docs: 完成第一步註解

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snsd0805 2021-01-09 05:40:37 +08:00
parent d4cde40d16
commit c8e4b6ced2

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@ -32,6 +32,8 @@ module FPGA_FINAL(
//除頻部分
time_pass <= time_pass + 1'b1;
temp <= temp + 1'b1;
// count for 8x8
if(Count<8)
Count <= Count + 1'b1;
else
@ -48,15 +50,20 @@ module FPGA_FINAL(
else if(Count == 3 || Count == 4) LED[8:15]<=8'b11111010;
beep <= 0;
end
else if(remain_life!=0 || ball_y!=8'b00000000)
begin
// 板子(紅色R)
if(Count==plat_3 || Count==plat_2 ||Count==plat_1) LED[0:7]<=8'b11111110;
else LED[0:7] = 8'b11111111;
// (綠色G)
if (Count==ball_x) LED[8:15]<=~ball_y;
else LED[8:15] = 8'b11111111;
// 磚塊(藍色B)
// 16 bits 是最上面兩排
if(block[Count]==1 && block[Count+8]==1) LED[16:23] <= 8'b00111111;
else if(block[Count]==1 && block[Count+8]==0) LED[16:23] <= 8'b01111111;
else if(block[Count]==0 && block[Count+8]==0) LED[16:23] <= 8'b11111111;
@ -65,6 +72,7 @@ module FPGA_FINAL(
else
begin
// 結束時的 X
if(Count==0 || Count==7) LED[0:7] = 8'b01111110;
else if(Count==1 || Count==6) LED[0:7] = 8'b10111101;
else if(Count==2 || Count==5) LED[0:7] = 8'b11011011;
@ -76,7 +84,7 @@ module FPGA_FINAL(
c <= score[1];
b <= score[2];
a <= score[3];
//update status
plat_1 <= kplat_1 + plat_pos;
plat_2 <= kplat_2 + plat_pos;
@ -94,23 +102,27 @@ module FPGA_FINAL(
ball_y <= 8'b00000010;
start <= 0;
block <= 16'b0100001001011010;
// 01000010
// 01011010
up <= 1;
remain_life <= 3;
beep <= 0;
score <= 4'b0;
stage_1 = 1;
end
//Life血量
// Life 血量 換算成 n LED
if(remain_life==2'b11) life = 4'b1110;
else if(remain_life==2'b10) life = 4'b1100;
else if(remain_life==2'b01) life = 4'b1000;
else life = 4'b0000;
if(D[6]==0)
begin
//復活
//復活
if(D[4]==1 && last_status_d4==0 && remain_life!=0)
begin
start <= 0;
@ -127,84 +139,96 @@ module FPGA_FINAL(
//start game
else if(D[3]==1) start<=1;
// 功能等同於 always@(posedge D[1], D[0], D[4])
last_status_d1 <= D[1];
last_status_d0 <= D[0];
last_status_d4 <= D[4];
//ball status
if(start==1 && time_pass==11'b11111111111)
if(start==1 && time_pass==11'b11111111111) // time_pass 是除頻
begin
beep <= 0;
//ball raising
if(up==1)
begin
if(ball_x == plat_1 && ball_y == 8'b00000010) ball_status=2'b0;
else if(ball_x == plat_2 && ball_y == 8'b00000010) ball_status=2'b01;
else if(ball_x == plat_3 && ball_y == 8'b00000010) ball_status=2'b10;
if(ball_x == plat_1 && ball_y == 8'b00000010) ball_status=2'b0; // 撞到左邊
else if(ball_x == plat_2 && ball_y == 8'b00000010) ball_status=2'b01; // 撞到中間
else if(ball_x == plat_3 && ball_y == 8'b00000010) ball_status=2'b10; // 撞到右邊
if(ball_status==0)
if(ball_status==0) // 撞到左邊的情況
begin
if(ball_x == 3'b001 || ball_y == 8'b10000000) ball_status = 2'b10;
ball_x <= ball_x-1;
ball_y <= ball_y*2;
if(ball_x == 3'b001 || ball_y == 8'b10000000) ball_status = 2'b10; // 撞到牆壁反彈
ball_x <= ball_x-1; // 左移
ball_y <= ball_y*2;
end
else if(ball_status==1)
else if(ball_status==1)// 撞到中間的情況
begin
ball_y <= ball_y*2;
end
else if(ball_status==2)
else if(ball_status==2) // 撞到右邊的情況
begin
if(ball_x==3'b110 || ball_y==8'b10000000) ball_status = 2'b0;
ball_x <= ball_x+1;
ball_y <= ball_y*2;
end
else if(ball_x==3'b000 && ball_x==plat_1 && ball_y==8'b00000010)
// 這區塊好像不需要
else if(ball_x==3'b000 && ball_x==plat_1 && ball_y==8'b00000010) // 在最左邊撞到板子反彈
begin
ball_x <= ball_x+1;
ball_y <= ball_y*2;
end
else if(ball_x==3'b111 && ball_x==plat_3 && ball_y==8'b00000010)
else if(ball_x==3'b111 && ball_x==plat_3 && ball_y==8'b00000010)// 在最右邊撞到板子
begin
ball_x <= ball_x-1;
ball_y <= ball_y*2;
end
//
end
//ball falling
else
begin
if(ball_status==0)
if(ball_status==0) // 撞到左邊的情況
begin
if(ball_x==3'b001) ball_status = 2'b10;
ball_x <= ball_x-1;
ball_y <= ball_y/2;
end
else if(ball_status==1)
else if(ball_status==1) // 撞到中間的情況
ball_y <= ball_y/2;
else if(ball_status==2)
else if(ball_status==2) // 撞到右邊的情況
begin
if(ball_x==3'b110) ball_status = 2'b0;
ball_x <= ball_x+1;
ball_y <= ball_y/2;
end
end
// for 除頻 歸零
time_pass <= 11'b0;
end
end
//hit detect
if(ball_y==8'b01000000 && block[ball_x+8]==1)
// 撞到磚塊的偵測
if(ball_y==8'b01000000 && block[ball_x+8]==1) // 若撞到第二排的磚塊
begin
block[ball_x+8]<=0;
up <= 0;
beep <= 1;
if(stage_1 == 1) score <= score + 1'b1;
else score <= score - 1'b1;
block[ball_x+8]<=0; // 消除第二排磚塊
up <= 0; // 開始下落
beep <= 1;
if(stage_1 == 1) score <= score + 1'b1; // 加分
else score <= score - 1'b1;
end
else if(ball_y==8'b10000000 && block[ball_x]==1)
else if(ball_y==8'b10000000 && block[ball_x]==1) // 撞到第一排的磚塊
begin
block[ball_x]<=0;
up <= 0;
@ -212,18 +236,18 @@ module FPGA_FINAL(
if(stage_1 == 1) score <= score + 1'b1;
else score <= score - 1'b1;
end
else if(ball_y==8'b00000010 && (plat_1==ball_x || plat_2==ball_x || plat_3 == ball_x))
else if(ball_y==8'b00000010 && (plat_1==ball_x || plat_2==ball_x || plat_3 == ball_x)) // 撞到板子
begin
up <= 1;
up <= 1; // 開始上升
if(start==1) beep <= 1;
end
else if(ball_y==8'b10000000)
else if(ball_y==8'b10000000) // 撞到最上方
begin
up<=0;
beep <= 1;
end;
if(block == 16'b0 && stage_1 == 1)
if(block == 16'b0 && stage_1 == 1) // 全部消除
begin
ball_y <= 8'b00000010;
start <= 0;
@ -233,6 +257,7 @@ module FPGA_FINAL(
stage_1 = 0;
end
// 顯示 LCD 數字螢幕 (分數)
lcd[0] = ~((~b & ~c & ~d)|(a & ~b & ~c)|(~a & b & d)|(~a & c));
lcd[1] = ~((~a & ~b)|(~b & ~c)|(~a & ~c & ~d)|(~a & c & d));
lcd[2] = ~((~a & b)|(~b & ~c)|(~a & d));
@ -240,5 +265,6 @@ module FPGA_FINAL(
lcd[4] = ~((~b & ~c & ~d)|(~a & c & ~d));
lcd[5] = ~((~a & b & ~c)|(~a & b & ~d)|(a & ~b & ~c)|(~b & ~c & ~d));
lcd[6] = ~((a & ~b & ~c )|(~a & ~b & c)|(~a & b & ~c)|(~a & c & ~d));
end
endmodule