459 lines
10 KiB
Verilog
459 lines
10 KiB
Verilog
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module FPGA_FINAL(
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input CLK, reset, start,
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output reg [0:27] led,
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output reg [2:0] life,
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input left, right,
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input throw,
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output testLED,
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output reg a,b,c,d,e,f,g,
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output reg [0:1] COM
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);
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reg [7:0]blockFirst = 8'b11111111;
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reg [7:0]blockSecond = 8'b11111111;
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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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reg [2:0]ball_y_position; // 球 y 座標
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reg [3:0]count_digit; //個位數分數
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reg count_ten; //十位數分數
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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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reg gameOverFlag;
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reg showBonus; // bool 顯示額外球
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reg Bonus_x, Bonus_y; // 額外球的位子
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initial
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begin
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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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life = 3'b111;
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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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ball_y_position = 3'b010; // 預設在 y=1 的位置
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handsOn = 1; // 預設為 為丟出狀態
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count_digit = 4'b0; // 分數預設0
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count_ten = 0;
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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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gameOverFlag = 0;
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showBonus = 0;
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end
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// 開始所有除頻器
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divfreq F(CLK, divclk);
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buttondivfreq BT(CLK, buttonclk);
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integer ballTime;
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integer doubleTime;
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// 判斷 所有操作
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always @(posedge buttonclk)
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begin
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if(start)
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begin
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if(reset)
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begin
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if(life==3'b000)
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begin
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blockFirst = 8'b11111111;
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blockSecond = 8'b11111111;
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life = 3'b111;
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gameOverFlag = 0;
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end
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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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ball_y_position <= 3'b010; // 預設在 y=1 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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showBonus = 0;
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end
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// 判斷 向左
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if(left)
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if(plat_position>0)
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begin
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plat_position <= plat_position-1;
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if(handsOn==1)ball_position <= ball_position-1;
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end
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// 判斷 向右
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if(right)
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if(plat_position<5)
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begin
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plat_position <= plat_position+1;
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if(handsOn==1)ball_position <= ball_position+1;
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end
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// 判斷 丟出球
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if(throw)
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if(handsOn)
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begin
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handsOn = 0;
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end
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// 下方操作球的運 行
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// 除頻用
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if(ballTime<2)
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ballTime <= ballTime+1;
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else
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//開始判斷球的行進
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begin
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ballTime <= 0;
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if(handsOn==0) // 如果是丟出去的狀態才移動
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begin
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// 先判斷垂直方向
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if(upPosition)
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if(ball_y_position<7) // 還沒到頂端
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ball_y_position <= ball_y_position+1;
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else
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begin
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ball_y_position <= ball_y_position-1; // 到頂端就開始往下
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upPosition = 0;
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end
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else
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if(ball_y_position>1)
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ball_y_position <= ball_y_position-1;
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// 判斷水平方向
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if(horizonPosition==1)
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if(ball_position<7)
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ball_position <= ball_position+1; // 範圍內右移
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else
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begin
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horizonPosition = -1; // 超過範圍就轉向左邊
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ball_position <= ball_position-1;
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end
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else if(horizonPosition==-1)
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if(ball_position>0)
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ball_position <= ball_position-1; // 範圍內左移
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else
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begin
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horizonPosition = 1; // 超過範圍就轉向右邊
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ball_position <= ball_position+1;
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end
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// 判斷特殊狀況(碰到板子)
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if(ball_y_position==1)
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if(ball_position==plat_position)
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begin
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if(horizonPosition==0) horizonPosition = -1;
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else ball_y_position <= ball_y_position+1;
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upPosition = 1;
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end
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else if(ball_position==plat_position+1)
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begin
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upPosition = 1;
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ball_y_position <= ball_y_position+1;
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end
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else if(ball_position==plat_position+2)
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begin
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if(horizonPosition==0) horizonPosition = 1;
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else ball_y_position <= ball_y_position+1;
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upPosition = 1;
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end
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else if(ball_position==plat_position-1 && horizonPosition==1)
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begin
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horizonPosition = -1;
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ball_position <= ball_position-1;
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ball_y_position <= ball_y_position+1;
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upPosition = 1;
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end
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else if(ball_position==plat_position+3 && horizonPosition==-1)
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begin
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horizonPosition = 1;
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ball_position <= ball_position+1;
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ball_y_position <= ball_y_position+1;
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upPosition = 1;
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end
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else
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begin
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horizonPosition = 0;
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ball_y_position <= ball_y_position-1;
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life = life*2; // 扣除生命值
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if(life==3'b000)
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gameOverFlag = 1;
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end
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// // 判斷特殊狀態 , 撞到第一排磚塊
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if(ball_y_position==6)
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if(blockSecond[ball_position]==1)
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begin
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count_digit <= count_digit + 1'b1;
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if(count_digit == 4'b1001)
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begin
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count_digit <= 4'b0;
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count_ten = 1;
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end
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blockSecond[ball_position] = 0;
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if(upPosition) upPosition = 0;
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else begin
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horizonPosition = -horizonPosition;
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upPosition = 1;
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end
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if(ball_position==0) horizonPosition = 1;
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if(ball_position==7) horizonPosition = -1;
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ball_position <= ball_position + horizonPosition;
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if(upPosition) ball_y_position <= ball_y_position +1;
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else ball_y_position <= ball_y_position -1;
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end
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// // 判斷特殊狀態 , 撞到第二排磚塊
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if(ball_y_position==7)
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if(blockFirst[ball_position]==1)
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begin
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count_digit <= count_digit + 1'b1;
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if(count_digit == 4'b1001)
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begin
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count_digit <= 4'b0;
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count_ten = 1;
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end
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blockFirst[ball_position] = 0;
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upPosition = 0;
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if(ball_position==0) horizonPosition = 1;
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if(ball_position==7) horizonPosition = -1;
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ball_position <= ball_position + horizonPosition;
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ball_y_position <= ball_y_position -1;
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end
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end
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end
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//
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if(doubleTime<200 && showBonus == 0 && handsOn == 0)
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doubleTime <= doubleTime+1;
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else
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begin
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if(handsOn == 0)
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begin
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doubleTime <= 0;
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showBonus = 1;
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Bonus_x = plat_position + 1;
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Bonus_y = 1;
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// Bonus ball 撞到第一排磚塊
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if((Bonus_y == 6 && blockSecond[Bonus_x] == 1))
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begin
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count_digit <= count_digit + 1'b1;
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if(count_digit == 4'b1001)
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begin
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count_digit <= 4'b0;
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count_ten = 1;
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end
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blockSecond[Bonus_x] = 0;
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showBonus = 0;
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end
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end
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// Bonus ball 撞到第二排磚塊
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if((Bonus_y == 7 && blockFirst[Bonus_x] == 1))
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begin
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count_digit <= count_digit + 1'b1;
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if(count_digit == 4'b1001)
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begin
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count_digit <= 4'b0;
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count_ten = 1;
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end
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blockSecond[Bonus_x] = 0;
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showBonus = 0;
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end
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else
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Bonus_y <= Bonus_y + 1;
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end
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end
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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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reg count_digit_enable;
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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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row <= row + 1'b1;
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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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// 如果 gameOverFlag ==1就畫圖
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if(gameOverFlag)
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begin
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led[0:23] = 24'b111111111111111111111111;
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if(row==0 || row==7) led[0:7] = 8'b01111110;
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else if(row==1 || row==6) led[0:7] = 8'b10111101;
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else if(row==2 || row==5) led[0:7] = 8'b11011011;
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else if(row==3 || row==4) led[0:7] = 8'b11100111;
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else led[0:7] = 8'b11111111;
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end
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else
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begin
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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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led[0:7] = 8'b11111111;
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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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led[8:15] = 8'b11111111;
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else
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if(row==ball_position)
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begin
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reg [7:0] map;
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case(ball_y_position)
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3'b000: map = 8'b11111110 ;
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3'b001: map = 8'b11111101 ;
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3'b010: map = 8'b11111011 ;
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3'b011: map = 8'b11110111 ;
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3'b100: map = 8'b11101111 ;
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3'b101: map = 8'b11011111 ;
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3'b110: map = 8'b10111111 ;
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3'b111: map = 8'b01111111 ;
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endcase
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led[8:15] = map;
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end
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else
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led[8:15] = 8'b11111111;
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// 畫 Bonus ball
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if(showBonus == 1)
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if(row==Bonus_x)
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begin
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reg [7:0] map;
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case(ball_y_position)
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3'b000: map = 8'b11111110 ;
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3'b001: map = 8'b11111101 ;
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3'b010: map = 8'b11111011 ;
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3'b011: map = 8'b11110111 ;
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3'b100: map = 8'b11101111 ;
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3'b101: map = 8'b11011111 ;
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3'b110: map = 8'b10111111 ;
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3'b111: map = 8'b01111111 ;
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endcase
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led[0:7] = map;
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led[16:23] = map;
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end
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//開始畫磚塊
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led[16:23] = {~blockFirst[row], ~blockSecond[row], 6'b111111};
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// 顯示分數
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if(count_digit_enable == 0)
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begin
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count_digit_enable = 1;
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COM = 2'b01;
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end
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else
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begin
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count_digit_enable = 0;
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COM = 2'b10;
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end
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end
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// 顯示個位
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if(count_digit_enable == 0)
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begin
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case(count_digit)
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4'b0000:{a,b,c,d,e,f,g}=7'b0000001;
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4'b0001:{a,b,c,d,e,f,g}=7'b1001111;
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4'b0010:{a,b,c,d,e,f,g}=7'b0010010;
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4'b0011:{a,b,c,d,e,f,g}=7'b0000110;
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4'b0100:{a,b,c,d,e,f,g}=7'b1001100;
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4'b0101:{a,b,c,d,e,f,g}=7'b0100100;
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4'b0110:{a,b,c,d,e,f,g}=7'b0100000;
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4'b0111:{a,b,c,d,e,f,g}=7'b0001111;
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4'b1000:{a,b,c,d,e,f,g}=7'b0000000;
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4'b1001:{a,b,c,d,e,f,g}=7'b0000100;
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endcase
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end
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// 顯示十位
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else
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begin
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case(count_ten)
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1'b0:{a,b,c,d,e,f,g}=7'b0000001;
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1'b1:{a,b,c,d,e,f,g}=7'b1001111;
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endcase
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end
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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) // 20 Hz
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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 |