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151 lines
4.1 KiB
Verilog
151 lines
4.1 KiB
Verilog
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`include "hvsync_generator.v"
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`include "sprite_bitmap.v"
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`include "sprite_renderer.v"
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/*
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A simple racing game with two sprites and a scrolling playfield.
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This version does not use a CPU; all logic is straight Verilog.
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*/
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module racing_game_top(clk, hsync, vsync, rgb, hpaddle, vpaddle);
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input clk;
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input hpaddle, vpaddle;
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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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// player car position (set at VSYNC)
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reg [7:0] player_x;
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reg [7:0] player_y;
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// paddle position (set continuously during frame)
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reg [7:0] paddle_x;
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reg [7:0] paddle_y;
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// enemy car position
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reg [7:0] enemy_x = 128;
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reg [7:0] enemy_y = 128;
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// enemy car direction, 1=right, 0=left
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reg enemy_dir = 0;
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reg [15:0] track_pos = 0; // player position along track (16 bits)
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reg [7:0] speed = 31; // player velocity along track (8 bits)
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// video sync generator
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hvsync_generator hvsync_gen(
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.clk(clk),
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.reset(0),
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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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// set paddle registers
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always @(posedge hsync)
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begin
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if (!hpaddle) paddle_x <= vpos[7:0];
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if (!vpaddle) paddle_y <= vpos[7:0];
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end
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// select player or enemy access to ROM
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wire player_load = (hpos >= 256) && (hpos < 260);
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wire enemy_load = (hpos >= 260);
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// wire up car sprite ROM
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// multiplex between player and enemy ROM address
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wire [3:0] player_sprite_yofs;
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wire [3:0] enemy_sprite_yofs;
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wire [3:0] car_sprite_yofs = player_load ? player_sprite_yofs : enemy_sprite_yofs;
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wire [7:0] car_sprite_bits;
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car_bitmap car(
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.yofs(car_sprite_yofs),
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.bits(car_sprite_bits));
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// signals for player sprite generator
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wire player_vstart = {1'b0,player_y} == vpos;
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wire player_hstart = {1'b0,player_x} == hpos;
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wire player_gfx;
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wire player_is_drawing;
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// signals for enemy sprite generator
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wire enemy_vstart = {1'b0,enemy_y} == vpos;
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wire enemy_hstart = {1'b0,enemy_x} == hpos;
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wire enemy_gfx;
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wire enemy_is_drawing;
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// player sprite generator
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sprite_renderer player_renderer(
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.clk(clk),
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.vstart(player_vstart),
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.load(player_load),
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.hstart(player_hstart),
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.rom_addr(player_sprite_yofs),
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.rom_bits(car_sprite_bits),
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.gfx(player_gfx),
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.in_progress(player_is_drawing));
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// enemy sprite generator
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sprite_renderer enemy_renderer(
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.clk(clk),
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.vstart(enemy_vstart),
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.load(enemy_load),
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.hstart(enemy_hstart),
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.rom_addr(enemy_sprite_yofs),
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.rom_bits(car_sprite_bits),
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.gfx(enemy_gfx),
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.in_progress(enemy_is_drawing));
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// signals for enemy bouncing off left/right borders
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wire enemy_hit_left = (enemy_x == 64);
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wire enemy_hit_right = (enemy_x == 192);
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wire enemy_hit_edge = enemy_hit_left || enemy_hit_right;
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// update player, enemy, track counters
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// runs once per frame
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always @(posedge vsync)
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begin
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player_x <= paddle_x;
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player_y <= 180;
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track_pos <= track_pos + {11'b0,speed[7:4]};
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enemy_y <= enemy_y + {3'b0, speed[7:4]};
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if (enemy_hit_edge)
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enemy_dir <= !enemy_dir;
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if (enemy_dir ^ enemy_hit_edge)
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enemy_x <= enemy_x + 1;
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else
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enemy_x <= enemy_x - 1;
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// collision check?
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if (frame_collision)
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speed <= 16;
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else if (speed < ~paddle_y)
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speed <= speed + 1;
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else
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speed <= speed - 1;
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end
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// set to 1 when player collides with enemy or track
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reg frame_collision;
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always @(posedge clk)
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if (player_gfx && (enemy_gfx || track_gfx))
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frame_collision <= 1;
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else if (vsync)
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frame_collision <= 0;
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// track graphics signals
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wire track_offside = (hpos[7:5]==0) || (hpos[7:5]==7);
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wire track_shoulder = (hpos[7:3]==3) || (hpos[7:3]==28);
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wire track_gfx = (vpos[5:1]!=track_pos[5:1]) && track_offside;
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// combine signals for RGB output
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wire r = display_on && (player_gfx || enemy_gfx || track_shoulder);
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wire g = display_on && (player_gfx || track_gfx);
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wire b = display_on && (enemy_gfx || track_shoulder);
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assign rgb = {b,g,r};
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endmodule
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