Tetris Game -- based on a shell script (new algorithm)


 
Thread Tools Search this Thread
Top Forums Shell Programming and Scripting Tetris Game -- based on a shell script (new algorithm)
# 1  
Old 01-08-2012
RedHat Tetris Game -- The Art Of Shell Programming


GitHub - deepgrace/tetris: Tetris implementation in all kinds of Programming Languages

Usage: bash Tetris_Game [ <runlevel> [ <previewlevel> [ <speedlevel> [ <width> [height] ] ] ] ]
Range: [ 0 <= runlevel <= 31 ] [ previewlevel >= 1 ] [ speedlevel <= 30 ] [ width >= 17 ] [ height >= 10 ]

Code:
#!/bin/bash
# Tetris Game  // The Art Of Shell Programming

box0=(4 30)
box1=(4 30 4 32)
box2=(4 30 5 32)
box3=(4 28 4 30 4 32)
box4=(4 28 4 30 5 30)
box5=(4 28 5 30 6 32)
box6=(4 30 5 28 5 32)
box7=(4 28 5 30 6 32 7 34)
box8=(4 30 5 28 5 30 5 32)
box9=(4 30 5 28 5 32 6 30)
box10=(4 28 4 30 4 32 4 34)
box11=(4 28 5 28 5 30 5 32)
box12=(4 28 4 30 5 30 5 32)
box13=(4 28 4 30 5 28 5 30)
box14=(4 28 4 34 5 30 5 32)
box15=(4 26 4 28 4 30 4 32 4 34)
box16=(4 30 5 28 5 30 5 32 6 30)
box17=(4 28 4 32 5 30 6 28 6 32)
box18=(4 28 4 32 5 28 5 30 5 32)
box19=(4 28 4 30 5 30 6 30 6 32)
box20=(4 28 5 28 6 28 6 30 6 32)
box21=(4 28 4 30 5 30 5 32 6 32)
box22=(4 26 4 34 5 28 5 30 5 32)
box23=(4 26 4 34 5 28 5 32 6 30)
box24=(4 26 5 28 6 30 7 32 8 34)
box25=(4 28 4 32 5 26 5 30 5 34)
box26=(4 28 4 34 5 30 5 32 6 30 6 32 7 28 7 34)
box27=(4 30 5 28 5 32 6 26 6 30 6 34 7 28 7 32 8 30)
box28=(4 30 5 28 5 30 5 32 6 26 6 28 6 30 6 32 6 34 7 28 7 30 7 32 8 30)
box29=(4 30 5 30 6 28 6 30 6 32 7 26 7 30 7 34 8 30 9 30 10 30 11 30 12 30)
box30=(4 26 4 28 4 30 4 34 5 30 5 34 6 26 6 28 6 30 6 32 6 34 7 26 7 30 8 26 8 30 8 32 8 34)
box31=(4 30 5 28 6 26 6 34 7 28 7 32 7 36 8 22 8 30 8 38 9 24 9 28 9 32 10 26 10 34 11 32 12 30)

unit=[]
toph=3
modw=4
score=0
width=${5:-25}
height=${6:-30}
prelevel=${3:-6}
speedlevel=${4:-0}
BOX=(box{0..31}[@])
((width=width<17?25:width))
((height=height<10?30:height))
((lower=height+toph))
((wthm=2*width+modw))
((dist=modw+wthm+3))
((prelevel=prelevel<1?6:prelevel))
((speedlevel=speedlevel>30?0:speedlevel))
gmover="\e[?25h\e[36;26HGame Over!\e[0m\n"
color=(1\;{30..38}\;{40..48}m {38,48}\;5\;{0..255}\;1m)

sig.trans(){ kill -${1} ${pid}; }
get.check(){ (( ! box_map[index] )) && k=1; }
get.piece(){ box=(${!BOX[RANDOM%runlevel]}); }
run.initi(){ box_map[index]=0; box_color[index]=""; }
get.erase(){ printf "${old_shadow//${unit}/  }\e[0m\n"; }
get.resum(){ stty ${oldtty}; printf "\e[?25h\e[36;4H\n"; }
cmp.coord(){ (( ${1} <= ${2} )) && { ((${5})); (( ${3} < ${4} )) && ((${6})); }; }
run.prbox(){ old_shadow="${cur_shadow}"; printf "\e[${cur_color}${cur_shadow}\e[0m\n"; }
run.level(){ lhs=${#BOX[@]}; rhs=${1:-$((lhs-1))}; ((runlevel=(rhs < 0 || rhs > lhs-1)?lhs:rhs+1)); }
run.leave(){ (( ! ${#} )) && printf "${gmover}" || { (( ${#}%2 )) && sig.trans 22; get.resum; }; exit; }
get.stime(){ (( ${1} == ${2} )) && { ((++${3})); ((${1}=0)); }; Time[${4}]=$((${!1}/10))$((${!1}%10)); }

max.vertical.coordinate()
{
   local i j k p q col len
   for ((i=0; i!=${#box[@]}; i+=2))
   {   
         ((q=box[i]))
         ((p=box[i+1]))
         for ((j=0; j!=len; ++j)); do 
               (( col[j] == p )) && break
         done 
         ((k=2*j))
         if (( j == len )); then
               ((++len))
               ((col[k]=p))
               ((col[k+1]=q))
         else 
               (( col[j+1] < q )) && ((col[j+1]=q))
         fi
   }

   for ((i=0; i!=len; ++i))
   {
         ((k=2*i))
         ((max[k]=col[k+1]))
         ((max[k+1]=col[k]))
   }
}

get.update()
{ 
   pos="\e[${i};${j}H"
   if (( ! box_map[index] )); then
         printf "${pos}  "
   else
         printf "${pos}\e[${box_color[index]}${unit}\e[0m"
   fi
}

ini.loop()
{
   local i j k l index
   for ((i=modw,j=6,l=wthm; i<=lower; j+=2)); do
         k=0; ((index=(i-modw)*width+j/2-toph)); ${1}
         if (( k || j == l )); then
               (( ! k )) && ${2}
               j=modw; ((++i))
         fi
   done
}

map.piece()
{
   local j p q u
   ((++line))
   for ((j=i,u=6; j>toph+1; u+=2)); do
         ((p=(j-modw)*width+u/2-toph)); ((q=p-width))
         ((box_map[p]=box_map[q])); box_color[p]="${box_color[q]}"
         (( u == l )) && { u=modw; ((--j)); }
   done
   for ((u=6; u<=l; u+=2)); do
         box_map[u/2-toph]=0
         box_color[u/2-toph]=""
   done
}

get.preview()
{
   local i col cur_box
   cur_box=(${!1})
   for ((i=0; i!=${#cur_box[@]}; i+=2)); do
         ((col=cur_box[i+1]-(${3}-dist)))
         cur_preview_block+="\e[$((cur_box[i]-1));${col}H${unit}"
   done
   printf "${!2//${unit}/  }\e[${!4}${cur_preview_block}\e[0m\n"
}

pipe.piece()
{
   cur_preview_block=""
   (( ${5} )) && {
   get.piece
   eval ${1}="(${box[@]})"
   cur_color="${color[RANDOM%${#color[@]}]}"
   eval ${6}=\"${cur_color}\"
   get.preview box[@] ${3} ${4} cur_color
   } || {
   eval ${1}="(${!2})"
   eval ${6}=\"${!7}\"
   get.preview ${2} ${3} ${4} ${7}
   }
   eval ${3}=\"${cur_preview_block}\"
}

get.invoke()
{
   local i arya aryb
   for ((i=0; i!=prelevel-1; ++i)); do
         arya=(next_preview_piece${i} next_preview_piece$((i+1))[@] old_preview_block${i})
         aryb=($((12*(2-i))) ${1} next_preview_color${i} next_preview_color$((i+1))) 
         pipe.piece ${arya[@]} ${aryb[@]} 
   done
}

show.piece()
{
   local end cur_preview_block 
   ((end=prelevel-1))
   cur_color="${next_preview_color0}"
   preview_box=(${next_preview_piece0[@]})
   get.invoke ${#}
   cur_preview_block=""
   get.piece
   eval next_preview_piece${end}="(${box[@]})"
   eval next_preview_color${end}=\"${color[RANDOM%${#color[@]}]}\"
   get.preview box[@] old_preview_block${end} $((12*(2-end))) next_preview_color${end}
   eval old_preview_block${end}=\"${cur_preview_block}\"
   box=(${preview_box[@]})
}

draw.piece()
{
   (( ${#} )) && {
      get.piece
      cur_color="${color[RANDOM%${#color[@]}]}"
      coor.dinate box[@]
   } || {
   cur_color="${next_preview_color0}"
   coor.dinate next_preview_piece0[@]
   }
   run.prbox 
   if ! move.piece; then
        kill -22 ${PPID}
        sig.trans 22
        run.leave
   fi
}

top.point()
{
   local i u v x y
   ((u=cur_box[0]))
   ((v=cur_box[1]))
   for ((i=0; i!=${#cur_box[@]}; i+=2)); do
         cmp.coord x cur_box[i] y cur_box[i+1] x=cur_box[i] y=cur_box[i+1]   
         cmp.coord cur_box[i] u cur_box[i+1] v u=cur_box[i] v=cur_box[i+1]
   done
   if (( x-u == 3 && y-v == 6 )); then
         cur_box=($((x-3)) $((y-6)) $((x-3)) ${y} ${x} $((y-6)) ${x} ${y})
   fi
}

run.bomb()
{
   local j p q boolp boolq empty index radius
   radius=(x-1 y-2 x-1 y x-1 y+2 x y-2 x y x y+2 x+1 y-2 x+1 y x+1 y+2)
   for ((j=0; j!=${#radius[@]}; j+=2)); do
         ((p=radius[j]))
         ((q=radius[j+1]))
         ((index=(p-modw)*width+q/2-toph))
         ((boolp=(p > toph && p <= lower)))
         ((boolq=(q <= wthm && q > modw+1)))
         if (( boolp && boolq )); then
               (( ! box_map[index] && p+q != x+y && ${1} != 8 )) && continue
               empty+="\e[${p};${q}H\040\040"
               run.initi 
         fi
   done
   sleep 0.03; printf "${empty}\n"
} 

random.piece()
{
   local i j k l 
   ((++count))
   ((l=height-1))
   for ((i=0,j=6; i!=count; j+=2)); do
         ((k=(l-i)*width+j/2-toph))
         (( j == wthm )) && { j=modw; ((++i)); }
         (( RANDOM%2 )) && { box_map[k]=1; box_color[k]="${color[RANDOM%${#color[@]}]}"; }
   done
   (( count == l )) && count=0
}

del.row()
{
   local i x y len num index line cur_box
   cur_box=(${locus[@]})
   len=${#cur_box[@]}
   (( len == 16 )) && top.point
   for ((i=0; i!=${#cur_box[@]}; i+=2)); do
         ((x=cur_box[i]))
         ((y=cur_box[i+1]))
         (( len == 16 )) && run.bomb ${#cur_box[@]} || {
            ((index=(x-modw)*width+y/2-toph))
            ((box_map[index]=1))
            box_color[index]="${cur_color}"
         }
   done

   line=0
   ini.loop get.check map.piece
   (( ! line )) && return 1
   ((num=line*200-100))
   printf "\e[1;34m\e[$((toph+10));$((dist+56))H$((score+=num))\e[0m\n"
   if (( score%5000 < num && speedlevel < 30 )); then
         random.piece
         printf "\e[1;34m\e[$((toph+10));$((dist+26))H$((++speedlevel))\e[0m\n"
   fi
   ini.loop get.update
}        

get.ctime()
{
   local d h i j k m s line Time color
   trap "run.leave" 22 
   ((d=0, h=0, m=0, s=0))
   ((j=width-9))
   for ((k=0; k!=j; ++k)) { line+=-; }
   color="\e[38;5;$((RANDOM%145+6));1m"
   printf "\e[2;6H${color}${line}[Time \e[2;$((23+j))H${color}]${line}\e[0m\n"
   while :; do
         sleep 1 &
         get.stime s 60 m 0
         get.stime m 60 h 1
         get.stime h 24 d 2
         Time[3]=$((d/10))$((d%10))
         printf "\e[2;$((12+j))H${color}${Time[3]}:${Time[2]}:${Time[1]}:${Time[0]}\e[0m\n"
         wait; ((++s))
   done
}
 
per.sig()
{
   local i j pid sig sigswap
   pid=${1} 
   for i in {23..31}; do
         trap "sig=${i}" ${i}
   done
   trap "sig.trans 22; run.leave" 22
   while (( ++j )); do 
         (( j != 1 )) && sleep 0.02
         sigswap=${sig}
         sig=0
         case ${sigswap} in
         23)  per.transform   -1                  ;;
         24)  per.transform    1                  ;;
         25)  per.transform   -2                  ;;
         26)  per.transform    1/2                ;;
         27)  per.transform    0             -2   ;;
         28)  per.transform    0              2   ;;
         29)  per.transform    1              0   ;;
         30)  per.transform   -1              0   ;;
         31)  per.transform    $(drop.bottom) 0   ;;
         esac
         (( j == 31-speedlevel )) && { per.transform  1  0; j=0; }
   done
}

get.sig()
{
   local pid sig key arry escape oldtty
   printf "\e[?25l"
   pid=${1}; arry=(0 0 0)
   escape="$(printf "\e")"; oldtty="$(stty -g)"
   trap "run.leave 0" INT TERM; trap "run.leave 0 0" 22
   while read -s -n 1 key; do
         arry[0]=${arry[1]}; arry[1]=${arry[2]}
         arry[2]=${key}; sig=0
         if   [[ ! "${key}" ]]; then sig=31      
         elif [[ "${key}${arry[1]}" == "${escape}${escape}" ]]; then run.leave 0
         elif [[ "${arry[0]}" == "${escape}" && "${arry[1]}" == "[" ]]; then
                 case ${key} in
                 A)    sig=23         ;;
                 B)    sig=29         ;;
                 D)    sig=27         ;;
                 C)    sig=28         ;;
                 esac
         else
                 case ${key} in
                 W|w)  sig=23         ;;
                 T|t)  sig=24         ;;
                 M|m)  sig=25         ;;
                 N|n)  sig=26         ;;
                 S|s)  sig=29         ;;
                 A|a)  sig=27         ;;
                 D|d)  sig=28         ;; 
                 U|u)  sig=30         ;; 
                 P|p)  sig.trans  19  ;;
                 R|r)  sig.trans  18  ;;
                 Q|q)  run.leave   0  ;;
                 esac
         fi
                 (( sig != 0 )) && sig.trans ${sig}
   done
}

drop.bottom()
{  
   local i j col max row
   max.vertical.coordinate
   for ((i=0,j=0; i!=height; j+=2)); do
         ((row=(max[j]+i == lower)))
         ((col=box_map[(max[j]+i-toph)*width+max[j+1]/2-toph]))
         (( col || row )) && { echo ${i}; return 0; }
         (( j+2 == ${#max[@]} )) && { j=-2; ((++i)); }
   done
}

move.piece()
{
   local i j x y boolx booly index
   len=${#locus[@]}
   for ((i=0; i!=len; i+=2)); do    
         ((x=locus[i]+dx)) 
         ((y=locus[i+1]+dy))
         ((index=(x-modw)*width+y/2-toph))
         (( index < 0 || index > width*height-1 )) && return 1
         ((boolx=(x <= toph || x > lower)))
         ((booly=(y >= wthm+2 || y <= modw+1)))
         (( boolx || booly )) && return 1
         if (( box_map[index] )); then
               if (( len == 2 )); then
                     for ((j=lower; j>x; --j)); do
                           (( ! box_map[(j-modw)*width+y/2-toph] )) && return 0
                     done
               fi
               return 1
         fi
   done 
   return 0  
}

ghost.cross()
{
   local i j index
   ((i=locus[0]))
   ((j=locus[1]))
   ((index=(i-modw)*width+j/2-toph))
   (( box_map[index] )) && printf "\e[${i};${j}H\e[${box_color[index]}${unit}\e[0m\n"
}

coor.dinate()
{
   local i
   locus=(${!1})
   for ((i=0; i!=${#locus[@]}; i+=2)); do    
         cur_shadow+="\e[${locus[i]};${locus[i+1]}H${unit}"
   done
}

get.optimize()
{
   for j in dx dy; do
         (( j )) && { [[ ${j} == dx ]] && k=i || k=i+1; add.box; }
   done
}

add.box()
{
   for ((i=0; i!=${#new_box[@]}; i+=2)); do
         ((new_box[k]+=j))
   done
}

per.plus()
{
   local i j k
   (( len == 2 )) && ghost.cross
   new_box=(${box[@]})
   get.optimize
   coor.dinate new_box[@]
   box=(${new_box[@]})
}

get.move()
{
   if move.piece; then
        get.erase
        per.plus
        run.prbox
   else
        (( dx == 1 )) && {
        del.row  
        draw.piece 
        show.piece
        }
   fi
}

mid.point()
{
   local len mid
   mid=(${!1})
   ((len=${#mid[@]}/2-(${#mid[@]}%4)/2))
   ((${2}=mid[len]))
   ((${3}=mid[len+1]))
}

per.multiple()
{
   local i mid cur_box
   mid=(${!1})
   cur_box=(${!1})
   for ((i=0; i!=${#mid[@]}-2; i+=2)); do
         ((mid[i+3]=mid[i+1]+(cur_box[i+3]-cur_box[i+1])${2}2))
   done
   new_box=(${mid[@]})
}

run.unique()
{
   local i j k p q len vec
   for ((i=0; i!=${#new_coordinate[@]}; i+=2))
   {
         ((p=new_coordinate[i]))
         ((q=new_coordinate[i+1]))
         for ((j=0; j!=len; ++j)); do 
               ((k=2*j))
               (( vec[k] == p && vec[k+1] == q )) && break
         done 
         if (( j == len )); then
               ((++len))
               ((vec[${#vec[@]}]=p))
               ((vec[${#vec[@]}]=q))
         fi
   }
   new_coordinate=(${vec[@]})
}

coordinate.transformation()
{
   local i                                              # row=(x-m)*zoomx*cos(a)-(y-n)*zoomy*sin(a)+m
   for ((i=0; i!=${#new_box[@]}; i+=2)); do             # col=(x-m)*zoomx*sin(a)+(y-n)*zoomy*cos(a)+n
         ((new_coordinate[i]=m+new_box[i+1]-n))         # a=-pi/2 zoomx=+1 zoomy=+1 dx=0 dy=0
         ((new_coordinate[i+1]=(new_box[i]-m)*${dx}+n)) # a=-pi/2 zoomx=-1 zoomy=+1 dx=0 dy=0 
   done                                                 # a=+pi/2 zoomx=+1 zoomy=-1 dx=0 dy=0
   [[ ${dx} == 1/2 ]] && run.unique 
}

mid.plus()
{
   local i j k dx dy
   ((dx=mp-p))
   ((dy=nq-q))
   get.optimize
}

per.abstract()
{
   per.multiple ${1} "${2}"
   mid.point new_box[@] ${3} ${4} 
}

per.rotate()
{     
   local m n p q mp nq new_coordinate
   mid.point box[@] mp nq 
   per.abstract box[@] "/" m n
   coordinate.transformation; dx=0
   per.abstract new_coordinate[@] "*" p q
   mid.plus; locus=(${new_box[@]})
   if move.piece; then
       get.erase; coor.dinate new_box[@]
       run.prbox; box=(${locus[@]})
   else
       locus=(${box[@]})
   fi
}

per.transform()
{ 
   local dx dy len new_box cur_shadow
   dx=${1}
   dy=${2}
   case ${#} in
   2) get.move   ;;
   1) per.rotate ;;
   esac
}

show.matrix()
{
   one=" "
   end="\e[0m"
   block="[][]"
   two="${one}${one}"
   cube="${one}${two}"
   five="${two}${cube}"
   ten="${five}${five}"         
   equ="\e[38;5;191;1m"
   colbon="\e[38;5;47;1m"
   mcol="\e[38;5;30;1m"
   str5="${ten}${ten}"
   str4="${mcol}[]${end}"
   str0="${colbon}[]${end}"
   str1="${colbon}${block}${end}"
   str6="${mcol}[]${block}${end}"
   str2="${colbon}[]${block}${end}"
   str3="${colbon}${block}${block}${end}"
   str="${cube}${str0}${two}${str3}${two}${str3}"
   str7="${str1}${one}${str1}${str}${str4}${two}${two}"
   str8="${str0}${one}${equ}row${one}${str0}${cube}${str0}${two}${str0}${one}${equ}(x-m)*zoomx${two}"
   str9="${one}${equ}=${one}${str0}${two}${str0}${ten}${cube}${one}${str0}${cube}${equ}${cube}"
   str10="${ten}${five}${two}${str0}${two}${str0}${one}${equ}+${one}${str0}${five}${str0}"
   str11="${cube}${one}${str0}${two}${equ}cos(a)${one}${equ}sin(a)${two}${str0}${two}${str0}${cube}${str0}${two}${equ}m${two}${str0}"
   str12="${one}${equ}col${one}${str0}${cube}${str0}${two}${str0}${one}${equ}(y-n)*zoomy${two}${str0}${five}${one}"
   str13="${one}${equ}-sin(a)${one}${equ}cos(a)${two}${str0}${two}${str0}${cube}${str0}${two}${equ}n${two}${str0}"
   str14="${str1}${one}${str1}${str}${five}${one}"
   str15="${str1}${two}${str0}${cube}${str1}${one}${str1}"
   printf "\e[$((toph+23));${dist}H${colbon}          ${two}${str2}${one}${str5}${str5}${str2}${str4}\n"
   printf "\e[$((toph+30));${dist}H${ten}${two}${str0}${two}${two}${five}${str5}${str5}${str0}\n"
   printf "\e[$((toph+25));${dist}H${str7}${str1}${ten}${cube}${str1}${two}${str0}${cube}${str1}${one}${str1}\n"
   printf "\e[$((toph+26));${dist}H${str8}${str0}${str4}${str11}\e[$((toph+28));${dist}H${str0}${str12}${str0}${str13}\n"
   printf "\e[$((toph+24));${dist}H${two}${ten}${str0}${ten}${cube}${two}${cube}${str6}${str5}${five}${str0}${str4}\n"
   printf "\e[$((toph+22));${dist}H${cube}${str5}${str5}${str5}${str6}\e[$((toph+29));${dist}H${str14}${str1}${ten}${cube}${str15}\n"
   printf "\e[$((toph+27));${dist}H${str0}${five}${str0}${str9}${str0}${str10}\e[$((toph+31));${dist}H${ten}${two}${str2}${str5}${str5} ${str2}\n"
}

show.board()
{
   clear
   boucol="\e[38;5"
   ((colour=RANDOM%145+6))
   for ((i=6; i<=wthm; i+=2)); do
         printf "${boucol};$((colour+i));1m\e[${toph};${i}H==${boucol};$((colour+i+25));1m\e[$((lower+1));${i}H==\e[0m\n"
   done
   for ((i=toph; i<=lower+1; ++i)); do
         printf "${boucol};$((colour+i));1m\e[${i};${modw}H||${boucol};$((colour+i+30));1m\e[${i};$((wthm+2))H||\e[0m\n"
   done
}

show.notify()
{
   printf "\e[1;31m\e[$((toph+9));${dist}HRunLevel\e[$((toph+9));$((dist+11))HPreviewLevel\e[0m\n"
   printf "\e[1;31m\e[$((toph+9));$((dist+26))HSpeedLevel\e[$((toph+9));$((dist+56))HScore\e[0m\n"
   printf "\e[1;31m\e[$((toph+9));$((dist+39))HWidth\e[$((toph+9));$((dist+47))HHeight\e[0m\n"
   printf "\e[1;34m\e[$((toph+10));${dist}H$((runlevel-1))\e[$((toph+10));$((dist+11))H${prelevel}\e[0m\n"
   printf "\e[1;34m\e[$((toph+10));$((dist+26))H${speedlevel}\e[$((toph+10));$((dist+56))H${score}\e[0m\n"
   printf "\e[1;34m\e[$((toph+10));$((dist+39))H${width}\e[$((toph+10));$((dist+47))H${height}\e[0m\n"
   printf "\e[38;5;34;1m\e[$((toph+12));${dist}HM|m      ===   double         N|n          ===   half\n"
   printf "\e[$((toph+13));${dist}HQ|q|ESC  ===   exit           U|u          ===   one step up\n"
   printf "\e[$((toph+14));${dist}HP|p      ===   pause          S|s|down     ===   one step down\n"
   printf "\e[$((toph+15));${dist}HR|r      ===   resume         A|a|left     ===   one step left\n"
   printf "\e[$((toph+16));${dist}HW|w|up   ===   rotate         D|d|right    ===   one step right\n"
   printf "\e[$((toph+17));${dist}HT|t      ===   transpose      Space|enter  ===   drop all down\n"
   printf "\e[38;5;106;1m\e[$((toph+19));${dist}HVersion 7.1.7\n"
   printf "\e[$((toph+20));${dist}Hhttps://github.com/deepgrace\n"
   printf "\e[$((toph+21));${dist}HGrace <complex.invoke@gmail.com>\n"
}

   case ${1} in
   -h|--help)    echo "Usage: bash ${0} [ <runlevel> [ <previewlevel> [ <speedlevel> [ <width> [height] ] ] ] ]"
                 echo "Range: [ 0 <= runlevel <= $((${#BOX[@]}-1)) ] [ previewlevel >= 1 ] [ speedlevel <= 30 ] [ width >= 17 ] [ height >= 10 ]" ;;
   -v|--version) echo "Version 7.1.7" ;;
   ${PPID})      run.level ${2}; ini.loop run.initi 
                 show.board; show.notify
                 show.piece 0; draw.piece 0
                 show.matrix; get.ctime &
                 per.sig ${!} ;;
   *)            bash ${0} ${$} ${@} &
                 get.sig ${!} ;;
   esac


Last edited by complex.invoke; 08-17-2017 at 08:24 PM.. Reason: updates
# 2  
Old 01-08-2012
Hi huaihaizi3,

Pretty. I've been playing some minutes and it's difficult, there are some strange pieces that are very tricky to fit Smilie

I will take a look to the source code to learn some bash scripting. Good job.

Regards,
Birei
These 2 Users Gave Thanks to birei For This Post:
# 3  
Old 01-08-2012
Well it shows what one can do with shell scripting... Nice job!
# 4  
Old 01-08-2012
Amazing!...
Yeah like vbe said, there is only one outcome from this... "Power of Shell Scripting!"...

I'm sure I will learn even more from this script!...
Well done mate!...

--ahamed
This User Gave Thanks to ahamed101 For This Post:
# 5  
Old 01-08-2012
Does not run for me in the Mac Borne shell.... See screenshot attached..... No boxes or shapes, just code in the shell....
Tetris Game -- based on a shell script (new algorithm)-screen-shot-2012-01-09-51629-ampng
This User Gave Thanks to Neo For This Post:
# 6  
Old 01-08-2012
Yeah, doesn't work for me either... if you're going to change anything more than colors with escape sequences, you might need to describe what terminal you need.
This User Gave Thanks to Corona688 For This Post:
# 7  
Old 01-08-2012
Quote:
Originally Posted by Neo
Does not run for me in the Mac Borne shell.... See screenshot attached..... No boxes or shapes, just code in the shell....
Same here (Mac / Bash). He should probably use printf instead of echo for portability.

If you edit the file in VI and:

Code:
:%s/echo -e/printf/g

you get a feel for what it would look like. Not perfect, but a start.

Works great as-is in Linux, though. Fine effort.
These 2 Users Gave Thanks to Scott For This Post:
Login or Register to Ask a Question

Previous Thread | Next Thread

10 More Discussions You Might Find Interesting

1. Shell Programming and Scripting

Creating a text based game using shell script.

Hello guys I'm new to shell scripting and I need to make a game using shell script. I want to know if it is possible for me a total noob to shell scripting to make this game. The game concept is simple: First thing when you launch the script you get a menu in which you select if you want to... (3 Replies)
Discussion started by: Othmane
3 Replies

2. Shell Programming and Scripting

Proper distribution of cards in terminal based crazy8's game in bash script

When I run the following script at the bottom it say cards remaining=44...It should be=35. Can anyone tell me what I'm doing wrong. I've spent hours trying to get this to work and I can't go any further until this part works. thank you in advance Cogiz #!/bin/bash # Date="November, 2016" #... (2 Replies)
Discussion started by: cogiz
2 Replies

3. Shell Programming and Scripting

Understanding Tetris-game code. newbie

Hi All, Been trying to understand the code in tetris game (in the sticky threads) & i know i have a alot reading /practice to do. it's using advanced methods with arrays and arithmetic and would much appreciate if some one can guide me to good books that's not outdated that would help me take... (0 Replies)
Discussion started by: xcod3r
0 Replies

4. UNIX for Dummies Questions & Answers

[Solved] Making a text based game

Hello, I am looking to make a text based game, that runs in the command window, or a window similar. I will only need to use 1 window. I read somewhere that there is libraries for this kind of thing? But I can't remember the name of them.. Can anyone point me in a direction? I will be... (2 Replies)
Discussion started by: murphy
2 Replies

5. Programming

Tetris Game in C++

Open Source Project: https://github.com/yongye/cpp Ported from the shell: Shell (0 Replies)
Discussion started by: complex.invoke
0 Replies

6. Shell Programming and Scripting

Shell Text Based Game, This Error Makes NO sense. Please help

Okay so I'm making a simple text based game that branches into different scenarios. By branching I mean branching off into whole different files with that part of the game in it. I got tired of working on scenario 1 so I'm working on scenario 2. As I get started and try to test it, I get an... (3 Replies)
Discussion started by: lemonoid
3 Replies

7. Shell Programming and Scripting

Making a Text based game. Need help.

Okay so Zork sparked my interest in this. I have been learning to program for the last year and a half. I've dabbled in everything from Java to Ruby to PHP & XHTML & SQL, and now I'm on bash. I really like bash scripting. Its easy and fun. I just started two days ago. Pretty much I've been writing... (1 Reply)
Discussion started by: lemonoid
1 Replies

8. UNIX for Dummies Questions & Answers

Is there picture based game under linux terminal?

Is there picture based game under linux terminal? Just like Supermario under DOS. (18 Replies)
Discussion started by: vistastar
18 Replies

9. UNIX for Dummies Questions & Answers

text based football game?

Is there a textbased football game (American) that I can download through ubuntu server edition? (1 Reply)
Discussion started by: dadoprso
1 Replies

10. Shell Programming and Scripting

Shell Script Poker Game

Original Code Taken from here: http://www.tldp.org/LDP/abs/html/bashver2.html#EX79 The code in the above link displays 4 unique 13 cards hands. I've modified it to deal a hand unique 2 card hand to 2 different players, then deal 5 unique community cards as in Texas Holdem (3 cards, then 1... (8 Replies)
Discussion started by: earnstaf
8 Replies
Login or Register to Ask a Question

Featured Tech Videos