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PLS_TETRIS_PKG.pkb
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PLS_TETRIS_PKG.pkb
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create or replace package body pls_tetris_pkg
is
function start_game(start_level int default 0) return pipeline_table pipelined
is
piperow pipeline_record_type;
begin
block_char := '#';
mark_char := 'X';
score := 0;
game_level := start_level;
countdown_start := 9 - game_level;
countdown_step := countdown_start;
base_tetris_score := 25;
max_score := 99999;
gameover := false;
screen := display_area();
screen.extend(2);
for i in 1..screen.count
loop
screen(i).x := screen_char_coordinates();
screen(i).x.extend(10);
end loop;
--blocks area
for i in 1..screen(1).x.count
loop
screen(1).x(i).y := screen_char();
screen(1).x(i).y.extend(20);
end loop;
--game screen
for i in 1..screen(2).x.count
loop
screen(2).x(i).y := screen_char();
screen(2).x(i).y.extend(24);
end loop;
---
block_sprite := block_obj_sprite();
block_sprite.extend(7);
for s in 1..block_sprite.count
loop
block_sprite(s).r := block_obj_sprite_rotated();
block_sprite(s).r.extend(4);
for o in 1..block_sprite(1).r.count
loop
block_sprite(s).r(o).x := block_obj_sprite_coords();
block_sprite(s).r(o).x.extend(4);
for i in 1..block_sprite(1).r(o).x.count
loop
block_sprite(s).r(o).x(i).y := block_obj_sprite_char();
block_sprite(s).r(o).x(i).y.extend(4);
end loop;
end loop;
end loop;
-----------
--I block--
-----------
--1 3
--####
--
--
--
for i in 1 .. block_sprite(4).r.count
loop
if i in (1, 3) then
block_sprite(1).r(i).x(1).y(1) := block_char;
block_sprite(1).r(i).x(2).y(1) := block_char;
block_sprite(1).r(i).x(3).y(1) := block_char;
block_sprite(1).r(i).x(4).y(1) := block_char;
end if;
end loop;
--2 4
--#
--#
--#
--#
for i in 1 .. block_sprite(4).r.count
loop
if i in (2, 4) then
block_sprite(1).r(i).x(1).y(1) := block_char;
block_sprite(1).r(i).x(1).y(2) := block_char;
block_sprite(1).r(i).x(1).y(3) := block_char;
block_sprite(1).r(i).x(1).y(4) := block_char;
end if;
end loop;
-----------
--J block--
-----------
--1
--#
--###
--
--
block_sprite(2).r(1).x(1).y(1) := block_char;
block_sprite(2).r(1).x(1).y(2) := block_char;
block_sprite(2).r(1).x(2).y(2) := block_char;
block_sprite(2).r(1).x(3).y(2) := block_char;
--2
-- ##
-- #
-- #
--
block_sprite(2).r(2).x(2).y(1) := block_char;
block_sprite(2).r(2).x(3).y(1) := block_char;
block_sprite(2).r(2).x(2).y(2) := block_char;
block_sprite(2).r(2).x(2).y(3) := block_char;
--3
--
--###
-- #
--
block_sprite(2).r(3).x(1).y(2) := block_char;
block_sprite(2).r(3).x(2).y(2) := block_char;
block_sprite(2).r(3).x(3).y(2) := block_char;
block_sprite(2).r(3).x(3).y(3) := block_char;
--4
-- #
-- #
--##
--
block_sprite(2).r(4).x(2).y(1) := block_char;
block_sprite(2).r(4).x(2).y(2) := block_char;
block_sprite(2).r(4).x(1).y(3) := block_char;
block_sprite(2).r(4).x(2).y(3) := block_char;
-----------
--L block--
-----------
--1
-- #
--###
--
--
block_sprite(3).r(1).x(3).y(1) := block_char;
block_sprite(3).r(1).x(1).y(2) := block_char;
block_sprite(3).r(1).x(2).y(2) := block_char;
block_sprite(3).r(1).x(3).y(2) := block_char;
--2
-- #
-- #
-- ##
--
block_sprite(3).r(2).x(2).y(1) := block_char;
block_sprite(3).r(2).x(2).y(2) := block_char;
block_sprite(3).r(2).x(2).y(3) := block_char;
block_sprite(3).r(2).x(3).y(3) := block_char;
--3
--
--###
--#
--
block_sprite(3).r(3).x(1).y(2) := block_char;
block_sprite(3).r(3).x(2).y(2) := block_char;
block_sprite(3).r(3).x(3).y(2) := block_char;
block_sprite(3).r(3).x(1).y(3) := block_char;
--4
--##
-- #
-- #
--
block_sprite(3).r(4).x(1).y(1) := block_char;
block_sprite(3).r(4).x(2).y(1) := block_char;
block_sprite(3).r(4).x(2).y(2) := block_char;
block_sprite(3).r(4).x(2).y(3) := block_char;
-----------
--O block--
-----------
--1 2 3 4
--##
--##
--
--
for i in 1 .. block_sprite(4).r.count
loop
block_sprite(4).r(i).x(1).y(1) := block_char;
block_sprite(4).r(i).x(2).y(1) := block_char;
block_sprite(4).r(i).x(1).y(2) := block_char;
block_sprite(4).r(i).x(2).y(2) := block_char;
end loop;
-----------
--S block--
-----------
--1 3
-- ##
--##
--
--
for i in 1 .. block_sprite(4).r.count
loop
if i in (1, 3) then
block_sprite(5).r(i).x(2).y(1) := block_char;
block_sprite(5).r(i).x(3).y(1) := block_char;
block_sprite(5).r(i).x(1).y(2) := block_char;
block_sprite(5).r(i).x(2).y(2) := block_char;
end if;
end loop;
--2 4
--#
--##
-- #
--
for i in 1 .. block_sprite(4).r.count
loop
if i in (2, 4) then
block_sprite(5).r(i).x(1).y(1) := block_char;
block_sprite(5).r(i).x(1).y(2) := block_char;
block_sprite(5).r(i).x(2).y(2) := block_char;
block_sprite(5).r(i).x(2).y(3) := block_char;
end if;
end loop;
-----------
--T block--
-----------
--1
-- #
--###
--
--
block_sprite(6).r(1).x(2).y(1) := block_char;
block_sprite(6).r(1).x(1).y(2) := block_char;
block_sprite(6).r(1).x(2).y(2) := block_char;
block_sprite(6).r(1).x(3).y(2) := block_char;
--2
-- #
-- ##
-- #
--
block_sprite(6).r(2).x(2).y(1) := block_char;
block_sprite(6).r(2).x(2).y(2) := block_char;
block_sprite(6).r(2).x(3).y(2) := block_char;
block_sprite(6).r(2).x(2).y(3) := block_char;
--3
--
--###
-- #
--
block_sprite(6).r(3).x(1).y(2) := block_char;
block_sprite(6).r(3).x(2).y(2) := block_char;
block_sprite(6).r(3).x(3).y(2) := block_char;
block_sprite(6).r(3).x(2).y(3) := block_char;
--4
-- #
--##
-- #
--
block_sprite(6).r(4).x(2).y(1) := block_char;
block_sprite(6).r(4).x(1).y(2) := block_char;
block_sprite(6).r(4).x(2).y(2) := block_char;
block_sprite(6).r(4).x(2).y(3) := block_char;
-----------
--Z block--
-----------
--1 3
--##
-- ##
--
--
for i in 1 .. block_sprite(4).r.count
loop
if i in (1, 3) then
block_sprite(7).r(i).x(1).y(1) := block_char;
block_sprite(7).r(i).x(2).y(1) := block_char;
block_sprite(7).r(i).x(2).y(2) := block_char;
block_sprite(7).r(i).x(3).y(2) := block_char;
end if;
end loop;
--2 4
-- #
--##
--#
--
for i in 1 .. block_sprite(4).r.count
loop
if i in (2, 4) then
block_sprite(7).r(i).x(2).y(1) := block_char;
block_sprite(7).r(i).x(1).y(2) := block_char;
block_sprite(7).r(i).x(2).y(2) := block_char;
block_sprite(7).r(i).x(1).y(3) := block_char;
end if;
end loop;
---
set_score(0);
reset_screen;
current_block := trunc(dbms_random.value(1,8));
next_block := trunc(dbms_random.value(1,8));
draw_shape(next_block, 1, 22, 1, 2);
move_object(current_block, 4, 1, 1);
for j in 1 .. screen(2).x(1).y.count
loop
piperow.i0 := screen(2).x(1).y(j);
piperow.i2 := screen(2).x(2).y(j);
piperow.it := screen(2).x(3).y(j);
piperow.e := screen(2).x(4).y(j);
piperow.t := screen(2).x(5).y(j);
piperow.r := screen(2).x(6).y(j);
piperow.i := screen(2).x(7).y(j);
piperow.s := screen(2).x(8).y(j);
piperow.i4 := screen(2).x(9).y(j);
piperow.i8 := screen(2).x(10).y(j);
pipe row (piperow);
end loop;
return;
end;
procedure reset_screen(is_gameover boolean default false)
as
begin
for i in 1..screen(2).x.count
loop
for j in 1..screen(2).x(i).y.count
loop
screen(2).x(i).y(j) := null;
end loop;
end loop;
for i in 1..screen(2).x.count
loop
screen(2).x(i).y(20) := '_';
end loop;
screen(2).x(1).y(21) := 'N';
screen(2).x(2).y(21) := 'E';
screen(2).x(3).y(21) := 'X';
screen(2).x(4).y(21) := 'T';
screen(2).x(5).y(21) := '|';
screen(2).x(6).y(21) := 'S';
screen(2).x(7).y(21) := 'C';
screen(2).x(8).y(21) := 'O';
screen(2).x(9).y(21) := 'R';
screen(2).x(10).y(21) := 'E';
screen(2).x(5).y(22) := '|';
screen(2).x(5).y(23) := '|';
screen(2).x(6).y(23) := 'L';
screen(2).x(7).y(23) := 'E';
screen(2).x(8).y(23) := 'V';
screen(2).x(9).y(23) := 'E';
screen(2).x(10).y(23) := 'L';
screen(2).x(5).y(22) := '|';
screen(2).x(6).y(22) := substr(score_digits, 1, 1);
screen(2).x(7).y(22) := substr(score_digits, 2, 1);
screen(2).x(8).y(22) := substr(score_digits, 3, 1);
screen(2).x(9).y(22) := substr(score_digits, 4, 1);
screen(2).x(10).y(22) := substr(score_digits, 5, 1);
screen(2).x(5).y(24) := '|';
screen(2).x(10).y(24) := game_level;
screen(2).x(4).y(24) := countdown_step;
for i in 1..screen(1).x.count
loop
for j in 1..screen(1).x(i).y.count
loop
if screen(1).x(i).y(j) is not null then
screen(2).x(i).y(j) := screen(1).x(i).y(j);
end if;
end loop;
end loop;
if is_gameover then
screen(2).x(1).y(9) := '-';
screen(2).x(2).y(9) := 'G';
screen(2).x(3).y(9) := '-';
screen(2).x(4).y(9) := 'A';
screen(2).x(5).y(9) := '-';
screen(2).x(6).y(9) := 'M';
screen(2).x(7).y(9) := '-';
screen(2).x(8).y(9) := 'E';
screen(2).x(9).y(9) := '-';
screen(2).x(10).y(9) := '-';
screen(2).x(1).y(11) := '-';
screen(2).x(2).y(11) := '-';
screen(2).x(3).y(11) := 'O';
screen(2).x(4).y(11) := '-';
screen(2).x(5).y(11) := 'V';
screen(2).x(6).y(11) := '-';
screen(2).x(7).y(11) := 'E';
screen(2).x(8).y(11) := '-';
screen(2).x(9).y(11) := 'R';
screen(2).x(10).y(11) := '-';
end if;
end;
procedure set_score(score_delta number)
as
begin
if score + base_tetris_score >= max_score
then
score := 0;
game_level := 0;
countdown_step := countdown_start;
else
score := score + score_delta;
score_digits := lpad(score, 5, '0');
if trunc((score)/10000) >= game_level then
game_level := trunc((score)/10000);
end if;
countdown_start := 9 - game_level;
end if;
end;
procedure draw_shape(id number, x number, y number, r number, s int)
as
begin
for i in block_sprite(id).r(r).x.first .. block_sprite(id).r(r).x.last
loop
for j in block_sprite(id).r(r).x(i).y.first .. block_sprite(id).r(r).x(i).y.last
loop
if block_sprite(id).r(r).x(i).y(j) is not null then
screen(s).x(x+i-1).y(y+j-1) := block_sprite(id).r(r).x(i).y(j);
end if;
end loop;
end loop;
end;
procedure clear_completed_rows
as
reverse_j int;
row_full boolean;
reverse_y int;
full_row_count int;
begin
full_row_count := 0;
for j in 1..screen(1).x(1).y.count
loop
reverse_j := screen(1).x(1).y.count - j + 1;
row_full := true;
for i in 1..screen(1).x.count
loop
if screen(1).x(i).y(reverse_j) is null then
row_full := false;
end if;
end loop;
if row_full then
full_row_count := full_row_count + 1;
for i in 1..screen(1).x.count
loop
screen(1).x(i).y(reverse_j) := mark_char;
screen(2).x(i).y(reverse_j) := mark_char;
end loop;
end if;
end loop;
set_score((game_level+1)*base_tetris_score*full_row_count);
for j in 1..screen(1).x(1).y.count
loop
if screen(1).x(1).y(j) = mark_char then
if j = 1 then
for i in 1 .. screen(1).x.count
loop
screen(1).x(i).y(j) := null;
end loop;
else
for y in 2 .. j
loop
reverse_y := j - y + 1;
for i in 1 .. screen(1).x.count
loop
screen(1).x(i).y(reverse_y+1) := screen(1).x(i).y(reverse_y);
end loop;
end loop;
end if;
end if;
end loop;
end;
function find_landing_y_coordinate return int
is
landing_y_coordinate int;
reverse_j int;
screen_x int;
screen_y int;
column_empty boolean;
collision_length int;
begin
collision_length := screen(1).x(1).y.count;
for i in block_sprite(current_block).r(block_r).x.first .. block_sprite(current_block).r(block_r).x.last
loop
column_empty := true;
for j in block_sprite(current_block).r(block_r).x(i).y.first .. block_sprite(current_block).r(block_r).x(i).y.last
loop
if block_sprite(current_block).r(block_r).x(i).y(j) is not null then
column_empty := false;
end if;
end loop;
if not column_empty then
for j in block_sprite(current_block).r(block_r).x(i).y.first .. block_sprite(current_block).r(block_r).x(i).y.last
loop
reverse_j := block_sprite(current_block).r(block_r).x(i).y.count - j + 1;
if block_sprite(current_block).r(block_r).x(i).y(reverse_j) is not null then
screen_x := block_x+i-1;
screen_y := block_y+reverse_j-1;
for y in screen_y+1 .. screen(1).x(1).y.count
loop
if screen(1).x(screen_x).y(y) is not null then
if y-screen_y-1 < collision_length then
collision_length := y-screen_y-1;
landing_y_coordinate := block_y + collision_length;
end if;
elsif y = screen(1).x(1).y.count then
if y-screen_y < collision_length then
collision_length := y-screen_y;
landing_y_coordinate := block_y + collision_length;
end if;
end if;
end loop;
exit;
end if;
end loop;
end if;
end loop;
return landing_y_coordinate;
end;
function get_block_height(id number, r number) return int
is
block_height int;
begin
block_height := 0;
for i in block_sprite(id).r(r).x.first .. block_sprite(id).r(r).x.last
loop
for j in block_sprite(id).r(r).x(i).y.first .. block_sprite(id).r(r).x(i).y.last
loop
if block_sprite(id).r(r).x(i).y(j) is not null and j > block_height then
block_height := j;
end if;
end loop;
end loop;
return block_height;
end;
procedure move_object(id number, x number, y number, r number)
as
screen_x int;
screen_y int;
collision boolean;
wall_collision boolean;
previous_y int;
begin
collision := false;
wall_collision := false;
for i in block_sprite(id).r(r).x.first .. block_sprite(id).r(r).x.last
loop
for j in block_sprite(id).r(r).x(i).y.first .. block_sprite(id).r(r).x(i).y.last
loop
if block_sprite(id).r(r).x(i).y(j) is not null then
screen_x := x+i-1;
screen_y := y+j-1;
if
screen_x between 1 and screen(1).x.count and
screen_y between 1 and screen(1).x(1).y.count
then
if screen(1).x(x+i-1).y(y+j-1) is not null then
collision := true;
end if;
else
if screen_x < 1 or screen_x > screen(1).x.count then
wall_collision := true;
else
collision := true;
end if;
end if;
end if;
end loop;
end loop;
previous_y := y;
if not collision and not wall_collision then
if y = screen(1).x(1).y.count - get_block_height(id, r) + 1 then
draw_shape(id, x, y, r, 1);
draw_shape(id, x, y, r, 2);
if previous_y <= 1 then gameover := true;
else
block_x := 4;
block_y := 1;
block_r := 1;
current_block := next_block;
next_block := trunc(dbms_random.value(1,8));
end if;
else
draw_shape(id, x, y, r, 2);
block_x := x;
block_y := y;
block_r := r;
end if;
else
draw_shape(id, block_x, block_y, block_r, 2);
if collision then
draw_shape(id, block_x, block_y, block_r, 1);
if previous_y <= 1 then gameover := true;
else
block_x := 4;
block_y := 1;
block_r := 1;
current_block := next_block;
next_block := trunc(dbms_random.value(1,8));
end if;
end if;
end if;
end;
function move_it(command varchar2) return pipeline_table pipelined
is
piperow pipeline_record_type;
target_x number;
target_y number;
target_r number;
begin
target_x := block_x;
target_y := block_y;
target_r := block_r;
if command != 'DOWN' then
if command = 'PASS_COUNTDOWN' then
target_y := target_y + 1;
countdown_step := countdown_start;
else
if countdown_step - 1 < 0 then
target_y := target_y + 1;
countdown_step := countdown_start;
else
countdown_step := countdown_step - 1;
end if;
end if;
end if;
if command = 'LEFT' then target_x := block_x - 1;
elsif command = 'RIGHT' then target_x := block_x + 1;
elsif command = 'DOWN' then target_y := find_landing_y_coordinate();
elsif command = 'ROTATE_CW' then target_r := case when block_r + 1 > 4 then 1 else block_r + 1 end;
elsif command = 'ROTATE_CCW' then target_r := case when block_r - 1 = 0 then 4 else block_r - 1 end;
else null;
end if;
if not gameover then
reset_screen;
draw_shape(next_block, 1, 22, 1, 2);
move_object(current_block, target_x, target_y, target_r);
clear_completed_rows();
else
reset_screen(gameover);
end if;
for j in 1 .. screen(2).x(1).y.count
loop
piperow.i0 := screen(2).x(1).y(j);
piperow.i2 := screen(2).x(2).y(j);
piperow.it := screen(2).x(3).y(j);
piperow.e := screen(2).x(4).y(j);
piperow.t := screen(2).x(5).y(j);
piperow.r := screen(2).x(6).y(j);
piperow.i := screen(2).x(7).y(j);
piperow.s := screen(2).x(8).y(j);
piperow.i4 := screen(2).x(9).y(j);
piperow.i8 := screen(2).x(10).y(j);
pipe row (piperow);
end loop;
return;
end move_it;
end;