├── .settings ├── Copying ├── README.md ├── brick.ogg ├── coin.ogg ├── die.ogg ├── flagpole.ogg ├── gameover.ogg ├── init.ogg ├── jump.ogg ├── mario.sh ├── stomp.ogg ├── timewarning.ogg ├── up.ogg ├── world1-1.ogg └── worldcleared.ogg /.settings: -------------------------------------------------------------------------------- 1 | _topScore=22730 2 | _sound=on 3 | _color=off 4 | -------------------------------------------------------------------------------- /Copying: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | mario-shellscript 2 | ================= 3 | 4 | Game do Mario Bros em Shell Script 5 | -------------------------------------------------------------------------------- /brick.ogg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Doriedson/mario-shellscript/2b7fdc00d7a6031d71c26393284850d296b684b3/brick.ogg -------------------------------------------------------------------------------- /coin.ogg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Doriedson/mario-shellscript/2b7fdc00d7a6031d71c26393284850d296b684b3/coin.ogg -------------------------------------------------------------------------------- /die.ogg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Doriedson/mario-shellscript/2b7fdc00d7a6031d71c26393284850d296b684b3/die.ogg -------------------------------------------------------------------------------- /flagpole.ogg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Doriedson/mario-shellscript/2b7fdc00d7a6031d71c26393284850d296b684b3/flagpole.ogg -------------------------------------------------------------------------------- /gameover.ogg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Doriedson/mario-shellscript/2b7fdc00d7a6031d71c26393284850d296b684b3/gameover.ogg -------------------------------------------------------------------------------- /init.ogg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Doriedson/mario-shellscript/2b7fdc00d7a6031d71c26393284850d296b684b3/init.ogg -------------------------------------------------------------------------------- /jump.ogg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Doriedson/mario-shellscript/2b7fdc00d7a6031d71c26393284850d296b684b3/jump.ogg -------------------------------------------------------------------------------- /mario.sh: -------------------------------------------------------------------------------- 1 | #!/bin/bash -i 2 | 3 | ################################################################################## 4 | # # 5 | # Copyright (C) 2012 Doriedson Alves Galdino de Oliveira # 6 | # Thiago Andre Silva # 7 | # Vitor Augusto Andrioli # 8 | # # 9 | # This program is free software: you can redistribute it and/or modify # 10 | # it under the terms of the GNU General Public License as published by # 11 | # the Free Software Foundation, either version 3 of the License, or # 12 | # (at your option) any later version. # 13 | # # 14 | # This program is distributed in the hope that it will be useful, # 15 | # but WITHOUT ANY WARRANTY; without even the implied warranty of # 16 | # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # 17 | # GNU General Public License for more details. # 18 | # # 19 | # You should have received a copy of the GNU General Public License # 20 | # along with this program. If not, see . # 21 | # # 22 | ################################################################################## 23 | 24 | # Autores: 25 | # Doriedson RA 1430431213050 26 | # Thiago Andre RA 1430431213077 27 | # Vitor Augusto RA 1430431213047 28 | # Data: 24/04/2012 29 | 30 | # DESCRICAO: 31 | # Jogo do Mario Bros estilo nintendo 8 bits. 32 | 33 | # CHANGELOG: 34 | 35 | # 2012/05/09 (Doriedson, Vitor, Thiago) 36 | # Eliminada a funcao LoadGame que carregava o mapa da primeira fase em caracters e criada a LoadFase1 para gerar a primeira fase 37 | # a partir de mapa de caracters menores. 38 | # Criada funcao MontaCanvas para pegar o tamanho da tela em um mapa de caracters e jogar no buffer 39 | 40 | # 2012/05/15 (Doriedson, Vitor, Thiago) 41 | # Adicionada Funcao Splash para mostrar as vidas do personagem e definir abertura de tela 42 | # Adicionada Funcao ColisaoBuraco para relizar colisão com os buracos do cenario 43 | # Adicionada Funcao Dead para relizar animação da morte do personagem 44 | # Adicionada Funcao Play para centralizar as rotinas de execução de audio 45 | 46 | # 2012/05/22 (Doriedson, Vitor, Thiago) 47 | # Adicionada Funcao ColisaoBloco 48 | # Adicionada Funcao ColisaoCoin 49 | 50 | # 2012/05/29 (Doriedson, Vitor, Thiago) 51 | # Adicionado Inimigo na fase 52 | # Adicionada Funcao ResizeScreen para ajustar o jogo no terminal caso o terminal seja redimensionado 53 | # Alteradas algumas variaveis, inclusive a do jogador, para vetor, para melhorar o calculo de colisao e possivel adicao de cor nos itens da tela como o personagem e as moedas. 54 | 55 | # 2012/06/05 (Doriedson, Vitor, Thiago) 56 | # Corrigido bug na funcao LoadFase1 (toda vez que o personagem morre a funcao eh chamada e os vetores fasel[37] [38] e [39] eram incrementados, 57 | # nunca sendo zerados) 58 | # Removido tput clear na funcao resizeScreen para evitar scrolling no terminal e adicionado string com espaços 59 | # Adicionada tela de gameover 60 | # Adicionada funcao para incrementar score e salvar topscore 61 | # Criada funcao MontaMenu, quando mudava o tamanho do terminal não redesenhava e estourava o grafico 62 | # Alterada funcao FPS para controle de uma unica unidade do tempo 63 | # Ajustado movimento do personagem para ficar com mais suavidade 64 | # Retirado desenho das moedas no buffer da fase e criada funcao DrawCoin para desenhar no buffer da tela e realizar animacao 65 | # Criada variavel _edgeScreen para permitir renderizar desenhos que ficam com parte visivel na camera e parte nao visivel 66 | # Corrigido problema de colisao com o inimigo que era avaliado soh o primeiro pois saia da funcao com return e nao avaliava os outros 67 | # Usado -i na frente do /bash/bin inicialamente para importar variaveis como LINES e COLUMNS para nao realizar processos com tput ... 68 | # ...mas foi verificado que é mais lento do que o comando tput entao permanene pelo motivo de suprir a mensagem de retorno de erro ... 69 | # ...quando a musica de background é morta pelo kill. 70 | 71 | # [ FUNCOES ] -------------------------------------------------------------------------------------------------------- 72 | 73 | _version="1.0" #20120618 74 | 75 | # Funcao para pegar tamanho do terminal 76 | function TerminalSize { 77 | 78 | # Cria variavel com altura do terminal em linhas 79 | local _tmph=`tput lines` 80 | 81 | # Cria variavel com largura do terminal em colunas 82 | local _tmpw=`tput cols` 83 | 84 | # Verifica se houve mudança no tamando do terminal 85 | if [ $_tmph -ne $_height ] || [ $_tmpw -ne $_width ]; then 86 | 87 | _height=$_tmph 88 | _width=$_tmpw 89 | 90 | ResizeScreen 91 | 92 | fi 93 | 94 | } 95 | 96 | # Funcao para redimensionamento do terminal 97 | function ResizeScreen { 98 | 99 | # Inicializa variavel para definir o meio da tela em largura para economizar recalculo no jogo 100 | _widthMid=$((_width / 2)) 101 | 102 | # Cria variavel para determinar onde começara o desenho da tela subtraindo a altura de desenho do jogo (36 linhas) 103 | _initY=$((_height - _heightScreen)) 104 | 105 | #Cria variaveis para verificar se o terminal eh maior que 80 colunas e centraliza a tela do menu no meio com espaços em volta 106 | _spaceIni="" 107 | _spaceFim="" 108 | 109 | if [ $_width -gt 80 ]; then 110 | 111 | _i=$(( (( _width - 80 )) / 2 )) 112 | _f=$(( (( _width - 80 )) - _i )) 113 | _spaceIni=`printf "%${_i}s"` 114 | _spaceFim=`printf "%${_f}s"` 115 | fi 116 | 117 | ((_s= _width*_height)) 118 | 119 | _clearScreen=`printf "%${_s}s"` 120 | 121 | # Cria uma variavel com espaços da largura da tela 122 | _spaceScreen=`printf "%${_width}s"` 123 | 124 | # limpa o topo da tela onde não será usado na screen do jogo 125 | # _screen="" 126 | # for (( _k=0; _k<(_height-_heightScreen); _k++ )); do 127 | _screen+="$_spaceScreen" 128 | # done 129 | 130 | tput reset 131 | tput civis 132 | 133 | # Configura a cor do fundo da tela 134 | #tput setab 7 135 | 136 | # Configura a cor da fonte 137 | #tput setaf 0 138 | 139 | ClearScreen 140 | 141 | _scoreX=$((((_width-80))/2)) # Guarda a Posição do Score na tela de acordo o tamanho do terminal aberto 142 | 143 | } 144 | 145 | # Função para limpar a tela 146 | function ClearScreen { 147 | 148 | tput cup 0 0 149 | 150 | if [ $_color = "on" ]; then 151 | echo -ne "${_cor[1]}$_clearScreen" 152 | else 153 | echo -ne "\E[00;30;47m$_clearScreen" 154 | fi 155 | 156 | tput cup $_initY 0 # Seta o ponteiro para a linha em que o jogo será desenhado (renderizado) 157 | 158 | } 159 | 160 | # Função para montar a primeira fase do jogo 161 | function LoadFase1 { 162 | 163 | _sizeFase=3000 # Tamanho da fase (largura) 164 | _btela=`printf "%${_sizeFase}s"` # Variavel com caracter espaço do tamanho da fase para montar o buffer da tela 165 | 166 | _tamQuad=100 167 | 168 | _flagDraw[4]="█ ███" 169 | 170 | _flagX=2883 171 | _flagY=6 172 | 173 | # Vetor de localização dos inimigos definindo sua area de movimento 174 | _enemyX=(0 200 350 500 650 900 1490 1750 2030 2450 2780) 175 | _enemyPathIni=(0 150 320 460 610 880 1480 1710 2000 2330 2700) 176 | _enemyPathFim=(0 250 420 560 710 980 1580 1810 2100 2480 2800) 177 | 178 | # Posicao das moedas no cenario 179 | _coin=(0 80 190 210 330 350 370 390 410 430 660 800 830 860 890 1010 1080 1150 1240 1260 1280 1370 1390 1410 1480 1500 1520 1540 1590 1650 1720 1810 1830 1850 1870 1890 2260 2290 2320 2350 2410 2540 2570 2600 2630) 180 | 181 | # Posicao dos blocos no cenario 182 | _bloco=(0 105 135 165 495 525 555 630 690 975 1035 1110 1305 1320 1335 1560 1620 1680 1785 1920 2010 2040 2070 2100 2130 2160 2385 2670 2760 2790) 183 | 184 | # Posicao das nuvens no cenario 185 | _nuvem=(0 30 220 290 450 580 750 930 1180 1430 1740 1950 2180 2450 2720 2830 2965) 186 | 187 | # Posição dos buracos na fase 188 | _buraco=(0 280 580 850 1420 1830 2300 2500) 189 | 190 | # Vetor para guardar a posição das monts na tela 191 | _mont=(0 35 150 210 390 520 740 810 960 1050 1180 1250 1360 1570 1780 1900 2060 2120 2350 2420 2580 2790) 192 | 193 | _nuvem[0]=${#_nuvem[*]} # Define a quantidade de nuvens no cenario 194 | _nuvemY=(0) # Posicao em Y da nuvem no cenario 195 | _nuvemHeight=$_nuvem[0] # Altura da nuvem no cenario 196 | 197 | for (( _k=1; _k<_nuvem[0]; _k++ )); do 198 | _nuvemY[$_k]=2 199 | done 200 | 201 | _enemyX[0]=${#_enemyX[*]} # Define a constante da quantidade de (indices no vetor dos) inimigos 202 | _enemyWidth=16 # Largura do inimigo 203 | _enemyHeight=(0) # Altura do inimigo eh definido no indice[0] do sprite atual 204 | _enemyY=(0) # Posição do inimigo no eixo de y definido pelo piso e altura 205 | _enemyVelocX=(1) # Velocidade do inimigo 206 | _enemySprite=(0) # Define qual sprite do inimigo sera desenhado 207 | _enemyDead=(0) # vetor para definir inimigos vivos 208 | _aniEnemy=(0) # Define sprite de animacao do inimigo 209 | 210 | # Preenche o vetor com a posicao do quadrante dos inimigos 211 | for ((_k=1; _k<_enemyX[0]; _k++)); do 212 | 213 | _enemyVelocX[$_k]=${_enemyVelocX[0]} 214 | _enemySprite[$_k]=${_enemySprite[0]} 215 | _aniEnemy[$_k]=0 216 | _enemyDead[$_k]=0 217 | 218 | done 219 | 220 | _coin[0]=${#_coin[*]} # Define a constante da quantidade de moedas 221 | _coinWidth=10 # Largura da moeda 222 | _coinHeight=5 # Altura da moeda 223 | _coinY=(9) #posicao da moeda em y 224 | _coinQ=(0) #vetor para definir o quadrante das moedas 225 | _coinSprite=(0) #define sprite de animacao das moedas 226 | 227 | #Cria um vetor para o quadrante para checar as colisoes com as moedas 228 | for ((_k=1; _k<_coin[0]; _k++)); do 229 | 230 | _tmp=$((_coin[_k] / _coinWidth)) 231 | _coinY[$_k]=${_coinY[0]} 232 | _coinQ[$_tmp]=$_k 233 | _coinSprite[$_k]=${_coinSprite[0]} 234 | 235 | done 236 | 237 | 238 | _blocoWidth=15 #largura do bloco 239 | _blocoY=8 #posicao do bloco em y 240 | _blocoHeight=7 #altura do bloco 241 | _blocoQ=(0) #vetor para definir o quadrante 242 | _bloco[0]=${#_bloco[*]} 243 | 244 | for ((_k=1; _k<_bloco[0]; _k++)); do 245 | 246 | _tmp=$((_bloco[_k] / _blocoWidth)) 247 | _blocoQ[$_tmp]=$_k 248 | 249 | done 250 | 251 | _montWidth=30 #largura da montanha 252 | _mont[0]=${#_mont[*]} 253 | 254 | _buraco[0]=${#_buraco[*]} 255 | _buracoWidth=25 256 | 257 | #buffer da tela 258 | for (( _k=0; _k<=36; _k++ )); do 259 | _fasel[$_k]="$_btela" 260 | done 261 | 262 | #monta o piso da fase no buffer 263 | _tmp=$((_sizeFase / 10)) 264 | 265 | _fasel[37]="" 266 | _fasel[38]="" 267 | _fasel[39]="" 268 | 269 | #Coloca o piso na fase 270 | for (( _k=0; _k<_tmp; _k++ )); do 271 | 272 | _fasel[37]+="${_piso1}" 273 | _fasel[38]+="${_piso2}" 274 | _fasel[39]+="${_piso1}" 275 | 276 | done 277 | 278 | #desenha as nuvens no cenario 279 | for (( _k=1; _k<_nuvem[0]; _k++ )); do 280 | 281 | _tmpPos=${_nuvem[$_k]} 282 | 283 | _ind=${_nuvemY[$_k]} 284 | 285 | for (( _l=_ind; _l<_ind + _nuvemDraw[0]; _l++ )); do 286 | 287 | _tmp0=$(( _l - _ind + 1)) 288 | _tmp1=${#_nuvemDraw[$_tmp0]} 289 | 290 | _f=$(( _tmpPos + _tmp1 )) 291 | 292 | _fasel[$_l]="${_fasel[$_l]:0:$_tmpPos}${_nuvemDraw[$_tmp0]}${_fasel[$_l]:$_f}" 293 | done 294 | done 295 | 296 | #desenha os buracos na fase 297 | # for (( _k=1; _k<_buraco[0]; _k++ )); do 298 | # 299 | # _tmpPos=${_buraco[$_k]} 300 | # 301 | # _f=$(( _tmpPos + 24 )) 302 | # 303 | # _fasel[37]="${_fasel[37]:0:$_tmpPos}${_buracoDraw}${_fasel[37]:$_f}" 304 | # _fasel[38]="${_fasel[38]:0:$_tmpPos}${_buracoDraw}${_fasel[38]:$_f}" 305 | # _fasel[39]="${_fasel[39]:0:$_tmpPos}${_buracoDraw}${_fasel[39]:$_f}" 306 | # done 307 | 308 | #desenha as montanhas no buffer da fase 309 | for (( _k=1; _k<_mont[0]; _k++ )); do 310 | 311 | _montX=${_mont[$_k]} 312 | _tmp2=$(( _montX + _montWidth )) 313 | for (( _l=1; _l<=7; _l++ )); do 314 | _tmp=$((_l + 29 )) 315 | _fasel[$_tmp]="${_fasel[$_tmp]:0:$_montX}${_montDraw[$_l]}${_fasel[$_tmp]:$_tmp2}" 316 | done 317 | done 318 | 319 | #desenha os blocos na fase 320 | for (( _k=1; _k<_bloco[0]; _k++ )); do 321 | 322 | _blocoX=${_bloco[$_k]} 323 | _tmp2=$(( _blocoX + _blocoWidth )) 324 | 325 | _fasel[$((_blocoY))]="${_fasel[$((_blocoY))]:0:$_blocoX}${_blocoDraw[0]}${_fasel[$((_blocoY))]:$_tmp2}" 326 | _fasel[$((_blocoY+1))]="${_fasel[$((_blocoY+1))]:0:$_blocoX}${_blocoDraw[1]}${_fasel[$((_blocoY+1))]:$_tmp2}" 327 | _fasel[$((_blocoY+2))]="${_fasel[$((_blocoY+2))]:0:$_blocoX}${_blocoDraw[1]}${_fasel[$((_blocoY+2))]:$_tmp2}" 328 | _fasel[$((_blocoY+3))]="${_fasel[$((_blocoY+3))]:0:$_blocoX}${_blocoDraw[1]}${_fasel[$((_blocoY+3))]:$_tmp2}" 329 | _fasel[$((_blocoY+4))]="${_fasel[$((_blocoY+4))]:0:$_blocoX}${_blocoDraw[1]}${_fasel[$((_blocoY+4))]:$_tmp2}" 330 | _fasel[$((_blocoY+5))]="${_fasel[$((_blocoY+5))]:0:$_blocoX}${_blocoDraw[1]}${_fasel[$((_blocoY+5))]:$_tmp2}" 331 | _fasel[$((_blocoY+6))]="${_fasel[$((_blocoY+6))]:0:$_blocoX}${_blocoDraw[0]}${_fasel[$((_blocoY+6))]:$_tmp2}" 332 | done 333 | 334 | #desenha moedas na fase 335 | # for (( _k=1; _k<_coin[0]; _k++ )); do 336 | 337 | # _coinX=${_coin[$_k]} 338 | # _tmp2=$(( _coinX + _coinWidth )) 339 | # for (( _l=1; _l<=5; _l++ )); do 340 | # _tmp=$((_l+8)) 341 | # _fasel[$_tmp]="${_fasel[$_tmp]:0:$_coinX}${_coinDraw[$_l]}${_fasel[$_tmp]:$_tmp2}" 342 | # done 343 | # done 344 | 345 | #desenha o castelo na fase 346 | for (( _k=1; _k<=_castle[0]; _k++ )); do 347 | 348 | ((_tmp = _k + 5)) 349 | _tmpL=${#_castle[$_k]} 350 | _tmpI=$((_sizeFase-120)) 351 | _tmpF=$((_tmpI + _tmpL)) 352 | 353 | _fasel[$_tmp]="${_fasel[$_tmp]:0:$_tmpI}${_castle[$_k]}${_fasel[$_tmp]:$_tmpF}" 354 | done 355 | 356 | } 357 | 358 | # funcao para desenhar os buracos na fase 359 | function DrawBuraco { 360 | 361 | _ubound=${_buraco[0]} 362 | 363 | for (( _k=1; _k < _ubound; _k++ )); do #laco para verificar cada inimigo 364 | 365 | #verifica se o buraco esta visivel na camera 366 | if [ $((_buraco[_k] + _buracoWidth)) -ge $_cameraX ] && [ ${_buraco[$_k]} -le $((_cameraX + _width)) ]; then 367 | 368 | _buracoX=$(( _buraco[_k] + _edgeWidth - _cameraX )) 369 | _buracoL=$(( _buracoX + _buracoWidth )) 370 | 371 | _tmp=${_canvasC[0]} 372 | 373 | for (( _l=37; _l<40; _l++ )); do 374 | _canvas[$_l]="${_canvas[$_l]:0:$((_buracoX-2))}${_buracoDraw}${_canvas[$_l]:$((_buracoL+2))}" 375 | 376 | if [ $_color = "on" ]; then 377 | _tmp=${_canvasC[0]} 378 | ((_tmp++)) 379 | _canvasC[$_tmp]=${_cor[2]} 380 | if [ $((_buracoX - _edgeWidth)) -lt 0 ]; then 381 | _canvasP[$_tmp]=$((_width * _l)) 382 | else 383 | _canvasP[$_tmp]=$(( (_width * _l) + _buracoX - _edgeWidth )) 384 | fi 385 | ((_tmp++)) 386 | _canvasC[$_tmp]=${_cor[3]} 387 | if [ $((_buracoL - _edgeWidth)) -gt $_width ]; then 388 | _canvasP[$_tmp]=$(( _width * (_l+1) )) 389 | else 390 | _canvasP[$_tmp]=$(( (_width * _l) + _buracoL - _edgeWidth )) 391 | fi 392 | 393 | _canvasC[0]=$_tmp 394 | 395 | fi 396 | 397 | done 398 | 399 | 400 | fi 401 | done 402 | 403 | } 404 | 405 | # Funcao para montar o buffer de fundo da tela a partir da cordenada do jogador 406 | function MontaCanvas { 407 | 408 | #Limpa o buffer para posicionar a camera na tela da primeira fase 409 | #_canvas="" 410 | 411 | #verifica se a posicao do jogador é menor do que o meio do terminal 412 | if [ $_jogX -lt $_widthMid ]; then 413 | 414 | _cameraX=0 #zera a posicao da camera 415 | 416 | else 417 | if [ $_jogX -ge $((_sizeFase - _widthMid)) ]; then #se posicao do jogador passou do meio do terminal 418 | 419 | _cameraX=$((_sizeFase - _width)) #fixa a camera no final da fase 420 | 421 | else 422 | 423 | _cameraX=$((_jogX - _widthMid)) #fixa o jogador no meio da camera 424 | fi 425 | fi 426 | 427 | #gera o buffer da tela de acordo com a posicao da camera 428 | for (( _k=0; _k<_heightScreen; _k++ )); do 429 | 430 | _f=$(( _cameraX + _width -1)) 431 | 432 | _canvas[$_k]="${_edgeScreen}${_fasel[$_k]:$_cameraX:$_width}${_edgeScreen}" 433 | 434 | done 435 | 436 | 437 | } 438 | 439 | #Sair do jogo para o terminal 440 | function Sair { 441 | 442 | #Restaura configurações do terminal 443 | stty $_terminal 444 | 445 | #Retorna o ponteiro que pisca na tela 446 | tput cnorm 447 | 448 | #Volta as cores ao normal 449 | tput sgr0 450 | 451 | #Limpa a tela 452 | tput reset 453 | 454 | #Restaura o terminal ao seu padrao 455 | #stty sane 456 | 457 | # Verifica se ocorreu algum erro e imprime na tela do terminal 458 | if [ "$_erro" != "" ]; then 459 | echo -e $_erro 460 | fi 461 | 462 | # termina o programa 463 | exit 464 | } 465 | 466 | #inicializa as variaveis para comecar o jogo 467 | function InitGame { 468 | 469 | _score=0 #zera o score atual 470 | 471 | # _coins=0 #Zera as moedas pega em jogo anterior 472 | 473 | _jogLife=3 #variavel com valor inicial de vidas para o jogo 474 | 475 | Splash #Função para exibir as vidas do jogador 476 | 477 | } 478 | 479 | # funcao para somar score e salvar top score 480 | function Score { 481 | 482 | ((_score+=$1)) 483 | 484 | if [ $_score -ge $_topScore ]; then 485 | _topScore=$_score 486 | SaveSettings 487 | fi 488 | 489 | } 490 | 491 | #função para salvar configurações quando ocorrer mudanças 492 | function SaveSettings { 493 | 494 | echo "_topScore=$_topScore">.settings 495 | echo "_sound=$_sound">>.settings 496 | echo "_color=$_color">>.settings 497 | 498 | } 499 | #Função para exibir as vidas do jogador 500 | function Splash { 501 | 502 | #Seta o nome da tela atual(estado do jogo) 503 | _screenGame="SPLASH" 504 | 505 | LoadColors 506 | 507 | #Registra Coordenadas iniciais do jogador 508 | _jogX=0 509 | _jogY=0 510 | _velocY=0 511 | _velocX=0 512 | 513 | _jogDead=false #Controla se o jogador morreu 514 | 515 | # guarda qual sprite do personagem sera exibido 516 | _jogAni=0 #controla a animacao de sprite para dar sensacao mais real do andar 517 | _jogSprite=0 518 | 519 | #lado do jogador (Sprite) d=direito e=esquerdo 520 | _jogSide="D" 521 | 522 | #Preenche o buffer com a tela do Splash 523 | for (( _y=0; _y<12; _y++ )); do 524 | 525 | _canvas[$_y]="${_edgeScreen}${_spaceScreen}${_edgeScreen}" 526 | 527 | done 528 | 529 | _canvas[12]="${_edgeScreen}${_spaceIni} █████ ${_spaceFim}${_edgeScreen}" 530 | _canvas[13]="${_edgeScreen}${_spaceIni} █░░░░M███ ${_spaceFim}${_edgeScreen}" 531 | _canvas[14]="${_edgeScreen}${_spaceIni} █░░░░░░░░░█ ${_spaceFim}${_edgeScreen}" 532 | _canvas[15]="${_edgeScreen}${_spaceIni} ███ █ ███ ${_spaceFim}${_edgeScreen}" 533 | _canvas[16]="${_edgeScreen}${_spaceIni} █ ██ █ █ X 0${_jogLife} ${_spaceFim}${_edgeScreen}" 534 | _canvas[17]="${_edgeScreen}${_spaceIni} █ ██ █ █ ${_spaceFim}${_edgeScreen}" 535 | _canvas[18]="${_edgeScreen}${_spaceIni} ██ █████ ${_spaceFim}${_edgeScreen}" 536 | _canvas[19]="${_edgeScreen}${_spaceIni} ██ █ ${_spaceFim}${_edgeScreen}" 537 | _canvas[20]="${_edgeScreen}${_spaceIni} █████ ${_spaceFim}${_edgeScreen}" 538 | 539 | for (( _y=21; _y<_heightScreen; _y++ )); do 540 | 541 | _canvas[$_y]="${_edgeScreen}${_spaceScreen}${_edgeScreen}" 542 | 543 | done 544 | 545 | Render #chama função Render 546 | 547 | LoadFase1 #Carrega a tela da primeira fase para o buffer 548 | 549 | sleep 1 #adormece o script por 1 segundos 550 | 551 | #Toca som de fundo tema 552 | Play "background" 553 | 554 | #Seta o nome da tela atual(posicao no jogo) 555 | _screenGame="GAME" 556 | 557 | _timeIni=$SECONDS #set variavel com tempo de segundo do sistema para controlar tempo no jogo 558 | } 559 | 560 | # função para desenha gameover na tela 561 | function GameOver { 562 | 563 | # seta que o jogo na tela de game over 564 | _screenGame="GAMEOVER" 565 | 566 | LoadColors 567 | 568 | #Preenche o buffer com a tela do Splash 569 | for (( _y=0; _y<13; _y++ )); do 570 | 571 | _canvas[$_y]="${_edgeScreen}${_spaceScreen}${_edgeScreen}" 572 | 573 | done 574 | 575 | #desenho do gameover 576 | 577 | _canvas[13]="${_edgeScreen}$_spaceIni ████ ████ ██ ██ ██████ ████ ██ ██ ██████ █████ ██ $_spaceFim${_edgeScreen}" 578 | _canvas[14]="${_edgeScreen}$_spaceIni ██ ██ ██ ███ ███ ██ ██ ██ ██ ██ ██ ██ ██ ██ $_spaceFim${_edgeScreen}" 579 | _canvas[15]="${_edgeScreen}$_spaceIni ██ ███ ██████ ██ █ ██ ████ ██ ██ ██ ██ ████ █████ ██ $_spaceFim${_edgeScreen}" 580 | _canvas[16]="${_edgeScreen}$_spaceIni ██ ██ ██ ██ ██ ██ ██ ██ ██ ████ ██ ██ ██ $_spaceFim${_edgeScreen}" 581 | _canvas[17]="${_edgeScreen}$_spaceIni ████ ██ ██ ██ ██ ██████ ████ ██ ██████ ██ ██ ██ $_spaceFim${_edgeScreen}" 582 | 583 | 584 | for (( _y=18; _y<_heightScreen; _y++ )); do 585 | 586 | _canvas[$_y]="${_edgeScreen}${_spaceScreen}${_edgeScreen}" 587 | 588 | done 589 | 590 | Render #chama função Render 591 | 592 | sleep 4 #adormece o script por segundos 593 | 594 | LoadMenu 595 | } 596 | 597 | # função para desenhar a tela de GameWin 598 | function GameWin { 599 | 600 | # seta que o jogo na tela de game over 601 | _screenGame="GAMEWIN" 602 | 603 | LoadColors 604 | 605 | #Preenche o buffer com a tela do Splash 606 | for (( _y=0; _y<10; _y++ )); do 607 | 608 | _canvas[$_y]="${_edgeScreen}${_spaceScreen}${_edgeScreen}" 609 | 610 | done 611 | 612 | #desenho do fim do jogo WIN 613 | 614 | _canvas[10]="${_edgeScreen}${_spaceIni} █████ ████ █████ ████ █████ ██████ ██ ██ ████ ██ ${_spaceFim}${_edgeScreen}" 615 | _canvas[11]="${_edgeScreen}${_spaceIni} ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ███ ██ ██ ██ ${_spaceFim}${_edgeScreen}" 616 | _canvas[12]="${_edgeScreen}${_spaceIni} █████ ██████ █████ ██████ █████ ████ ██ ███ ████ ██ ${_spaceFim}${_edgeScreen}" 617 | _canvas[13]="${_edgeScreen}${_spaceIni} ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ${_spaceFim}${_edgeScreen}" 618 | _canvas[14]="${_edgeScreen}${_spaceIni} ██ ██ ██ ██ ██ ██ ██ █████ ██████ ██ ██ ████ ██ ${_spaceFim}${_edgeScreen}" 619 | _canvas[15]="${_edgeScreen}${_spaceScreen}${_edgeScreen}" 620 | _canvas[16]="${_edgeScreen}${_spaceScreen}${_edgeScreen}" 621 | _canvas[17]="${_edgeScreen}${_spaceScreen}${_edgeScreen}" 622 | _canvas[18]="${_edgeScreen}${_spaceIni} TRABALHO EM SHELL SCRIPT ${_spaceFim}${_edgeScreen}" 623 | _canvas[19]="${_edgeScreen}${_spaceScreen}${_edgeScreen}" 624 | _canvas[20]="${_edgeScreen}${_spaceIni} FATEC CARAPICUIBA ${_spaceFim}${_edgeScreen}" 625 | _canvas[21]="${_edgeScreen}${_spaceScreen}${_edgeScreen}" 626 | _canvas[22]="${_edgeScreen}${_spaceIni} DISCIPLINA LSO (LABORATORIO DE SISTEMAS OPERACIONAIS) ${_spaceFim}${_edgeScreen}" 627 | _canvas[23]="${_edgeScreen}${_spaceScreen}${_edgeScreen}" 628 | _canvas[24]="${_edgeScreen}${_spaceIni} PROF. RUBENS ${_spaceFim}${_edgeScreen}" 629 | _canvas[25]="${_edgeScreen}${_spaceScreen}${_edgeScreen}" 630 | _canvas[26]="${_edgeScreen}${_spaceIni} ALUNO DORIEDSON ALVES GALDINO DE OLIVEIRA ${_spaceFim}${_edgeScreen}" 631 | _canvas[27]="${_edgeScreen}${_spaceScreen}${_edgeScreen}" 632 | _canvas[28]="${_edgeScreen}${_spaceIni} ALUNO VITOR AUGUSTO ANDRIOLI ${_spaceFim}${_edgeScreen}" 633 | _canvas[29]="${_edgeScreen}${_spaceScreen}${_edgeScreen}" 634 | _canvas[30]="${_edgeScreen}${_spaceIni} ALUNO THIAGO ANDRE SILVA ${_spaceFim}${_edgeScreen}" 635 | _canvas[31]="${_edgeScreen}${_spaceScreen}${_edgeScreen}" 636 | 637 | 638 | for (( _y=32; _y<_heightScreen; _y++ )); do 639 | 640 | _canvas[$_y]="${_edgeScreen}${_spaceScreen}${_edgeScreen}" 641 | 642 | done 643 | 644 | Render #chama função Render 645 | 646 | sleep 4 #adormece o script por segundos 647 | 648 | read -n1 649 | 650 | LoadMenu 651 | } 652 | 653 | #Carrega a tela do menu para o buffer 654 | function LoadMenu { 655 | 656 | if [ $_musicId ]; then 657 | Stop $_musicId #Mata o processo da musica de fundo 658 | fi 659 | 660 | #Seta o nome da tela atual(posicao no jogo) 661 | _screenGame="MENU" 662 | 663 | } 664 | 665 | #monta tela do menu no canvas 666 | function MontaMenu { 667 | 668 | #Limpa o buffer para preencher com a tela do menu 669 | #_canvas="" 670 | 671 | #Preenche o buffer com a tela menu 672 | for (( _y=0; _y<26; _y++ )); do 673 | 674 | _canvas[$_y]="${_edgeScreen}${_spaceIni}${_menu[$_y]}${_spaceFim}${_edgeScreen}" 675 | 676 | done 677 | 678 | _tmpi=$((36+12-${#_topScore})) 679 | _canvas[26]="${_edgeScreen}${_spaceIni}${_menu[26]:0:$_tmpi}${_topScore}${_menu[26]:60}${_spaceFim}${_edgeScreen}" 680 | 681 | for (( _y=27; _y<_heightScreen; _y++ )); do 682 | 683 | _canvas[$_y]="${_edgeScreen}${_spaceIni}${_menu[$_y]}${_spaceFim}${_edgeScreen}" 684 | 685 | done 686 | 687 | } 688 | 689 | function LoadColors { 690 | 691 | if [ $_color = "off" ]; then 692 | return 693 | fi 694 | 695 | # vetor para guardar as cores do cenario 696 | _canvasC=(0) #guarda a cor 697 | _canvasP=(0) #guarda a posicao da cor 698 | 699 | _tmp=0 700 | 701 | ((_tmp++)) 702 | _canvasC[$_tmp]=${_cor[1]} 703 | _canvasP[$_tmp]=0 704 | 705 | ((_tmp++)) 706 | _canvasC[$_tmp]=${_cor[2]} 707 | _canvasP[$_tmp]=$((_width * 2)) 708 | 709 | case $_screenGame in 710 | 711 | "MENU") 712 | _tmp2=${#_spaceIni} 713 | for ((_k=5; _k<18; _k++)); do 714 | ((_tmp++)) 715 | _canvasC[$_tmp]=${_cor[0]} 716 | _canvasP[$_tmp]=$(((_width * _k) + _tmp2 + 15)) 717 | ((_tmp++)) 718 | _canvasC[$_tmp]=${_cor[2]} 719 | _canvasP[$_tmp]=$(((_width * _k) + _tmp2 + 65)) 720 | done 721 | 722 | ((_tmp++)) 723 | _canvasC[$_tmp]=${_cor[3]} 724 | _canvasP[$_tmp]=$((_width * 37)) 725 | ;; 726 | 727 | "GAME"|"DEAD"|"WIN"|"WINPOINT") 728 | ((_tmp++)) 729 | _canvasC[$_tmp]=${_cor[3]} 730 | _canvasP[$_tmp]=$((_width * 37)) 731 | ;; 732 | 733 | esac 734 | 735 | _canvasC[0]=$_tmp 736 | 737 | } 738 | 739 | #Desenha o Jogador no buffer da tela 740 | function DrawJogador { 741 | 742 | #Calcula a posição inicial do desenho do jogador no buffer da tela 743 | _tmpJogX=$((_jogX - (_cameraX - _edgeWidth))) 744 | _tmpIni=1 745 | 746 | if [ $((_jogY + _jogHeight -1)) -gt 39 ]; then 747 | _tmpJogHeight=$(( 40 - _jogY )) 748 | elif [ $_jogY -lt 0 ]; then 749 | _tmpJogHeight=$(( _jogHeight + _jogY )) 750 | _tmpIni=$((-_jogY +1)) 751 | else 752 | _tmpJogHeight=$_jogHeight 753 | fi 754 | 755 | #Laço para desenhar o jogador 756 | for (( _l=_tmpIni; _l<=_tmpJogHeight; _l++ )); do 757 | 758 | #Pega pŕoxima variável(linha) do desenho do jogador 759 | _tmp="_mario${_jogSide}${_jogSprite}[$_l]" 760 | 761 | #Lê o valor da variável como nome de outro variavel 762 | _tmp="${!_tmp}" 763 | 764 | #Calcula o tamanho restante da buffer da tela para recorte 765 | _tmpf=$((_tmpJogX+${#_tmp})) 766 | 767 | #Desenha a linha do personagem no buffer da tela 768 | #_screen="${_screen:0:$_posIniJog}${_tmp}${_screen:$_resto}" 769 | _tmpJogY=$(( _jogY+_l-1)) 770 | _canvas[$_tmpJogY]="${_canvas[$_tmpJogY]:0:$_tmpJogX}${_tmp}${_canvas[$_tmpJogY]:$_tmpf}" 771 | 772 | done 773 | } 774 | 775 | #função para desenhar o score no topo do buffer da tela 776 | function DrawScore { 777 | 778 | # Gera novo buffer para tela 779 | #_screen="$_canvas" 780 | 781 | #posicao das linhas temporariamente 782 | _tmp=0 783 | 784 | #posiciona e imprime o title score 785 | #_screen="${_screen:0:$_tmp}${_spaceIni}${_scoreTitle0}${_spaceFim}${_screen:$((_tmp + _width))}" 786 | _canvas[0]="${_edgeScreen}${_spaceIni}${_scoreTitle0}${_spaceFim}${_edgeScreen}" 787 | 788 | _tmpScore=${#_score} 789 | _tmpScorei=$((11 - _tmpScore)) 790 | 791 | _tmpCoin=${#_coins} 792 | _tmpCoini=$((21 - _tmpCoin)) 793 | 794 | _tmpTime=${#_time} 795 | _tmpTimei=$(( 37 - _tmpTime )) 796 | 797 | ((_tmp+=_width)) 798 | _canvas[1]="${_edgeScreen}${_spaceIni}${_scoreTitle1:0:$_tmpScorei}${_score}${_scoreTitle1:11:${_tmpCoini}}${_coins}${_scoreTitle1:32:$_tmpTimei}${_time}${_scoreTitle1:69}${_spaceFim}${_edgeScreen}" 799 | 800 | # gera o texto que exibe o fps e posiciona na tela 801 | _texto="[s]sound:$_sound [c]color:$_color LPS:$_lps" 802 | 803 | # _i=$((39 * _width)) 804 | _l=${#_texto} 805 | 806 | # posiciona e imprime o texto fps na _screen 807 | _pos=$((39)) 808 | _canvas[$_pos]="${_edgeScreen}${_texto}${_canvas[$_pos]:$((_l + _edgeWidth))}${_edgeScreen}" 809 | 810 | } 811 | 812 | #Desenha o buffer no terminal 813 | function Render { 814 | 815 | # se jogo esta em andamento chama função para montar o buffer da tela de acordo a posição da camera na fase 816 | case $_screenGame in 817 | 818 | "GAME"|"DEAD"|"WIN"|"WINPOINT") 819 | MontaCanvas;; 820 | 821 | "MENU") 822 | MontaMenu;; 823 | 824 | esac 825 | 826 | 827 | case $_screenGame in 828 | 829 | "SPLASH"|"GAMEOVER"|"GAMEWIN") 830 | DrawScore #desenha o score no topo da tela 831 | ;; 832 | 833 | "MENU") 834 | DrawScore #desenha o score no topo da tela 835 | _temp=0 #variavel nao utilizada para nao deixar o case vazio 836 | ;; 837 | 838 | "GAME"|"DEAD"|"WIN"|"WINPOINT") 839 | DrawBuraco #desenha buracos na fase 840 | DrawScore #desenha o score no topo da tela 841 | DrawCoin #desenha as moedas se existir 842 | DrawEnemy #desenha o inimigo se existir 843 | DrawFlag #desenha a bandeira do mastro 844 | DrawJogador #Desenha o jogador 845 | ;; 846 | 847 | esac 848 | 849 | _screen="" 850 | 851 | for (( _k=0; _k<_heightScreen; _k++ )); do 852 | _canvas[$_k]="${_canvas[$_k]:$_edgeWidth:$_width}" 853 | _screen+="${_canvas[$_k]}" 854 | done 855 | 856 | if [ $_color = "on" ]; then 857 | 858 | #echo "${_canvasC[*]}" 859 | 860 | BubbleSort 861 | 862 | # QuickSort 1 ${_canvasC[0]} 863 | 864 | 865 | # _tmpSize=$(( _width * _height / 10 )) 866 | 867 | # for (( _k=_tmpSize; _k>0; _k-- )); do 868 | # if [ ! -z ${_canvasP[$_k]} ]; then 869 | #_screen="${_screen:0:${_canvasP[$_k]}}${_canvasC[$_k]}${_screen:${_canvasP[$_k]}}" 870 | # fi 871 | # done 872 | 873 | for (( _k=_canvasC[0]; _k>0; _k-- )); do 874 | _screen="${_screen:0:${_canvasP[$_k]}}${_canvasC[$_k]}${_screen:${_canvasP[$_k]}}" 875 | done 876 | fi 877 | 878 | #Desenha a cena atual do jogo no terminal 879 | echo -ne "$_screen" 880 | 881 | tput cup $_initY 0 #Posiciona o ponteiro na tela para desenhar o buffer 882 | 883 | } 884 | 885 | function QuickSort { 886 | 887 | local _ini=$1 888 | local _fim=$2 889 | local _pivo=${_canvasP[$(( (_ini + _fim ) / 2 ))]} 890 | 891 | while [ $_ini -lt $_fim ]; do 892 | 893 | while [ ${_canvasP[$_ini]} -lt $_pivo ]; do 894 | ((_ini++)) 895 | done 896 | 897 | while [ ${_canvasP[$_fim]} -gt $_pivo ]; do 898 | ((_fim--)) 899 | done 900 | 901 | if [ $_ini -le $_fim ]; then 902 | local _aux=${_canvasP[$_ini]} 903 | _canvasP[$_ini]=${_canvasP[$_fim]} 904 | _canvasP[$_fim]=$_aux 905 | 906 | local _aux=${_canvasC[$_ini]} 907 | _canvasC[$_ini]=${_canvasC[$_fim]} 908 | _canvasC[$_fim]=$_aux 909 | 910 | ((_ini++)) 911 | ((_fim--)) 912 | fi 913 | 914 | if [ $_fim -gt $1 ]; then 915 | QuickSort $1 $_fim 916 | fi 917 | 918 | if [ $_ini -lt $2 ]; then 919 | QuickSort $_ini $2 920 | fi 921 | done 922 | 923 | } 924 | 925 | #ordena o vetor de cores da menor posicao para maior 926 | function BubbleSort { 927 | 928 | for (( _k=(_canvasC[0]); _k>1; _k-- )); do 929 | 930 | for (( _l=1; _l<_k; _l++ )); do 931 | 932 | (( _tmp= _l + 1 )) 933 | 934 | 935 | if [ $((_canvasP[$_l])) -gt $((_canvasP[$_tmp])) ]; then 936 | 937 | _tmpV=${_canvasP[$_tmp]} 938 | _canvasP[$_tmp]=${_canvasP[$_l]} 939 | _canvasP[$_l]=$_tmpV 940 | 941 | _tmpC=${_canvasC[$_tmp]} 942 | _canvasC[$_tmp]=${_canvasC[$_l]} 943 | _canvasC[$_l]=$_tmpC 944 | 945 | fi 946 | 947 | done 948 | 949 | done 950 | 951 | } 952 | 953 | # funcao para desenhar as moedas 954 | function DrawCoin { 955 | 956 | ((_tmp1=_cameraX / _coinWidth)) 957 | ((_tmp2=(_cameraX + _width) / _coinWidth)) 958 | 959 | for (( _k=_tmp1; _k<=_tmp2; _k++)); do 960 | 961 | _tmpCoin=${_coinQ[$_k]} #pega a posicao do indice do vetor das moedas se existir 962 | 963 | 964 | if [ $_k -eq 0 ] || [ -z $_tmpCoin ]; then #verifica se o indíce do quadrante não é zero e se existe moeda no quadrante 965 | continue 966 | else 967 | 968 | _coinX=${_coin[$_tmpCoin]} #pega a posicao x da moeda 969 | 970 | if [ $_coinX -gt 0 ]; then #se existir moeda desenha ela 971 | 972 | ((_coinX-=(_cameraX-_edgeWidth))) 973 | 974 | ((_coinSprite[_tmpCoin]++)) 975 | 976 | if [ ${_coinSprite[$_tmpCoin]} -eq 6 ]; then 977 | _coinSprite[$_tmpCoin]=0 978 | fi 979 | 980 | ((_tmpSp=_coinSprite[_tmpCoin]/2)) 981 | 982 | #Laço para desenhar a moeda 983 | for (( _l=1; _l<=_coinHeight; _l++ )); do 984 | 985 | #Pega pŕoxima variável(linha) do desenho do jogador 986 | _tmpS="_coinDraw${_tmpSp}[$_l]" 987 | 988 | #Lê o valor da variável como nome de outro variavel 989 | _tmpS="${!_tmpS}" 990 | 991 | #Calcula o tamanho restante da buffer da tela para recorte 992 | _tmpf=$((_coinX + _coinWidth)) 993 | 994 | #Desenha a linha da coin no buffer da tela 995 | _tmpCoinY=$(( _coinY[_tmpCoin] + _l -1)) 996 | 997 | _canvas[$_tmpCoinY]="${_canvas[$_tmpCoinY]:0:$_coinX}${_tmpS}${_canvas[$_tmpCoinY]:$_tmpf}" 998 | 999 | if [ $_color = "on" ]; then 1000 | 1001 | _tmp=${_canvasC[0]} 1002 | ((_tmp++)) 1003 | _canvasC[$_tmp]=${_cor[4]} 1004 | 1005 | if [ $((_coinX - _edgeWidth)) -lt 0 ]; then 1006 | _canvasP[$_tmp]=$((_width * _tmpCoinY)) 1007 | else 1008 | _canvasP[$_tmp]=$(( (_width * _tmpCoinY) + _coinX - _edgeWidth )) 1009 | fi 1010 | 1011 | ((_tmp++)) 1012 | _canvasC[$_tmp]=${_cor[2]} 1013 | if [ $((_tmpf - _edgeWidth)) -gt $_width ]; then 1014 | _canvasP[$_tmp]=$(( _width * (_tmpCoinY+1) )) 1015 | else 1016 | _canvasP[$_tmp]=$(( (_width * _tmpCoinY) + _tmpf - _edgeWidth )) 1017 | fi 1018 | 1019 | _canvasC[0]=$_tmp 1020 | 1021 | fi 1022 | 1023 | done 1024 | 1025 | fi 1026 | fi 1027 | 1028 | done 1029 | 1030 | } 1031 | 1032 | # funcao para desenhar a bandeira no mastro 1033 | function DrawFlag { 1034 | 1035 | if [ $_flagX -lt $(( _cameraX + _width )) ]; then 1036 | 1037 | for (( _k=1; _k<=_flagDraw[0]; _k++ )); do 1038 | 1039 | #Calcula o tamanho restante da buffer da tela para recorte 1040 | _tmpL=${#_flagDraw[$_k]} 1041 | _tmpY=$(( _flagY + _k -1 )) 1042 | _tmpX=$(( _flagX - _cameraX + _edgeWidth )) 1043 | _tmpF=$(( _tmpX + _tmpL )) 1044 | 1045 | 1046 | #Desenha a linha do inimigo no buffer da tela 1047 | _canvas[$_tmpY]="${_canvas[$_tmpY]:0:$_tmpX}${_flagDraw[$_k]}${_canvas[$_tmpY]:$_tmpF}" 1048 | 1049 | done 1050 | 1051 | 1052 | 1053 | fi 1054 | 1055 | } 1056 | 1057 | #função para desenhar o inimigo se existir 1058 | function DrawEnemy { 1059 | 1060 | _ubound=${_enemyX[0]} 1061 | 1062 | for (( _k=1; _k < _ubound; _k++ )); do #laco para verificar cada inimigo 1063 | 1064 | #verifica se o path do inimigo esta visivel na camera 1065 | if [ $((_enemyX[_k] + _enemyWidth)) -ge $_cameraX ] && [ ${_enemyX[$_k]} -le $((_cameraX + _width)) ] && [ ${_enemySprite[$_k]} -le 6 ]; then 1066 | 1067 | _tmpY="_gompa${_enemySprite[$_k]}[0]" #Pega o sprite do inimigo 1068 | _tmpY="${!_tmpY}" 1069 | 1070 | #Calcula a posição inicial do desenho do inimigo no buffer da tela 1071 | _tmpEnemyY=$((_enemyY[_k])) #$((37 - _tmpY)) 1072 | _tmpEnemyX=$(( _enemyX[_k] - (_cameraX - _edgeWidth))) 1073 | 1074 | #Laço para desenhar o inimigo 1075 | for (( _l=1; _l<=_tmpY; _l++ )); do 1076 | 1077 | _tmpE="_gompa${_enemySprite[$_k]}[$_l]" #Pega o sprite do inimigo 1078 | _tmpE="${!_tmpE}" 1079 | 1080 | #Calcula o tamanho restante da buffer da tela para recorte 1081 | _tmpL=${#_tmpE} 1082 | _tmpf=$(( _tmpEnemyX + _tmpL )) 1083 | 1084 | #Desenha a linha do inimigo no buffer da tela 1085 | _canvas[$_tmpEnemyY]="${_canvas[$_tmpEnemyY]:0:$_tmpEnemyX}${_tmpE}${_canvas[$_tmpEnemyY]:$_tmpf}" 1086 | 1087 | #Muda a posição inicial de plotagem para a próxima linha do inimigo 1088 | ((_tmpEnemyY++)) 1089 | done 1090 | fi 1091 | done 1092 | 1093 | } 1094 | 1095 | #Função para ouvir o teclado 1096 | function ListenKey { 1097 | stty -icanon min 0 1098 | # ouve as teclas pressionadas pelo teclado 1099 | _key=$(dd bs=3 count=1 2>/dev/null) 1100 | 1101 | #read -n1 -t 0.001 _key 1102 | 1103 | # eliminar os caracters especias de quando as setas direcionais forem pressionadas 1104 | # while [ "$_key" = "^" ] || [ "$_key" = "[" ]; do 1105 | 1106 | # read -n1 -t 0.001 _key 1107 | # done 1108 | 1109 | #Verifica as teclas pressionadas 1110 | case $_key in 1111 | 1112 | $KEY_ENTER) #tecla ENTER 1113 | case $_screenGame in 1114 | 1115 | "MENU") 1116 | InitGame;; #Inicia o jogo 1117 | 1118 | esac 1119 | ;; 1120 | 1121 | 1122 | $KEY_ESC) #tecla ESC 1123 | case $_screenGame in 1124 | 1125 | "MENU") 1126 | Sair ;; #Termina o programa 1127 | 1128 | "GAME") 1129 | LoadMenu;; #Carrega a tela de menu 1130 | 1131 | esac 1132 | ;; 1133 | 1134 | $KEY_UP) #Seta para cima 1135 | case $_screenGame in 1136 | 1137 | "GAME") 1138 | #_clearBuffer=true 1139 | #Verifica se velocidade de y é = 0 e se o personagem esta no piso entao libera para pulo 1140 | if [ $_velocY -eq 0 ] && [ $((_jogY+_jogHeight)) -eq $((_piso)) ]; then 1141 | Play "jump" #Toca audio do pulo 1142 | #_jogSprite=2 #Sprite do jogador pulando 1143 | ((_velocY=-6)) #Define velocidade do pulo 1144 | fi 1145 | ;; 1146 | esac 1147 | ;; 1148 | 1149 | $KEY_RIGHT) # Pressionado a seta para direita 1150 | case $_screenGame in 1151 | 1152 | "GAME") 1153 | #_clearBuffer=true 1154 | #_jogSide=d #lado do jogador a desenhar 1155 | ((_velocX=4)) #Velocidade do jogador em X 1156 | ;; 1157 | esac 1158 | ;; 1159 | 1160 | $KEY_LEFT) # Pressionado a seta para esquerda 1161 | case $_screenGame in 1162 | 1163 | "GAME") 1164 | #_clearBuffer=true 1165 | #_jogSide=e #lado do jogador a desenhar 1166 | ((_velocX=-4)) #velocidade do jogador em X 1167 | ;; 1168 | esac 1169 | ;; 1170 | 1171 | "s") 1172 | if [ $_sound = "off" ] ; then 1173 | _sound="on" 1174 | 1175 | if [ $_screenGame = "GAME" ]; then 1176 | Play "background" 1177 | fi 1178 | else 1179 | _sound="off" 1180 | 1181 | if [ $_musicId ]; then 1182 | Stop $_musicId #para o processo da musica de fundo 1183 | fi 1184 | fi 1185 | SaveSettings 1186 | ;; 1187 | 1188 | "c") 1189 | if [ $_color = "on" ]; then 1190 | _color="off" 1191 | else 1192 | _color="on" 1193 | fi 1194 | SaveSettings 1195 | ClearScreen 1196 | ;; 1197 | 1198 | esac 1199 | 1200 | 1201 | #Se for capturado alguma tecla antes entao limpa o buffer para caso de segurar a tecla pressionada 1202 | #if [ $_clearBuffer = true ] ; then 1203 | # read -n100 -t0.001 _discard 1204 | # _clearBuffer=false 1205 | #fi 1206 | } 1207 | 1208 | #Função para verificar quantos loops por segundo o jogo está conseguindo rodar 1209 | function FPS { 1210 | # incrementa 1 na variável quadros 1211 | ((_quadros++)) 1212 | 1213 | # Guarda o nanosegundo atual do relógio do sistema 1214 | _tempo2N=$((10#`date +%N`)) 1215 | 1216 | # verifica se passou 1 segundo desde o início da contagem e coloca os quadros contados na 1217 | # variável _fps para exibição posteriormente 1218 | # if [ $((SECONDS - _tempoS)) -gt 0 ] ; then 1219 | 1220 | 1221 | #Guarda o segundo atual desde quando o terminal foi aberto 1222 | # _tempoS=$SECONDS 1223 | 1224 | 1225 | # fi 1226 | 1227 | #Calcula a diferenca entre agora e a ultima leitura em nanosegundo 1228 | _tmp=$((_tempo2N-_tempoN)) 1229 | 1230 | #corrige a diferenca pra positivo se for negativo a cada segundo que se passa 1231 | if [ $_tmp -lt 0 ]; then 1232 | ((_tmp+=1000000000)) 1233 | 1234 | 1235 | if [ $_quadroRender -gt 5 ]; then 1236 | #Atualiza a taxa de quadros por segundo 1237 | _lps=$_quadros 1238 | _fps=$_quadroRender 1239 | 1240 | #Zera o contador de quadros para comecar novamente 1241 | _quadros=0 1242 | 1243 | _quadroRender=0 1244 | 1245 | 1246 | fi 1247 | 1248 | fi 1249 | 1250 | #a cada 1 decimo de segundo libera para cálculo de movimento do personagem e cenario 1251 | if [ $_tmp -ge 100000000 ]; then 1252 | ((_quadroRender++)) 1253 | 1254 | _tempoN=$_tempo2N 1255 | _next=true 1256 | 1257 | TerminalSize 1258 | 1259 | case $_screenGame in 1260 | 1261 | "GAME") #opção para reduzir um segundo no relógio de tempo do jogo 1262 | 1263 | _time=$(( _timeGame - (( SECONDS - _timeIni )) )) 1264 | 1265 | if [ $_time -eq 30 ]; then 1266 | if [ $_quadroRender -eq 5 ]; then 1267 | Play "timewarning" 1268 | fi 1269 | 1270 | elif [ $_time -eq 27 ]; then 1271 | if [ $_quadroRender -eq 5 ]; then 1272 | Play "background" 1273 | fi 1274 | 1275 | elif [ $_time -eq 0 ]; then # se tempo acabou o personagem morre 1276 | 1277 | Dead "time" 1278 | _velocY=-5 1279 | _jogSprite=0 1280 | _jogSide="F" 1281 | 1282 | fi 1283 | ;; 1284 | esac 1285 | 1286 | fi 1287 | } 1288 | 1289 | 1290 | #Funcao para calcular o movimento do jogador 1291 | function Jogador { 1292 | 1293 | case $_screenGame in 1294 | 1295 | "WINPOINT") 1296 | if [ $_time -gt 0 ]; then 1297 | Score 10 1298 | ((_time--)) 1299 | Play "point" 1300 | else 1301 | GameWin 1302 | fi 1303 | ;; 1304 | 1305 | "WIN") 1306 | 1307 | # Controla o movimento na vertical(pulo) e faz colisao com o piso do cenario 1308 | if [ $_velocY -ne 0 ] || [ $((_jogY - 1 + _jogHeight)) -ne $((_piso - 1)) ]; then 1309 | 1310 | _jogSprite="2" 1311 | ((_velocY+=_gravidade)) #incremento de velocidade pela gravidade 1312 | ((_jogY+=_velocY)) #incremento de posição vertical do personagem pela velocidade 1313 | ((_flagY=_jogY)) 1314 | #verifica se o personagem atravessou o piso 1315 | if [ $((_jogY - 1 + _jogHeight)) -ge $((_piso)) ]; then 1316 | _jogAni=0 1317 | _jogSprite="0" 1318 | ((_jogY=_piso - _jogHeight)) #nao houve colisao entao posiciona o personagem no piso 1319 | _velocY=0 #zera a velocidade de y 1320 | Play "worldcleared" 1321 | fi 1322 | elif [ $_jogX -lt 2927 ]; then 1323 | ((_jogX++)) 1324 | #Animacao do Personagem 1325 | ((_jogAni++)) 1326 | 1327 | if [ $_jogAni -eq 2 ]; then 1328 | _jogSprite=0 1329 | _jogAni=0 1330 | else 1331 | _jogSprite=1 1332 | fi 1333 | else 1334 | _jogX=3001 1335 | _screenGame="WINPOINT" 1336 | fi 1337 | ;; 1338 | 1339 | "GAME"|"DEAD") # se jogo em fase ou personagem morto processa movimento do personagem 1340 | if [ $_jogDead = true ]; then 1341 | ((_velocY+=_gravidade)) 1342 | ((_jogY+=_velocY)) 1343 | if [ $_jogY -gt 50 ]; then 1344 | if [ $_jogLife -eq 0 ]; then # se acabou as vidas do personagem termina jogo e volta para o menu principal 1345 | sleep 1 1346 | GameOver 1347 | else # se não mostra vidas restante do jogador 1348 | sleep 2 1349 | Splash 1350 | fi 1351 | fi 1352 | 1353 | return 1354 | fi 1355 | 1356 | # Controla o movimento na horizontal do personagem e faz colisao com os limites do cenario 1357 | if [ $_velocX -ne 0 ]; then 1358 | 1359 | if [ $_velocX -gt 0 ]; then 1360 | ((_jogX+=4)) # =_velocX)) #Movimenta o Personagem 1361 | else 1362 | ((_jogX-=4)) 1363 | fi 1364 | if [ $_velocX -lt 0 ]; then 1365 | 1366 | _jogSide="E" 1367 | 1368 | #Colisao com o comeco e o fim da fase 1369 | if [ $_jogX -lt 0 ]; then 1370 | _jogX=0 1371 | fi 1372 | 1373 | #se personagem toca o piso a velocidade do persogem em x sofre alteração 1374 | if [ $_velocY -eq 0 ]; then 1375 | ((_velocX++)) 1376 | fi 1377 | 1378 | else 1379 | #determina o sprite da posicao que o personagem anda 1380 | _jogSide="D" 1381 | 1382 | #colisao com o fim do cenario 1383 | if [ $_jogX -gt $((_sizeFase - _jogWidth)) ]; then 1384 | _jogX=$((_sizeFase - _jogWidth)) 1385 | fi 1386 | 1387 | #se personagem toca o piso a velocidade do persogem em x sofre alteração 1388 | if [ $_velocY -eq 0 ]; then 1389 | ((_velocX--)) 1390 | fi 1391 | 1392 | 1393 | fi 1394 | 1395 | #Animacao do Personagem 1396 | ((_jogAni++)) 1397 | 1398 | if [ $_jogAni -eq 2 ]; then 1399 | _jogSprite=0 1400 | _jogAni=0 1401 | else 1402 | _jogSprite=1 1403 | fi 1404 | else 1405 | _jogAni=0 1406 | _jogSprite=0 1407 | fi 1408 | 1409 | # Controla o movimento na vertical(pulo) e faz colisao com o piso do cenario 1410 | if [ $_velocY -ne 0 ] || [ $((_jogY - 1 + _jogHeight)) -ne $((_piso - 1)) ]; then 1411 | 1412 | _jogSprite="2" 1413 | ((_velocY+=_gravidade)) #incremento de velocidade pela gravidade 1414 | ((_jogY+=_velocY)) #incremento de posição vertical do personagem pela velocidade 1415 | 1416 | #verifica se o personagem atravessou o piso 1417 | if [ $((_jogY - 1 + _jogHeight)) -ge $((_piso)) ]; then 1418 | _jogAni=0 1419 | _jogSprite="0" 1420 | 1421 | ColisaoBuraco # Verifica se houve colisao com buraco 1422 | if [ $? -eq 0 ]; then 1423 | ((_jogY=_piso - _jogHeight)) #nao houve colisao entao posiciona o personagem no piso 1424 | _velocY=0 #zera a velocidade de y 1425 | fi 1426 | 1427 | fi 1428 | else 1429 | ColisaoBuraco # Verifica se houve colisao com buraco 1430 | 1431 | fi 1432 | 1433 | ;; 1434 | 1435 | esac 1436 | 1437 | if [ $_screenGame = "GAME" ]; then 1438 | 1439 | #verifica qual sentido o personagem está andando para dar prioridade a colisao do bloco da esquerda ou direita quando colidir com dois 1440 | if [ $_jogSide = "D" ]; then 1441 | _tmp2=$(( _jogX / _blocoWidth )) 1442 | _tmp1=$(( ((_jogX+15)) / _blocoWidth )) 1443 | else 1444 | _tmp1=$(( _jogX / _blocoWidth )) 1445 | _tmp2=$(( ((_jogX+15)) / _blocoWidth )) 1446 | fi 1447 | 1448 | ColisaoBloco $_tmp1 #verifica se houve colisao com o primeiro quadrante 1449 | if [ $? -eq 0 ]; then #se nao houve 1450 | ColisaoBloco $_tmp2 #verifica se houve colisao com o segundo quadrante 1451 | fi 1452 | 1453 | #verifica colisao com as moedas, como a largura do personagem equivale a 3 moedas por isso 3 testes 1454 | ColisaoCoin $(( _jogX / _coinWidth )) 1455 | ColisaoCoin $(( ((_jogX + 8)) / _coinWidth )) 1456 | ColisaoCoin $(( ((_jogX + 15)) / _coinWidth )) 1457 | 1458 | ColisaoEnemy 1459 | ColisaoMastro 1460 | 1461 | fi 1462 | 1463 | 1464 | } 1465 | 1466 | function ColisaoMastro { 1467 | 1468 | if [ $((_jogX + _jogWidth)) -gt 2880 ]; then 1469 | 1470 | _screenGame="WIN" 1471 | Play "flagpole" 1472 | _flagY=$_jogY 1473 | _velocY=0 1474 | _tmp=$(( ((21 - $_jogY) * 330) + 50 )) 1475 | 1476 | _tmpL=${#_tmp} 1477 | ((_tmpL+=2)) 1478 | 1479 | _flagDraw[4]="${_flagDraw[4]:0:2}$_tmp${_flagDraw[4]:$_tmpL}" 1480 | 1481 | Score $_tmp 1482 | _jogX=$(( 2883 - _jogWidth)) 1483 | fi 1484 | 1485 | } 1486 | 1487 | #funcao colisao inimigo 1488 | function ColisaoEnemy { 1489 | 1490 | #_firstQ=$(( _cameraX / _tamQuad )) #pega o primeiro quadrante 1491 | _ubound=${_enemyX[0]} 1492 | 1493 | for (( _k=1; _k<_ubound; _k++ )); do #laco para verificar cada inimigo 1494 | 1495 | #verifica se o path do inimigo esta visivel na camera 1496 | if [ ${_enemyPathIni[$_k]} -lt $((_cameraX + _width)) ] && [ ${_enemyPathFim[$_k]} -gt $_cameraX ] && [ ${_enemySprite[$_k]} -lt 3 ]; then 1497 | if [ $_jogX -gt $((_enemyX[_k] + _enemyWidth -1)) ]; then #personagem esta do lado direito do inimigo 1498 | _tmp=0 1499 | 1500 | elif [ $_jogY -gt $((_enemyY[_k] + _enemyHeight[_k] -1)) ]; then #personagem esta do lado de baixo do inimigo 1501 | _tmp=0 1502 | 1503 | elif [ $((_jogX + _jogWidth -1)) -lt ${_enemyX[$_k]} ]; then #personagem esta do lado esquerdo do inimigo 1504 | _tmp=0 1505 | 1506 | elif [ $((_jogY + _jogHeight -1)) -lt ${_enemyY[$_k]} ]; then #personagem esta do lado de cima do inimigo 1507 | _tmp=0 1508 | 1509 | #A partir daqui houve colisao 1510 | #Próximo if verifica se a colisão foi lateral entao o personagem morre 1511 | elif [ $((_jogY + _jogHeight -1 - _velocY)) -lt ${_enemyY[$_k]} ]; then 1512 | Play "enemy" 1513 | Score 100 1514 | _jogY=$((_enemyY[_k] - _jogHeight)) 1515 | _velocY=-3 1516 | _enemySprite[$_k]=2 1517 | _enemyDead[$_k]=1 1518 | return 1 #retorna que houve colisao 1519 | else 1520 | Dead "enemy" 1521 | _velocY=-5 1522 | _jogSprite=0 1523 | if [ $_jogSide = "D" ]; then 1524 | ((_jogX=_enemyX[_k] - _jogWidth)) 1525 | else 1526 | ((_jogX=_enemyX[_k] + _enemyWidth)) 1527 | fi 1528 | _jogSide="F" 1529 | return 1 #retorna que houve colisao 1530 | fi 1531 | 1532 | 1533 | fi 1534 | done 1535 | 1536 | } 1537 | 1538 | #funcao para colisao com moedas 1539 | function ColisaoCoin { 1540 | 1541 | _tmpQ=$1 #recebe o quadrante para teste 1542 | 1543 | _tmp=${_coinQ[$_tmpQ]} #pega a posicao do indice do vetor das moedas se existir 1544 | 1545 | if [ $_tmpQ -eq 0 ] || [ -z $_tmp ]; then #verifica se o indíce do quadrante não é zero e se existe moeda no quadrante 1546 | return 1547 | fi 1548 | 1549 | _coinX=${_coin[$_tmp]} #pega a posicao x da moeda 1550 | 1551 | if [ $_coinX -gt 0 ]; then #se existir moeda checar colisao 1552 | 1553 | if [ $_jogX -gt $((_coinX + _coinWidth)) ]; then #personagem esta do lado direito da moeda 1554 | return 0 #retorna que nao houve colisao 1555 | fi 1556 | 1557 | if [ $((_jogY)) -gt $((_coinY[_tmp] + _coinHeight)) ]; then #personagem esta do lado de baixo da moeda 1558 | return 0 #retorna que nao houve colisao 1559 | fi 1560 | 1561 | if [ $((_jogX + 15)) -lt $_coinX ]; then #personagem esta do lado esquerdo da moeda 1562 | return 0 #retorna que nao houve colisao 1563 | fi 1564 | 1565 | if [ $((_jogY+_jogHeight)) -lt ${_coinY[$_tmp]} ]; then #personagem esta do lado de cima da moeda 1566 | return 0 #retorna que nao houve colisao 1567 | fi 1568 | 1569 | Play "coin" #toca o som da moeda 1570 | _coin[$_tmp]=0 #tira a moeda do vetor 1571 | GetCoin #chama funcao para fazer contagem de ponto da moeda 1572 | 1573 | _tmp2=$(( _coinX + _coinWidth )) #pega a posicao do final da moeda 1574 | 1575 | # for (( _k=9; _k<=13; _k++ )); do #limpa o desenho da moeda no buffer da fase 1576 | 1577 | # _fasel[$_k]="${_fasel[$_k]:0:$_coinX}${_coinClear}${_fasel[$_k]:$_tmp2}" 1578 | 1579 | # done 1580 | 1581 | return 1 #retorna que houve colisao 1582 | fi 1583 | 1584 | } 1585 | 1586 | #funcao para contagem de pontos da moeda 1587 | function GetCoin { 1588 | 1589 | ((_coins++)) #incrementa ponto da moeda 1590 | Score 200 #incrementa ponto do score 1591 | 1592 | if [ $_coins -gt 99 ]; then #verifica se moedas chegou a 100 para converter em vida 1593 | 1594 | ((_coins-=100)) #subtrai 100 moedas do contador 1595 | Play "up" #toca som de ganho de vida 1596 | ((_jogLife++)) #incrementa 1 na variavel vida 1597 | fi 1598 | 1599 | } 1600 | 1601 | #funcao para colisao do bloco 1602 | function ColisaoBloco { 1603 | 1604 | _tmpQ=$1 #recebe a posicao do quadrante 1605 | 1606 | _tmp=${_blocoQ[$_tmpQ]} #recebe a posicao do indice do bloco se existir 1607 | 1608 | if [ $_tmpQ -eq 0 ] || [ -z $_tmp ]; then #verifica se o indíce do quadrante não é zero e se existe bloco no quadrante 1609 | return 0 #retorna que nao houve colisao 1610 | fi 1611 | 1612 | _blocoX=${_bloco[$_tmp]} #pega a posicao x do bloco 1613 | 1614 | if [ $_blocoX -gt 0 ]; then #se existir bloco checar colisao 1615 | 1616 | if [ $_jogX -gt $((_blocoX -1 + _blocoWidth)) ]; then #personagem esta do lado direito do bloco 1617 | return 0 #retorna que nao houve colisao 1618 | fi 1619 | 1620 | if [ $((_jogY)) -gt $((_blocoY -1 + _blocoHeight)) ]; then #personagem esta do lado de baixo do bloco 1621 | return 0 #retorna que nao houve colisao 1622 | fi 1623 | 1624 | if [ $((_jogX -1 + _jogWidth)) -lt $_blocoX ]; then #personagem esta do lado esquerdo do bloco 1625 | return 0 #retorna que nao houve colisao 1626 | fi 1627 | 1628 | if [ $((_jogY -1 + _jogHeight)) -lt $_blocoY ]; then #personagem esta do lado de cima do bloco 1629 | return 0 #retorna que nao houve colisao 1630 | fi 1631 | 1632 | #A partir daqui houve colisao 1633 | #Próximo if verifica se a colisão foi lateral para não quebrar o bloco 1634 | if [ $((_jogY - _velocY)) -lt $((_blocoY -1 + _blocoHeight)) ]; then 1635 | 1636 | if [ $_jogSide = "D" ]; then # se não houve colisao posiciona o jogador ao lado do bloco 1637 | _jogX=$((_blocoX - 16)) 1638 | else 1639 | _jogX=$((_blocoX + _blocoWidth)) 1640 | fi 1641 | _velocX=0 1642 | return 1 1643 | 1644 | fi 1645 | 1646 | Play "bloco" #som do bloco quebrando 1647 | Score 50 #incrementa score 1648 | _bloco[$_tmp]=0 #Limpa o bloco do vetor 1649 | _jogY=$((_blocoY + _blocoHeight)) #posiciona o jogador abaixo do bloco 1650 | _velocY=$((- _velocY)) #incrementa a velocidade de y 1651 | 1652 | 1653 | _tmp2=$(( _blocoX + _blocoWidth )) #variavel para definir final do desenho do bloco (limpar) 1654 | 1655 | for (( _k=_blocoY; _k<_blocoY+_blocoHeight; _k++ )); do #limpa o desenho do bloco do buffer da fase 1656 | _fasel[$_k]="${_fasel[$_k]:0:$_blocoX}${_blocoClear}${_fasel[$_k]:$_tmp2}" 1657 | done 1658 | 1659 | return 1 #retorna que houve colisao 1660 | fi 1661 | 1662 | } 1663 | 1664 | #Funcao para detectar colisao do personagem com buracos na fase 1665 | function ColisaoBuraco { 1666 | 1667 | for (( _k=1; _k<_buraco[0]; _k++ )); do 1668 | 1669 | _buracoX=${_buraco[$_k]} 1670 | 1671 | if [ $((_jogX + (_jogWidth/2))) -gt $((_buracoX+2)) ] && [ $((_jogX + (_jogWidth/2))) -lt $((_buracoX + 2 + _buracoWidth )) ]; then #se houve colisão então mata personagem 1672 | 1673 | _jogX=$((_buracoX + 2 +(_buracoWidth/2) - (_jogWidth/2) )) 1674 | Dead "buraco" 1675 | 1676 | return 1 #houve colisao 1677 | fi 1678 | 1679 | done 1680 | return 0 #nao houve colisao 1681 | } 1682 | 1683 | #Função para matar o personagem definindo trilha sonora e tipo de animação do personagem 1684 | function Dead { 1685 | 1686 | #Define que o jogo está na passagem de morte do personagem 1687 | _screenGame="DEAD" 1688 | 1689 | ((_jogLife--)) #Subtrai um vida do personagem 1690 | 1691 | if [ $_jogLife = 0 ]; then #se zerou as vidas do jogador toca audio fim de jogo 1692 | Play "gameover" 1693 | else #se não toca audio de perda de vida 1694 | Play "die" 1695 | fi 1696 | 1697 | _jogDead=true #define variavel verdadeira para rotina de animação da morte do personagem 1698 | 1699 | ((_velocY+=_gravidade)) #Atualaiza velocidade de queda do personagem 1700 | } 1701 | 1702 | #Função para parar a musica 1703 | function Stop { 1704 | 1705 | kill -9 $1 1 2>/dev/null 1706 | 1707 | } 1708 | 1709 | 1710 | #Função para tocar os audios 1711 | function Play { 1712 | 1713 | if [ $_sound = "off" ]; then 1714 | return 1715 | fi 1716 | 1717 | case $1 in #Seleciona qual audio deve ser tocado 1718 | 1719 | "worldcleared") 1720 | canberra-gtk-play --file="worldcleared.ogg" 1 2>/dev/null& 1721 | ;; 1722 | 1723 | "flagpole") 1724 | if [ $_musicId ]; then 1725 | Stop $_musicId #Mata o processo da musica de fundo 1726 | fi 1727 | canberra-gtk-play --file="flagpole.ogg" 1 2>/dev/null& 1728 | ;; 1729 | 1730 | "timewarning") 1731 | if [ $_musicId ]; then 1732 | Stop $_musicId #Mata o processo da musica de fundo 1733 | fi 1734 | canberra-gtk-play --file="timewarning.ogg" 1 2>/dev/null& 1735 | ;; 1736 | 1737 | "gameover") 1738 | if [ $_musicId ]; then 1739 | Stop $_musicId #Mata o processo da musica de fundo 1740 | fi 1741 | canberra-gtk-play --file="gameover.ogg" 1 2>/dev/null& 1742 | ;; 1743 | 1744 | "die") 1745 | if [ $_musicId ]; then 1746 | Stop $_musicId #Mata o processo da musica de fundo 1747 | fi 1748 | canberra-gtk-play --file="die.ogg" 1 2>/dev/null& 1749 | ;; 1750 | 1751 | "background") 1752 | if [ $_musicId ]; then 1753 | Stop $_musicId #Mata o processo da musica de fundo 1754 | fi 1755 | 1756 | canberra-gtk-play -l 99 -V 0 --file="world1-1.ogg" 1 2>/dev/null & _musicId="$!" 1757 | #Guarda o id do processo da musica para parar quando for preciso 1758 | ;; 1759 | 1760 | "jump") 1761 | canberra-gtk-play --file="jump.ogg" 1 2>/dev/null&;; 1762 | 1763 | "bloco") 1764 | canberra-gtk-play --file="brick.ogg" 1 2>/dev/null&;; 1765 | 1766 | "point") 1767 | canberra-gtk-play --file="coin.ogg" 1 2>/dev/null&;; 1768 | 1769 | "coin") 1770 | canberra-gtk-play --file="coin.ogg" 1 2>/dev/null&;; 1771 | 1772 | "up") 1773 | canberra-gtk-play --file="up.ogg" 1 2>/dev/null&;; 1774 | 1775 | "enemy") 1776 | canberra-gtk-play --file="stomp.ogg" 1 2>/dev/null&;; 1777 | esac 1778 | 1779 | } 1780 | 1781 | function MoveEnemy { 1782 | 1783 | case $_screenGame in 1784 | 1785 | "GAME") # se jogo em fase processa movimento do inimigo 1786 | 1787 | #_firstQ=$(( _cameraX / _tamQuad )) #pega o primeiro quadrante 1788 | _ubound=${_enemyX[0]} 1789 | 1790 | for (( _k=1; _k<_ubound; _k++ )); do #laco para verificar cada inimigo 1791 | 1792 | #verifica se o path do inimigo esta visivel na camera 1793 | if [ ${_enemyPathIni[$_k]} -lt $((_cameraX + _width)) ] && [ ${_enemyPathFim[$_k]} -gt $_cameraX ] && [ ${_enemySprite[$_k]} -lt 6 ]; then 1794 | 1795 | #((_aniEnemy[_k]++)) 1796 | 1797 | #Animacao do inimigo 1798 | case ${_enemySprite[$_k]} in 1799 | 0) 1800 | ChangeSpriteEnemy $_k 1801 | _enemySprite[$_k]=1 1802 | _aniEnemy=1 1803 | 1804 | ;; 1805 | 1) 1806 | ChangeSpriteEnemy $_k 1807 | ((_enemySprite[_k]+=_aniEnemy)) 1808 | ;; 1809 | 2) 1810 | if [ ${_enemyDead[$_k]} -eq 1 ]; then 1811 | _enemySprite[$_k]=3 1812 | else 1813 | ChangeSpriteEnemy $_k 1814 | _enemySprite[$_k]=1 1815 | _aniEnemy=-1 1816 | fi 1817 | ;; 1818 | 3) 1819 | _enemySprite[$_k]=4;; 1820 | 4) 1821 | _enemySprite[$_k]=5;; 1822 | 5) 1823 | _enemySprite[$_k]=6;; 1824 | esac 1825 | 1826 | fi 1827 | 1828 | 1829 | _enemyHeight[$_k]="_gompa${_enemySprite[$_k]}[0]" 1830 | _enemyHeight[$_k]=${!_enemyHeight[$_k]} 1831 | _enemyY[$_k]=$((_piso - _enemyHeight[$_k])) 1832 | 1833 | done 1834 | 1835 | esac 1836 | } 1837 | 1838 | function ChangeSpriteEnemy { 1839 | 1840 | _k=$1 1841 | 1842 | # if [ ${_aniEnemy[$_k]} -eq 2 ]; then 1843 | ((_enemyX[_k]+=_enemyVelocX[_k])) #Movimenta o inimigo 1844 | 1845 | if [ $(( _enemyX[_k] + enemyWidth )) -gt $(( _enemyPathFim[_k] )) ] || [ ${_enemyX[$_k]} -lt ${_enemyPathIni[$_k]} ]; then 1846 | (( _enemyVelocX[_k]=-_enemyVelocX[_k] )) 1847 | fi 1848 | 1849 | 1850 | _aniEnemy[$_k]=0 1851 | # fi 1852 | 1853 | 1854 | } 1855 | 1856 | # [ INICIO SCRIPT ] ---------------------------------------------------------------------------------------------------------- 1857 | 1858 | # Carrega as configurações salva 1859 | . .settings 1860 | 1861 | # Mapa do score no topo da tela 1862 | _scoreTitle0=" MARIO WORLD TIME " 1863 | _scoreTitle1=" 000000 @x00 1-1 000 " 1864 | 1865 | 1866 | # Mapa de caracters do jogador mario e das montanhas de fundo 1867 | 1868 | _montDraw[0]=7 1869 | _montDraw[1]=" ████████ " 1870 | _montDraw[2]=" ████ ████ " 1871 | _montDraw[3]=" ██ ██ " 1872 | _montDraw[4]=" ██ ██ ░░░░ ██ " 1873 | _montDraw[5]=" ██ ██ ░░ ██ " 1874 | _montDraw[6]=" ██ ░░ ██ " 1875 | _montDraw[7]="██ ░░ ██" 1876 | 1877 | # Mapa de caracters do Menu do jogo 1878 | _menu[0]=" " 1879 | _menu[1]=" " 1880 | _menu[2]=" " 1881 | _menu[3]=" " 1882 | _menu[4]=" " 1883 | _menu[5]=" @ @ " 1884 | _menu[6]=" ██ ██ ████ █████ ██████ ████ " 1885 | _menu[7]=" ███ ███ ██ ██ ██ ██ ██ ██ ██ " 1886 | _menu[8]=" ██ █ ██ ██████ █████ ██ ██ ██ " 1887 | _menu[9]=" ██ ██ ██ ██ ██ ██ ██ ██ ██ " 1888 | _menu[10]=" ██ ██ ██ ██ ██ ██ ██████ ████ " 1889 | _menu[11]=" " 1890 | _menu[12]=" █████ █████ ████ ████ " 1891 | _menu[13]=" ██ ██ ██ ██ ██ ██ ██ " 1892 | _menu[14]=" █████ █████ ██ ██ ████ " 1893 | _menu[15]=" ██ ██ ██ ██ ██ ██ ██ ██ " 1894 | _menu[16]=" █████ ██ ██ ████ ████ ██ " 1895 | _menu[17]=" @ @ " 1896 | _menu[18]=" 2012 FATEC CARAPICUIBA " 1897 | _menu[19]=" " 1898 | _menu[20]=" " 1899 | _menu[21]=" " 1900 | _menu[22]=" " 1901 | _menu[23]=" P R E S S E N T E R T O S T A R T " 1902 | _menu[24]=" " 1903 | _menu[25]=" " 1904 | _menu[26]=" TOP - 0000000000 " 1905 | _menu[27]=" " 1906 | _menu[28]=" " 1907 | _menu[29]=" " 1908 | _menu[30]=" ████████ " 1909 | _menu[31]=" ████ ████ █ █ █ " 1910 | _menu[32]=" ██ ██ █ █ █ █ █ █ " 1911 | _menu[33]=" ██ ██ ░░░░ ██ █ █ █ █ █ █ " 1912 | _menu[34]=" ██ ██ ░░ ██ █ █ █ █ " 1913 | _menu[35]=" ██ ░░ ██ █ █ " 1914 | _menu[36]="██ ░░ ██ █ █ " 1915 | _menu[37]="░░░░██░░░░░░░░██░░░░░░░░██░░░░░░░░██░░░░░░░░██░░░░░░░░██░░░░░░░░██░░░░░░░░██░░░░" 1916 | _menu[38]="█░░░░░░░░██░░░░░░░░██░░░░░░░░██░░░░░░░░██░░░░░░░░██░░░░░░░░██░░░░░░░░██░░░░░░░░█" 1917 | _menu[39]="░░░░██░░░░░░░░██░░░░░░░░██░░░░░░░░██░░░░░░░░██░░░░░░░░██░░░░░░░░██░░░░░░░░██░░░░" 1918 | 1919 | _flagDraw[0]=7 1920 | _flagDraw[1]="████" 1921 | _flagDraw[2]="█ ████" 1922 | _flagDraw[3]="█ ███" 1923 | _flagDraw[4]="█ ███" 1924 | _flagDraw[5]="█ ███" 1925 | _flagDraw[6]="█ ████" 1926 | _flagDraw[7]="████" 1927 | 1928 | _castle[0]=31 1929 | _castle[1]=" @@@" 1930 | _castle[2]=" @@@@@ ___ ___ ___ __ ___ ___ ___" 1931 | _castle[3]=" @@@ |░░░| |░░░| |░░░| |░░| |░░░| |░░░| |░░░|" 1932 | _castle[4]=" | | |░░░| |░░░| |░░░| |░░| |░░░| |░░░| |░░░|" 1933 | _castle[5]=" | | |░░|░░░░|░░░░|░░░░|░░░░|░░░|░░░░|░░░░|░░░░|░░░░|░░░|" 1934 | _castle[6]=" | | |░░░░|░░░░|░░░░|░░░░|░░░░|░░░|░░░░|░░░░|░░░░|░░░░|░|" 1935 | _castle[7]=" | | |░░|░░░░|██████░░░|░░░░|░░░|░░░░|░░░░██████░░░░|░░░|" 1936 | _castle[8]=" | | |░░░░|░░░██████|░░░░|░░░░|░░░|░░░░|░░██████░|░░░░|░|" 1937 | _castle[9]=" | | |░░|░░░░|██████░░░|░░░░|░░░|░░░░|░░░░██████░░░░|░░░|" 1938 | _castle[10]=" | | |░░░░|░░░██████|░░░░|░░░░|░░░|░░░░|░░██████░|░░░░|░|" 1939 | _castle[11]=" | | |░░|░░░░|██████░░░|░░░░|░░░|░░░░|░░░░██████░░░░|░░░|" 1940 | _castle[12]=" | | __ ___|░░░░___░██████|░░░░░___░░░░___░░░░░_██████░___░░░░|___ __" 1941 | _castle[13]=" | | |░░| |░░░|░░░|░░░|███|░░░|░░░|░░░|░░|░░░|░░░|░░░|███|░░░|░░░|░░░| |░░|" 1942 | _castle[14]=" | | |░░| |░░░|░░░|░░░|░░░|░░░|░░░|░░░|░░|░░░|░░░|░░░|░░░|░░░|░░░|░░░| |░░|" 1943 | _castle[15]=" | | |░░░|░░░░|░░░░|░░░░|░░░░|░░░░|░░░░|░░░░|░░░░|░░░░|░░░░|░░░░|░░░░|░░░░|░░░|" 1944 | _castle[16]=" | | |░|░░░░|░░░░|░░░░|░░░░|░░░░|░░░░|░░░░|░░░░|░░░|░░░░|░░░░|░░░░|░░░░|░░░░|░|" 1945 | _castle[17]=" | | |░░░|░░░░|░░░░|░░░░|░░░░|░░░░|░░░████████░░|░░░░|░░░░|░░░░|░░░░░░|░░░░|░░|" 1946 | _castle[18]=" | | |░|░░░░|░░░░|░░░░|░░░░|░░░░|░░░████████████░░░|░░░░|░░░░|░░░░|░░░░|░░░░|░|" 1947 | _castle[19]=" | | |░░░|░░░░|░░░░|░░░░|░░░░|░░░░|██████████████░░░░|░░░░|░░░░|░░░░░░|░░░░|░░|" 1948 | _castle[20]=" | | |░|░░░░|░░░░|░░░░|░░░░|░░░░|░████████████████░|░░░░|░░░░|░░░░|░░░░|░░░░|░|" 1949 | _castle[21]=" | | |░░░|░░░░|░░░░|░░░░|░░░░|░░░██████████████████░░|░░░░|░░░░|░░░░|░░░░|░░░░|" 1950 | _castle[22]=" | | |░|░░░░|░░░░|░░░░|░░░░|░░░░████████████████████░░░░|░░░░|░░░░|░░░░|░░░░|░|" 1951 | _castle[23]=" | | |░░░|░░░░|░░░░|░░░░|░░░░|░░████████████████████░|░░░░|░░░░|░░░░|░░░░|░░░░|" 1952 | _castle[24]=" | | |░|░░░░|░░░░|░░░░|░░░░|░░░░████████████████████░░░░|░░░░|░░░░|░░░░|░░░░|░|" 1953 | _castle[25]=" | | |░░░|░░░░|░░░░|░░░░|░░░░|░░████████████████████░|░░░░|░░░░|░░░░|░░░░|░░░░|" 1954 | _castle[26]=" | | |░|░░░░|░░░░|░░░░|░░░░|░░░░████████████████████░░░░|░░░░|░░░░|░░░░|░░░░|░|" 1955 | _castle[27]=" | | |░░░|░░░░|░░░░|░░░░|░░░░|░░████████████████████░|░░░░|░░░░|░░░░|░░░░|░░░░|" 1956 | _castle[28]=" | | |░|░░░░|░░░░|░░░░|░░░░|░░░░████████████████████░░░░|░░░░|░░░░|░░░░|░░░░|░|" 1957 | _castle[29]=" _| |_ |░░░|░░░░|░░░░|░░░░|░░░░|░░████████████████████░|░░░░|░░░░|░░░░|░░░░|░░░░|" 1958 | _castle[30]="|░░░░░| |░|░░░░|░░░░|░░░░|░░░░|░░░░████████████████████░░░░|░░░░|░░░░|░░░░|░░░░|░|" 1959 | _castle[31]="|░░░░░| |░░░|░░░░|░░░░|░░░░|░░░░|░░████████████████████░|░░░░|░░░░|░░░░|░░░░|░░░░|" 1960 | 1961 | _marioD0[0]=16 1962 | _marioD0[1]="" 1963 | _marioD0[2]=" █████" 1964 | _marioD0[3]=' █░░░░M███' 1965 | _marioD0[4]=' █░░░░░░░░░█' 1966 | _marioD0[5]=' ███ █ ███' 1967 | _marioD0[6]='█ ██ █ █' 1968 | _marioD0[7]='█ ██ █ █' 1969 | _marioD0[8]=' ██ █████' 1970 | _marioD0[9]=' ██ █' 1971 | _marioD0[10]=' █░░██░░█' 1972 | _marioD0[11]='█░░░░██░░█' 1973 | _marioD0[12]='█░░░░█████' 1974 | _marioD0[13]=' █ ██ ██' 1975 | _marioD0[14]=' █ ░░░███' 1976 | _marioD0[15]=' █░░░░░█' 1977 | _marioD0[16]=' █████' 1978 | 1979 | _marioE0[0]=16 1980 | _marioE0[1]="" 1981 | _marioE0[2]=' █████' 1982 | _marioE0[3]=' ███M░░░░█' 1983 | _marioE0[4]='█░░░░░░░░░█' 1984 | _marioE0[5]=' ███ █ ███' 1985 | _marioE0[6]='█ █ ██ █' 1986 | _marioE0[7]='█ █ ██ █' 1987 | _marioE0[8]=' █████ ██' 1988 | _marioE0[9]=' █ ██' 1989 | _marioE0[10]=' █░░██░░█' 1990 | _marioE0[11]=' █░░██░░░░█' 1991 | _marioE0[12]=' █████░░░░█' 1992 | _marioE0[13]=' ██ ██ █' 1993 | _marioE0[14]=' ███░░░ █' 1994 | _marioE0[15]=' █░░░░░█' 1995 | _marioE0[16]=' █████' 1996 | 1997 | _marioD1[0]=16 1998 | _marioD1[1]=' █████' 1999 | _marioD1[2]=' █░░░░M███' 2000 | _marioD1[3]=' █░░░░░░░░░█' 2001 | _marioD1[4]=' ███ █ ███' 2002 | _marioD1[5]=' █ ██ █ █' 2003 | _marioD1[6]=' █ ██ █ █' 2004 | _marioD1[7]=' ██ █████' 2005 | _marioD1[8]=' ███ █' 2006 | _marioD1[9]=' ██░░░██░░███' 2007 | _marioD1[10]='█ ░░░░██░░█░█' 2008 | _marioD1[11]='█ ░░██████░ █' 2009 | _marioD1[12]=' █ ████ ██ █ █' 2010 | _marioD1[13]=' █████████░░█' 2011 | _marioD1[14]=' █░░██████░░░█' 2012 | _marioD1[15]=' █░░░█ █░░░█' 2013 | _marioD1[16]=' ███ ███' 2014 | 2015 | _marioE1[0]=16 2016 | _marioE1[1]=' █████' 2017 | _marioE1[2]=' ███M░░░░█' 2018 | _marioE1[3]=' █░░░░░░░░░█' 2019 | _marioE1[4]=' ███ █ ███' 2020 | _marioE1[5]=' █ █ ██ █' 2021 | _marioE1[6]=' █ █ ██ █' 2022 | _marioE1[7]=' █████ ██' 2023 | _marioE1[8]=' █ ███' 2024 | _marioE1[9]=' ███░░██░░░██' 2025 | _marioE1[10]=' █░█░░██░░░░ █' 2026 | _marioE1[11]='█ ░██████░░ █' 2027 | _marioE1[12]='█ █ ██ ████ █' 2028 | _marioE1[13]=' █░░█████████' 2029 | _marioE1[14]=' █░░░██████░░█' 2030 | _marioE1[15]=' █░░░█ █░░░█' 2031 | _marioE1[16]=' ███ ███' 2032 | 2033 | _marioF0[0]=16 2034 | _marioF0[1]=' ███████' 2035 | _marioF0[2]=' ██░░░M░░░██' 2036 | _marioF0[3]=' █░░░░███░░░░█' 2037 | _marioF0[4]=' ███████████' 2038 | _marioF0[5]=' █ █ █ █' 2039 | _marioF0[6]='██ ░░░ ██' 2040 | _marioF0[7]=' █ █████████ █' 2041 | _marioF0[8]='█ █ █░█ ██' 2042 | _marioF0[9]='█ ██ █░█ ██ █' 2043 | _marioF0[10]=' █ █░█████░░ █ █' 2044 | _marioF0[11]=' █░░░░░░░░█████' 2045 | _marioF0[12]=' ████░░░░░█░░░█' 2046 | _marioF0[13]='█░░░░█░░░█░░░░█' 2047 | _marioF0[14]=' █░░░░█████░░░█' 2048 | _marioF0[15]=' █░░░█ ███' 2049 | _marioF0[16]=' ███' 2050 | 2051 | _marioD2[0]=16 2052 | _marioD2[1]=' █████ ███' 2053 | _marioD2[2]=' █░░░░M██ █' 2054 | _marioD2[3]=' █░░░░░░░░█ █' 2055 | _marioD2[4]=' ███ █ ███░█' 2056 | _marioD2[5]=' █ ██ █ ░█' 2057 | _marioD2[6]=' █ ██ █ ░█' 2058 | _marioD2[7]=' ██ ██████' 2059 | _marioD2[8]=' ██ ░█' 2060 | _marioD2[9]=' █░░░█░░░█░█' 2061 | _marioD2[10]=' ███░░░█░░░████' 2062 | _marioD2[11]='█ █░░█ ██ █░░█' 2063 | _marioD2[12]='█ █░██████░░░█' 2064 | _marioD2[13]=' █░█████████░░█' 2065 | _marioD2[14]='█░░░████████░░█' 2066 | _marioD2[15]='█░░██████ ██' 2067 | _marioD2[16]=' ██ ███' 2068 | 2069 | _marioE2[0]=16 2070 | _marioE2[1]=' ███ █████' 2071 | _marioE2[2]='█ ██M░░░░█' 2072 | _marioE2[3]='█ █░░░░░░░░█' 2073 | _marioE2[4]=' █░███ █ ███' 2074 | _marioE2[5]=' █░ █ ██ █' 2075 | _marioE2[6]=' █░ █ ██ █' 2076 | _marioE2[7]=' ██████ ██' 2077 | _marioE2[8]=' █░ ██' 2078 | _marioE2[9]=' █░█░░░█░░░█' 2079 | _marioE2[10]=' ████░░░█░░░███' 2080 | _marioE2[11]='█░░█ ██ █░░█ █' 2081 | _marioE2[12]='█░░░██████░█ █' 2082 | _marioE2[13]=' █░░█████████░█' 2083 | _marioE2[14]=' █░░████████░░░█' 2084 | _marioE2[15]=' ██ ██████░░█' 2085 | _marioE2[16]=' ███ ██' 2086 | 2087 | 2088 | 2089 | _marioD00=13 2090 | _marioD01=" █████" 2091 | _marioD02=' █░░░░M███' 2092 | _marioD03=' █░░░░░░░░░█' 2093 | _marioD04=' ███ █ ███' 2094 | _marioD05=' █ ██ █ █' 2095 | _marioD06=' █ ██ █ █' 2096 | _marioD07=' ██ █████' 2097 | _marioD08=' ██ █' 2098 | _marioD09=' █ ██ ██' 2099 | _marioD010=' █ ░░░███' 2100 | _marioD011=' █░░░░░█' 2101 | _marioD012=' █████' 2102 | 2103 | _marioE00=13 2104 | _marioE01=' █████' 2105 | _marioE02=' ███M░░░░█' 2106 | _marioE03=' █░░░░░░░░░█' 2107 | _marioE04=' ███ █ ███' 2108 | _marioE05=' █ █ ██ █' 2109 | _marioE06=' █ █ ██ █' 2110 | _marioE07=' █████ ██' 2111 | _marioE08=' █ ██' 2112 | _marioE09=' ██ ██ █' 2113 | _marioE010=' ███░░░ █' 2114 | _marioE011=' █░░░░░█' 2115 | _marioE012=' █████' 2116 | 2117 | _marioD10=13 2118 | _marioD11=' █████' 2119 | _marioD12=' █░░░░M███' 2120 | _marioD13=' █░░░░░░░░░█' 2121 | _marioD14=' ███ █ ███' 2122 | _marioD15=' █ ██ █ █' 2123 | _marioD16=' █ ██ █ █' 2124 | _marioD17=' ██ █████' 2125 | _marioD18=' ███ █' 2126 | _marioD19=' █ ████ ██ █' 2127 | _marioD110=' █████████░░█' 2128 | _marioD111=' █░░██████░░░█' 2129 | _marioD112=' █░░░█ █░░░█' 2130 | _marioD113=' ███ ███' 2131 | 2132 | _marioE10=13 2133 | _marioE11=' █████' 2134 | _marioE12=' ███M░░░░█' 2135 | _marioE13=' █░░░░░░░░░█' 2136 | _marioE14=' ███ █ ███' 2137 | _marioE15=' █ █ ██ █' 2138 | _marioE16=' █ █ ██ █' 2139 | _marioE17=' █████ ██' 2140 | _marioE18=' █ ███' 2141 | _marioE19=' █ ██ ████ █' 2142 | _marioE110=' █░░█████████' 2143 | _marioE111=' █░░░██████░░█' 2144 | _marioE112=' █░░░█ █░░░█' 2145 | _marioE113=' ███ ███' 2146 | 2147 | _marioD20=13 2148 | _marioD21=' █████ ███' 2149 | _marioD22=' █░░░░M██ █' 2150 | _marioD23=' █░░░░░░░░█ █' 2151 | _marioD24=' ███ █ ███░█' 2152 | _marioD25=' █ ██ █ ░█' 2153 | _marioD26=' █ ██ █ ░█' 2154 | _marioD27=' ██ ██████' 2155 | _marioD28=' ██ ░█' 2156 | _marioD29=' ██████░░░█' 2157 | _marioD210=' █████████░░█' 2158 | _marioD211=' █░░███████░░█' 2159 | _marioD212='█░░██████ ██' 2160 | _marioD213=' ██ ███' 2161 | 2162 | _marioE20=13 2163 | _marioE21=' ███ █████' 2164 | _marioE22='█ ██M░░░░█' 2165 | _marioE23='█ █░░░░░░░░█' 2166 | _marioE24=' █░███ █ ███' 2167 | _marioE25=' █░ █ ██ █' 2168 | _marioE26=' █░ █ ██ █' 2169 | _marioE27=' ██████ ██' 2170 | _marioE28=' █░ ██' 2171 | _marioE29=' █░░░██████' 2172 | _marioE210=' █░░█████████' 2173 | _marioE211=' █░░███████░░█' 2174 | _marioE212=' ██ █████░░█' 2175 | _marioE213=' ███ ██' 2176 | 2177 | _gompa0[0]=10 2178 | _gompa0[1]=" ████" 2179 | _gompa0[2]=" ██████████" 2180 | _gompa0[3]=" ███ >████< █" 2181 | _gompa0[4]=" ████ █ ██ █ ██" 2182 | _gompa0[5]="█████ ██ ███" 2183 | _gompa0[6]=" ██████████████" 2184 | _gompa0[7]=" █████░░░░███" 2185 | _gompa0[8]=" ███░░░░░░ " 2186 | _gompa0[9]=" ████░░░░██" 2187 | _gompa0[10]=" ████░░██" 2188 | 2189 | _gompa1[0]=10 2190 | _gompa1[1]=" ████" 2191 | _gompa1[2]=" ██████████" 2192 | _gompa1[3]=" ██ >████< ██" 2193 | _gompa1[4]=" ███ █ ██ █ ███" 2194 | _gompa1[5]="████ ██ ████" 2195 | _gompa1[6]=" ██████████████" 2196 | _gompa1[7]=" ████░░░░████" 2197 | _gompa1[8]=" ░░░░░░" 2198 | _gompa1[9]=" ██░░░░░░██" 2199 | _gompa1[10]=" ██░░░░██" 2200 | 2201 | _gompa2[0]=10 2202 | _gompa2[1]=" ████" 2203 | _gompa2[2]=" ██████████" 2204 | _gompa2[3]=" █ >████< ███" 2205 | _gompa2[4]=" ██ █ ██ █ ████" 2206 | _gompa2[5]="███ ██ █████" 2207 | _gompa2[6]=" ██████████████" 2208 | _gompa2[7]=" ███░░░░████" 2209 | _gompa2[8]=" ░░░░░░███" 2210 | _gompa2[9]=" ██░░░░████" 2211 | _gompa2[10]=" ██░░████" 2212 | 2213 | _gompa3[0]=8 2214 | _gompa3[1]=" ████████" 2215 | _gompa3[2]=" ███ >████< ███" 2216 | _gompa3[3]="████ █ ██ █ ████" 2217 | _gompa3[4]="████ ██ ████" 2218 | _gompa3[5]=" █████░░░░█████" 2219 | _gompa3[6]=" ░░░░░░" 2220 | _gompa3[7]=" ███░░░░███" 2221 | _gompa3[8]=" ███░░███" 2222 | 2223 | _gompa3[0]=5 2224 | _gompa3[1]=" ████████████" 2225 | _gompa3[2]=" ████ >████< ████" 2226 | _gompa3[3]="█████ █ ██ █ █████" 2227 | _gompa3[4]=" ███░░░░░░███" 2228 | _gompa3[5]=" ███░░░░███" 2229 | 2230 | _gompa4[0]=3 2231 | _gompa4[1]=" ████████████" 2232 | _gompa4[2]="█████ █ ██ █ █████" 2233 | _gompa4[3]=" ███░░░░███" 2234 | 2235 | _nuvemDraw[0]=13 2236 | _nuvemDraw[1]=" ███████" 2237 | _nuvemDraw[2]=" ██ ██" 2238 | _nuvemDraw[3]=" ██ ██" 2239 | _nuvemDraw[4]=" █ █ █ ░ █" 2240 | _nuvemDraw[5]=" ████ █ █ ░ ████" 2241 | _nuvemDraw[6]=" ███ ░ ███" 2242 | _nuvemDraw[7]=" ██ ░ █" 2243 | _nuvemDraw[8]=" █ ░ █" 2244 | _nuvemDraw[9]=" ██ ░░░░ ░ ░░ ███" 2245 | _nuvemDraw[10]=" ███ ░░░░ ░ ░░░░░ █" 2246 | _nuvemDraw[11]=" ████ ░░░░░░ ██ ██" 2247 | _nuvemDraw[12]=" ██ ██ ██████" 2248 | _nuvemDraw[13]=" ██████" 2249 | 2250 | 2251 | _coinDraw0[0]=5 2252 | _coinDraw0[1]=" @@ " 2253 | _coinDraw0[2]=" @@ @@ " 2254 | _coinDraw0[3]=" @ @@ @ " 2255 | _coinDraw0[4]=" @@ @@ " 2256 | _coinDraw0[5]=" @@ " 2257 | 2258 | _coinDrawC[1]=${_cor[4]} 2259 | _coinDrawC[2]=${_cor[4]} 2260 | _coinDrawC[3]=${_cor[4]} 2261 | _coinDrawC[4]=${_cor[4]} 2262 | _coinDrawC[5]=${_cor[4]} 2263 | 2264 | _coinDraw1[0]=5 2265 | _coinDraw1[1]=" @@ " 2266 | _coinDraw1[2]=" @ @ " 2267 | _coinDraw1[3]=" @ @@ @ " 2268 | _coinDraw1[4]=" @ @ " 2269 | _coinDraw1[5]=" @@ " 2270 | 2271 | _coinDraw2[0]=5 2272 | _coinDraw2[1]=" @@ " 2273 | _coinDraw2[2]=" @@ " 2274 | _coinDraw2[3]=" @@ " 2275 | _coinDraw2[4]=" @@ " 2276 | _coinDraw2[5]=" @@ " 2277 | 2278 | # Cria o mapa de caracters para o piso 2279 | _piso1='░░░░██░░░░' 2280 | _piso2='█░░░░░░░░█' 2281 | 2282 | _buracoDraw="██ ██" # Variavel para desenhar o buraco na fase 2283 | 2284 | # Buffer de desenho do Bloco 2285 | _blocoDraw[0]="███████████████" 2286 | _blocoDraw[1]="█░░░░░░░░░░░░░█" 2287 | _blocoClear=" " 2288 | 2289 | #Inicializa as variaveis existentes no programa 2290 | #Salva as configurações atuais do terminal 2291 | _terminal=$(stty -g) 2292 | 2293 | # -echo Desliga o que eh digitado na tela 2294 | # -icanon desliga o modo canonico 2295 | # min 0 minimo de caracters a esperar para fazer leitura 2296 | #-icrnl converte o caracter new line[enter] para carrier return para ser detectado em _ListenKey 2297 | stty -echo -icanon -icrnl min 0 #time 0 2298 | 2299 | # Desliga o cursor piscante na tela 2300 | tput civis 2301 | 2302 | # Define constantes para as Teclas de controle seremm detectadas no _ListenKey 2303 | KEY_ENTER=$(printf '\x0d') 2304 | KEY_BACKSPACE=$(printf '\x08') 2305 | KEY_ESC=$(printf '\x1b') 2306 | KEY_UP=$(echo -ne '\e[A') 2307 | KEY_LEFT=$(echo -ne '\e[D') 2308 | KEY_RIGHT=$(echo -ne '\e[C') 2309 | KEY_DOWN=$(echo -ne '\e[B') 2310 | 2311 | if [ $TERM = "linux" ]; then 2312 | _cor[0]="\E[00;37;41m" # logo 2313 | _cor[1]="\E[00;37;46m" # Title 2314 | _cor[2]="\E[00;30;46m" # ceu 2315 | _cor[3]="\E[00;31;42m" # piso 2316 | _cor[4]="\E[00;33;46m" # amarelo para coin 2317 | _cor[5]="\E[00;36;46m" # invisible 2318 | else 2319 | _cor[0]="\E[01;37;41m" # logo 2320 | _cor[1]="\E[01;37;46m" # Title 2321 | _cor[2]="\E[02;30;46m" # ceu 2322 | _cor[3]="\E[02;31;42m" # piso 2323 | _cor[4]="\E[01;33;46m" # amarelo para coin 2324 | _cor[5]="\E[00;36;46m" # invisible 2325 | fi 2326 | 2327 | #definicao minima de Largura e Altura da tela do jogo em linhas por colunas 2328 | _heightScreen=40 2329 | _widthScreen=80 2330 | 2331 | # Inicializa variaveis de controle de tempo 2332 | #_tempoS=$SECONDS #((10#`date +%S`)) Define o tempo inicial com os segundos desde quando o terminal foi aberto 2333 | _tempoN=0 2334 | _tempo2N=0 2335 | 2336 | #Controla quantos eventos por segundo devem ocorrer 2337 | _next=false 2338 | 2339 | # inicializa variavel para posicao da camera no cenario 2340 | _cameraX=0 2341 | 2342 | # inicializa variavel para definir a largura da fase em caracters 2343 | _sizeFase=0 2344 | 2345 | #Cores possíveis no terminal 2346 | # 0 preto 2347 | # 1 vermelho 2348 | # 2 verde 2349 | # 3 amarelo 2350 | # 4 azul escuro 2351 | # 5 cinza 2352 | # 6 azul claro 2353 | # 7 branco 2354 | 2355 | _edgeWidth=30 2356 | _edgeScreen=`printf "%${_edgeWidth}s"` # Variavel para permitir renderizar desenhos que ficam com parte visivel na camera e parte nao visivel 2357 | 2358 | _width=0 2359 | _height=0 2360 | 2361 | TerminalSize 2362 | 2363 | _score=0 #Variavel para guardar o score atual do jogo 2364 | _coins=0 #Variavel para as moedas capturadas no jogo 2365 | _world="1-1" #Nivel atual do jogo 2366 | _timeGame=300 #Define quanto tempo terá a fase 2367 | _timeIni=0 #Guarda o tempo em segundos do inicio do jogo 2368 | _time=0 #Tempo atual do jogo em segundos 2369 | 2370 | #Carrega a tela do menu no buffer 2371 | LoadMenu 2372 | 2373 | _jogAni=0 #Controla a animacao de sprite para dar sensacao mais real do andar 2374 | # guarda qual sprite do personagem sera exibido 2375 | _jogSprite=0 2376 | 2377 | #qual lado do jogador (d=direito e=esquerdo) será exibido 2378 | _jogSide="D" 2379 | 2380 | _jogHeight=16 2381 | _jogWidth=16 2382 | 2383 | # Coordenadas iniciais do jogador x,y e velocidade em x e y 2384 | _jogX=0 2385 | _jogY=0 2386 | _velocY=0 2387 | _velocX=0 2388 | 2389 | # define se o jogado morreu 2390 | _jogDead=false 2391 | 2392 | #Variavel que guarda as vidas do personagem 2393 | _jogLife=0 2394 | 2395 | #Define a tela atual do Jogo se esta: no menu, no jogo ou em pausa no jogo 2396 | _screenGame="MENU" 2397 | 2398 | # Fisica do Jogo 2399 | _gravidade=1 2400 | 2401 | # Coordenada da posicao do piso no cenario para colisao do personagem 2402 | _piso=37 2403 | 2404 | # Variaveis de controle de calculo e exibicao de quadros por segundo do jogo (velocidade do jogo) 2405 | _quadroRender=0 2406 | _quadros=0 2407 | _lps=0 #loops por segundo 2408 | _fps=0 #frames por segundo 2409 | 2410 | #Variavel para controle de limpeza do buffer do teclado: ver Function ListenKey 2411 | _clearBuffer=false 2412 | 2413 | 2414 | # Verifica se há linhas suficientes para desenha o jogo no terminal 2415 | # caso contrário gera um erro, termina o programa e exibe mensagem para o usuario 2416 | if [ $_height -lt $_heightScreen ] || [ $_width -lt $_widthScreen ]; then 2417 | _erro="Terminal deve ter no mínimo $_heightScreen linhas x $_widthScreen colunas!\nEncontrado $_height linhas x $_width colunas." 2418 | Sair 2419 | fi 2420 | 2421 | ClearScreen 2422 | 2423 | tput cup $(( _initY + 12 )) 0 2424 | 2425 | echo "$_spaceIni Copyright (C) 2012 Doriedson Alves Galdino de Oliveira " 2426 | echo "$_spaceIni Thiago Andre Silva " 2427 | echo "$_spaceIni Vitor Augusto Andrioli " 2428 | echo " " 2429 | echo "$_spaceIni This program is free software: you can redistribute it and/or modify " 2430 | echo "$_spaceIni it under the terms of the GNU General Public License as published by " 2431 | echo "$_spaceIni the Free Software Foundation, either version 3 of the License, or " 2432 | echo "$_spaceIni (at your option) any later version. " 2433 | echo "$_spaceIni " 2434 | echo "$_spaceIni This program is distributed in the hope that it will be useful, " 2435 | echo "$_spaceIni but WITHOUT ANY WARRANTY; without even the implied warranty of " 2436 | echo "$_spaceIni MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the " 2437 | echo "$_spaceIni GNU General Public License for more details. " 2438 | echo " " 2439 | echo "$_spaceIni You should have received a copy of the GNU General Public License " 2440 | echo "$_spaceIni along with this program. If not, see . " 2441 | 2442 | read -n1 2443 | 2444 | ClearScreen 2445 | 2446 | # guarda o nanosegundo atual do relógio do sistema, aqui foi usado 10# para conversão de base 2447 | # pois quando o segundo chega a 08 dá erro com cálculos por que o bash entende que o número 2448 | # é octadecimal e como o sistema octadecimal vai até o 7, entao gera um erro, por isso precisamos 2449 | # forçar o entendimento para a base decimal com 10# 2450 | _tempoN=$((10#`date +%N`)) 2451 | 2452 | 2453 | # [ TIME LINE ] -------------------------------------------------------------------------------------------------------------------- 2454 | 2455 | # loop do jogo (Time Line) 2456 | while true; do 2457 | 2458 | FPS #Atualiza a taxa de quadros por segundo 2459 | 2460 | ListenKey #Houve o Teclado 2461 | 2462 | if [ $_next = true ]; then 2463 | LoadColors #Carrega as cores de fundo 2464 | 2465 | MoveEnemy #Calcula movimento do inimigo 2466 | 2467 | Jogador #Calcula Coordenadas do Jogador 2468 | 2469 | Render #Renderiza o jogo no terminal 2470 | fi 2471 | 2472 | _next=false #Controle para quando poderá calcular o próximo quadro do jogo 2473 | 2474 | done 2475 | 2476 | -------------------------------------------------------------------------------- /stomp.ogg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Doriedson/mario-shellscript/2b7fdc00d7a6031d71c26393284850d296b684b3/stomp.ogg -------------------------------------------------------------------------------- /timewarning.ogg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Doriedson/mario-shellscript/2b7fdc00d7a6031d71c26393284850d296b684b3/timewarning.ogg -------------------------------------------------------------------------------- /up.ogg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Doriedson/mario-shellscript/2b7fdc00d7a6031d71c26393284850d296b684b3/up.ogg -------------------------------------------------------------------------------- /world1-1.ogg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Doriedson/mario-shellscript/2b7fdc00d7a6031d71c26393284850d296b684b3/world1-1.ogg -------------------------------------------------------------------------------- /worldcleared.ogg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Doriedson/mario-shellscript/2b7fdc00d7a6031d71c26393284850d296b684b3/worldcleared.ogg --------------------------------------------------------------------------------