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78 lines
1.7 KiB
Verilog
78 lines
1.7 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, reset, out);
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input clk, reset;
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output [1:0] out;
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wire hsync, vsync;
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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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reg clk2;
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always @(posedge clk) begin
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clk2 <= !clk2;
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end
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// video sync generator
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hvsync_generator #(256,60,40,25) hvsync_gen(
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.clk(clk2),
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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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// select player or enemy access to ROM
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wire player_load = (hpos >= 256);
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// wire up car sprite ROM
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wire [3:0] car_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 = player_y == vpos;
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wire player_hstart = player_x == hpos;
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wire player_gfx;
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wire player_is_drawing;
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// player sprite generator
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sprite_renderer player_renderer(
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.clk(clk2),
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.reset(reset),
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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(car_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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// runs once per frame
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always @(posedge vsync)
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begin
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player_x <= player_x + 1;
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player_y <= player_y + 1;
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end
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assign out = (hsync||vsync) ? 0 : display_on ? (1+player_gfx+(player_vstart|player_hstart|player_is_drawing)) : 1;
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endmodule
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