FPGA-TankGame-new/TankGame.srcs/sources_1/new/Top.v

720 lines
30 KiB
Verilog

`timescale 1ns / 1ps
module Top(
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 wire [ 7: 0 ] AN,
output wire [ 7: 0 ] SEGMENT1,
output wire [ 15: 0 ] LED
);
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, 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;
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 [ 3: 0 ] player1_HP_infinity, player2_HP_infinity;
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;
wire [ 1: 0 ] winner;
wire timeup;
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 ),
.winner( winner )
);
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 ),
.timeup( timeup ),
.HP1_value( player1_HP_infinity ),
.HP2_value( player2_HP_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( heart_gametips_data ),
.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 )
);
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 ),
.HP1_value_infinity( player1_HP_infinity ),
.HP2_value_infinity( player2_HP_infinity ),
.score_classic( score_classic ),
.vgaData( heart_gametips_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 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( SEGMENT1 ),
.LED( LED )
);
endmodule