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main.v
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574 lines (531 loc) · 21 KB
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module top(
input wire CLK, // board clock: 100 MHz
input wire RST_BTN, // btn cpu rst
input wire NEW_GAME_BTN, // btn left
input wire AGAIN_BTN, // btn right
input wire ACL_MISO, // data from accelerometer
input theme_choose,
input UP_BTN,
input DOWN_BTN,
input OK_BTN,
input [3:0]level_choose,
output wire VGA_HS_O, // horizontal sync output
output wire VGA_VS_O, // vertical sync output
output [3:0] VGA_R, // 4-bit VGA red output
output [3:0] VGA_G, // 4-bit VGA green output
output [3:0] VGA_B, // 4-bit VGA blue output
output wire ACL_MOSI, // data send to accelerometer
output wire ACL_SCLK, //clock for accelerometer
output wire ACL_CSN, //signal for accelerometer
output [15:0]LED //test
);
wire rst,rst_clr;
sig_clr rstClr(.i_clk(CLK),.i_sig(RST_BTN),.o_sig(rst_clr));
sig_pulse rstPulse(.i_clk(CLK),.i_sig(rst_clr),.o_sig(rst));
wire new_game_rst,new_game_clr,new_game_pulse;
sig_clr newGameClr(.i_clk(CLK),.i_sig(NEW_GAME_BTN),.o_sig(new_game_clr));
sig_pulse newGamePulse(.i_clk(CLK),.i_sig(new_game_clr),.o_sig(new_game_pulse));
wire again_rst,again_clr,again_pulse;
sig_clr againClr(.i_clk(CLK),.i_sig(AGAIN_BTN),.o_sig(again_clr));
sig_pulse againPulse(.i_clk(CLK),.i_sig(again_clr),.o_sig(again_pulse));
wire up_btn,up_btn_clr,up_btn_pulse;
sig_clr upBTNClr(.i_clk(CLK),.i_sig(UP_BTN),.o_sig(up_btn_clr));
sig_pulse upBTNPulse(.i_clk(CLK),.i_sig(up_btn_clr),.o_sig(up_btn));
wire down_btn,down_btn_clr,down_btn_pulse;
sig_clr downBTNClr(.i_clk(CLK),.i_sig(DOWN_BTN),.o_sig(down_btn_clr));
sig_pulse downBTNPulse(.i_clk(CLK),.i_sig(down_btn_clr),.o_sig(down_btn));
wire ok_btn,ok_btn_clr,ok_btn_pulse;
sig_clr okBTNClr(.i_clk(CLK),.i_sig(OK_BTN),.o_sig(ok_btn_clr));
sig_pulse okBTNPulse(.i_clk(CLK),.i_sig(ok_btn_clr),.o_sig(ok_btn));
wire rand_rst;
reg [15:0]rand_seed_cnt=0;
always @(posedge CLK) begin
if(rst_clr|new_game_clr|ok_btn_clr) rand_seed_cnt<=rand_seed_cnt+16'h1;
end
// generate a 25 MHz pixel strobe
reg [15:0] cnt=0;
reg pix_stb;
always @(posedge CLK)
{pix_stb, cnt} <= cnt + 16'h4000; // divide by 4: (2^16)/4 = 0x4000
// VRAM frame buffers (read-write)
localparam SCREEN_WIDTH = 320;
localparam SCREEN_HEIGHT = 180;
localparam VRAM_DEPTH = SCREEN_WIDTH * SCREEN_HEIGHT;
localparam VRAM_A_WIDTH = 16; // 2^16 > 320 x 180
localparam VRAM_D_WIDTH = 8; // colour bits per pixel
localparam PIXEL_COORD_BIT=10;
// sprite buffer (read-only)
localparam SPRITE_SIZE = 32; // dimensions of square sprites in pixels
localparam SPRITE_COUNT = 30; // number of sprites in buffer
localparam SPRITEBUF_D_WIDTH = 8; // colour bits per pixel
localparam SPRITEBUF_DEPTH = SPRITE_SIZE * SPRITE_SIZE * SPRITE_COUNT;
localparam SPRITEBUF_A_WIDTH = 15; // 2^13 == 8,096 == 32 x 256 =SPRITEBUF_DEPTH
// sprites to load and position of player sprite in frame
localparam SPRITE_BG_INDEX = 0; // background sprite
localparam SPRITE_BL_INDEX = 1; // player sprite
localparam SPRITE_FH_INDEX = 2; // fail black hole
localparam SPRITE_WH_INDEX = 3; // win green hole
localparam SPRITE_HD_INDEX = 4;
localparam SPRITE_SEL_INDEX =6;
localparam SPRITE_MODE_INDEX=7;
localparam SPRITE_PAUSE_INDEX=8;
localparam SPRITE_FAIL_INDEX=9;
localparam SPRITE_WIN_INDEX=10;
// localparam SPRITE_BG_OFFSET = SPRITE_BG_INDEX * SPRITE_SIZE * SPRITE_SIZE;
// localparam SPRITE_BL_OFFSET = SPRITE_BL_INDEX * SPRITE_SIZE * SPRITE_SIZE;
// localparam SPRITE_FH_OFFSET = SPRITE_FH_INDEX * SPRITE_SIZE * SPRITE_SIZE;
localparam SPRITE_BL_X = (SCREEN_WIDTH - SPRITE_SIZE) >> 1; // centre
localparam SPRITE_BL_Y = (SCREEN_HEIGHT - SPRITE_SIZE) >>1; // centre
//position of ball
reg [9:0]bl_x=SPRITE_BL_X,bl_y=SPRITE_BL_Y;
wire [9:0] rolling_x,rolling_y;
reg [9:0]bl_pos_initial_x=SPRITE_BL_X;
reg [9:0]bl_pos_initial_y=SPRITE_BL_Y;
// holes
localparam MAX_FAILHOLE_NUM=7;
reg [9:0]wh_pos_x=10'd200,wh_pos_y=10'd100;
reg [10*(MAX_FAILHOLE_NUM)-1:0]fh_pos_x={10'd10,10'd50,10'd80,10'd100,10'd200,10'd250,10'd280};
reg [10*(MAX_FAILHOLE_NUM)-1:0]fh_pos_y={10'd130,10'd25,10'd140,10'd50,10'd100,10'd70,10'd10};
wire [20*(MAX_FAILHOLE_NUM+2)-1:0]rand_list;
wire [20*(MAX_FAILHOLE_NUM+2)-1:0]classic_list;
wire rand_data_ready;
getRandPos #(
.MAX_NUM(9),
.POS_X_RANGE(SCREEN_WIDTH-SPRITE_SIZE),
.POS_Y_RANGE(SCREEN_HEIGHT-SPRITE_SIZE)
)
getAllPos(
.i_clk(CLK),
.i_rst(rand_rst),
.rand_seed(rand_seed_cnt),
.o_rand_list(rand_list),
.o_data_ready(rand_data_ready)
);
reg [2:0]max_option,select_pos=0;
wire screenend;
wire is_game_playing,is_game_pause,is_game_start_menu,is_game_fail,is_game_win,is_game_finish;
//vga controller
reg [2:0]select_pos_alt=0;
always @(*) begin
case(game_state)
GAME_START_MENU:select_pos_alt=select_pos;
GAME_PAUSE: select_pos_alt=select_pos;
GAME_FAIL: select_pos_alt=select_pos+3'h1;
GAME_WIN:select_pos_alt=select_pos+3'h1;
GAME_FINISH:select_pos_alt=select_pos+3'h1;
default:select_pos_alt=select_pos;
endcase
end
drawScreenCtrl #(
.VRAM_A_WIDTH(VRAM_A_WIDTH),
.VRAM_D_WIDTH(VRAM_D_WIDTH),
.VRAM_DEPTH(VRAM_DEPTH),
.SCREEN_WIDTH(SCREEN_WIDTH),
.SCREEN_HEIGHT(SCREEN_HEIGHT),
.SPRITE_SIZE(SPRITE_SIZE),
.SPRITE_BL_INDEX(SPRITE_BL_INDEX),
.SPRITE_BG_INDEX(SPRITE_BG_INDEX),
.SPRITE_FH_INDEX(SPRITE_FH_INDEX),
.SPRITE_WH_INDEX(SPRITE_WH_INDEX),
.SPRITE_HD_INDEX(SPRITE_HD_INDEX),
.SPRITE_SEL_INDEX(SPRITE_SEL_INDEX),
.SPRITE_MODE_INDEX(SPRITE_MODE_INDEX),
.SPRITE_PAUSE_INDEX(SPRITE_PAUSE_INDEX),
.SPRITE_FAIL_INDEX(SPRITE_FAIL_INDEX),
.SPRITE_WIN_INDEX(SPRITE_WIN_INDEX),
.SPRITEBUF_A_WIDTH(SPRITEBUF_A_WIDTH),
.SPRITEBUF_D_WIDTH(SPRITEBUF_D_WIDTH),
.SPRITEBUF_DEPTH(SPRITEBUF_DEPTH),
.MAX_FAILHOLE_NUM(MAX_FAILHOLE_NUM)
)
drawScreen (
.CLK(CLK),
.rst(rst),
.pix_stb(pix_stb),
.bl_x(bl_x),
.bl_y(bl_y),
.i_wh_pos_x(wh_pos_x),
.i_wh_pos_y(wh_pos_y),
.i_fh_pos_x(fh_pos_x),
.i_fh_pos_y(fh_pos_y),
.theme_choose(theme_choose),
.is_game_start_menu(is_game_start_menu),
.is_game_pause(is_game_pause),
.is_game_win(is_game_win),
.is_game_fail(is_game_fail),
.is_game_finish(is_game_finish),
.game_mode(game_mode),
.i_select_pos(select_pos_alt),
.VGA_R(VGA_R),
.VGA_G(VGA_G),
.VGA_B(VGA_B),
.VGA_HS_O(VGA_HS_O),
.VGA_VS_O(VGA_VS_O),
.o_screenend(screenend),
.o_led(LED[15:5])
);
//accelerometer
wire [11:0]accel_x,accel_y;
wire accel_data_ready;
myAccelerometerCtrl getAccel(
.CLK(CLK),
.rst(rst),
.ACL_MISO(ACL_MISO),
.ACL_SCLK(ACL_SCLK),
.ACL_MOSI(ACL_MOSI),
.ACL_CSN(ACL_CSN),
.accel_x(accel_x),
.accel_y(accel_y),
.o_data_ready(accel_data_ready)
);
//move the ball
wire bl_pos_rst;
wire is_ball_moving;
assign is_ball_moving=is_game_playing|is_game_start_menu;
accelBallMove #(
.SPRITE_BL_X(SPRITE_BL_X),
.SPRITE_BL_Y(SPRITE_BL_Y),
.SPRITE_SIZE(SPRITE_SIZE),
.SCREEN_WIDTH(SCREEN_WIDTH),
.SCREEN_HEIGHT(SCREEN_HEIGHT),
.PIXEL_COORD_BIT(PIXEL_COORD_BIT))
moveTheBall(
.CLK(CLK),
.rst(bl_pos_rst),
.screenend(screenend),
.accel_x(accel_x[11:4]),
.accel_y(accel_y[11:4]),
.is_ball_moving(is_ball_moving),
.bl_x(rolling_x),
.bl_y(rolling_y),
.i_bl_pos_initial_x(bl_pos_initial_x),
.i_bl_pos_initial_y(bl_pos_initial_y)
);
//drop in holes
wire [9:0]fix_x,fix_y;
wire playing_win,playing_fail;
dropInHoles #(
.RADIUS(14),
.MAX_FAILHOLE_NUM(MAX_FAILHOLE_NUM),
.SPRITE_BL_X(SPRITE_BL_X),
.SPRITE_BL_Y(SPRITE_BL_Y)
)
dropControl(
.i_clk(CLK),
.i_rst(again_rst),
.is_game_playing(is_game_playing),
.i_bl_x(bl_x),
.i_bl_y(bl_y),
.i_wh_pos_x(wh_pos_x),
.i_wh_pos_y(wh_pos_y),
.i_fh_pos_x(fh_pos_x),
.i_fh_pos_y(fh_pos_y),
.o_win(playing_win),
.o_fail(playing_fail),
.o_pos_fall_x(fix_x),
.o_pos_fall_y(fix_y),
.i_bl_pos_initial_x(bl_pos_initial_x),
.i_bl_pos_initial_y(bl_pos_initial_y)
);
localparam CLASSIC=1'b0;
localparam ENDLESS=1'b1;
reg game_mode=ENDLESS;
//option select control
always @(*) begin
case(game_state)
GAME_START_MENU:max_option=3'h2;
GAME_PAUSE:begin
if(game_mode==ENDLESS)begin
max_option=3'h3;
end
else begin
max_option=3'h2;
end
end
GAME_WIN:max_option=3'h2;
GAME_FAIL:begin
if(game_mode==ENDLESS)
max_option=3'h2;
else
max_option=3'h1;
end
GAME_FINISH:begin
max_option=3'h1;
end
default begin
max_option=3'h3;
end
endcase
end
always @(posedge CLK) begin
if(rst|ok_btn)begin
select_pos<=0;
end
else begin
if(up_btn&&(select_pos>0))begin
select_pos<=select_pos-3'h1;
end
else if(down_btn&&(select_pos<max_option-1))begin
select_pos<=select_pos+3'h1;
end
end
end
reg [3:0]level_cnt=0;
//classic mode
fixPos #(
.LIST_LENGTH(20*(MAX_FAILHOLE_NUM+2))
)
classicPos(
.level(level_cnt),
.pos_list(classic_list)
);
//game control state machine
localparam GAME_START_MENU=4'h0;
localparam GAME_NEW_RST=4'h8;
localparam GAME_NEW=4'h4;
localparam GAME_BALL_RST=4'h6;
localparam GAME_AGAIN=4'h5;
localparam GAME_PLAYING=4'h1;
localparam GAME_PAUSE=4'h7;
localparam GAME_FAIL=4'h2;
localparam GAME_WIN=4'h3;
localparam GAME_FINISH=4'h9;
localparam GAME_RST=GAME_START_MENU;
reg [3:0] game_state=GAME_START_MENU;
reg is_start_menu=1;
always @ (posedge CLK)
begin
if(rst) begin
game_state<=GAME_RST;
end
else begin
case (game_state)
GAME_START_MENU: begin
if(ok_btn)begin
if(select_pos==0)begin
game_mode<=CLASSIC;
game_state<=GAME_NEW;
end
else begin
game_mode<=ENDLESS;
game_state<=GAME_NEW_RST;
end
end
else
game_state<=GAME_START_MENU;
end
GAME_NEW_RST: begin
game_state<=GAME_NEW;
end
GAME_NEW: begin
//game_state<=GAME_PLAYING;
if(game_mode==ENDLESS) begin
if(accel_data_ready&&rand_data_ready)begin
//if(rand_data_ready)begin
game_state<=GAME_BALL_RST;
fh_pos_x<=rand_list[10*(MAX_FAILHOLE_NUM)-1:0];
wh_pos_x<=rand_list[10*(MAX_FAILHOLE_NUM+1)-1:10*MAX_FAILHOLE_NUM];
bl_pos_initial_x<=rand_list[10*(MAX_FAILHOLE_NUM+2)-1:10*(MAX_FAILHOLE_NUM+1)];
fh_pos_y<=rand_list[10*(2*MAX_FAILHOLE_NUM+2)-1:10*(MAX_FAILHOLE_NUM+2)];
wh_pos_y<=rand_list[10*(2*MAX_FAILHOLE_NUM+3)-1:10*(2*MAX_FAILHOLE_NUM+2)];
bl_pos_initial_y<=rand_list[10*(2*MAX_FAILHOLE_NUM+4)-1:10*(2*MAX_FAILHOLE_NUM+3)];
end
else
game_state<=GAME_NEW;
end
else begin
if(accel_data_ready)begin
game_state<=GAME_BALL_RST;
fh_pos_x<=classic_list[10*(MAX_FAILHOLE_NUM)-1:0];
wh_pos_x<=classic_list[10*(MAX_FAILHOLE_NUM+1)-1:10*MAX_FAILHOLE_NUM];
bl_pos_initial_x<=classic_list[10*(MAX_FAILHOLE_NUM+2)-1:10*(MAX_FAILHOLE_NUM+1)];
fh_pos_y<=classic_list[10*(2*MAX_FAILHOLE_NUM+2)-1:10*(MAX_FAILHOLE_NUM+2)];
wh_pos_y<=classic_list[10*(2*MAX_FAILHOLE_NUM+3)-1:10*(2*MAX_FAILHOLE_NUM+2)];
bl_pos_initial_y<=classic_list[10*(2*MAX_FAILHOLE_NUM+4)-1:10*(2*MAX_FAILHOLE_NUM+3)];
end
else
game_state<=GAME_NEW;
end
end
GAME_BALL_RST:begin
game_state<=GAME_PLAYING;
end
GAME_AGAIN:begin
game_state<=GAME_PLAYING;
end
GAME_PLAYING: begin
if(playing_fail)
game_state<=GAME_FAIL;
else if(playing_win)
game_state<=GAME_WIN;
else if(ok_btn)begin
game_state<=GAME_PAUSE;
end
else
game_state<=GAME_PLAYING;
end
GAME_PAUSE: begin
if(ok_btn)begin
if(game_mode==ENDLESS) begin
case(select_pos)
3'h0: begin
game_state<=GAME_PLAYING;
end
3'h1: begin
game_state<=GAME_AGAIN;
end
3'h2: begin
game_state<=GAME_NEW_RST;
end
default: begin
game_state<=GAME_PAUSE;
end
endcase
end
else begin
case(select_pos)
3'h0: begin
game_state<=GAME_PLAYING;
end
3'h1: begin
game_state<=GAME_AGAIN;
end
default: begin
game_state<=GAME_PAUSE;
end
endcase
end
end
else
game_state<=GAME_PAUSE;
end
GAME_FAIL: begin
if(ok_btn)begin
if(game_mode==ENDLESS) begin
case(select_pos)
3'h0: begin
game_state<=GAME_AGAIN;
end
3'h1: begin
game_state<=GAME_NEW_RST;
end
default: begin
game_state<=GAME_FAIL;
end
endcase
end
else begin
case(select_pos)
3'h0: begin
game_state<=GAME_AGAIN;
end
default: begin
game_state<=GAME_FAIL;
end
endcase
end
end
else
game_state<=GAME_FAIL;
end
GAME_WIN: begin
if(game_mode==CLASSIC&&level_cnt>=4'h9) begin
game_state<=GAME_FINISH;
end
else begin
if(ok_btn)begin
if(game_mode==ENDLESS) begin
case(select_pos)
3'h0: begin
game_state<=GAME_AGAIN;
end
3'h1: begin
game_state<=GAME_NEW_RST;
end
default: begin
game_state<=GAME_WIN;
end
endcase
end
else begin
case(select_pos)
3'h0: begin
game_state<=GAME_AGAIN;
end
3'h1: begin
if(level_cnt<4'h9) begin
level_cnt<=level_cnt+4'h1;
game_state<=GAME_NEW_RST;
end
else
game_state<=GAME_FINISH;
end
default: begin
game_state<=GAME_WIN;
end
endcase
end
end
else
game_state<=GAME_WIN;
end
end
GAME_FINISH: begin
if(ok_btn)begin
case(select_pos)
3'h0: begin
game_state<=GAME_START_MENU;
end
default: begin
game_state<=GAME_WIN;
end
endcase
end
end
default: game_state<=game_state;
endcase
end
end
always @(*) begin
case (game_state)
GAME_PLAYING: begin
bl_x=rolling_x;
bl_y=rolling_y;
end
GAME_PAUSE: begin
bl_x=rolling_x;
bl_y=rolling_y;
end
GAME_FAIL: begin
bl_x=fix_x;
bl_y=fix_y;
end
GAME_WIN:begin
bl_x=fix_x;
bl_y=fix_y;
end
GAME_START_MENU: begin
bl_x=rolling_x;
bl_y=rolling_y;
end
GAME_FINISH: begin
bl_x=fix_x;
bl_y=fix_y;
end
default: begin
bl_x=bl_pos_initial_x;
bl_y=bl_pos_initial_y;
end
endcase
end
assign bl_pos_rst=(game_state==GAME_BALL_RST)|(game_state==GAME_AGAIN);
assign is_game_playing=(game_state==GAME_PLAYING);
assign is_game_start_menu=(game_state==GAME_START_MENU);
assign is_game_pause=(game_state==GAME_PAUSE);
assign is_game_fail=(game_state==GAME_FAIL);
assign is_game_win=(game_state==GAME_WIN);
assign is_game_finish=(game_state==GAME_FINISH);
assign new_game_rst=rst|new_game_pulse|(game_state==GAME_NEW_RST);
assign again_rst=rst|new_game_rst|again_pulse|(game_state==GAME_AGAIN)|(game_state==GAME_NEW_RST);
assign rand_rst=rst|new_game_rst|(game_state==GAME_NEW_RST);
endmodule