update to 01/03

This commit is contained in:
2021-01-03 19:42:17 +08:00
parent 4a39dfe368
commit cb82fcdf4e
67 changed files with 864068 additions and 281 deletions
+1 -1
View File
@@ -27,7 +27,7 @@ module SegAndLed(
input wire [ 15: 0 ] led_infinity,
input wire [ 7: 0 ] score_classic,
input wire [ 7: 0 ] score_infinity,
input wire [ 31: 0 ] default_num, //when mode is 0
input wire [ 31: 0 ] default_num, //when mode is 0
input wire [ 4: 0 ] timer,
input wire enable_game_classic,
input wire enable_game_infinity,
@@ -0,0 +1,66 @@
module SegAndLed_K7(
input wire clk,
input wire [ 2: 0 ] mode,
input wire [ 15: 0 ] led_classic,
input wire [ 15: 0 ] led_infinity,
input wire [ 7: 0 ] score_classic,
input wire [ 7: 0 ] score_infinity,
input wire [ 31: 0 ] default_num, //when mode is 0
input wire [ 4: 0 ] timer,
input wire enable_game_classic,
input wire enable_game_infinity,
input wire player1_tank_en,
input wire player2_tank_en,
output wire [ 3: 0 ] AN ,
output wire [ 7: 0 ] Segment,
output reg [ 7: 0 ] LED,
output ledclk,
output ledsout,
output wire ledclrn,
output LEDEN ,
output seg_clk,
output seg_sout,
output SEG_PEN,
output seg_clrn
);
reg [ 31: 0 ] num;
initial begin
LED <= 0;
num <= 0;
end
always @( posedge clk ) begin
if ( enable_game_classic == 0 && enable_game_infinity == 0 ) begin
LED <= 0;
end
else begin
if ( enable_game_classic ) begin
LED <= led_classic;
end
else if ( enable_game_infinity ) begin
LED <= led_infinity;
end
end
end
always @( posedge clk ) begin
case ( mode )
2'b00:
num <= default_num;
2'b01:
num <= { 4'b1010, 3'b000, player1_tank_en, score_classic[ 3: 0 ], 4'b000, 4'b1011, 3'b000, player2_tank_en, score_classic[ 7: 4 ], 4'b000 };
2'b10:
num <= { 4'b1010, 3'b000, player1_tank_en, 3'b000, player2_tank_en, score_infinity[ 3: 0 ], 4'b1011, score_infinity[ 7: 4 ], 3'b000, timer };
2'b11:
num <= { 4'b1000, 4'b1000, 4'b1000, 4'b1000, 4'b1000, 4'b1000, 4'b1000, 4'b1000 };
default num <= 0;
endcase
end
endmodule
+25 -7
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@@ -42,7 +42,7 @@ wire item_addtime;
wire item_test;
wire [ 10: 0 ] vgaH, vgaV;
wire [ 11: 0 ] VGAData;
wire [ 11: 0 ] backgroundData, game_information_data;
wire [ 11: 0 ] backgroundData, game_information_data, heart_gametips_data;
wire [ 1 : 0 ] player1_tank_dir, player2_tank_dir;
wire [ 1: 0 ] enermy1_tank_dir, enermy2_tank_dir, enermy3_tank_dir, enermy4_tank_dir;
wire [ 10: 0 ] player1_tank_H, player1_tank_V, player2_tank_H, player2_tank_V;
@@ -99,7 +99,8 @@ wire [ 2: 0 ] enermy1_bullet_dir, enermy2_bullet_dir, enermy3_bullet_dir, enermy
wire player1_revive, player2_revive;
wire enermy1_revive, enermy2_revive, enermy3_revive, enermy4_revive;
wire player1_scored, player2_scored;
wire [ 1: 0 ] winner;
wire timeup;
assign reset_n = ~BTNC;
clock MyClock(
@@ -124,7 +125,7 @@ game_mode u_game_mode(
.clk( clk ),
.btn_confirm( BTNC ),
.btn_mode_sel( SW[ 0 ] ),
.btn_return( BTNU ), //the under button is used for return to the game
.btn_return( BTNU ), //the under button is used for return to the game
.gameover_classic( gameover_classic ),
.gameover_infinity( gameover_infinity ),
.enable_shell1( enable_enermy1_bullet ),
@@ -174,7 +175,8 @@ game_logic_classic u_game_logic_classic(
.HP2_value( player2_HP ),
.gameover_classic( gameover_classic ),
.led_classic( LED_classic ),
.score_classic( score_classic )
.score_classic( score_classic ),
.winner( winner )
);
game_logic_infinity u_game_logic_infinity(
.clk( clk ),
@@ -197,7 +199,8 @@ game_logic_infinity u_game_logic_infinity(
.timer( timer ),
.gameover_infinity( gameover_infinity ),
.led_infinity( LED_infinity ),
.score_infinity( score_infinity )
.score_infinity( score_infinity ),
.timeup( timeup )
);
@@ -241,7 +244,7 @@ vga_data_selector u_vga_data_selector(
.in12( enermy3_bullet_data ),
.in13( enermy4_bullet_data ),
.in14( game_information_data ),
.in15(),
.in15( heart_gametips_data ),
.in16(),
.in17(),
.out( VGAData )
@@ -652,6 +655,21 @@ game_information_display u_game_information_display(
.vgaV( vgaV ),
.VGA_data( game_information_data )
);
vga_data_heart_gametips u_vga_data_heart_gametips(
.clk( clk ),
.mode( mode ),
.vgaH( vgaH ),
.vgaV( vgaV ),
.winner( winner ),
.timeup( timeup ),
.gameover_classic( gameover_classic ),
.gameover_infinity( gameover_infinity ),
.HP1_value( player1_HP ),
.HP2_value( player2_HP ),
.score_classic( score_classic ),
.vgaData( heart_gametips_data )
);
assign item_faster = 0;
assign item_addtime = 0;
assign item_invincible = 0;
@@ -685,7 +703,7 @@ SegAndLed u_SegAndLed(
.score_classic( score_classic ),
.score_infinity( score_infinity ),
.timer( timer ),
.default_num( num ), //when mode ==00(before begin mode) then output num ,you can also use it as debug
.default_num( num ), //when mode ==00(before begin mode) then output num ,you can also use it as debug
.enable_game_classic( enable_game_classic ),
.enable_game_infinity( enable_game_infinity ),
.player1_tank_en( player1_tank_en ),
+710
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@@ -0,0 +1,710 @@
module Top_K7(
input wire clk,
input wire PS2_CLK,
input wire PS2_DAT,
input wire BTNL,
input wire BTNR,
input wire BTNU,
input wire BTND,
input wire BTNC,
//实现A,B两个操作数每按一下加1
input wire [ 3: 0 ] SW,
output wire [ 3: 0 ] VGARed,
output wire [ 3: 0 ] VGABlue,
output wire [ 3: 0 ] VGAGreen,
output wire Hsync,
output wire Vsync,
output [ 7: 0 ] LED,
output [ 3: 0 ] AN,
output [ 7: 0 ] Segment,
output wire ledclk,
output wire ledsout,
output wire ledclrn,
output wire LEDEN,
output wire seg_clk,
output wire seg_sout,
output wire SEG_PEN,
output wire seg_clrn
);
wire clk_2Hz;
wire clk_4Hz;
wire clk_8Hz;
wire clk_10ms;
wire clk_100MHz;
wire clk_VGA;
wire [ 9: 0 ] KeyBoard_Output;
wire item_faster;
wire item_invincible;
wire item_addtime;
wire item_test;
wire [ 10: 0 ] vgaH, vgaV;
wire [ 11: 0 ] VGAData;
wire [ 11: 0 ] backgroundData, game_information_data;
wire [ 1 : 0 ] player1_tank_dir, player2_tank_dir;
wire [ 1: 0 ] enermy1_tank_dir, enermy2_tank_dir, enermy3_tank_dir, enermy4_tank_dir;
wire [ 10: 0 ] player1_tank_H, player1_tank_V, player2_tank_H, player2_tank_V;
wire [ 10: 0 ] enermy1_tank_H, enermy1_tank_V, enermy2_tank_H, enermy2_tank_V, enermy3_tank_H, enermy3_tank_V, enermy4_tank_H, enermy4_tank_V;
wire [ 11: 0 ] player1_bullet_data, player2_bullet_data;
wire [ 11: 0 ] enermy1_bullet_data, enermy2_bullet_data, enermy3_bullet_data, enermy4_bullet_data;
wire [ 11: 0 ] player1_tank_data, player2_tank_data;
wire [ 11: 0 ] enermy1_tank_data, enermy2_tank_data, enermy3_tank_data, enermy4_tank_data;
wire [ 2: 0 ] player1_tank_dir_feedback, player2_tank_dir_feedback;
wire [ 2: 0 ] enermy1_tank_dir_feedback, enermy2_tank_dir_feedback, enermy3_tank_dir_feedback, enermy4_tank_dir_feedback;
wire player1_tank_en, player2_tank_en;
wire player1_tank_en_feedback, player2_tank_en_feedback;
wire enermy1_tank_en, enermy2_tank_en, enermy3_tank_en, enermy4_tank_en;
wire enermy1_tank_en_feedback, enermy2_tank_en_feedback, enermy3_tank_en_feedback, enermy4_tank_en_feedback;
wire [ 2: 0 ] player1_tank_moving_direction, player2_tank_moving_direction;
wire [ 2: 0 ] enermy1_tank_moving_direction, enermy2_tank_moving_direction, enermy3_tank_moving_direction, enermy4_tank_moving_direction;
wire reset_n;
wire gameover_classic, gameover_infinity; //stop the game signal
wire enable_game_classic, enable_game_infinity; //the mode signal
wire start_protect; //when we button the begin button, it will continue 3000000 times until begin, and this will be 1 in this time
wire [ 2: 0 ] mode;
wire enable_music;
wire enable_player1_control, enable_player2_control, enable_player1_display,
enable_player2_display, enable_player1_bullet, enable_player2_bullet;
wire enable_enermy1_control, enable_enermy2_control, enable_enermy3_control, enable_enermy4_control;
wire enable_enermy1_display, enable_enermy2_display, enable_enermy3_display, enable_enermy4_display;
wire enable_enermy1_bullet, enable_enermy2_bullet, enable_enermy3_bullet, enable_enermy4_bullet;
wire player1_fire, player2_fire, enermy1_fire, enermy2_fire, enermy3_fire, enermy4_fire;
wire enable_reward;
wire [ 3: 0 ] scorea1, scoreb1;
wire [ 3: 0 ] scorea2, scoreb2;
wire [ 3: 0 ] scorec1, scorec2;
wire [ 3: 0 ] scored1, scored2;
wire [ 3: 0 ] player1_HP, player2_HP;
wire [ 15: 0 ] LED_classic, LED_infinity;
wire [ 7: 0 ] score_classic, score_infinity;
wire [ 4: 0 ] timer;
wire player1_bullet_en_feedback, player2_bullet_en_feedback;
wire player1_bullet_en, player2_bullet_en;
wire enermy1_bullet_en_feedback, enermy2_bullet_en_feedback, enermy3_bullet_en_feedback, enermy4_bullet_en_feedback;
wire enermy1_bullet_en, enermy2_bullet_en, enermy3_bullet_en, enermy4_bullet_en;
wire [ 10: 0 ] player1_bullet_H, player1_bullet_V, player2_bullet_H, player2_bullet_V;
wire [ 10: 0 ] enermy1_bullet_H, enermy1_bullet_V, enermy2_bullet_H, enermy2_bullet_V,
enermy3_bullet_H, enermy3_bullet_V, enermy4_bullet_H, enermy4_bullet_V;
wire [ 2: 0 ] player1_bullet_dir, player2_bullet_dir;
wire [ 2: 0 ] enermy1_bullet_dir, enermy2_bullet_dir, enermy3_bullet_dir, enermy4_bullet_dir;
wire player1_revive, player2_revive;
wire enermy1_revive, enermy2_revive, enermy3_revive, enermy4_revive;
wire player1_scored, player2_scored;
assign reset_n = ~BTNC;
clock MyClock(
.clk_100MHz( clk ),
.item_faster( item_faster ),
.clk_2Hz( clk_2Hz ),
.clk_4Hz( clk_4Hz ),
.clk_8Hz( clk_8Hz ),
.clk_10ms( clk_10ms )
);
KeyBoard_PS2 My_Ps2(
.clk_in( clk ),
.rst_n_in( 1'b1 ),
.key_clk( PS2_CLK ),
.key_data( PS2_DAT ),
.out( KeyBoard_Output )
);
clk_wiz_0 clk_vga( .clk_in1( clk ), .reset( 1'b0 ), .clk_25m( clk_VGA ) , .locked() );
game_mode u_game_mode(
.clk( clk ),
.btn_confirm( BTNC ),
.btn_mode_sel( SW[ 0 ] ),
.btn_return( BTNU ), //the under button is used for return to the game
.gameover_classic( gameover_classic ),
.gameover_infinity( gameover_infinity ),
.enable_shell1( enable_enermy1_bullet ),
.enable_shell2( enable_enermy2_bullet ),
.enable_shell3( enable_enermy3_bullet ),
.enable_shell4( enable_enermy4_bullet ),
.enable_enemytank1_control( enable_enermy1_control ),
.enable_enemytank2_control( enable_enermy2_control ),
.enable_enemytank3_control( enable_enermy3_control ),
.enable_enemytank4_control( enable_enermy4_control ),
.enable_enemytank1_display( enable_enermy1_display ),
.enable_enemytank2_display( enable_enermy2_display ),
.enable_enemytank3_display( enable_enermy3_display ),
.enable_enemytank4_display( enable_enermy4_display ),
.enable_myshell1( enable_player1_bullet ),
.enable_myshell2( enable_player2_bullet ),
.enable_mytank1_control( enable_player1_control ),
.enable_mytank2_control( enable_player2_control ),
.enable_mytank1_display( enable_player1_display ),
.enable_mytank2_display( enable_player2_display ),
.enable_game_classic( enable_game_classic ),
.enable_game_infinity( enable_game_infinity ),
.enable_reward( enable_reward ),
.start_protect( start_protect ),
.enable_gamemusic( enable_gamemusic ),
.mode( mode )
);
game_logic_classic u_game_logic_classic(
.clk( clk ),
.btn_return( BTNU ),
.btn_stop( BTND ),
.enable_game_classic( enable_game_classic ),
.mytank1_state( player1_tank_en ),
.mytank2_state( player2_tank_en ),
.scorea1( scorea1 ),
.scorea2( scorea2 ),
.scoreb1( scoreb1 ),
.scoreb2( scoreb2 ),
.scorec1( scorec1 ),
.scorec2( scorec2 ),
.scored1( scored1 ),
.scored2( scored2 ),
.item_invincible( item_invincible ),
.HP1_value( player1_HP ),
.HP2_value( player2_HP ),
.gameover_classic( gameover_classic ),
.led_classic( LED_classic ),
.score_classic( score_classic )
);
game_logic_infinity u_game_logic_infinity(
.clk( clk ),
.btn_return( BTNU ),
.btn_stop( BTND ),
.enable_game_infinity( enable_game_infinity ),
.mytank1_state( player1_tank_en ),
.mytank2_state( player2_tank_en ),
.scorea1( scorea1 ),
.scorea2( scorea2 ),
.scoreb1( scoreb1 ),
.scoreb2( scoreb2 ),
.scorec1( scorec1 ),
.scorec2( scorec2 ),
.scored1( scored1 ),
.scored2( scored2 ),
.item_addtime( item_addtime ),
.item_test( item_test ),
.item_invincible( item_invincible ),
.timer( timer ),
.gameover_infinity( gameover_infinity ),
.led_infinity( LED_infinity ),
.score_infinity( score_infinity )
);
vga_driver u_vga_driver(
.clk_vga( clk_VGA ),
.rst_n( 1'b1 ),
.vga_en( ),
.HSync( Hsync ),
.VSync( Vsync ),
.vgaRed( VGARed ),
.vgaBlue( VGABlue ),
.vgaGreen( VGAGreen ),
.vgaData( VGAData ),
.vgaH( vgaH ),
.vgaV( vgaV )
);
vga_data_background u_data_background(
.clk( clk ),
.vgaH( vgaH ),
.vgaV( vgaV ),
.sw_mode_sel( SW[ 0 ] ),
.mode( mode ),
.vgaData( backgroundData )
);
vga_data_selector u_vga_data_selector(
.clk( clk ),
.in1( backgroundData ),
.in2( player1_tank_data ),
.in3( player1_bullet_data ),
.in4( player2_tank_data ),
.in5( player2_bullet_data ),
.in6( enermy1_tank_data ),
.in7( enermy2_tank_data ),
.in8( enermy3_tank_data ),
.in9( enermy4_tank_data ),
.in10( enermy1_bullet_data ),
.in11( enermy2_bullet_data ),
.in12( enermy3_bullet_data ),
.in13( enermy4_bullet_data ),
.in14( game_information_data ),
.in15(),
.in16(),
.in17(),
.out( VGAData )
);
tank_display u_tank1_display(
.clk( clk ),
.tankDir( player1_tank_dir ),
.tank_destroyed( ~player1_tank_en ),
.mode( mode ),
.tank_revive( player1_revive ),
.player_enermy( 1'b0 ),
.vgaH( vgaH ),
.vgaV( vgaV ),
.tankH( player1_tank_H ),
.tankV( player1_tank_V ),
.tankData( player1_tank_data )
);
tank_display u_tank2_display(
.clk( clk ),
.tankDir( player2_tank_dir ),
.tank_destroyed( ~player2_tank_en ),
.mode( mode ),
.tank_revive( player1_revive ),
.player_enermy( 1'b0 ),
.vgaH( vgaH ),
.vgaV( vgaV ),
.tankH( player2_tank_H ),
.tankV( player2_tank_V ),
.tankData( player2_tank_data )
);
tank_display enermy1_tank_display(
.clk( clk ),
.tankDir( enermy1_tank_dir ),
.tank_destroyed( ~enermy1_tank_en ),
.mode( mode ),
.tank_revive( player1_revive ),
.player_enermy( 1'b1 ),
.vgaH( vgaH ),
.vgaV( vgaV ),
.tankH( enermy1_tank_H ),
.tankV( enermy1_tank_V ),
.tankData( enermy1_tank_data )
);
tank_display enermy2_tank_display(
.clk( clk ),
.tankDir( enermy2_tank_dir ),
.tank_destroyed( ~enermy2_tank_en ),
.mode( mode ),
.tank_revive( player1_revive ),
.player_enermy( 1'b1 ),
.vgaH( vgaH ),
.vgaV( vgaV ),
.tankH( enermy2_tank_H ),
.tankV( enermy2_tank_V ),
.tankData( enermy2_tank_data )
);
tank_display enermy3_tank_display(
.clk( clk ),
.tankDir( enermy3_tank_dir ),
.tank_destroyed( ~enermy3_tank_en ),
.mode( mode ),
.tank_revive( player1_revive ),
.player_enermy( 1'b1 ),
.vgaH( vgaH ),
.vgaV( vgaV ),
.tankH( enermy3_tank_H ),
.tankV( enermy3_tank_V ),
.tankData( enermy3_tank_data )
);
tank_display enermy4_tank_display(
.clk( clk ),
.tankDir( enermy4_tank_dir ),
.tank_destroyed( ~enermy4_tank_en ),
.mode( mode ),
.tank_revive( player1_revive ),
.player_enermy( 1'b1 ),
.vgaH( vgaH ),
.vgaV( vgaV ),
.tankH( enermy4_tank_H ),
.tankV( enermy4_tank_V ),
.tankData( enermy4_tank_data )
);
tank_move player1_tank_move(
clk, reset_n, 1,
150, 150,
player1_tank_dir, player1_tank_en, player1_tank_move_en, 1'b0, player1_moving,
player1_tank_H, player1_tank_V, player1_tank_moving_direction
);
tank_move player2_tank_move(
clk, reset_n, 1,
350, 350,
player2_tank_dir, player2_tank_en, player2_tank_move_en, 1'b0, player2_moving,
player2_tank_H, player2_tank_V, player2_tank_moving_direction
);
tank_move enermy1_tank_move(
clk, reset_n, 1,
0, 0,
enermy1_tank_dir, enermy1_tank_en, enermy1_tank_move_en, 1'b1, enermy1_moving,
enermy1_tank_H, enermy1_tank_V, enermy1_tank_moving_direction
);
tank_move enermy2_tank_move(
clk, reset_n, 1,
540, 0,
enermy2_tank_dir, enermy2_tank_en, enermy2_tank_move_en, 1'b1, enermy2_moving,
enermy2_tank_H, enermy2_tank_V, enermy2_tank_moving_direction
);
tank_move enermy3_tank_move(
clk, reset_n, 1,
0, 350,
enermy3_tank_dir, enermy3_tank_en, enermy3_tank_move_en, 1'b1, enermy3_moving,
enermy3_tank_H, enermy3_tank_V, enermy3_tank_moving_direction
);
tank_move enermy4_tank_move(
clk, reset_n, 1,
540, 350,
enermy4_tank_dir, enermy4_tank_en, enermy4_tank_move_en, 1'b1, enermy4_moving,
enermy4_tank_H, enermy4_tank_V, enermy4_tank_moving_direction
);
control u_control(
.clk( clk ),
.ps2_output( KeyBoard_Output ),
.player1_dir_feedback( player1_tank_dir ),
.player1_fire( player1_fire ),
.player1_moving( player1_moving ),
.player2_dir_feedback( player2_tank_dir ),
.player2_fire( player2_fire ),
.player2_moving( player2_moving )
);
enermy_control enermy1_control(
.clk_8Hz( clk_8Hz ),
.clk_2Hz( clk_2Hz ),
.clk_10ms( clk_10ms ),
.flag( 2'b00 ),
.player1_H( player1_tank_H ),
.player1_V( player1_tank_V ),
.player2_H( player2_tank_H ),
.player2_V( player2_tank_V ),
.player1_bullet_H( player1_bullet_H ),
.player1_bullet_V( player1_bullet_V ),
.player1_bullet_dir( player1_bullet_dir ),
.player2_bullet_H( player2_bullet_H ),
.player2_bullet_V( player2_bullet_V ),
.player2_bullet_dir( player2_bullet_dir ),
.enermy_H( enermy1_tank_H ),
.enermy_V( enermy1_tank_V ),
.enermy_tank_en( enermy1_tank_en ),
.enermy_dir_feedback( enermy1_tank_dir ),
.enermy_fire( enermy1_fire ),
.enermy_moving( enermy1_moving )
);
enermy_control enermy2_control(
.clk_8Hz( clk_8Hz ),
.clk_2Hz( clk_2Hz ),
.clk_10ms( clk_10ms ),
.flag( 2'b01 ),
.player1_H( player1_tank_H ),
.player1_V( player1_tank_V ),
.player2_H( player2_tank_H ),
.player2_V( player2_tank_V ),
.player1_bullet_H( player1_bullet_H ),
.player1_bullet_V( player1_bullet_V ),
.player1_bullet_dir( player1_bullet_dir ),
.player2_bullet_H( player2_bullet_H ),
.player2_bullet_V( player2_bullet_V ),
.player2_bullet_dir( player2_bullet_dir ),
.enermy_H( enermy2_tank_H ),
.enermy_V( enermy2_tank_V ),
.enermy_tank_en( enermy2_tank_en ),
.enermy_dir_feedback( enermy2_tank_dir ),
.enermy_fire( enermy2_fire ),
.enermy_moving( enermy2_moving )
);
enermy_control enermy3_control(
.clk_8Hz( clk_8Hz ),
.clk_2Hz( clk_2Hz ),
.clk_10ms( clk_10ms ),
.flag( 2'b10 ),
.player1_H( player1_tank_H ),
.player1_V( player1_tank_V ),
.player2_H( player2_tank_H ),
.player2_V( player2_tank_V ),
.player1_bullet_H( player1_bullet_H ),
.player1_bullet_V( player1_bullet_V ),
.player1_bullet_dir( player1_bullet_dir ),
.player2_bullet_H( player2_bullet_H ),
.player2_bullet_V( player2_bullet_V ),
.player2_bullet_dir( player2_bullet_dir ),
.enermy_H( enermy3_tank_H ),
.enermy_V( enermy3_tank_V ),
.enermy_tank_en( enermy3_tank_en ),
.enermy_dir_feedback( enermy3_tank_dir ),
.enermy_fire( enermy3_fire ),
.enermy_moving( enermy3_moving )
);
enermy_control enermy4_control(
.clk_8Hz( clk_8Hz ),
.clk_2Hz( clk_2Hz ),
.clk_10ms( clk_10ms ),
.flag( 2'b11 ),
.player1_H( player1_tank_H ),
.player1_V( player1_tank_V ),
.player2_H( player2_tank_H ),
.player2_V( player2_tank_V ),
.player1_bullet_H( player1_bullet_H ),
.player1_bullet_V( player1_bullet_V ),
.player1_bullet_dir( player1_bullet_dir ),
.player2_bullet_H( player2_bullet_H ),
.player2_bullet_V( player2_bullet_V ),
.player2_bullet_dir( player2_bullet_dir ),
.enermy_H( enermy4_tank_H ),
.enermy_V( enermy4_tank_V ),
.enermy_tank_en( enermy4_tank_en ),
.enermy_dir_feedback( enermy4_tank_dir ),
.enermy_fire( enermy4_fire ),
.enermy_moving( enermy4_moving )
);
control_signals u_control_signals(
clk, reset_n,
player1_bullet_H, player1_bullet_V, player2_bullet_H, player2_bullet_V,
enermy1_bullet_H, enermy1_bullet_V,
enermy2_bullet_H, enermy2_bullet_V,
enermy3_bullet_H, enermy3_bullet_V,
enermy4_bullet_H, enermy4_bullet_V,
player1_bullet_dir, player2_bullet_dir,
enermy1_bullet_dir, enermy2_bullet_dir, enermy3_bullet_dir, enermy4_bullet_dir,
player1_tank_H, player1_tank_V, player2_tank_H, player2_tank_V,
enermy1_tank_H, enermy1_tank_V,
enermy2_tank_H, enermy2_tank_V,
enermy3_tank_H, enermy3_tank_V,
enermy4_tank_H, enermy4_tank_V,
// player1_tank_en, player2_tank_en,
player1_moving, player2_moving,
enermy1_moving, enermy2_moving, enermy3_moving, enermy4_moving,
player1_tank_dir, player2_tank_dir,
enermy1_tank_dir, enermy2_tank_dir, enermy3_tank_dir, enermy4_tank_dir,
player1_revive, player2_revive,
enermy1_revive, enermy2_revive, enermy3_revive, enermy4_revive,
player1_tank_en, player2_tank_en,
enermy1_tank_en, enermy2_tank_en, enermy3_tank_en, enermy4_tank_en,
player1_tank_move_en, player2_tank_move_en,
enermy1_tank_move_en, enermy2_tank_move_en, enermy3_tank_move_en, enermy4_tank_move_en,
player1_bullet_en, player2_bullet_en,
enermy1_bullet_en, enermy2_bullet_en, enermy3_bullet_en, enermy4_bullet_en, player1_scored, player2_scored
// scorea1, scorea2, scoreb1, scoreb2, scorec1, scorec2, scored1, scored2
);
bullet_control bullet_player1(
.clk( clk ),
.reset_n( 1 ),
.mode( mode ),
.tank_H( player1_tank_H ),
.tank_V( player1_tank_V ),
.tank_en( player1_tank_en ),
.tank_dir( player1_tank_dir ),
.tank_fire( player1_fire ),
.player_enermy( 1'b0 ),
.vgaV( vgaV ),
.vgaH( vgaH ),
.start( 1 ),
.ready( player1_bullet_en ),
.bulletData( player1_bullet_data ),
.bullet_H_feedback( player1_bullet_H ),
.bullet_V_feedback( player1_bullet_V ),
.bullet_direction( player1_bullet_dir )
);
bullet_control bullet_player2(
.clk( clk ),
.reset_n( 1 ),
.mode( mode ),
.tank_H( player2_tank_H ),
.tank_V( player2_tank_V ),
.tank_en( player2_tank_en ),
.tank_dir( player2_tank_dir ),
.tank_fire( player2_fire ),
.player_enermy( 1'b0 ),
.vgaV( vgaV ),
.vgaH( vgaH ),
.start( 1 ),
.ready( player2_bullet_en ),
.bulletData( player2_bullet_data ),
.bullet_H_feedback( player2_bullet_H ),
.bullet_V_feedback( player2_bullet_V ),
.bullet_direction( player2_bullet_dir )
);
bullet_control bullet_enermy1(
.clk( clk ),
.reset_n( 1 ),
.mode( mode ),
.tank_H( enermy1_tank_H ),
.tank_V( enermy1_tank_V ),
.tank_en( enermy1_tank_en ),
.tank_dir( enermy1_tank_dir ),
.tank_fire( enermy1_fire ),
.player_enermy( 1'b1 ),
.vgaV( vgaV ),
.vgaH( vgaH ),
.start( 1 ),
.ready( enermy1_bullet_en ),
.bulletData( enermy1_bullet_data ),
.bullet_H_feedback( enermy1_bullet_H ),
.bullet_V_feedback( enermy1_bullet_V ),
.bullet_direction( enermy1_bullet_dir )
);
bullet_control bullet_enermy2(
.clk( clk ),
.reset_n( 1 ),
.mode( mode ),
.tank_H( enermy2_tank_H ),
.tank_V( enermy2_tank_V ),
.tank_en( enermy2_tank_en ),
.tank_dir( enermy2_tank_dir ),
.tank_fire( enermy2_fire ),
.player_enermy( 1'b1 ),
.vgaV( vgaV ),
.vgaH( vgaH ),
.start( 1 ),
.ready( enermy2_bullet_en ),
.bulletData( enermy2_bullet_data ),
.bullet_H_feedback( enermy2_bullet_H ),
.bullet_V_feedback( enermy2_bullet_V ),
.bullet_direction( enermy2_bullet_dir )
);
bullet_control bullet_enermy3(
.clk( clk ),
.reset_n( 1 ),
.mode( mode ),
.tank_H( enermy3_tank_H ),
.tank_V( enermy3_tank_V ),
.tank_en( enermy3_tank_en ),
.tank_dir( enermy3_tank_dir ),
.tank_fire( enermy3_fire ),
.player_enermy( 1'b1 ),
.vgaV( vgaV ),
.vgaH( vgaH ),
.start( 1 ),
.ready( enermy3_bullet_en ),
.bulletData( enermy3_bullet_data ),
.bullet_H_feedback( enermy3_bullet_H ),
.bullet_V_feedback( enermy3_bullet_V ),
.bullet_direction( enermy3_bullet_dir )
);
bullet_control bullet_enermy4(
.clk( clk ),
.reset_n( 1 ),
.mode( mode ),
.tank_H( enermy4_tank_H ),
.tank_V( enermy4_tank_V ),
.tank_en( enermy4_tank_en ),
.tank_dir( enermy4_tank_dir ),
.tank_fire( enermy4_fire ),
.player_enermy( 1'b1 ),
.vgaV( vgaV ),
.vgaH( vgaH ),
.start( 1 ),
.ready( enermy4_bullet_en ),
.bulletData( enermy4_bullet_data ),
.bullet_H_feedback( enermy4_bullet_H ),
.bullet_V_feedback( enermy4_bullet_V ),
.bullet_direction( enermy4_bullet_dir )
);
cal_score u_cal_score(
clk, reset_n, enermy1_tank_en, enermy2_tank_en, enermy3_tank_en, enermy4_tank_en,
player1_scored, player2_scored, scorea1, scorea2, scoreb1, scoreb2, scorec1, scorec2, scored1, scored2
);
tank_generate u_tank_generate(
clk_4Hz, player1_tank_en, player2_tank_en,
enermy1_tank_en, enermy2_tank_en, enermy3_tank_en, enermy4_tank_en,
player1_revive, player2_revive, enermy1_revive, enermy2_revive,
enermy3_revive, enermy4_revive
);
game_information_display u_game_information_display(
.clk( clk ),
.enable_game_classic( enable_game_classic ),
.enable_game_infinity( enable_game_infinity ),
.score_classic( score_classic ),
.timer( timer ),
.vgaH( vgaH ),
.vgaV( vgaV ),
.VGA_data( game_information_data )
);
assign item_faster = 0;
assign item_addtime = 0;
assign item_invincible = 0;
assign item_test = 0;
wire [ 31: 0 ] num ;
// assign num = { 3'b000, KeyBoard_Output[ 0 ], 3'b000, KeyBoard_Output[ 1 ], 3'b000, KeyBoard_Output[ 2 ], 3'b000, KeyBoard_Output[ 3 ],
// 3'b000, KeyBoard_Output[ 4 ], 3'b000, KeyBoard_Output[ 5 ], 3'b000, KeyBoard_Output[ 6 ], 3'b000, KeyBoard_Output[ 7 ] };
// assign num = { 20'b0000_0000_0000_0000_0000, VGARed[ 3: 0 ], VGAGreen[ 3: 0 ], VGABlue[ 3: 0 ] };
// assign num = { 3'b000, player1_tank_collide[7], 3'b000, player1_tank_collide[6], 3'b000, player1_tank_collide[5], 3'b000, player1_tank_collide[4],
// player1_bullet_H[7:0], player1_bullet_V[7:0] };
assign num = { 3'b000, player1_moving, 3'b000, player1_tank_dir[ 1 ], 3'b000, player1_tank_dir[ 0 ], 4'b0000, 3'b000, player1_moving, 3'b000, player1_tank_en, 3'b000, player2_tank_en, 3'b000, player1_tank_move_en };
// Disp_Num my_Disp_Num(
// .clk( clk ),
// .RST( 1'b0 ),
// .HEXS( num ),
// .points( 8'b1 ),
// .LES( 8'b0 ),
// .AN( AN ),
// .Segment( SEGMENT1 )
// );
SegAndLed_K7 u_SegAndLed(
.clk( clk ),
.mode( mode ),
.led_classic( LED_classic ),
.led_infinity( LED_infinity ),
.score_classic( score_classic ),
.score_infinity( score_infinity ),
.timer( timer ),
.default_num( num ), //when mode ==00(before begin mode) then output num ,you can also use it as debug
.enable_game_classic( enable_game_classic ),
.enable_game_infinity( enable_game_infinity ),
.player1_tank_en( player1_tank_en ),
.player2_tank_en( player2_tank_en ),
.AN( AN ),
.Segment( Segment ),
.LED( LED ),
.ledclk( ledclk ),
.ledsout( ledsout ),
.ledclrn( ledclrn ),
.LEDEN( LEDEN ),
.seg_clk( seg_clk ),
.seg_sout( seg_sout ),
.SEG_PEN( SEG_PEN ),
.seg_clrn( seg_clrn )
);
endmodule
@@ -1,166 +0,0 @@
`timescale 1ns / 1ps
module collide_detection(
input mode,
input [ 10: 0 ] player1_tank_H,
input [ 10: 0 ] player1_tank_V,
input [ 1: 0 ] player1_tank_dir,
input player1_tank_en,
input [ 10: 0 ] player1_bullet_H,
input [ 10: 0 ] player1_bullet_V,
input player1_bullet_en,
input [ 1: 0 ] player1_bullet_dir,
output reg [ 7: 0 ] player1_collide, // [bullet4, bullet3, bullet2, bullet1, tank4, tank3, tank2, tank1]
input [ 10: 0 ] player2_tank_H,
input [ 10: 0 ] player2_tank_V,
input [ 1: 0 ] player2_tank_dir,
input player2_tank_en,
input [ 10: 0 ] player2_bullet_H,
input [ 10: 0 ] player2_bullet_V,
input player2_bullet_en,
input [ 10: 0 ] player2_bullet_dir,
output reg [ 7: 0 ] player2_collide // Reserved for other bullets and tanks
);
parameter TANK_WIDTH = 32;
parameter TANK_HEIGHT = 32;
parameter BULLET_LONGER = 10;
parameter BULLET_SHORTER = 5;
wire [ 10: 0 ] player1_bullet_RBound, player1_bullet_DBound;
wire [ 10: 0 ] player2_bullet_RBound, player2_bullet_DBound;
wire [ 10: 0 ] player1_tank_RBound, player1_tank_DBound;
wire [ 10: 0 ] player2_tank_RBound, player2_tank_DBound;
reg [ 3: 0 ] player1_tank_collide_dir, player2_tank_collide_dir;
assign player1_bullet_RBound = player1_bullet_H + ( player1_bullet_dir == 2'b11 || 2'b10 ) ? BULLET_LONGER : BULLET_SHORTER;
assign player1_bullet_DBound = player1_bullet_V + ( player1_bullet_dir == 2'b00 || 2'b01 ) ? BULLET_LONGER : BULLET_SHORTER;
assign player2_bullet_RBound = player2_bullet_H + ( player2_bullet_dir == 2'b11 || 2'b10 ) ? BULLET_LONGER : BULLET_SHORTER;
assign player2_bullet_DBound = player2_bullet_V + ( player2_bullet_dir == 2'b00 || 2'b01 ) ? BULLET_LONGER : BULLET_SHORTER;
assign player1_tank_RBound = player1_tank_H + TANK_WIDTH - 1;
assign player1_tank_DBound = player1_tank_V + TANK_HEIGHT - 1;
assign player2_tank_RBound = player2_tank_H + TANK_WIDTH - 1;
assign player2_tank_DBound = player2_tank_V + TANK_HEIGHT - 1;
initial begin
player1_collide <= 0;
player2_collide <= 0;
end
always @( * ) begin
if ( player1_tank_en ) begin
if ( player2_bullet_en ) begin
if ( player1_tank_H >= player2_bullet_H && player1_tank_H <= player2_bullet_RBound &&
player1_tank_V >= player2_bullet_V && player1_tank_V <= player2_bullet_RBound ) begin
player1_collide[ 5 ] <= 1;
end
else begin
player1_collide[ 5 ] <= 0;
end
end
if ( player2_tank_en && player1_tank_RBound <= player2_tank_RBound && player1_tank_RBound >= player2_tank_H &&
~( player1_tank_DBound < player2_tank_V || player1_tank_V > player2_tank_DBound ) ) begin
player1_tank_collide_dir[ 3 ] <= 1;
end
else begin
player1_tank_collide_dir[ 3 ] <= 0;
end
if ( player2_tank_en && player1_tank_H <= player2_tank_RBound && player1_tank_H >= player2_tank_H &&
~( player1_tank_DBound < player2_tank_V || player1_tank_V > player2_tank_DBound ) ) begin
player1_tank_collide_dir[ 2 ] <= 1;
end
else begin
player1_tank_collide_dir[ 2 ] <= 0;
end
if ( player2_tank_en && player1_tank_V <= player2_tank_DBound && player1_tank_V >= player2_tank_V
&& ~( player1_tank_RBound < player2_tank_H || player1_tank_H > player2_tank_RBound ) ) begin
player1_tank_collide_dir[ 0 ] <= 1;
end
else begin
player1_tank_collide_dir[ 0 ] <= 0;
end
if ( player2_tank_en && player1_tank_DBound <= player2_tank_DBound && player1_tank_DBound >= player2_tank_V
&& ~( player1_tank_RBound < player2_tank_H || player1_tank_H > player2_tank_RBound ) ) begin
player1_tank_collide_dir[ 1 ] <= 1;
end
else begin
player1_tank_collide_dir[ 1 ] <= 0;
end
player1_collide[ 1 ] <= player1_tank_collide_dir[ player1_tank_dir ];
end
/*
object_collide_detection player1_2(
.object1_H(player1_tank_H),
.object1_V(player1_tank_V),
.object1_dir(player1_tank_dir),
.object1_en(player1_tank_en),
.object1_RBound(player1_tank_RBound),
.object1_DBound(player1_tank_DBound),
.object2_H(player2_tank_H),
.object2_V(player2_tank_V),
.object2_dir(player2_tank_dir),
.object2_en(player2_tank_en),
.object2_RBound(player2_tank_RBound),
.object2_DBound(player2_tank_DBound),
.object1_collide(),
.object2_collide());
*/
end
always @( * ) begin
if ( player2_tank_en ) begin
if ( player1_bullet_en ) begin
if ( player2_tank_H >= player1_bullet_H && player2_tank_H <= player1_bullet_RBound &&
player2_tank_V >= player1_bullet_V && player2_tank_V <= player1_bullet_RBound ) begin
player2_collide[ 4 ] <= 1;
end
else begin
player2_collide[ 4 ] <= 0;
end
end
if ( player1_tank_en && player2_tank_RBound <= player1_tank_RBound && player2_tank_RBound >= player1_tank_H &&
~( player2_tank_DBound < player1_tank_V || player2_tank_V > player1_tank_DBound ) ) begin
player2_tank_collide_dir[ 3 ] <= 1;
end
else begin
player2_tank_collide_dir[ 3 ] <= 0;
end
if ( player1_tank_en && player2_tank_H <= player1_tank_RBound && player2_tank_H >= player1_tank_H &&
~( player2_tank_DBound < player1_tank_V || player2_tank_V > player1_tank_DBound ) ) begin
player2_tank_collide_dir[ 2 ] <= 1;
end
else begin
player2_tank_collide_dir[ 2 ] <= 0;
end
if ( player1_tank_en && player2_tank_V <= player1_tank_DBound && player2_tank_V >= player1_tank_V
&& ~( player2_tank_RBound < player1_tank_H || player2_tank_H > player1_tank_RBound ) ) begin
player2_tank_collide_dir[ 0 ] <= 1;
end
else begin
player2_tank_collide_dir[ 0 ] <= 0;
end
if ( player1_tank_en && player2_tank_DBound <= player1_tank_DBound && player2_tank_DBound >= player1_tank_V
&& ~( player2_tank_RBound < player1_tank_H || player2_tank_H > player1_tank_RBound ) ) begin
player2_tank_collide_dir[ 1 ] <= 1;
end
else begin
player2_tank_collide_dir[ 1 ] <= 0;
end
player2_collide[ 1 ] <= player2_tank_collide_dir[ player2_tank_dir ];
end
end
endmodule
+236 -31
View File
@@ -98,13 +98,16 @@ initial begin
// scored2 <= 0;
end
wire [ 7: 0 ] player1_bullet_collide, player2_bullet_collide;
wire [ 7: 0 ] player1_bullet_collide_last, player2_bullet_collide_last;
wire [ 7: 0 ] enermy_bullet_collide;
wire [ 7: 0 ] player1_tank_collide, player2_tank_collide;
wire [ 3: 0 ] player1_bullet_collide, player2_bullet_collide;
wire [ 3: 0 ] player2_tank_collide_tmp, player1_tank_collide_tmp;
wire [ 7: 0 ] enermy_tank_collide;
wire [ 1: 0 ] enermy1_bullet_collide, enermy2_bullet_collide, enermy3_bullet_collide, enermy4_bullet_collide;
wire [ 3: 0 ] player1_tank_collide, player2_tank_collide;
wire [ 4: 0 ] enermy1_tank_collide, enermy2_tank_collide, enermy3_tank_collide, enermy4_tank_collide;
wire [ 3: 0 ] player1_tank_tmp, player2_tank_tmp;
wire [ 4: 0 ] enermy1_tank_tmp, enermy2_tank_tmp, enermy3_tank_tmp, enermy4_tank_tmp;
// reg player1_tank_destroyed, player2_tank_destroyed;
// object_collide_detection enermy1_mytank1(
// enermy1_bullet_H, enermy1_bullet_V, ~enermy1_bullet_dir[ 2 ], enermy1_bullet_dir[ 1: 0 ],
@@ -114,62 +117,276 @@ wire [ 1: 0 ] enermy1_bullet_collide, enermy2_bullet_collide, enermy3_bullet_col
// player1_bullet_collide[ 0 ], enermy_tank_collide[ 0 ]
// );
//tank's collide not bullet
//player1 's tank
object_collide_detection tank1_enermy1(
player1_tank_H, player1_tank_V, player1_tank_en_feedback, player1_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy1_tank_H, enermy1_tank_V, enermy1_tank_en_feedback, enermy1_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
player1_tank_collide[ 0 ], player1_tank_tmp[ 0 ]
);
object_collide_detection tank1_enermy2(
player1_tank_H, player1_tank_V, player1_tank_en_feedback, player1_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy2_tank_H, enermy2_tank_V, enermy2_tank_en_feedback, enermy2_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
player1_tank_collide[ 1 ], player1_tank_tmp[ 1 ]
);
object_collide_detection tank1_enermy3(
player1_tank_H, player1_tank_V, player1_tank_en_feedback, player1_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy3_tank_H, enermy3_tank_V, enermy3_tank_en_feedback, enermy3_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
player1_tank_collide[ 2 ], player1_tank_tmp[ 2 ]
);
object_collide_detection tank1_enermy4(
player1_tank_H, player1_tank_V, player1_tank_en_feedback, player1_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy4_tank_H, enermy4_tank_V, enermy4_tank_en_feedback, enermy4_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
player1_tank_collide[ 3 ], player1_tank_tmp[ 3 ]
);
//player2 's tank
object_collide_detection tank2_enermy1(
player2_tank_H, player2_tank_V, player2_tank_en_feedback, player2_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy1_tank_H, enermy1_tank_V, enermy1_tank_en_feedback, enermy1_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
player2_tank_collide[ 0 ], player2_tank_tmp[ 0 ]
);
object_collide_detection tank2_enermy2(
player2_tank_H, player2_tank_V, player2_tank_en_feedback, player2_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy2_tank_H, enermy2_tank_V, enermy2_tank_en_feedback, enermy2_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
player2_tank_collide[ 1 ], player2_tank_tmp[ 1 ]
);
object_collide_detection tank2_enermy3(
player2_tank_H, player2_tank_V, player2_tank_en_feedback, player2_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy3_tank_H, enermy3_tank_V, enermy3_tank_en_feedback, enermy3_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
player2_tank_collide[ 2 ], player2_tank_tmp[ 2 ]
);
object_collide_detection tank2_enermy4(
player2_tank_H, player2_tank_V, player2_tank_en_feedback, player2_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy4_tank_H, enermy4_tank_V, enermy4_tank_en_feedback, enermy4_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
player2_tank_collide[ 3 ], player2_tank_tmp[ 3 ]
);
//here is enermy tank's collide
object_collide_detection enermy1_tank1(
enermy1_tank_H, enermy1_tank_V, enermy1_tank_en_feedback, enermy1_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
player1_tank_H, player1_tank_V, player1_tank_en_feedback, player1_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy1_tank_collide[ 0 ], enermy1_tank_tmp[ 0 ]
);
object_collide_detection enermy1_tank2(
enermy1_tank_H, enermy1_tank_V, enermy1_tank_en_feedback, enermy1_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
player2_tank_H, player2_tank_V, player2_tank_en_feedback, player2_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy1_tank_collide[ 1 ], enermy1_tank_tmp[ 1 ]
);
object_collide_detection enermy1_enermy2(
enermy1_tank_H, enermy1_tank_V, enermy1_tank_en_feedback, enermy1_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy2_tank_H, enermy2_tank_V, enermy2_tank_en_feedback, enermy2_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy1_tank_collide[ 2 ], enermy1_tank_tmp[ 2 ]
);
object_collide_detection enermy1_enermy3(
enermy1_tank_H, enermy1_tank_V, enermy1_tank_en_feedback, enermy1_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy3_tank_H, enermy3_tank_V, enermy3_tank_en_feedback, enermy3_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy1_tank_collide[ 3 ], enermy1_tank_tmp[ 3 ]
);
object_collide_detection enermy1_enermy4(
enermy1_tank_H, enermy1_tank_V, enermy1_tank_en_feedback, enermy1_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy4_tank_H, enermy4_tank_V, enermy4_tank_en_feedback, enermy4_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy1_tank_collide[ 4 ], enermy1_tank_tmp[ 4 ]
);
object_collide_detection enermy2_tank1(
enermy2_tank_H, enermy2_tank_V, enermy2_tank_en_feedback, enermy2_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
player1_tank_H, player1_tank_V, player1_tank_en_feedback, player1_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy2_tank_collide[ 0 ], enermy2_tank_tmp[ 0 ]
);
object_collide_detection enermy2_tank2(
enermy2_tank_H, enermy2_tank_V, enermy2_tank_en_feedback, enermy2_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
player2_tank_H, player2_tank_V, player2_tank_en_feedback, player2_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy2_tank_collide[ 1 ], enermy2_tank_tmp[ 1 ]
);
object_collide_detection enermy2_enermy1(
enermy2_tank_H, enermy2_tank_V, enermy2_tank_en_feedback, enermy2_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy1_tank_H, enermy1_tank_V, enermy1_tank_en_feedback, enermy1_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy2_tank_collide[ 2 ], enermy2_tank_tmp[ 2 ]
);
object_collide_detection enermy2_enermy3(
enermy2_tank_H, enermy2_tank_V, enermy2_tank_en_feedback, enermy2_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy3_tank_H, enermy3_tank_V, enermy3_tank_en_feedback, enermy3_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy2_tank_collide[ 3 ], enermy2_tank_tmp[ 3 ]
);
object_collide_detection enermy2_enermy4(
enermy2_tank_H, enermy2_tank_V, enermy2_tank_en_feedback, enermy2_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy4_tank_H, enermy4_tank_V, enermy4_tank_en_feedback, enermy4_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy2_tank_collide[ 4 ], enermy2_tank_tmp[ 4 ]
);
object_collide_detection enermy3_tank1(
enermy3_tank_H, enermy3_tank_V, enermy3_tank_en_feedback, enermy3_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
player1_tank_H, player1_tank_V, player1_tank_en_feedback, player1_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy3_tank_collide[ 0 ], enermy3_tank_tmp[ 0 ]
);
object_collide_detection enermy3_tank2(
enermy3_tank_H, enermy3_tank_V, enermy3_tank_en_feedback, enermy3_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
player2_tank_H, player2_tank_V, player2_tank_en_feedback, player2_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy3_tank_collide[ 1 ], enermy3_tank_tmp[ 1 ]
);
object_collide_detection enermy3_enermy1(
enermy3_tank_H, enermy3_tank_V, enermy3_tank_en_feedback, enermy3_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy1_tank_H, enermy1_tank_V, enermy1_tank_en_feedback, enermy1_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy3_tank_collide[ 2 ], enermy3_tank_tmp[ 2 ]
);
object_collide_detection enermy3_enermy2(
enermy3_tank_H, enermy3_tank_V, enermy3_tank_en_feedback, enermy3_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy2_tank_H, enermy2_tank_V, enermy2_tank_en_feedback, enermy2_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy3_tank_collide[ 3 ], enermy3_tank_tmp[ 3 ]
);
object_collide_detection enermy3_enermy4(
enermy3_tank_H, enermy3_tank_V, enermy3_tank_en_feedback, enermy3_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy4_tank_H, enermy4_tank_V, enermy4_tank_en_feedback, enermy4_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy3_tank_collide[ 4 ], enermy3_tank_tmp[ 4 ]
);
object_collide_detection enermy4_tank1(
enermy4_tank_H, enermy4_tank_V, enermy4_tank_en_feedback, enermy4_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
player1_tank_H, player1_tank_V, player1_tank_en_feedback, player1_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy4_tank_collide[ 0 ], enermy4_tank_tmp[ 0 ]
);
object_collide_detection enermy4_tank2(
enermy4_tank_H, enermy4_tank_V, enermy4_tank_en_feedback, enermy4_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
player2_tank_H, player2_tank_V, player2_tank_en_feedback, player2_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy4_tank_collide[ 1 ], enermy4_tank_tmp[ 1 ]
);
object_collide_detection enermy4_enermy1(
enermy4_tank_H, enermy4_tank_V, enermy4_tank_en_feedback, enermy4_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy1_tank_H, enermy1_tank_V, enermy1_tank_en_feedback, enermy1_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy4_tank_collide[ 2 ], enermy4_tank_tmp[ 2 ]
);
object_collide_detection enermy4_enermy2(
enermy4_tank_H, enermy4_tank_V, enermy4_tank_en_feedback, enermy4_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy2_tank_H, enermy2_tank_V, enermy2_tank_en_feedback, enermy2_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy4_tank_collide[ 3 ], enermy4_tank_tmp[ 3 ]
);
object_collide_detection enermy4_enermy3(
enermy4_tank_H, enermy4_tank_V, enermy4_tank_en_feedback, enermy4_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy3_tank_H, enermy3_tank_V, enermy3_tank_en_feedback, enermy3_tank_dir,
TANK_HEIGHT, TANK_WIDTH,
enermy4_tank_collide[ 4 ], enermy4_tank_tmp[ 4 ]
);
//here is bullet collide
object_collide_detection enermy1_mytank1(
enermy1_bullet_H, enermy1_bullet_V, ~enermy1_bullet_dir[ 2 ], enermy1_bullet_dir[ 1: 0 ],
BULLET_LONGER, BULLET_SHORTER,
player1_tank_H, player1_tank_V, player1_tank_en_feedback, player1_tank_dir[ 1: 0 ],
TANK_HEIGHT, TANK_WIDTH,
enermy1_bullet_collide[ 0 ], player1_tank_collide[ 0 ]
enermy1_bullet_collide[ 0 ], player1_tank_collide_tmp[ 0 ]
);
object_collide_detection enermy2_mytank1(
enermy2_bullet_H, enermy2_bullet_V, ~enermy2_bullet_dir[ 2 ], enermy2_bullet_dir[ 1: 0 ],
BULLET_LONGER, BULLET_SHORTER,
player1_tank_H, player1_tank_V, player1_tank_en_feedback, player1_tank_dir[ 1: 0 ],
TANK_HEIGHT, TANK_WIDTH,
enermy2_bullet_collide[ 0 ], player1_tank_collide[ 1 ]
enermy2_bullet_collide[ 0 ], player1_tank_collide_tmp[ 1 ]
);
object_collide_detection enermy3_mytank1(
enermy3_bullet_H, enermy3_bullet_V, ~enermy3_bullet_dir[ 2 ], enermy3_bullet_dir[ 1: 0 ],
BULLET_LONGER, BULLET_SHORTER,
player1_tank_H, player1_tank_V, player1_tank_en_feedback, player1_tank_dir[ 1: 0 ],
TANK_HEIGHT, TANK_WIDTH,
enermy3_bullet_collide[ 0 ], player1_tank_collide[ 2 ]
enermy3_bullet_collide[ 0 ], player1_tank_collide_tmp[ 2 ]
);
object_collide_detection enermy4_mytank1(
enermy4_bullet_H, enermy4_bullet_V, ~enermy4_bullet_dir[ 2 ], enermy4_bullet_dir[ 1: 0 ],
BULLET_LONGER, BULLET_SHORTER,
player1_tank_H, player1_tank_V, player1_tank_en_feedback, player1_tank_dir[ 1: 0 ],
TANK_HEIGHT, TANK_WIDTH,
enermy4_bullet_collide[ 0 ], player1_tank_collide[ 3 ]
enermy4_bullet_collide[ 0 ], player1_tank_collide_tmp[ 3 ]
);
object_collide_detection enermy1_mytank2(
enermy1_bullet_H, enermy1_bullet_V, ~enermy1_bullet_dir[ 2 ], enermy1_bullet_dir[ 1: 0 ],
BULLET_LONGER, BULLET_SHORTER,
player2_tank_H, player2_tank_V, player2_tank_en_feedback, player2_tank_dir[ 1: 0 ],
TANK_HEIGHT, TANK_WIDTH,
enermy1_bullet_collide[ 1 ], player2_tank_collide[ 0 ]
enermy1_bullet_collide[ 1 ], player2_tank_collide_tmp[ 0 ]
);
object_collide_detection enermy2_mytank2(
enermy2_bullet_H, enermy2_bullet_V, ~enermy2_bullet_dir[ 2 ], enermy2_bullet_dir[ 1: 0 ],
BULLET_LONGER, BULLET_SHORTER,
player2_tank_H, player2_tank_V, player2_tank_en_feedback, player2_tank_dir[ 1: 0 ],
TANK_HEIGHT, TANK_WIDTH,
enermy2_bullet_collide[ 1 ], player2_tank_collide[ 1 ]
enermy2_bullet_collide[ 1 ], player2_tank_collide_tmp[ 1 ]
);
object_collide_detection enermy3_mytank2(
enermy3_bullet_H, enermy3_bullet_V, ~enermy3_bullet_dir[ 2 ], enermy3_bullet_dir[ 1: 0 ],
BULLET_LONGER, BULLET_SHORTER,
player2_tank_H, player2_tank_V, player2_tank_en_feedback, player2_tank_dir[ 1: 0 ],
TANK_HEIGHT, TANK_WIDTH,
enermy3_bullet_collide[ 1 ], player2_tank_collide[ 2 ]
enermy3_bullet_collide[ 1 ], player2_tank_collide_tmp[ 2 ]
);
object_collide_detection enermy4_mytank2(
enermy4_bullet_H, enermy4_bullet_V, ~enermy4_bullet_dir[ 2 ], enermy4_bullet_dir[ 1: 0 ],
BULLET_LONGER, BULLET_SHORTER,
player2_tank_H, player2_tank_V, player2_tank_en_feedback, player2_tank_dir[ 1: 0 ],
TANK_HEIGHT, TANK_WIDTH,
enermy4_bullet_collide[ 1 ], player2_tank_collide[ 3 ]
enermy4_bullet_collide[ 1 ], player2_tank_collide_tmp[ 3 ]
);
@@ -246,13 +463,7 @@ object_collide_detection mytank2_enermy4(
// player2_bullet_collide[ 1 ], player1_tank_collide[ 4 ]
// );
// object_collide_detection tank1_tank2(
// player1_tank_H, player1_tank_V, player1_tank_en_feedback, player1_tank_dir,
// TANK_HEIGHT, TANK_WIDTH,
// player2_tank_H, player2_tank_V, player2_tank_en_feedback, player2_tank_dir,
// TANK_HEIGHT, TANK_WIDTH,
// player1_tank_collide[ 1 ], player2_tank_collide[ 0 ]
// );
// always @( posedge player1_bullet_collide[ 0 ] or posedge player1_bullet_collide[ 1 ] or posedge player1_bullet_collide[ 2 ] or posedge player1_bullet_collide[ 3 ] ) begin
// if ( reset_n ) begin
@@ -464,10 +675,10 @@ always @( posedge clk ) begin: enermy_tank_enable_signal
player2_scored <= 1;
end
end
enermy1_tank_move_en <= 1;
enermy2_tank_move_en <= 1;
enermy3_tank_move_en <= 1;
enermy4_tank_move_en <= 1;
enermy1_tank_move_en <= ~( | enermy1_tank_collide );
enermy2_tank_move_en <= ~( | enermy2_tank_collide );
enermy3_tank_move_en <= ~( | enermy3_tank_collide );
enermy4_tank_move_en <= ~( | enermy4_tank_collide );
end
// always @( posedge clk ) begin: enermy1_tank_enable_signal
@@ -592,10 +803,7 @@ always @( posedge clk ) begin: player2_tank_enable_signal
// player2_tank_en_feedback <= ~player1_bullet_collide[1];
player2_tank_move_en <= 1;
if ( player2_tank_collide[ 0 ] && player2_moving ) begin
player2_tank_move_en <= 0;
end
player2_tank_move_en <= ~( | player2_tank_collide );
end
@@ -612,10 +820,7 @@ always @( posedge clk ) begin: player1_tank_enable_signal
end
player1_tank_move_en <= 1;
if ( player1_tank_collide[ 1 ] && player1_moving ) begin
player1_tank_move_en <= 0;
end
player1_tank_move_en <= ~( | player1_tank_collide );
end
endmodule
@@ -1,21 +0,0 @@
`timescale 1ns / 1ps
module display_scene(
input clk,
input player1_H,
input player1_V
);
tank_display u_tank_display(
.clk(clk),
.tankDir(2'b01),
.vgaH(vgaH),
.vgaV(vgaV),
.tankH(player1_H),
.tankV(player1_V),
.tankData(tankData)
);
endmodule
+22 -8
View File
@@ -24,7 +24,7 @@ module enermy_control(
input clk_8Hz,
input clk_2Hz,
input clk_10ms,
input [ 1: 0 ] flag, //00 01 10 11 four tanks
input [ 1: 0 ] flag, //00 01 10 11 four tanks
input [ 10: 0 ] player1_H,
input [ 10: 0 ] player1_V,
input [ 10: 0 ] player2_H,
@@ -71,12 +71,17 @@ reg rand; // 0 is player2 and 1 is player1
wire [ 10: 0 ] chase_tank_H = rand ? player1_H : player2_H;
wire [ 10: 0 ] chase_tank_V = rand ? player1_V : player2_V;
reg Continue;
reg [ 2: 0 ] Continue_num;
assign enermy_moving = enermy_tank_en;
initial begin
enermy_fire <= 1'b0;
counter_num <= flag;
rand <= flag[ 0 ];
Continue <= 0;
Continue_num <= 0;
end
Random u_Random(
@@ -85,12 +90,13 @@ Random u_Random(
.flag( flag ),
.random( rand_num )
);
always @( posedge clk_8Hz ) begin
if ( !player1_bullet_dir[ 2 ] ) begin
always @( posedge clk_2Hz ) begin
if ( !player1_bullet_dir[ 2 ] && !Continue ) begin
case ( player1_bullet_dir[ 1 ] )
1'b0: begin
if ( player1_bullet_H <= tank_RBound && player1_bullet_H + BULLET_SHORTER >= enermy_H ) begin
Continue <= 1'b1;
if ( ( enermy_V < player1_bullet_V && ~player1_bullet_dir[ 0 ] ) || ( enermy_V > player1_bullet_V && player1_bullet_dir[ 0 ] ) ) begin
if ( enermy_H < WIDTH / 6 ) begin
@@ -114,6 +120,8 @@ always @( posedge clk_8Hz ) begin
1'b1: begin
if ( player1_bullet_V <= tank_DBound && player1_bullet_V + BULLET_SHORTER >= enermy_V ) begin
Continue <= 1'b1;
if ( ( enermy_H < player1_bullet_H && ~player1_bullet_dir[ 0 ] ) || ( enermy_H > player1_bullet_H && player1_bullet_dir[ 0 ] ) ) begin
if ( enermy_V < HEIGHT / 6 ) begin
enermy_dir_feedback_tmp <= 2'b01;
@@ -137,11 +145,12 @@ always @( posedge clk_8Hz ) begin
end
else if ( !player2_bullet_dir[ 2 ] ) begin
else if ( !player2_bullet_dir[ 2 ] && !Continue ) begin
case ( player2_bullet_dir[ 1 ] )
1'b0: begin
if ( player2_bullet_H <= tank_RBound && player2_bullet_H + BULLET_SHORTER >= enermy_H ) begin
Continue <= 1'b1;
if ( ( enermy_V < player2_bullet_V && ~player2_bullet_dir[ 0 ] ) || ( enermy_V > player2_bullet_V && player2_bullet_dir[ 0 ] ) ) begin
if ( enermy_H < WIDTH / 6 ) begin
@@ -165,6 +174,7 @@ always @( posedge clk_8Hz ) begin
1'b1: begin
if ( player2_bullet_V <= tank_DBound && player2_bullet_V + BULLET_SHORTER >= enermy_V ) begin
Continue <= 1'b1;
if ( ( enermy_H < player2_bullet_H && ~player2_bullet_dir[ 0 ] ) || ( enermy_H > player2_bullet_H && player2_bullet_dir[ 0 ] ) ) begin
if ( enermy_V < HEIGHT / 6 ) begin
enermy_dir_feedback_tmp <= 2'b01;
@@ -224,10 +234,7 @@ always @( posedge clk_8Hz ) begin
end
end
end
always @( posedge clk_2Hz ) begin
if ( counter_num % 3 > 0 ) begin
if ( counter_num % 4 != flag ) begin
enermy_dir_feedback <= enermy_dir_feedback_tmp;
end
else begin
@@ -238,6 +245,13 @@ always @( posedge clk_2Hz ) begin
counter_num <= 0;
rand <= rand_num[ 0 ] ;
end
Continue_num <= Continue_num + 1'b1;
if ( Continue_num == 4 ) begin
Continue_num <= 0;
Continue <= 0;
end
end
endmodule
@@ -42,7 +42,8 @@ module game_logic_classic(
output reg gameover_classic,
output wire [ 15: 0 ] led_classic,
output reg [ 7: 0 ] score_classic //[7:4] is player2 ,[3:0] is player1
output reg [ 7: 0 ] score_classic, //[7:4] is player2 ,[3:0] is player1
output reg [ 1: 0 ] winner
);
reg [ 3: 0 ] score1;
reg [ 3: 0 ] score2;
@@ -51,7 +52,7 @@ initial begin
gameover_classic <= 0;
score_classic <= 0;
winner <= 0;
score1 <= 0;
score2 <= 0;
score_classic <= 0;
@@ -108,6 +109,7 @@ always @( posedge clk ) begin
score1 <= 0;
score2 <= 0;
score_classic <= 0;
winner <= 2'b00;
end
else begin
score_classic[ 7: 4 ] <= score2[ 3: 0 ];
@@ -122,6 +124,12 @@ always @( posedge clk ) begin
score_classic[ 3: 0 ] <= score1[ 3: 0 ];
if ( HP1_value == 0 || HP2_value == 0 || score1 >= 8 || score2 >= 8 ) begin
gameover_classic <= 1;
if ( HP2_value == 0 || score1 >= 8 ) begin
winner <= 2'b10;
end
else begin
winner <= 2'b11;
end
end
end
@@ -45,7 +45,8 @@ module game_logic_infinity(
output reg gameover_infinity,
output wire [ 15: 0 ] led_infinity,
output reg [ 7: 0 ] score_infinity //[7:4] is player2 ,[3:0] is player1
output reg [ 7: 0 ] score_infinity, //[7:4] is player2 ,[3:0] is player1
output reg timeup
);
@@ -68,6 +69,7 @@ initial begin
item_flag <= 0;
HP1_value <= 2;
HP2_value <= 2;
timeup <= 0;
end
always @( posedge clk ) begin
@@ -125,6 +127,7 @@ always @( posedge clk ) begin
score1 <= 0;
score2 <= 0;
score_infinity <= 0;
timeup <= 0;
end
else begin
score_infinity[ 7: 4 ] <= score2[ 3: 0 ];
@@ -136,6 +139,7 @@ always @( posedge clk ) begin
if ( timer == 0 || btn_stop || ( | HP1_value == 0 ) || ( | HP2_value == 0 ) ) begin
timer <= 16;
gameover_infinity <= 1;
timeup <= 1'b1;
end
else begin
if ( score1 < scorea1 + scoreb1 + scorec1 + scored1 ) begin
@@ -1,26 +0,0 @@
`timescale 1ns / 1ps
//////////////////////////////////////////////////////////////////////////////////
// Company:
// Engineer:
//
// Create Date: 12/29/2020 09:37:23 PM
// Design Name:
// Module Name: game_startshow
// Project Name:
// Target Devices:
// Tool Versions:
// Description:
//
// Dependencies:
//
// Revision:
// Revision 0.01 - File Created
// Additional Comments:
//
//////////////////////////////////////////////////////////////////////////////////
module game_startshow(
);
endmodule
@@ -22,13 +22,13 @@ reg [ 3: 0 ] object1_collide_dir, object2_collide_dir;
wire [ 10: 0 ] object1_RBound, object1_DBound;
wire [ 10: 0 ] object2_RBound, object2_DBound;
assign object1_RBound = object1_H + ( ( object1_dir >= 2'b10 ) ? object1_LONGER : object1_SHORTER) ;
assign object1_DBound = object1_V + ( ( object1_dir >= 2'b10 ) ? object1_SHORTER : object1_LONGER) ;
assign object2_RBound = object2_H + ( ( object2_dir >= 2'b10 ) ? object2_LONGER : object2_SHORTER) ;
assign object2_DBound = object2_V + ( ( object2_dir >= 2'b10 ) ? object2_SHORTER : object2_LONGER) ;
assign object1_RBound = object1_H + ( ( object1_dir >= 2'b10 ) ? object1_LONGER : object1_SHORTER ) ;
assign object1_DBound = object1_V + ( ( object1_dir >= 2'b10 ) ? object1_SHORTER : object1_LONGER ) ;
assign object2_RBound = object2_H + ( ( object2_dir >= 2'b10 ) ? object2_LONGER : object2_SHORTER ) ;
assign object2_DBound = object2_V + ( ( object2_dir >= 2'b10 ) ? object2_SHORTER : object2_LONGER ) ;
always @( * ) begin
if ( object2_en && object1_RBound <= object2_RBound && object1_RBound >= object2_H &&
if ( object1_en && object2_en && object1_RBound <= object2_RBound && object1_RBound >= object2_H &&
~( object1_DBound < object2_V || object1_V > object2_DBound ) ) begin
object1_collide_dir[ 3 ] <= 1;
end
@@ -36,7 +36,7 @@ always @( * ) begin
object1_collide_dir[ 3 ] <= 0;
end
if ( object2_en && object1_H <= object2_RBound && object1_H >= object2_H &&
if ( object1_en && object2_en && object1_H <= object2_RBound && object1_H >= object2_H &&
~( object1_DBound < object2_V || object1_V > object2_DBound ) ) begin
object1_collide_dir[ 2 ] <= 1;
end
@@ -44,7 +44,7 @@ always @( * ) begin
object1_collide_dir[ 2 ] <= 0;
end
if ( object2_en && object1_V <= object2_DBound && object1_V >= object2_V
if ( object1_en && object2_en && object1_V <= object2_DBound && object1_V >= object2_V
&& ~( object1_RBound < object2_H || object1_H > object2_RBound ) ) begin
object1_collide_dir[ 0 ] <= 1;
end
@@ -52,7 +52,7 @@ always @( * ) begin
object1_collide_dir[ 0 ] <= 0;
end
if ( object2_en && object1_DBound <= object2_DBound && object1_DBound >= object2_V
if ( object1_en && object2_en && object1_DBound <= object2_DBound && object1_DBound >= object2_V
&& ~( object1_RBound < object2_H || object1_H > object2_RBound ) ) begin
object1_collide_dir[ 1 ] <= 1;
end
@@ -63,7 +63,7 @@ always @( * ) begin
end
always @( * ) begin
if ( object1_en && object2_RBound <= object1_RBound && object2_RBound >= object1_H &&
if ( object1_en && object2_en && object2_RBound <= object1_RBound && object2_RBound >= object1_H &&
~( object2_DBound < object1_V || object2_V > object1_DBound ) ) begin
object2_collide_dir[ 3 ] <= 1;
end
@@ -71,7 +71,7 @@ always @( * ) begin
object2_collide_dir[ 3 ] <= 0;
end
if ( object1_en && object2_H <= object1_RBound && object2_H >= object1_H &&
if ( object1_en && object2_en && object2_H <= object1_RBound && object2_H >= object1_H &&
~( object2_DBound < object1_V || object2_V > object1_DBound ) ) begin
object2_collide_dir[ 2 ] <= 1;
end
@@ -79,7 +79,7 @@ always @( * ) begin
object2_collide_dir[ 2 ] <= 0;
end
if ( object1_en && object2_V <= object1_DBound && object2_V >= object1_V
if ( object1_en && object2_en && object2_V <= object1_DBound && object2_V >= object1_V
&& ~( object2_RBound < object1_H || object2_H > object1_RBound ) ) begin
object2_collide_dir[ 0 ] <= 1;
end
@@ -87,7 +87,7 @@ always @( * ) begin
object2_collide_dir[ 0 ] <= 0;
end
if ( object1_en && object2_DBound <= object1_DBound && object2_DBound >= object1_V
if ( object1_en && object2_en && object2_DBound <= object1_DBound && object2_DBound >= object1_V
&& ~( object2_RBound < object1_H || object2_H > object1_RBound ) ) begin
object2_collide_dir[ 1 ] <= 1;
end
-6
View File
@@ -1,6 +0,0 @@
`timescale 1ns / 1ps
module tank_logic(
);
endmodule
@@ -0,0 +1,160 @@
`timescale 1ns / 1ps
//////////////////////////////////////////////////////////////////////////////////
// Company:
// Engineer:
//
// Create Date: 01/03/2021 04:28:18 PM
// Design Name:
// Module Name: vga_data_heart_gametips
// Project Name:
// Target Devices:
// Tool Versions:
// Description:
//
// Dependencies:
//
// Revision:
// Revision 0.01 - File Created
// Additional Comments:
//
//////////////////////////////////////////////////////////////////////////////////
module vga_data_heart_gametips(
input clk,
input [ 2: 0 ] mode,
input [ 10: 0 ] vgaH,
input [ 10: 0 ] vgaV,
input [ 1: 0 ] winner,
input timeup,
input gameover_classic,
input gameover_infinity,
input [ 3: 0 ] HP1_value,
input [ 3: 0 ] HP2_value,
input [ 7: 0 ] score_classic,
output [ 11: 0 ] vgaData
);
reg [ 11: 0 ] heart_reg1, heart_reg2, classic_gameover_tips_reg1, classic_gameover_tips_reg2, infinity_gameover_tips_reg;
wire [ 11: 0 ] heart_pic1 , heart_pic2, classic_gameover_tips_pic1, classic_gameover_tips_pic2, infinity_gameover_tips_pic;
reg [ 8: 0 ] addra_heart_pic1, addra_heart_pic2;
reg [ 12: 0 ] addr_classic_gameover_tips_pic1, addr_classic_gameover_tips_pic2, addr_infinity_gameover_tips_pic;
always @( posedge clk ) begin
if ( mode == 0 || mode == 3 ) begin
heart_reg1 <= 0;
heart_reg2 <= 0;
end
else if ( mode == 1 || mode == 2 ) begin
if ( vgaH >= 5 && vgaH < 25 && vgaV >= 180 && vgaV < 300 && ( vgaV - 180 ) < HP1_value * 20 ) begin
addra_heart_pic1 <= ( vgaH - 5 ) + ( ( vgaV - 180 ) % 20 ) * 20;
heart_reg1 <= heart_pic1;
end
else if ( vgaH >= 615 && vgaH < 635 && vgaV >= 180 && vgaV < 300 && ( vgaV - 180 ) < HP2_value * 20 ) begin
addra_heart_pic2 <= ( vgaH - 615 ) + ( ( vgaV - 180 ) % 20 ) * 20;
heart_reg2 <= heart_pic2;
end
else begin
heart_reg1 <= 0;
heart_reg2 <= 0;
end
end
else begin
heart_reg1 <= 0;
heart_reg2 <= 0;
end
end
always @( posedge clk ) begin
if ( mode != 3 ) begin
classic_gameover_tips_reg1 <= 0;
classic_gameover_tips_reg2 <= 0;
infinity_gameover_tips_reg <= 0;
end
else begin
if ( winner > 0 ) begin
if ( winner == 2'b10 ) begin
if ( vgaH >= 230 && vgaH < 410 && vgaV >= 10 && vgaV < 42 ) begin
addr_classic_gameover_tips_pic1 <= ( vgaH - 230 ) + ( vgaV - 10 ) * 180;
classic_gameover_tips_reg1 <= classic_gameover_tips_pic1;
end
else begin
classic_gameover_tips_reg1 <= 0;
end
classic_gameover_tips_reg2 <= 0;
infinity_gameover_tips_reg <= 0;
end
else if ( winner == 2'b11 ) begin
if ( vgaH >= 230 && vgaH < 410 && vgaV >= 10 && vgaV < 42 ) begin
addr_classic_gameover_tips_pic2 <= ( vgaH - 230 ) + ( vgaV - 10 ) * 180;
classic_gameover_tips_reg2 <= classic_gameover_tips_pic2;
end
else begin
classic_gameover_tips_reg2 <= 0;
end
classic_gameover_tips_reg1 <= 0;
infinity_gameover_tips_reg <= 0;
end
else begin
classic_gameover_tips_reg1 <= 0;
classic_gameover_tips_reg2 <= 0;
infinity_gameover_tips_reg <= 0;
end
end
else if ( timeup ) begin
if ( vgaH >= 230 && vgaH < 410 && vgaV >= 10 && vgaV < 48 ) begin
addr_infinity_gameover_tips_pic <= ( vgaH - 230 ) + ( vgaV - 10 ) * 180;
infinity_gameover_tips_reg <= infinity_gameover_tips_pic;
end
else begin
infinity_gameover_tips_reg <= 0;
end
classic_gameover_tips_reg1 <= 0;
classic_gameover_tips_reg2 <= 0;
end
else begin
classic_gameover_tips_reg1 <= 0;
classic_gameover_tips_reg2 <= 0;
infinity_gameover_tips_reg <= 0;
end
end
end
heart_20_20 player1_heart(
.addra( addra_heart_pic1 ),
.clka( clk ),
.douta( heart_pic1 ),
.ena( 1'b1 )
);
heart_20_20 player2_heart(
.addra( addra_heart_pic2 ),
.clka( clk ),
.douta( heart_pic2 ),
.ena( 1'b1 )
);
player1win_180_32 u_player1win_180_32(
.addra( addr_classic_gameover_tips_pic1 ),
.clka( clk ),
.douta( classic_gameover_tips_pic1 ),
.ena( 1'b1 )
);
player2win_180_32 u_player2win_180_32(
.addra( addr_classic_gameover_tips_pic2 ),
.clka( clk ),
.douta( classic_gameover_tips_pic2 ),
.ena( 1'b1 )
);
timeisup_180_38 u_timeisup_180_38(
.addra( addr_infinity_gameover_tips_pic ),
.clka( clk ),
.douta( infinity_gameover_tips_pic ),
.ena( 1'b1 )
);
assign vgaData = heart_reg1 | heart_reg2 | classic_gameover_tips_reg1 | classic_gameover_tips_reg2 | infinity_gameover_tips_reg;
endmodule