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