#!/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[@]} ${box6[@]}) #各种方块旋转后可能的样式数目 countBox=(1 2 2 2 4 4 4) #各种方块再box数组中的偏移 offsetBox=(0 1 3 5 7 11 15)   #每提高一个速度级需要积累的分数 iScoreEachLevel=50        #be greater than 7   #运行时数据 sig=0                #接收到的signal iScore=0        #总分 iLevel=0        #速度级 boxNew=()        #新下落的方块的位置定义 cBoxNew=0        #新下落的方块的颜色 iBoxNewType=0        #新下落的方块的种类 iBoxNewRotate=0        #新下落的方块的旋转角度 boxCur=()        #当前方块的位置定义 cBoxCur=0        #当前方块的颜色 iBoxCurType=0        #当前方块的种类 iBoxCurRotate=0        #当前方块的旋转角度 boxCurX=-1        #当前方块的x坐标位置 boxCurY=-1        #当前方块的y坐标位置 iMap=()                #背景方 橥急   #初始化所有背景方块为-1, 表示没有方块 for ((i = 0; i < iTrayHeight * iTrayWidth; i++)); do iMap[$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 "\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;" $sigExit           #隐藏光标         echo -ne "\033[?25l"             while :         do                 #读取输入。注-s不回显，-n读到一个字符立即返回                 read -s -n 1 key                   aKey[0]=${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 $sTTY         ((y = iTop + iTrayHeight + 4))           #显示光标         echo -e "\033[?25h\033[${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;" $sigExit           while :         do                 #根据当前的速度级iLevel不同，设定相应的循环的次数                 for ((i = 0; i < 21 - iLevel; i++))                 do                         sleep 0.02                         sigThis=$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 "\033[1m\033[3${cScoreValue}m\033[${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 "\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 = 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))                         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 + 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=$1           s=""         if (( bDraw == 0 ))         then                 sBox="\040\040"         else                 sBox="[]"                 s=$s"\033[1m\033[7m\033[3${cBoxCur}m\033[4${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]})))                 #\033[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 = 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 ${PPID}                         ShowExit                 fi         fi               #清除右边预显示的方块         for ((j = 0; j < 4; j++))         do                 ((i = iTop + 1 + j))                 ((t = iLeft + 2 * iTrayWidth + 7))                 echo -ne "\033[${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 % ${#colorTable[@]}]}))           #显示右边预显示的方块         echo -ne "\033[1m\033[7m\033[3${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[]"         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 + 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=="         done         echo -ne "\033[0m"             #显示"Score"和"Level"字样         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" }     #退出时显示GameOVer! function ShowExit() {         local y         ((y = iTrayHeight + iTrayTop + 3))         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 $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