#!/bin/bash # Tetris game written in pure bash # # I tried to mimic as close as possible original tetris game # which was implemented on old soviet DVK computers (PDP-11 clones) # # Videos of this tetris can be found here: # # http://www.youtube.com/watch?v=O0gAgQQHFcQ # http://www.youtube.com/watch?v=iIQc1F3UuV4 # # This script was created on ubuntu 13.04 x64 and bash 4.2.45(1)-release. # It was not tested on other unix like operating systems. # # Enjoy :-)! # # Author: Kirill Timofeev set -u # non initialized variable is an error # 2 signals are used: SIGUSR1 to decrease delay after level up and SIGUSR2 to quit # they are sent to all instances of this script # because of that we should process them in each instance # in this instance we are ignoring both signals trap '' SIGUSR1 SIGUSR2 # Those are commands sent to controller by key press processing code # In controller they are used as index to retrieve actual functuon from array QUIT=0 RIGHT=1 LEFT=2 ROTATE=3 DOWN=4 DROP=5 TOGGLE_HELP=6 TOGGLE_NEXT=7 TOGGLE_COLOR=8 DELAY=1 # initial delay between piece movements DELAY_FACTOR=0.8 # this value controld delay decrease for each level up # color codes RED=1 GREEN=2 YELLOW=3 BLUE=4 FUCHSIA=5 CYAN=6 WHITE=7 # Location and size of playfield, color of border PLAYFIELD_W=10 PLAYFIELD_H=20 PLAYFIELD_X=30 PLAYFIELD_Y=1 BORDER_COLOR=$YELLOW # Location and color of score information SCORE_X=1 SCORE_Y=2 SCORE_COLOR=$GREEN # Location and color of help information HELP_X=58 HELP_Y=1 HELP_COLOR=$CYAN # Next piece location NEXT_X=14 NEXT_Y=11 # Location of "game over" in the end of the game GAMEOVER_X=1 GAMEOVER_Y=$((PLAYFIELD_H + 3)) # Intervals after which game level (and game speed) is increased LEVEL_UP=20 colors=($RED $GREEN $YELLOW $BLUE $FUCHSIA $CYAN $WHITE) no_color=true # do we use color or not showtime=true # controller runs while this flag is true empty_cell=" ." # how we draw empty cell filled_cell="[]" # how we draw filled cell score=0 # score variable initialization level=1 # level variable initialization lines_completed=0 # completed lines counter initialization # screen_buffer is variable, that accumulates all screen changes # this variable is printed in controller once per game cycle puts() { screen_buffer+=${1} } # move cursor to (x,y) and print string # (1,1) is upper left corner of the screen xyprint() { puts "\033[${2};${1}H${3}" } show_cursor() { echo -ne "\033[?25h" } hide_cursor() { echo -ne "\033[?25l" } # foreground color set_fg() { $no_color && return puts "\033[3${1}m" } # background color set_bg() { $no_color && return puts "\033[4${1}m" } reset_colors() { puts "\033[0m" } set_bold() { puts "\033[1m" } # playfield is 1-dimensional array, data is stored as follows: # [ a11, a21, ... aX1, a12, a22, ... aX2, ... a1Y, a2Y, ... aXY] # |< 1st line >| |< 2nd line >| ... |< last line >| # X is PLAYFIELD_W, Y is PLAYFIELD_H # each array element contains cell color value or -1 if cell is empty redraw_playfield() { local j i x y xp yp ((xp = PLAYFIELD_X)) for ((y = 0; y < PLAYFIELD_H; y++)) { ((yp = y + PLAYFIELD_Y)) ((i = y * PLAYFIELD_W)) xyprint $xp $yp "" for ((x = 0; x < PLAYFIELD_W; x++)) { ((j = i + x)) if ((${play_field[$j]} == -1)) ; then puts "$empty_cell" else set_fg ${play_field[$j]} set_bg ${play_field[$j]} puts "$filled_cell" reset_colors fi } } } update_score() { # Arguments: 1 - number of completed lines ((lines_completed += $1)) # Unfortunately I don't know scoring algorithm of original tetris # Here score is incremented with squared number of lines completed # this seems reasonable since it takes more efforts to complete several lines at once ((score += ($1 * $1))) if (( score > LEVEL_UP * level)) ; then # if level should be increased ((level++)) # increment level pkill -SIGUSR1 -f "/bin/bash $0" # and send SIGUSR1 signal to all instances of this script (please see ticker for more details) fi set_bold set_fg $SCORE_COLOR xyprint $SCORE_X $SCORE_Y "Lines completed: $lines_completed" xyprint $SCORE_X $((SCORE_Y + 1)) "Level: $level" xyprint $SCORE_X $((SCORE_Y + 2)) "Score: $score" reset_colors } help=( " Use cursor keys" " or" " s: up" "a: left, d: right" " space: drop" " q: quit" " c: toggle color" "n: toggle show next" "h: toggle this help" ) help_on=-1 # if this flag is 1 help is shown toggle_help() { local i s set_bold set_fg $HELP_COLOR for ((i = 0; i < ${#help[@]}; i++ )) { # ternary assignment: if help_on is 1 use string as is, otherwise substitute all characters with spaces ((help_on == 1)) && s="${help[i]}" || s="${help[i]//?/ }" xyprint $HELP_X $((HELP_Y + i)) "$s" } ((help_on = -help_on)) reset_colors } # this array holds all possible pieces that can be used in the game # each piece consists of 4 cells # each string is sequence of relative xy coordinates for different orientations # depending on piece symmetry there can be 1, 2 or 4 orientations piece=( "00011011" # square piece "0212223210111213" # line piece "0001111201101120" # S piece "0102101100101121" # Z piece "01021121101112220111202100101112" # L piece "01112122101112200001112102101112" # inverted L piece "01111221101112210110112101101112" # T piece ) draw_piece() { # Arguments: # 1 - x, 2 - y, 3 - type, 4 - rotation, 5 - cell content local i x y # loop through piece cells: 4 cells, each has 2 coordinates for ((i = 0; i < 8; i += 2)) { # relative coordinates are retrieved based on orientation and added to absolute coordinates ((x = $1 + ${piece[$3]:$((i + $4 * 8 + 1)):1} * 2)) ((y = $2 + ${piece[$3]:$((i + $4 * 8)):1})) xyprint $x $y "$5" } } next_piece=0 next_piece_rotation=0 next_piece_color=0 next_on=1 # if this flag is 1 next piece is shown draw_next() { # Arguments: 1 - string to draw single cell ((next_on == -1)) && return draw_piece $NEXT_X $NEXT_Y $next_piece $next_piece_rotation "$1" } clear_next() { draw_next "${filled_cell//?/ }" } show_next() { set_fg $next_piece_color set_bg $next_piece_color draw_next "${filled_cell}" reset_colors } toggle_next() { case $next_on in 1) clear_next; next_on=-1 ;; -1) next_on=1; show_next ;; esac } draw_current() { # Arguments: 1 - string to draw single cell # factor 2 for x because each cell is 2 characters wide draw_piece $((current_piece_x * 2 + PLAYFIELD_X)) $((current_piece_y + PLAYFIELD_Y)) $current_piece $current_piece_rotation "$1" } show_current() { set_fg $current_piece_color set_bg $current_piece_color draw_current "${filled_cell}" reset_colors } clear_current() { draw_current "${empty_cell}" } new_piece_location_ok() { # Arguments: 1 - new x coordinate of the piece, 2 - new y coordinate of the piece # test if piece can be moved to new location local j i x y x_test=$1 y_test=$2 for ((j = 0, i = 1; j < 8; j += 2, i = j + 1)) { ((y = ${piece[$current_piece]:$((j + current_piece_rotation * 8)):1} + y_test)) # new y coordinate of piece cell ((x = ${piece[$current_piece]:$((i + current_piece_rotation * 8)):1} + x_test)) # new x coordinate of piece cell ((y < 0 || y >= PLAYFIELD_H || x < 0 || x >= PLAYFIELD_W )) && return 1 # check if we are out of the play field ((${play_field[y * PLAYFIELD_W + x]} != -1 )) && return 1 # check if location is already ocupied } return 0 } get_random_next() { # next piece becomes current current_piece=$next_piece current_piece_rotation=$next_piece_rotation current_piece_color=$next_piece_color # place current at the top of play field, approximately at the center ((current_piece_x = (PLAYFIELD_W - 4) / 2)) ((current_piece_y = 0)) # check if piece can be placed at this location, if not - game over new_piece_location_ok $current_piece_x $current_piece_y || cmd_quit show_current clear_next # now let's get next piece ((next_piece = RANDOM % ${#piece[@]})) ((next_piece_rotation = RANDOM % (${#piece[$next_piece]} / 8))) ((next_piece_color = RANDOM % ${#colors[@]})) show_next } draw_border() { local i x1 x2 y set_bold set_fg $BORDER_COLOR ((x1 = PLAYFIELD_X - 2)) # 2 here is because border is 2 characters thick ((x2 = PLAYFIELD_X + PLAYFIELD_W * 2)) # 2 here is because each cell on play field is 2 characters wide for ((i = 0; i < PLAYFIELD_H + 1; i++)) { ((y = i + PLAYFIELD_Y)) xyprint $x1 $y "<|" xyprint $x2 $y "|>" } ((y = PLAYFIELD_Y + PLAYFIELD_H)) for ((i = 0; i < PLAYFIELD_W; i++)) { ((x1 = i * 2 + PLAYFIELD_X)) # 2 here is because each cell on play field is 2 characters wide xyprint $x1 $y '==' xyprint $x1 $((y + 1)) "\/" } reset_colors } toggle_color() { $no_color && no_color=false || no_color=true show_next update_score 0 toggle_help toggle_help draw_border redraw_playfield show_current } init() { local i x1 x2 y # playfield is initialized with -1s (empty cells) for ((i = 0; i < PLAYFIELD_H * PLAYFIELD_W; i++)) { play_field[$i]=-1 } clear hide_cursor get_random_next get_random_next toggle_color } # this function runs in separate process # it sends DOWN commands to controller with appropriate delay ticker() { # on SIGUSR2 this process should exit trap exit SIGUSR2 # on SIGUSR1 delay should be decreased, this happens during level ups trap 'DELAY=$(awk "BEGIN {print $DELAY * $DELAY_FACTOR}")' SIGUSR1 while true ; do echo -n $DOWN; sleep $DELAY; done } # this function processes keyboard input reader() { trap exit SIGUSR2 # this process exits on SIGUSR2 trap '' SIGUSR1 # SIGUSR1 is ignored local -u key a='' b='' cmd esc_ch=$'\x1b' # commands is associative array, which maps pressed keys to commands, sent to controller declare -A commands=([A]=$ROTATE [C]=$RIGHT [D]=$LEFT [_S]=$ROTATE [_A]=$LEFT [_D]=$RIGHT [_]=$DROP [_Q]=$QUIT [_H]=$TOGGLE_HELP [_N]=$TOGGLE_NEXT [_C]=$TOGGLE_COLOR) while read -s -n 1 key ; do case "$a$b$key" in "${esc_ch}["[ACD]) cmd=${commands[$key]} ;; # cursor key *${esc_ch}${esc_ch}) cmd=$QUIT ;; # exit on 2 escapes *) cmd=${commands[_$key]:-} ;; # regular key. If space was pressed $key is empty esac a=$b # preserve previous keys b=$key [ -n "$cmd" ] && echo -n "$cmd" done } # this function updates occupied cells in play_field array after piece is dropped flatten_playfield() { local i j k x y for ((i = 0, j = 1; i < 8; i += 2, j += 2)) { ((y = ${piece[$current_piece]:$((i + current_piece_rotation * 8)):1} + current_piece_y)) ((x = ${piece[$current_piece]:$((j + current_piece_rotation * 8)):1} + current_piece_x)) ((k = y * PLAYFIELD_W + x)) play_field[$k]=$current_piece_color } } # this function goes through play_field array and eliminates lines without empty sells process_complete_lines() { local j i complete_lines ((complete_lines = 0)) for ((j = 0; j < PLAYFIELD_W * PLAYFIELD_H; j += PLAYFIELD_W)) { for ((i = j + PLAYFIELD_W - 1; i >= j; i--)) { ((${play_field[$i]} == -1)) && break # empty cell found } ((i >= j)) && continue # previous loop was interrupted because empty cell was found ((complete_lines++)) # move lines down for ((i = j - 1; i >= 0; i--)) { play_field[$((i + PLAYFIELD_W))]=${play_field[$i]} } # mark cells as free for ((i = 0; i < PLAYFIELD_W; i++)) { play_field[$i]=-1 } } return $complete_lines } process_fallen_piece() { flatten_playfield process_complete_lines && return update_score $? redraw_playfield } move_piece() { # arguments: 1 - new x coordinate, 2 - new y coordinate # moves the piece to the new location if possible if new_piece_location_ok $1 $2 ; then # if new location is ok clear_current # let's wipe out piece current location current_piece_x=$1 # update x ... current_piece_y=$2 # ... and y of new location show_current # and draw piece in new location return 0 # nothing more to do here fi # if we could not move piece to new location (($2 == current_piece_y)) && return 0 # and this was not horizontal move process_fallen_piece # let's finalize this piece get_random_next # and start the new one return 1 } cmd_right() { move_piece $((current_piece_x + 1)) $current_piece_y } cmd_left() { move_piece $((current_piece_x - 1)) $current_piece_y } cmd_rotate() { local available_rotations old_rotation new_rotation available_rotations=$((${#piece[$current_piece]} / 8)) # number of orientations for this piece old_rotation=$current_piece_rotation # preserve current orientation new_rotation=$(((old_rotation + 1) % available_rotations)) # calculate new orientation current_piece_rotation=$new_rotation # set orientation to new if new_piece_location_ok $current_piece_x $current_piece_y ; then # check if new orientation is ok current_piece_rotation=$old_rotation # if yes - restore old orientation clear_current # clear piece image current_piece_rotation=$new_rotation # set new orientation show_current # draw piece with new orientation else # if new orientation is not ok current_piece_rotation=$old_rotation # restore old orientation fi } cmd_down() { move_piece $current_piece_x $((current_piece_y + 1)) } cmd_drop() { # move piece all way down # this is example of do..while loop in bash # loop body is empty # loop condition is done at least once # loop runs until loop condition would return non zero exit code while move_piece $current_piece_x $((current_piece_y + 1)) ; do : ; done } cmd_quit() { showtime=false # let's stop controller ... pkill -SIGUSR2 -f "/bin/bash $0" # ... send SIGUSR2 to all script instances to stop forked processes ... xyprint $GAMEOVER_X $GAMEOVER_Y "Game over!" echo -e "$screen_buffer" # ... and print final message } controller() { # SIGUSR1 and SIGUSR2 are ignored trap '' SIGUSR1 SIGUSR2 local cmd commands # initialization of commands array with appropriate functions commands[$QUIT]=cmd_quit commands[$RIGHT]=cmd_right commands[$LEFT]=cmd_left commands[$ROTATE]=cmd_rotate commands[$DOWN]=cmd_down commands[$DROP]=cmd_drop commands[$TOGGLE_HELP]=toggle_help commands[$TOGGLE_NEXT]=toggle_next commands[$TOGGLE_COLOR]=toggle_color init while $showtime; do # run while showtime variable is true, it is changed to false in cmd_quit function echo -ne "$screen_buffer" # output screen buffer ... screen_buffer="" # ... and reset it read -s -n 1 cmd # read next command from stdout ${commands[$cmd]} # run command done } stty_g=`stty -g` # let's save terminal state # output of ticker and reader is joined and piped into controller ( ticker & # ticker runs as separate process reader )|( controller ) show_cursor stty $stty_g # let's restore terminal state