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

91 lines
3.4 KiB
Verilog

`timescale 1ns / 1ps
module control_signals(
clk, reset_n,
player1_bullet_H, player1_bullet_V, player2_bullet_H, player2_bullet_V,
player1_bullet_dir, player2_bullet_dir,
player1_tank_H, player1_tank_V, player2_tank_H, player2_tank_V,
// player1_tank_en, player2_tank_en,
player1_moving, player2_moving,
player1_tank_dir, player2_tank_dir,
player1_revive, player2_revive,
player1_tank_en_feedback, player2_tank_en_feedback,
player1_tank_move_en, player2_tank_move_en,
player1_bullet_en, player2_bullet_en
);
input clk, reset_n;
input [10:0] player1_bullet_H, player1_bullet_V, player2_bullet_H, player2_bullet_V;
input [10:0] player1_tank_H, player1_tank_V, player2_tank_H, player2_tank_V;
// input player1_tank_en, player2_tank_en;
input [2:0] player1_bullet_dir, player2_bullet_dir;
input player1_revive, player2_revive;
input [1:0] player1_tank_dir, player2_tank_dir;
input player1_moving, player2_moving;
output reg player1_tank_en_feedback, player2_tank_en_feedback;
output reg player1_tank_move_en, player2_tank_move_en;
output reg player1_bullet_en, player2_bullet_en;
parameter HEIGHT = 480;
parameter WIDTH = 640;
parameter BULLET_LONGER = 10;
parameter BULLET_SHORTER = 5;
parameter TANK_WIDTH = 32;
parameter TANK_HEIGHT = 32;
wire [7:0] player1_bullet_collide, player2_bullet_collide;
wire [7:0] player1_tank_collide, player2_tank_collide;
reg player1_tank_destroyed, player2_tank_destroyed;
object_collide_detection bullet1_tank2(
player1_bullet_H, player1_bullet_V, ~player1_bullet_dir[2], player1_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,
player1_bullet_collide[1], player2_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 @(*) begin: player1_bullet_enable_signal
if(player1_bullet_dir[2]) player1_bullet_en <= 1;
else if(player1_bullet_collide[1]) player1_bullet_en <= 1;
else player1_bullet_en <= ~( (~player1_bullet_dir[2]) && (player1_bullet_V >= 0 && player1_bullet_V < HEIGHT - BULLET_LONGER &&
player1_bullet_H >= 0 && player1_bullet_H < WIDTH - BULLET_SHORTER) );
end
always @(*) begin: player2_tank_enable_signal
if(player2_revive) player2_tank_en_feedback <= 1;
else if(!reset_n) player2_tank_en_feedback <= 1;
else if(!player2_tank_en_feedback) player2_tank_en_feedback <= 0;
else if(player1_bullet_collide[1]) player2_tank_en_feedback <= 0;
else player2_tank_en_feedback <= 1;
// player2_tank_en_feedback <= ~player1_bullet_collide[1];
player2_tank_move_en <= 1;
if(player2_tank_collide[0] && player2_moving) player2_tank_move_en <= 0;
end
always @(*) begin: player1_tank_enable_signal
if(player1_revive) player1_tank_en_feedback <= 1;
else if(!reset_n) player1_tank_en_feedback <= 1;
else if(!player1_tank_en_feedback) player1_tank_en_feedback <= 0;
else if(player1_tank_collide[5]) player1_tank_en_feedback <= 0;
else player1_tank_en_feedback <= 1;
player1_tank_move_en <= 1;
if(player1_tank_collide[1] && player1_moving) player1_tank_move_en <= 0;
end
endmodule