Create FPGA_FINAL.txt

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module FPGA_FINAL(
input CLK, reset, start,
output reg [0:27] led,
output reg [2:0] life,
input left, right,
input throw,
input show_two_row,
output testLED,
output reg a,b,c,d,e,f,g,
output reg [0:3] COM,
input highSpeed
);
reg [7:0]blockFirst = 8'b11111111;
reg [7:0]blockSecond = 8'b00000000;
reg [0:7]barrier = 8'b00000011;
reg [2:0]plat_position; // 板子位置
reg [2:0]ball_position; // 球 位置
reg [2:0]ball_y_position; // 球 y 座標
reg [3:0]count_digit = 4'b000; //個位數分數
reg [3:0]count_ten = 4'b0000; //十位數分數
reg upPosition;
integer horizonPosition;
reg handsOn; // bool紀錄球現在丟出去了沒
reg gameOverFlag;
reg gameFinishFlag;
reg showBonus; // bool 顯示額外球
reg [2:0] Bonus_x; // 額外球的位子x
reg [2:0] Bonus_y; // 額外球的位子x
reg ball_is_on_the_gronud; // 檢查球是否沒被盤子接住
initial
begin
// 歸零,重製 8x8 LED
led[0:23] = 23'b11111111111111111111;
led[27] = 1;
led[24:26] = 3'b000;
life = 3'b111;
plat_position = 3'b010; // 預設在 x=2 的位置
ball_position = 3'b011; // 預設在 x=3 的位置
ball_y_position = 3'b010; // 預設在 y=1 的位置
handsOn = 1; // 預設為 為丟出狀態
count_digit = 4'b0; // 分數預設0
count_ten = 4'b0;
upPosition = 1; // 預設為 向上
horizonPosition = 0; // 預設為 正中間方向
gameOverFlag = 0;
gameFinishFlag = 0;
showBonus = 0;
ball_is_on_the_gronud = 0;
end
// 開始所有除頻器
divfreq F(CLK, divclk);
buttondivfreq BT(CLK, highSpeed, buttonclk);
integer ballTime;
integer doubleTime;
// 判斷 所有操作
always @(posedge buttonclk)
begin
if(start)
begin
if(reset)
begin
if(gameOverFlag || gameFinishFlag)
begin
blockFirst = 8'b11111111;
if(show_two_row)
blockSecond = 8'b11111111;
else
blockSecond = 8'b00000000;
life = 3'b111;
gameOverFlag = 0;
gameFinishFlag = 0;
end
plat_position <= 3'b010; // 預設在 x=2 的位置
ball_position <= 3'b011; // 預設在 x=3 的位置
ball_y_position <= 3'b010; // 預設在 y=1 的位置
handsOn = 1; // 預設為 為丟出狀態
upPosition = 1; // 預設為 向上
horizonPosition = 0; // 預設為 正中間方向
showBonus = 0;
ball_is_on_the_gronud = 0;
end
// 判斷 向左
if(left)
if(plat_position>0)
begin
plat_position <= plat_position-1;
if(handsOn==1)ball_position <= ball_position-1;
end
// 判斷 向右
if(right)
if(plat_position<5)
begin
plat_position <= plat_position+1;
if(handsOn==1)ball_position <= ball_position+1;
end
// 判斷 丟出球
if(throw)
if(handsOn)
begin
handsOn = 0;
end
// 下方操作球的運 行
// 除頻用
if(ballTime<2)
ballTime <= ballTime+1;
else
//開始判斷球的行進
begin
ballTime <= 0;
if(handsOn==0) // 如果是丟出去的狀態才移動
begin
// 先判斷垂直方向
if(upPosition)
if(ball_y_position<7) // 還沒到頂端
ball_y_position <= ball_y_position+1;
else
begin
ball_y_position <= ball_y_position-1; // 到頂端就開始往下
upPosition = 0;
end
else
if(ball_y_position>1)
ball_y_position <= ball_y_position-1;
// 判斷水平方向
if(horizonPosition==1)
if(ball_position<7)
ball_position <= ball_position+1; // 範圍內右移
else
begin
horizonPosition = -1; // 超過範圍就轉向左邊
ball_position <= ball_position-1;
end
else if(horizonPosition==-1)
if(ball_position>0)
ball_position <= ball_position-1; // 範圍內左移
else
begin
horizonPosition = 1; // 超過範圍就轉向右邊
ball_position <= ball_position+1;
end
// 判斷特殊狀況(碰到板子)
if(ball_y_position==1)
if(ball_position==plat_position)
begin
if(horizonPosition==0) horizonPosition = -1;
else ball_y_position <= ball_y_position+1;
upPosition = 1;
end
else if(ball_position==plat_position+1)
begin
upPosition = 1;
ball_y_position <= ball_y_position+1;
end
else if(ball_position==plat_position+2)
begin
if(horizonPosition==0) horizonPosition = 1;
else ball_y_position <= ball_y_position+1;
upPosition = 1;
end
else if(ball_position==plat_position-1 && horizonPosition==1)
begin
horizonPosition = -1;
ball_position <= ball_position-1;
ball_y_position <= ball_y_position+1;
upPosition = 1;
end
else if(ball_position==plat_position+3 && horizonPosition==-1)
begin
horizonPosition = 1;
ball_position <= ball_position+1;
ball_y_position <= ball_y_position+1;
upPosition = 1;
end
else
begin
horizonPosition = 0;
ball_y_position <= ball_y_position-1;
showBonus = 0;
ball_is_on_the_gronud = 1;
life = life*2; // 扣除生命值
if(life==3'b000)
gameOverFlag = 1;
end
// // 判斷特殊狀態 撞到障礙物
if(ball_y_position==4)
if(barrier[ball_position]==1)
begin
if(upPosition) upPosition = 0;
else begin
horizonPosition = -horizonPosition;
upPosition = 1;
end
if(ball_position==0) horizonPosition = 1;
if(ball_position==7) horizonPosition = -1;
ball_position <= ball_position + horizonPosition;
if(upPosition) ball_y_position <= ball_y_position +1;
else ball_y_position <= ball_y_position -1;
end
// // 判斷特殊狀態 撞到第一排磚塊
if(ball_y_position==6)
if(blockSecond[ball_position]==1)
begin
count_digit <= count_digit + 1'b1;
if(count_digit == 4'b1001)
begin
count_digit <= 4'b0;
count_ten = count_ten + 1'b1;
end
blockSecond[ball_position] = 0;
if(upPosition) upPosition = 0;
else begin
horizonPosition = -horizonPosition;
upPosition = 1;
end
if(ball_position==0) horizonPosition = 1;
if(ball_position==7) horizonPosition = -1;
ball_position <= ball_position + horizonPosition;
if(upPosition) ball_y_position <= ball_y_position +1;
else ball_y_position <= ball_y_position -1;
//判斷是否結束
if(blockSecond == 8'b00000000 && blockFirst == 8'b000000000) gameFinishFlag = 1;
end
// // 判斷特殊狀態 撞到第二排磚塊
if(ball_y_position==7)
if(blockFirst[ball_position]==1)
begin
count_digit <= count_digit + 1'b1;
if(count_digit == 4'b1001)
begin
count_digit <= 4'b0;
count_ten = count_ten + 1'b1;
end
blockFirst[ball_position] = 0;
upPosition = 0;
if(ball_position==0) horizonPosition = 1;
if(ball_position==7) horizonPosition = -1;
ball_position <= ball_position + horizonPosition;
ball_y_position <= ball_y_position -1;
//判斷是否結束
if(blockSecond == 8'b00000000 && blockFirst == 8'b00000000) gameFinishFlag = 1;
end
// 障礙物右移
if(ball_is_on_the_gronud == 0)
begin
barrier = barrier<<1;
if(barrier == 8'b0)
barrier = 8'b00000011;
end
end
end
// Bonus ball 除頻 每五秒從左邊射一發
if(doubleTime<50 && showBonus == 0 && handsOn == 0 && ball_is_on_the_gronud == 0)
begin
doubleTime <= doubleTime+1;
Bonus_x = plat_position ;
Bonus_y = 1;
end
else
begin
if(handsOn == 0)
begin
doubleTime <= 0;
showBonus = 1;
if(Bonus_y == 7)
begin
showBonus = 0;
end
if(Bonus_y < 7)
begin
Bonus_y = Bonus_y + 1;
end
// Bonus ball 撞到第一排磚塊
if((Bonus_y == 6 && blockSecond[Bonus_x] == 1))
begin
count_digit <= count_digit + 1'b1;
if(count_digit == 4'b1001)
begin
count_digit <= 4'b0;
count_ten = count_ten + 1'b1;
end
blockSecond[Bonus_x] = 0;
showBonus = 0;
end
// Bonus ball 撞到第二排磚塊
if((Bonus_y == 7 && blockFirst[Bonus_x] == 1))
begin
count_digit <= count_digit + 1'b1;
if(count_digit == 4'b1001)
begin
count_digit <= 4'b0;
count_ten = count_ten + 1'b1;
end
blockFirst[Bonus_x] = 0;
showBonus = 0;
end
end
// Bonus ball
end
end
end
// 顯示用
always @(posedge divclk)
begin
reg [0:2]row;
reg count_digit_enable;
// 跑 0~7 行
if(row>=7)
row <= 3'b000;
else
row <= row + 1'b1;
// 設定這次要畫第 n 行
led[24:26] = row;
// 如果 gameOverFlag ==1就畫圖
if(gameOverFlag)
begin
led[0:23] = 24'b111111111111111111111111;
if(row==0 || row==7) led[0:7] = 8'b01111110;
else if(row==1 || row==6) led[0:7] = 8'b10111101;
else if(row==2 || row==5) led[0:7] = 8'b11011011;
else if(row==3 || row==4) led[0:7] = 8'b11100111;
else led[0:7] = 8'b11111111;
end
// 顯示結束畫面
else if(gameFinishFlag)
begin
led[0:23] = 24'b111111111111111111111111;
if(row==0 || row==7) led[8:15] = 8'b11100111;
else if(row==1 || row==6) led[8:15] = 8'b11011011;
else if(row==2 || row==5) led[8:15] = 8'b10111101;
else if(row==3 || row==4) led[8:15] = 8'b01111110;
else led[8:15] = 8'b11111111;
end
else
begin
// 開始畫板子 ( R )
if(row==plat_position || row==plat_position+1 || row==plat_position+2)
led[0:7] = 8'b11111110;
else
led[0:7] = 8'b11111111;
// 開始畫球 ( G )
if(handsOn)
if(row==plat_position+1) // 放在正中間
led[8:15] = 8'b11111101;
else
led[8:15] = 8'b11111111;
else
if(row==ball_position)
begin
reg [7:0] map;
case(ball_y_position)
3'b000: map = 8'b11111110 ;
3'b001: map = 8'b11111101 ;
3'b010: map = 8'b11111011 ;
3'b011: map = 8'b11110111 ;
3'b100: map = 8'b11101111 ;
3'b101: map = 8'b11011111 ;
3'b110: map = 8'b10111111 ;
3'b111: map = 8'b01111111 ;
endcase
led[8:15] = map;
end
else
led[8:15] = 8'b11111111;
//開始畫磚塊
led[16:23] = {~blockFirst[row], ~blockSecond[row], 6'b111111};
// 畫 Bonus ball
if(showBonus == 1)
if(row==Bonus_x)
begin
case(Bonus_y)
3'b000: begin led[7] = 0 ; led[23] = 0; end
3'b001: begin led[6] = 0 ; led[22] = 0; end
3'b010: begin led[5] = 0 ; led[21] = 0; end
3'b011: begin led[4] = 0 ; led[20] = 0; end
3'b100: begin led[3] = 0 ; led[19] = 0; end
3'b101: begin led[2] = 0 ; led[18] = 0; end
3'b110: begin led[1] = 0 ; led[17] = 0; end
3'b111: begin led[0] = 0 ; led[16] = 0; end
endcase
end
// 畫障礙物
if(barrier[row] == 1)
begin
led[3] = 0;
led[11] = 0;
end
// 顯示分數
if(count_digit_enable == 0)
begin
count_digit_enable = 1;
COM = 4'b1110;
end
else
begin
count_digit_enable = 0;
COM = 4'b1101;
end
end
// 顯示個位
if(count_digit_enable == 1)
begin
case(count_digit)
4'b0000:{a,b,c,d,e,f,g}=7'b0000001;
4'b0001:{a,b,c,d,e,f,g}=7'b1001111;
4'b0010:{a,b,c,d,e,f,g}=7'b0010010;
4'b0011:{a,b,c,d,e,f,g}=7'b0000110;
4'b0100:{a,b,c,d,e,f,g}=7'b1001100;
4'b0101:{a,b,c,d,e,f,g}=7'b0100100;
4'b0110:{a,b,c,d,e,f,g}=7'b0100000;
4'b0111:{a,b,c,d,e,f,g}=7'b0001111;
4'b1000:{a,b,c,d,e,f,g}=7'b0000000;
4'b1001:{a,b,c,d,e,f,g}=7'b0000100;
endcase
end
// 顯示十位
else
begin
case(count_ten)
4'b0000:{a,b,c,d,e,f,g}=7'b0000001;
4'b0001:{a,b,c,d,e,f,g}=7'b1001111;
4'b0010:{a,b,c,d,e,f,g}=7'b0010010;
4'b0011:{a,b,c,d,e,f,g}=7'b0000110;
4'b0100:{a,b,c,d,e,f,g}=7'b1001100;
4'b0101:{a,b,c,d,e,f,g}=7'b0100100;
4'b0110:{a,b,c,d,e,f,g}=7'b0100000;
4'b0111:{a,b,c,d,e,f,g}=7'b0001111;
4'b1000:{a,b,c,d,e,f,g}=7'b0000000;
4'b1001:{a,b,c,d,e,f,g}=7'b0000100;
endcase
end
end
endmodule
// 顯示用的除頻器
module divfreq(input CLK, output reg CLK_div);
reg[24:0] Count;
always @(posedge CLK)
begin
if(Count>25000)
begin
Count <= 25'b0;
CLK_div <= ~CLK_div;
end
else
Count <= Count + 1'b1;
end
endmodule
// 按鈕用的除頻器
module buttondivfreq(input CLK, highSpeed, output reg CLK_div);
reg[24:0] Count;
always @(posedge CLK)
begin
if(highSpeed == 0)
begin
if(Count>2500000) // 20 Hz
begin
Count <= 25'b0;
CLK_div <= ~CLK_div;
end
else
Count <= Count + 1'b1;
end
else
begin
if(Count>1000000) // 50 Hz
begin
Count <= 25'b0;
CLK_div <= ~CLK_div;
end
else
Count <= Count + 1'b1;
end
end
endmodule