Files
FPGA-TankGame-new/TankGame.srcs/sources_1/new/collide_detection.v
T

135 lines
6.2 KiB
Verilog

`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) player1_collide[5] <= 1;
else player1_collide[5] <= 0;
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))
player1_tank_collide_dir[3] <= 1;
else player1_tank_collide_dir[3] <= 0;
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) )
player1_tank_collide_dir[2] <= 1;
else player1_tank_collide_dir[2] <= 0;
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) )
player1_tank_collide_dir[0] <= 1;
else player1_tank_collide_dir[0] <= 0;
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) )
player1_tank_collide_dir[1] <= 1;
else player1_tank_collide_dir[1] <= 0;
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) player2_collide[4] <= 1;
else player2_collide[4] <= 0;
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))
player2_tank_collide_dir[3] <= 1;
else player2_tank_collide_dir[3] <= 0;
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) )
player2_tank_collide_dir[2] <= 1;
else player2_tank_collide_dir[2] <= 0;
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) )
player2_tank_collide_dir[0] <= 1;
else player2_tank_collide_dir[0] <= 0;
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) )
player2_tank_collide_dir[1] <= 1;
else player2_tank_collide_dir[1] <= 0;
player2_collide[1] <= player2_tank_collide_dir[player2_tank_dir];
end
end
endmodule