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8bitworkshop/presets/verilog/ball_paddle.v

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`include "hvsync_generator.v"
`include "digits10.v"
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`include "scoreboard.v"
module ball_paddle_top(clk, reset, hpaddle, hsync, vsync, rgb);
input clk;
input reset;
input hpaddle;
output hsync, vsync;
output [2:0] rgb;
wire display_on;
wire [8:0] hpos;
wire [8:0] vpos;
reg [8:0] paddle_pos;
reg [8:0] ball_x;
reg [8:0] ball_y;
reg ball_dir_x;
reg ball_speed_x;
reg ball_dir_y;
reg brick_array [0:BRICKS_H * BRICKS_V];
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wire [3:0] score0;
wire [3:0] score1;
wire [3:0] lives;
reg incscore;
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reg declives = 0; // TODO
localparam BRICKS_H = 16;
localparam BRICKS_V = 8;
localparam BALL_DIR_LEFT = 0;
localparam BALL_DIR_RIGHT = 1;
localparam BALL_DIR_DOWN = 1;
localparam BALL_DIR_UP = 0;
localparam PADDLE_WIDTH = 31;
localparam BALL_SIZE = 6;
hvsync_generator hvsync_gen(
.clk(clk),
.reset(reset),
.hsync(hsync),
.vsync(vsync),
.display_on(display_on),
.hpos(hpos),
.vpos(vpos)
);
// scoreboard
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player_stats stats(.reset(reset),
.score0(score0), .score1(score1), .incscore(incscore),
.lives(lives), .declives(declives));
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wire score_gfx;
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scoreboard_generator score_gen(
.score0(score0), .score1(score1), .lives(lives),
.vpos(vpos), .hpos(hpos),
.board_gfx(score_gfx));
wire [5:0] hcell = hpos[8:3];
wire [5:0] vcell = vpos[8:3];
wire lr_border = hcell==0 || hcell==31;
// TODO: unsigned compare doesn't work in JS
wire [8:0] paddle_rel_x = ((hpos-paddle_pos) & 9'h1ff);
wire paddle_gfx = (vcell == 28) && (paddle_rel_x < PADDLE_WIDTH);
wire [8:0] ball_rel_x = (hpos-ball_x);
wire [8:0] ball_rel_y = (vpos-ball_y);
wire ball_gfx = ball_rel_x < BALL_SIZE
&& ball_rel_y < BALL_SIZE;
reg main_gfx;
reg brick_present;
reg [6:0] brick_index;
wire brick_gfx = lr_border || (brick_present && vpos[2:0] != 0 && hpos[3:1] != 4);
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// scan bricks: compute brick_index and brick_present flag
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always @(posedge clk)
// see if we are scanning brick area
if (vpos[8:6] == 1 && !lr_border)
begin
// every 16th pixel, starting at 8
if (hpos[3:0] == 8) begin
// compute brick index
brick_index <= {vpos[5:3], hpos[7:4]};
//main_gfx <= 0; // 2 pixel horiz spacing between bricks
end
// every 17th pixel
else if (hpos[3:0] == 9) begin
// load brick bit from array
brick_present <= brick_array[brick_index];
end else begin
//main_gfx <= brick_present && vpos[2:0] != 0; // 1 pixel vert. spacing
end
end else begin
brick_present <= 0;
end
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// only works when paddle at bottom of screen!
// (we don't want to mess w/ paddle position during visible portion)
always @(posedge hsync)
if (!hpaddle)
paddle_pos <= vpos;
wire ball_pixel_collide = main_gfx & ball_gfx;
/* verilator lint_off MULTIDRIVEN */
reg ball_collide_paddle = 0;
reg [3:0] ball_collide_bits = 0;
/* verilator lint_on MULTIDRIVEN */
// compute ball collisions with paddle and playfield
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always @(posedge clk)
if (ball_pixel_collide) begin
// did we collide w/ paddle?
if (paddle_gfx) begin
ball_collide_paddle <= 1;
end
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// ball has 4 collision quadrants
if (!ball_rel_x[2] & !ball_rel_y[2]) ball_collide_bits[0] <= 1;
if (ball_rel_x[2] & !ball_rel_y[2]) ball_collide_bits[1] <= 1;
if (!ball_rel_x[2] & ball_rel_y[2]) ball_collide_bits[2] <= 1;
if (ball_rel_x[2] & ball_rel_y[2]) ball_collide_bits[3] <= 1;
end
// compute ball collisions with brick and increment score
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always @(posedge clk)
if (ball_pixel_collide && brick_present) begin
brick_array[brick_index] <= 0;
incscore <= 1; // increment score
end else begin
incscore <= 0; // reset incscore
end
wire signed [8:0] ball_paddle_dx = ball_x - paddle_pos + 8;
// ball bounce: determine new velocity/direction
always @(posedge vsync or posedge reset)
begin
if (reset) begin
ball_dir_y <= BALL_DIR_DOWN;
end else
// ball collided with paddle?
if (ball_collide_paddle) begin
// bounces upward off of paddle
ball_dir_y <= BALL_DIR_UP;
// which side of paddle, left/right?
ball_dir_x <= (ball_paddle_dx < 20) ? BALL_DIR_LEFT : BALL_DIR_RIGHT;
// hitting with edge of paddle makes it fast
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ball_speed_x <= ball_collide_bits[3:0] != 4'b1100;
end else begin
// collided with playfield
// TODO: can still slip through corners
// compute left/right bounce
casez (ball_collide_bits[3:0])
4'b01?1: ball_dir_x <= BALL_DIR_RIGHT; // left edge/corner
4'b1101: ball_dir_x <= BALL_DIR_RIGHT; // left corner
4'b101?: ball_dir_x <= BALL_DIR_LEFT; // right edge/corner
4'b1110: ball_dir_x <= BALL_DIR_LEFT; // right corner
default: ;
endcase
// compute top/bottom bounce
casez (ball_collide_bits[3:0])
4'b1011: ball_dir_y <= BALL_DIR_DOWN;
4'b0111: ball_dir_y <= BALL_DIR_DOWN;
4'b001?: ball_dir_y <= BALL_DIR_DOWN;
4'b0001: ball_dir_y <= BALL_DIR_DOWN;
4'b0100: ball_dir_y <= BALL_DIR_UP;
4'b1?00: ball_dir_y <= BALL_DIR_UP;
4'b1101: ball_dir_y <= BALL_DIR_UP;
4'b1110: ball_dir_y <= BALL_DIR_UP;
default: ;
endcase
end
ball_collide_bits <= 0; // clear all collide bits for frame
ball_collide_paddle <= 0;
end
// ball motion: update ball position
always @(negedge vsync or posedge reset)
begin
if (reset) begin
ball_x <= 128;
ball_y <= 180;
end else begin
if (ball_dir_x == BALL_DIR_RIGHT)
ball_x <= ball_x + (ball_speed_x?1:0) + 1;
else
ball_x <= ball_x - (ball_speed_x?1:0) - 1;
ball_y <= ball_y + (ball_dir_y==BALL_DIR_DOWN?1:-1);
end
end
// compute main_gfx
always @(*)
begin
case (vpos[8:3])
0: main_gfx = score_gfx; // scoreboard
1: main_gfx = score_gfx;
2: main_gfx = score_gfx;
3: main_gfx = 0;
4: main_gfx = 1; // top border
8: main_gfx = brick_gfx; // 1st brick row
9: main_gfx = brick_gfx; // ...
10: main_gfx = brick_gfx;
11: main_gfx = brick_gfx;
12: main_gfx = brick_gfx;
13: main_gfx = brick_gfx;
14: main_gfx = brick_gfx;
15: main_gfx = brick_gfx; // 8th brick row
28: main_gfx = paddle_gfx | lr_border; // paddle
29: main_gfx = hpos[0] ^ vpos[0]; // bottom border
default: main_gfx = lr_border; // left/right borders
endcase
end
wire grid_gfx = (((hpos&7)==0) || ((vpos&7)==0));
wire r = display_on && (ball_gfx | paddle_gfx);
wire g = display_on && (main_gfx | ball_gfx);
wire b = display_on && (grid_gfx | ball_gfx | brick_present);
assign rgb = {b,g,r};
endmodule