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

246 lines
7.9 KiB
Verilog

`timescale 1ns / 1ps
module bullet_control(
input clk,
input reset_n,
input start,
input [ 2: 0 ] mode,
input [ 10: 0 ] tank_H,
input [ 10: 0 ] tank_V,
input tank_en,
input [ 1: 0 ] tank_dir,
input tank_fire,
input player_enermy, //player is 0 and enermy is 1
input [ 10: 0 ] vgaH,
input [ 10: 0 ] vgaV,
input ready,
output [ 11: 0 ] bulletData,
output reg [ 10: 0 ] bullet_H_feedback,
output reg [ 10: 0 ] bullet_V_feedback,
output reg [ 2: 0 ] bullet_direction
);
parameter BULLET_LONGER = 10;
parameter BULLET_SHORTER = 5;
parameter BULLET_LONGER_CENTER = 5;
parameter BULLET_SHORTER_CENTER = 2;
parameter HEIGHT = 480;
parameter WIDTH = 640;
parameter TANK_V_CENTER = 16;
parameter TANK_H_CENTER = 16;
parameter TANK_HEIGHT = 32, TANK_WIDTH = 32;
localparam
UP = 3'd0,
DOWN = 3'd1,
LEFT = 3'd2,
RIGHT = 3'd3,
WAIT = 3'd4,
READY = 3'd5;
reg counter_en;
reg [ 31: 0 ] counter;
reg [ 2: 0 ] current_state, next_state;
always @( posedge clk ) begin:state_flip_flop
if ( !reset_n ) begin
current_state <= WAIT;
end
else if ( !tank_en ) begin
current_state <= WAIT;
end
else begin
current_state <= next_state;
end
end
always @( * ) begin: state_table
case ( current_state )
WAIT:
next_state = start ? READY : WAIT;
READY: begin
if ( !tank_fire ) begin
next_state = READY;
end
else begin
case ( tank_dir )
2'b00:
next_state = UP;
2'b01:
next_state = DOWN;
2'b10:
next_state = LEFT;
2'b11:
next_state = RIGHT;
endcase
end
end
UP:
next_state = ready ? READY : UP;
DOWN:
next_state = ready ? READY : DOWN;
LEFT:
next_state = ready ? READY : LEFT;
RIGHT:
next_state = ready ? READY : RIGHT;
default:
next_state = READY;
endcase
end
always @( * ) begin: bullet_logic
case ( current_state )
READY: begin
counter_en = 0;
bullet_direction = 3'b111;
end
UP: begin
counter_en = 1;
bullet_direction = 3'b000;
end
DOWN: begin
counter_en = 1;
bullet_direction = 3'b001;
end
LEFT: begin
counter_en = 1;
bullet_direction = 3'b010;
end
RIGHT: begin
counter_en = 1;
bullet_direction = 3'b011;
end
default : begin
counter_en = 0;
bullet_direction = 3'b111;
end
endcase
end
reg bullet_move_en;
wire [ 31: 0 ] bullet_speed;
assign bullet_speed = player_enermy ? 1_000_000 : 1_000_000;
always @( posedge clk ) begin: counter_logic
if ( !reset_n ) begin
counter <= 0;
bullet_move_en <= 0;
end
else if ( counter == bullet_speed ) begin
counter <= 0;
bullet_move_en <= 1;
end
else if ( counter_en == 0 ) begin
counter <= 0;
bullet_move_en <= 0;
end
else begin
counter <= counter + 1;
bullet_move_en <= 0;
end
end
always @( posedge clk ) begin: bullet_move
if ( bullet_direction[ 2 ] ) begin //if no direction
case ( tank_dir )
2'b00: begin
bullet_H_feedback <= tank_H + TANK_H_CENTER - BULLET_SHORTER_CENTER;
bullet_V_feedback <= ( ( tank_V >= BULLET_LONGER ) ? ( tank_V - BULLET_LONGER ) : 0 );
end
2'b01: begin
bullet_H_feedback <= tank_H + TANK_H_CENTER - BULLET_SHORTER_CENTER;
bullet_V_feedback <= ( ( tank_V + TANK_HEIGHT + BULLET_LONGER <= HEIGHT ) ? ( tank_V + TANK_HEIGHT + BULLET_LONGER ) : HEIGHT );
end
2'b10: begin
bullet_H_feedback <= ( ( tank_H >= BULLET_LONGER ) ? ( tank_H - BULLET_LONGER ) : 0 );
bullet_V_feedback <= tank_V + TANK_V_CENTER - BULLET_SHORTER_CENTER;
end
2'b11: begin
bullet_H_feedback <= ( ( tank_H + BULLET_LONGER + TANK_WIDTH <= WIDTH ) ? ( tank_H + BULLET_LONGER + TANK_WIDTH ) : WIDTH ) ;
bullet_V_feedback <= tank_V + TANK_V_CENTER - BULLET_SHORTER_CENTER;
end
endcase
end
else if ( bullet_move_en ) begin
case ( bullet_direction[ 1: 0 ] )
2'b00: begin
bullet_V_feedback <= bullet_V_feedback - 1;
bullet_H_feedback <= bullet_H_feedback;
end
2'b01: begin
bullet_V_feedback <= bullet_V_feedback + 1;
bullet_H_feedback <= bullet_H_feedback;
end
2'b10: begin
bullet_H_feedback <= bullet_H_feedback - 1;
bullet_V_feedback <= bullet_V_feedback;
end
2'b11: begin
bullet_H_feedback <= bullet_H_feedback + 1;
bullet_V_feedback <= bullet_V_feedback;
end
endcase
end
else begin
bullet_H_feedback <= bullet_H_feedback;
bullet_V_feedback <= bullet_V_feedback;
end
end
wire [ 11: 0 ] UP_data, DOWN_data, LEFT_data, RIGHT_data;
wire [ 7: 0 ] bulletAddr;
reg bullet_bound;
always @( * ) begin
case ( bullet_direction[ 1: 0 ] )
2'b00: begin
bullet_bound <= ( bullet_H_feedback <= vgaH && bullet_H_feedback > vgaH - BULLET_SHORTER && bullet_V_feedback <= vgaV && bullet_V_feedback > vgaV - BULLET_LONGER ) ? 1 : 0;
end
2'b01: begin
bullet_bound <= ( bullet_H_feedback <= vgaH && bullet_H_feedback > vgaH - BULLET_SHORTER && bullet_V_feedback <= vgaV && bullet_V_feedback > vgaV - BULLET_LONGER ) ? 1 : 0;
end
2'b10: begin
bullet_bound <= ( bullet_H_feedback <= vgaH && bullet_H_feedback > vgaH - BULLET_LONGER && bullet_V_feedback > vgaV - BULLET_SHORTER && bullet_V_feedback <= vgaV ) ? 1 : 0;
end
2'b11: begin
bullet_bound <= ( bullet_H_feedback <= vgaH && bullet_H_feedback > vgaH - BULLET_LONGER && bullet_V_feedback <= vgaV && bullet_V_feedback > vgaV - BULLET_SHORTER ) ? 1 : 0;
end
endcase
end
reg [ 5: 0 ] bullet_addr;
always @( * ) begin
case ( bullet_direction[ 1: 0 ] )
2'b00: begin
bullet_addr <= bullet_bound ? ( ( vgaV - bullet_V_feedback ) * BULLET_SHORTER + ( vgaH - bullet_H_feedback ) ) : 15;
end
2'b01: begin
bullet_addr <= bullet_bound ? ( ( vgaV - bullet_V_feedback ) * BULLET_SHORTER + ( vgaH - bullet_H_feedback ) ) : 15;
end
2'b10: begin
bullet_addr <= bullet_bound ? ( ( vgaV - bullet_V_feedback ) * BULLET_LONGER + ( vgaH - bullet_H_feedback ) ) : 15;
end
2'b11: begin
bullet_addr <= bullet_bound ? ( ( vgaV - bullet_V_feedback ) * BULLET_LONGER + ( vgaH - bullet_H_feedback ) ) : 15;
end
endcase
end
wire [ 11: 0 ] outData;
bullet_left_img left( .addra( bullet_addr ), .clka( clk ), .douta( LEFT_data ), .ena( 1'b1 ) );
bullet_right_img right( .addra( bullet_addr ), .clka( clk ), .douta( RIGHT_data ), .ena( 1'b1 ) );
bullet_up_img up( .addra( bullet_addr ), .clka( clk ), .douta( UP_data ), .ena( 1'b1 ) );
bullet_down_img down( .addra( bullet_addr ), .clka( clk ), .douta( DOWN_data ), .ena( 1'b1 ) );
tank_data_selector bullet_selector( .clk( clk ), .UP( UP_data ), .DOWN( DOWN_data ), .LEFT( LEFT_data ),
.RIGHT( RIGHT_data ), .Dir( bullet_direction[ 1: 0 ] ), .tankData( outData ) );
assign bulletData = ( ~ready & bullet_bound && ( mode == 3'b010 || mode == 3'b001 ) ) ? outData : 0;
endmodule