxCur=() #当前方块的位置定义 iBoxCurColor=0 #当前方块的颜色 iBoxCurType=0 #当前方块的种类 iBoxCurStyle=0 #当前方块的样式 boxCurX=-1 #当前方块的x坐标位置 boxCurY=-1 #当前方块的y坐标位置 map=() #棋盘图表 #初始化所有背景方块为-1, 表示没有方块 for ((i = 0; i < mapHeight * mapWidth; i++)) do map[$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 "\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 QUIT trap "MyExitNoSub;" $sigExit #隐藏光标 echo -ne "\033[?25l" while : do #读取输入。注-s不回显,-n读到一个字符立即返回 read -s -n 1 key aKey[0]=${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 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 $pidDisplayer MyExitNoSub } #处理显示和游戏流程的主函数 RunAsDisplayer() { local sigThis InitDraw #挂载各种信号的处理函数 trap "sig=$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 } #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 sBox bErase=$1 if (( bErase == 0 )) then sBox="\040\040" #用两个空格擦除 else sBox="[]" echo -ne "\033[1m\033[3${iBoxCurColor}m\033[4${iBoxCurColor}m" fi for ((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}" done echo -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 yPos yPos=$1 xPos=$2 for ((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 1 fi if (( ${map[y * mapWidth + x]} != -1 )) then #撞到其他已经存在的方块了 return 1 fi done return 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 done line=0 for ((i = 0; i < mapHeight; i++)) do for ((j = 0; j < mapWidth; j++)) do #如果棋盘上有空隙,跳出循环 [[ ${map[i*mapWidth+j]} -eq -1 ]] && break done [ $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++)) do map[$i]=-1 done done [ $line -eq 0 ] && return #根据消去的行数line计算分数和速度级 ((x = marginLeft + mapWidth * 2 + 7)) ((y = marginTop + 11)) ((iScore += line * 2 - 1)) #显示新的分数 echo -ne "\033[1m\033[3${cScoreValue}m\033[${y};${x}H${iScore} " if ((iScore % iScoreEachLevel < line * 2 - 1)) then if ((iLevel < 20)) then ((iLevel++)) ((y = marginTop + 14)) #显示新的速度级 echo -ne "\033[3${cScoreValue}m\033[${y};${x}H${iLevel} " fi fi echo -ne "\033[0m" #重新显示背景方块 for ((i = 0; i < mapHeight; i++)) do #棋盘相对于屏幕的坐标 ((y = i + mapTop + 1)) ((x = mapLeft + 1)) echo -ne "\033[${y};${x}H" for ((j = 0; j < mapWidth; j++)) do ((tmp = i * mapWidth + j)) if ((${map[$tmp]} == -1)) then echo -ne " " else echo -ne "\033[1m\033[3${map[$tmp]}m\033[4${map[$tmp]}m[]\033[0m" fi done done } #左移一格 BoxLeft() { local x ((x = boxCurX - 1)) if BoxMove $boxCurY $x then DrawCurBox 0 ((boxCurX = x)) DrawCurBox 1 fi } #右移一格 BoxRight() { local x ((x = boxCurX + 1)) if BoxMove $boxCurY $x then DrawCurBox 0 ((boxCurX = x)) DrawCurBox 1 fi } #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 then DrawCurBox 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 $boxCurX do (( y++ )) (( iDown++ )) done DrawCurBox 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boxTmp boxTmp=( `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 0 boxCur=( `eval ‘echo ${box‘$iBoxCurType‘_‘$rotateStyle‘[@]}‘` ) DrawCurBox 1 iBoxCurStyle=$rotateStyle else #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 )); then 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\040\040" done fi #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[]" done echo -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=$iBoxNextStyle; iBoxCurColor=$iBoxNextColor fi #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 $boxCurX then kill -$sigExit $PPID ShowExit fi PrepareNextBox } #绘制边框 DrawBorder() { clear local i y x1 x2 #显示边框 echo -ne "\033[1m\033[3${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};${y}H==" #绘制下边框 done echo -ne "\033[0m" #显示"Score"和"Level"字样 echo -ne "\033[1m" ((y = marginLeft + mapWidth * 2 + 7)) ((x1 = marginTop + 10)) echo -ne "\033[3${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 [[ "$1" == "--version" ]]; then echo "$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 keytest.sh #!/bin/bash GetKey() { 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 : do read -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 ]] then MyExit elif [[ ${aKey[0]} == $cESC && ${aKey[1]} == "[" ]] then if [[ $key == "A" ]]; then echo KEYUP elif [[ $key == "B" ]]; then echo KEYDOWN elif [[ $key == "D" ]]; then echo KEYLEFT elif [[ $key == "C" ]]; then echo KEYRIGHT fi fi done } GetKey draw.sh #!/bin/bash #位置与大小 marginLeft=8 #边框左边距 marginTop=6 #边框上边距 ((mapLeft=marginLeft+2)) #棋盘左边距 ((mapTop=$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() { clear local 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 done echo -ne "\033[0m" } DrawBox() { local i x y xPos yPos yPos=${box0_0[8]} xPos=${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[]" done echo -ne "\033[0m" } InitDraw() { clear #清屏 DrawBorder #绘制边框 DrawBox while : do sleep 1 done }
原文:https://www.cnblogs.com/wxp100/p/14635723.html