feat: 完成板子連著球左右移動(重寫)
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FPGA_FINAL.v
349
FPGA_FINAL.v
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module FPGA_FINAL(
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input [0:6] D,
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input select, CLK,
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output reg [0:27] LED,
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output reg [0:3] life,
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output reg beep,
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output reg [0:6] lcd
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input CLK,
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output reg [0:27] led,
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input left, right
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);
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reg [3:0] Count;
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reg [3:0] plat_1= 3'b000, plat_2=3'b001, plat_3=3'b010, ball_x=3'b001;
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reg [3:0] kplat_1 = 3'b000, kplat_2 = 3'b001, kplat_3 = 3'b010;
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reg [3:0] plat_pos = 3'b010;
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reg [3:0] last_status_d1 = 1'b0, last_status_d0 = 1'b0;
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reg start = 1'b0;
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reg [10:0] time_pass = 11'b0;
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reg [7:0] ball_y = 8'b00000010;
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reg [15:0] block = 16'b0100001001011010;
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reg up = 1;
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reg [10:0] temp = 11'b0;
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reg [2:0] ball_status;
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reg [1:0] remain_life = 3;
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reg [3:0] last_status_d4 = 1'b0;
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reg [3:0] score = 4'b0;
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reg stage_1 = 1;
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reg a=0, b=0, c=0, d=0;
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reg [2:0]plat_position; // 板子位置
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reg [2:0]ball_position; // 球 位置
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always @(posedge CLK)
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reg upPosition;
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integer horizonPosition;
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reg handsOn; // bool,紀錄球現在丟出去了沒
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initial
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begin
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//除頻部分
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time_pass <= time_pass + 1'b1;
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temp <= temp + 1'b1;
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// 歸零,重製 8x8 LED
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led[0:23] = 23'b11111111111111111111;
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led[27] = 1;
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led[24:26] = 3'b000;
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// count for 8x8
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if(Count<8)
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Count <= Count + 1'b1;
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plat_position = 3'b010; // 預設在 x=2 的位置
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ball_position = 3'b011; // 預設在 x=3 的位置
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handsOn = 1; // 預設為 為丟出狀態
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upPosition = 1; // 預設為 向上
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horizonPosition = 0; // 預設為 正中間方向
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end
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divfreq F(CLK, divclk);
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buttondivfreq B(CLK, buttonclk);
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always @(posedge buttonclk)
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begin
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if(left)
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if(plat_position>0)
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plat_position <= plat_position-1;
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if(right)
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if(plat_position<5)
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plat_position <= plat_position+1;
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end
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// 顯示用
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always @(posedge divclk)
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begin
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reg [0:2]row;
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// 跑 0~7 行
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if(row>=7)
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row <= 3'b000;
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else
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Count <= 3'b000;
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row <= row + 1'b1;
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//顯示一開始的關卡
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//show
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LED[24:26] = Count;
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if(stage_1 == 0 && score == 0)
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begin
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if(Count == 0 || Count == 1 || Count == 6 || Count== 7) LED[8:15]<=8'b10111111;
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else if(Count == 2 || Count == 5) LED[8:15]<=8'b10111000;
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else if(Count == 3 || Count == 4) LED[8:15]<=8'b11111010;
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beep <= 0;
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end
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else if(remain_life!=0 || ball_y!=8'b00000000)
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begin
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// 畫 板子(紅色R)
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if(Count==plat_3 || Count==plat_2 ||Count==plat_1) LED[0:7]<=8'b11111110;
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else LED[0:7] = 8'b11111111;
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// 畫 球(綠色G)
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if (Count==ball_x) LED[8:15]<=~ball_y;
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else LED[8:15] = 8'b11111111;
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// 畫 磚塊(藍色B)
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// 16 bits 是最上面兩排
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if(block[Count]==1 && block[Count+8]==1) LED[16:23] <= 8'b00111111;
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else if(block[Count]==1 && block[Count+8]==0) LED[16:23] <= 8'b01111111;
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else if(block[Count]==0 && block[Count+8]==0) LED[16:23] <= 8'b11111111;
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else if(block[Count]==0 && block[Count+8]==1) LED[16:23] <= 8'b10111111;
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end
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// 設定這次要畫第 n 行
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led[24:26] = row;
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// 開始畫板子 ( R )
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if(row==plat_position || row==plat_position+1 || row==plat_position+2)
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led[0:7] = 8'b11111110;
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else
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begin
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// 結束時的 X
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if(Count==0 || Count==7) LED[0:7] = 8'b01111110;
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else if(Count==1 || Count==6) LED[0:7] = 8'b10111101;
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else if(Count==2 || Count==5) LED[0:7] = 8'b11011011;
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else if(Count==3 || Count==4) LED[0:7] = 8'b11100111;
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end
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//7段顯示器得分的部分
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d <= score[0];
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c <= score[1];
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b <= score[2];
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a <= score[3];
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//update status
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plat_1 <= kplat_1 + plat_pos;
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plat_2 <= kplat_2 + plat_pos;
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plat_3 <= kplat_3 + plat_pos;
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if(start==0)
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begin
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ball_x <= plat_2;
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beep <= 0;
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end
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//restart重新開始
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if(D[2]==1'b1)
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begin
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plat_pos <= 3'b010;
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ball_y <= 8'b00000010;
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start <= 0;
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block <= 16'b0100001001011010;
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// 01000010
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// 01011010
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up <= 1;
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remain_life <= 3;
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beep <= 0;
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score <= 4'b0;
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stage_1 = 1;
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end
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// Life 血量 換算成 n 個 LED 燈
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if(remain_life==2'b11) life = 4'b1110;
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else if(remain_life==2'b10) life = 4'b1100;
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else if(remain_life==2'b01) life = 4'b1000;
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else life = 4'b0000;
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led[0:7] = 8'b11111111;
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if(D[6]==0)
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begin
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//復活
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if(D[4]==1 && last_status_d4==0 && remain_life!=0)
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begin
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start <= 0;
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ball_x <= plat_2;
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ball_y <= 8'b00000010;
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remain_life <= remain_life - 1;
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end
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//平台左右移動
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//plat right
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else if(D[1]==0 && last_status_d1==1 && plat_pos<5) plat_pos <= plat_pos + 1'b1;
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//plat left
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else if(D[0]==0 && last_status_d0==1 && plat_pos>0) plat_pos <= plat_pos - 1'b1;
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//start game
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else if(D[3]==1) start<=1;
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// 功能等同於 always@(posedge D[1], D[0], D[4])
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last_status_d1 <= D[1];
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last_status_d0 <= D[0];
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last_status_d4 <= D[4];
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//ball status
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if(start==1 && time_pass==11'b11111111111) // time_pass 是除頻
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begin
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beep <= 0;
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//ball raising
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if(up==1)
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begin
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if(ball_x == plat_1 && ball_y == 8'b00000010) ball_status=2'b0; // 撞到左邊
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else if(ball_x == plat_2 && ball_y == 8'b00000010) ball_status=2'b01; // 撞到中間
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else if(ball_x == plat_3 && ball_y == 8'b00000010) ball_status=2'b10; // 撞到右邊
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if(ball_status==0) // 撞到左邊的情況
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begin
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if(ball_x == 3'b001 || ball_y == 8'b10000000) ball_status = 2'b10; // 撞到牆壁反彈
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ball_x <= ball_x-1; // 左移
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ball_y <= ball_y*2;
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end
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else if(ball_status==1)// 撞到中間的情況
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begin
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ball_y <= ball_y*2;
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end
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else if(ball_status==2) // 撞到右邊的情況
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begin
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if(ball_x==3'b110 || ball_y==8'b10000000) ball_status = 2'b0;
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ball_x <= ball_x+1;
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ball_y <= ball_y*2;
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end
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// 這區塊好像不需要
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else if(ball_x==3'b000 && ball_x==plat_1 && ball_y==8'b00000010) // 在最左邊撞到板子反彈
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begin
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ball_x <= ball_x+1;
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ball_y <= ball_y*2;
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end
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else if(ball_x==3'b111 && ball_x==plat_3 && ball_y==8'b00000010)// 在最右邊撞到板子
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begin
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ball_x <= ball_x-1;
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ball_y <= ball_y*2;
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end
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//
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end
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//ball falling
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// 開始畫球 ( G )
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if(handsOn)
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if(row==plat_position+1) // 放在正中間
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led[8:15] = 8'b11111101;
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else
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begin
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if(ball_status==0) // 撞到左邊的情況
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begin
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if(ball_x==3'b001) ball_status = 2'b10;
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ball_x <= ball_x-1;
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ball_y <= ball_y/2;
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end
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else if(ball_status==1) // 撞到中間的情況
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ball_y <= ball_y/2;
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else if(ball_status==2) // 撞到右邊的情況
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begin
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if(ball_x==3'b110) ball_status = 2'b0;
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ball_x <= ball_x+1;
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ball_y <= ball_y/2;
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end
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end
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// for 除頻 歸零
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time_pass <= 11'b0;
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end
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end
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// 撞到磚塊的偵測
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if(ball_y==8'b01000000 && block[ball_x+8]==1) // 若撞到第二排的磚塊
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begin
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block[ball_x+8]<=0; // 消除第二排磚塊
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up <= 0; // 開始下落
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beep <= 1;
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if(stage_1 == 1) score <= score + 1'b1; // 加分
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else score <= score - 1'b1;
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end
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else if(ball_y==8'b10000000 && block[ball_x]==1) // 撞到第一排的磚塊
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begin
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block[ball_x]<=0;
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up <= 0;
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beep <= 1;
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if(stage_1 == 1) score <= score + 1'b1;
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else score <= score - 1'b1;
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end
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else if(ball_y==8'b00000010 && (plat_1==ball_x || plat_2==ball_x || plat_3 == ball_x)) // 撞到板子
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begin
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up <= 1; // 開始上升
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if(start==1) beep <= 1;
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end
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else if(ball_y==8'b10000000) // 撞到最上方
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begin
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up<=0;
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beep <= 1;
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end;
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if(block == 16'b0 && stage_1 == 1) // 全部消除
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begin
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ball_y <= 8'b00000010;
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start <= 0;
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block <= 16'b0101101000011000;
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up <= 1;
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beep <= 0;
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stage_1 = 0;
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end
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// 顯示 LCD 數字螢幕 (分數)
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lcd[0] = ~((~b & ~c & ~d)|(a & ~b & ~c)|(~a & b & d)|(~a & c));
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lcd[1] = ~((~a & ~b)|(~b & ~c)|(~a & ~c & ~d)|(~a & c & d));
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lcd[2] = ~((~a & b)|(~b & ~c)|(~a & d));
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lcd[3] = ~((a & ~b & ~c)|(~a & ~b & c)|(~a & c & ~d)|(~a & b & ~c & d)|(~b & ~c & ~d));
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lcd[4] = ~((~b & ~c & ~d)|(~a & c & ~d));
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lcd[5] = ~((~a & b & ~c)|(~a & b & ~d)|(a & ~b & ~c)|(~b & ~c & ~d));
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lcd[6] = ~((a & ~b & ~c )|(~a & ~b & c)|(~a & b & ~c)|(~a & c & ~d));
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led[8:15] = 8'b11111111;
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end
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endmodule
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// 顯示用的除頻器
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module divfreq(input CLK, output reg CLK_div);
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reg[24:0] Count;
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always @(posedge CLK)
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begin
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if(Count>25000)
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begin
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Count <= 25'b0;
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CLK_div <= ~CLK_div;
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end
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else
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Count <= Count + 1'b1;
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end
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endmodule
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// 按鈕用的除頻器
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module buttondivfreq(input CLK, output reg CLK_div);
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reg[24:0] Count;
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always @(posedge CLK)
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begin
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if(Count>2500000)
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begin
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Count <= 25'b0;
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CLK_div <= ~CLK_div;
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end
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else
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Count <= Count + 1'b1;
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end
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endmodule
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