2020-12-04

上班闲余时间如何利用shell脚本玩玩俄罗斯方块

上班时间不可以玩i
编辑一个空文档
vim kongdang.sh
#!/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= c G r e e n c S c o r e = cGreen cScore= cGreencScore=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=KaTeX parse error: Undefined control sequence: \0 at position 51: … sBox="\̲0̲40\040" #用两…{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 + KaTeX parse error: Expected '}', got 'EOF' at end of input: {boxCur[i]}))
((x = xPos + KaTeX parse error: Expected '}', got 'EOF' at end of input: {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 = KaTeX parse error: Expected '}', got 'EOF' at end of input: {boxCur[i]} + boxCurY))
((x = KaTeX parse error: Expected '}', got 'EOF' at end of input: {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()
{
[ KaTeX parse error: Expected '}', got 'EOF' at end of input: {boxStyle[iBoxCurType]} -eq 1 ] && return
((rotateStyle = (iBoxCurStyle + 1) % KaTeX parse error: Expected '}', got 'EOF' at end of input: {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 + KaTeX parse error: Expected '}', got 'EOF' at end of input: {boxNext[i]}))
((x = marginLeft + 2 * mapWidth + 7 + 2 * KaTeX parse error: Expected '}', got 'EOF' at end of input: {boxNext[i + 1]}))
echo -ne “\033[ y ; {y}; 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 % KaTeX parse error: Expected '}', got 'EOF' at end of input: {boxStyle[iBoxCurType]} ))
(( iBoxCurColor = RANDOM % KaTeX parse error: Expected 'EOF', got '#' at position 35: … else #̲当前方块已存在, 将下一个方块…iBoxNextType;
iBoxCurStyle= i B o x N e x t S t y l e ; i B o x C u r C o l o r = iBoxNextStyle; iBoxCurColor= 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 " = = " − − v e r s i o n " ] ] ; t h e n e c h o " 1" == "--version" ]]; then echo " 1"=="version"]];thenecho"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= b o x 0 0 [ 8 ] x P o s = {box0_0[8]} xPos= box00[8]xPos={box0_0[9]}
echo -ne “\033[1m\033[35m\033[45m”
for ((i = 0; i < 8; i += 2))
do
(( y = mapTop + 1 + KaTeX parse error: Expected '}', got 'EOF' at end of input: {box0_0[i]} + yPos ))
(( x = mapLeft + 1 + 2 * (KaTeX parse error: Expected '}', got 'EOF' at end of input: {box0_0[i + 1]} + xPos) ))
echo -ne “\033[ y ; {y}; y;{x}H[]”
done
echo -ne “\033[0m”
}

InitDraw()
{
clear #清屏
DrawBorder #绘制边框
DrawBox
while :
do
sleep 1
done
}

InitDraw

保存退出 : 末行模式下输入wq
执行 sh wendang.sh 如下图:
在这里插入图片描述

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