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8bitworkshop/fpga/examples/spritetest.v

78 lines
1.7 KiB
Verilog

`include "hvsync_generator.v"
`include "sprite_bitmap.v"
`include "sprite_renderer.v"
/*
A simple racing game with two sprites and a scrolling playfield.
This version does not use a CPU; all logic is straight Verilog.
*/
module racing_game_top(clk, reset, out);
input clk, reset;
output [1:0] out;
wire hsync, vsync;
wire display_on;
wire [8:0] hpos;
wire [8:0] vpos;
// player car position (set at VSYNC)
reg [7:0] player_x;
reg [7:0] player_y;
reg clk2;
always @(posedge clk) begin
clk2 <= !clk2;
end
// video sync generator
hvsync_generator #(256,60,40,25) hvsync_gen(
.clk(clk2),
.reset(reset),
.hsync(hsync),
.vsync(vsync),
.display_on(display_on),
.hpos(hpos),
.vpos(vpos)
);
// select player or enemy access to ROM
wire player_load = (hpos >= 256);
// wire up car sprite ROM
wire [3:0] car_sprite_yofs;
wire [7:0] car_sprite_bits;
car_bitmap car(
.yofs(car_sprite_yofs),
.bits(car_sprite_bits));
// signals for player sprite generator
wire player_vstart = player_y == vpos;
wire player_hstart = player_x == hpos;
wire player_gfx;
wire player_is_drawing;
// player sprite generator
sprite_renderer player_renderer(
.clk(clk2),
.reset(reset),
.vstart(player_vstart),
.load(player_load),
.hstart(player_hstart),
.rom_addr(car_sprite_yofs),
.rom_bits(car_sprite_bits),
.gfx(player_gfx),
.in_progress(player_is_drawing));
// runs once per frame
always @(posedge vsync)
begin
player_x <= player_x + 1;
player_y <= player_y + 1;
end
assign out = (hsync||vsync) ? 0 : display_on ? (1+player_gfx+(player_vstart|player_hstart|player_is_drawing)) : 1;
endmodule