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final code v2.0.txt
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final code v2.0.txt
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module space(clk50, clk1, upButton, downButton, leftButton, rightButton, col24, row16, reset);
input clk50, clk1, upButton, downButton, leftButton, rightButton, reset;
output reg [23:0]col24;
output reg [15:0]row16;
wire firstScreen, gameStart;
assign firstScreen = ~reset|(counter321<=3); ///>=
assign gameStart = (~firstScreen)&&(~gameOver);
reg gameOver;
reg [4:0] i,j;
reg bulletFired, clk10;
reg [4:0] bulletX;
reg [3:0] bulletY, shipY, counter321;
reg [2:0] shipHealth;//shipX needed = no
reg invaderActive[0:4];
reg [4:0]invaderX[0:4];
reg [3:0]invaderY[0:4];
reg [5:0]score;
reg [6:0] invaderHealth[0:4];
reg [4:0] randcounter;
reg [3:0] randomY [0:15];
parameter maxHealth = 3;
initial begin
//Ashish! Initialize other things too.
i=5'd0;
j=5'd0;
gameOver=1'b0;
bulletFired=1'b0;
clk10=1'b0;
shipHealth=3'd5;
shipY=4'd8;
invaderActive[0]=1'b0;
invaderActive[1]=1'b0;
invaderActive[2]=1'b0;
invaderActive[3]=1'b0;
invaderActive[4]=1'b0;
score=6'b0;
invaderHealth[0]=7'd0;
invaderHealth[1]=7'd20;
invaderHealth[2]=7'd40;
invaderHealth[3]=7'd60;
invaderHealth[4]=7'd80;
randcounter=4'b0;
counter321=4'b0;
bulletX=5'd8;
bulletY=4'd8;
randomY[0]=4'd11;
randomY[1]=4'd2;
randomY[2]=4'd4;
randomY[3]=4'd5;
randomY[4]=4'd1;
randomY[5]=4'd7;
randomY[6]=4'd3;
randomY[7]=4'd8;
randomY[8]=4'd9;
randomY[9]=4'd12;
randomY[10]=4'd10;
randomY[11]=4'd13;
randomY[12]=4'd6;
randomY[13]=4'd14;
randomY[14]=4'd4;
randomY[15]=4'd9;
end
/*
always @(posedge clk1)begin
if (gameStart) begin
//check for ship health
if (shipHealth==3'd0)gameOver=1'b1;
else begin
for (i=3'd0; i<=3'd4; i=i+1) begin
//Below is the crash condition
if ((bulletX==invaderX[i]+1)&&((bulletY<=invaderY[i]+1)&&(bulletY>=invaderY[i]-1)))
begin
invaderActive[i]=1'b0;
score=score+1;
end
end
//ship invader crash
for (j=5'd0; j<=4; j=j+1) begin
//ship invader crash condition
if ((invaderHealth[j]>3'b0)&&invaderActive[j])begin //Greater than 1'b0? Is that correct?
if(((invaderX[j]==4'd4)&(invaderY[j]==shipY))|((invaderX[j]==3)&((invaderY[j]==shipY+1)|(invaderY[j]=shipY-1)))|((invaderX[j]==2)&((invaderY[j]==shipY+2)|(invaderY[j]=shipY-2))))
begin
shipHealth=shipHealth-1;
score = score -1;
invaderActive[j]=1'b0;
end
else if (invaderX[j]==5'd2) invaderActive[j]=1'b0;//invader passes by, without crashing.
end
end
// change positions
for (j=5'd0; j<=5'd4; j=j+1)if(invaderActive[j])invaderX[j]=invaderX[j]-1;
// create positions
//invader
for(i=0;i<5'd5;i=i+1)begin
if(~invaderActive[i])begin
if(invaderHealth[i]==maxHealth)begin
invaderActive[i]=1'b1;
invaderX[i]=5'd23;
invaderY[i]=randomY[randcounter];
end
else invaderHealth[i]=invaderHealth[i]+1;
end
end
end
end
end
reg clkb;
reg [23:0]counterb;
always @(posedge clk50)begin
counterb=counterb+1;
if(counterb==24'd5000000)begin
counterb=24'b0;
clkb=~clkb;
end
end
integer v;
always @(posedge clkb)begin
if(~bulletFired)begin
if(~rightButton)begin
bulletX=5'd3;
bulletFired=1'b1;
bulletY=shipY;
end
end
if (bulletX==5'd23)bulletFired=1'b0;//bullet passes by, withouth crashing.
for(v=0;v<4;v=v+1)if ((bulletX==invaderX[v]+1)&&((bulletY<=invaderY[v]+1)|(bulletY>=invaderY[v]-1)))bulletFired=1'b0;//crashed=1;
if (bulletFired)bulletX=bulletX+1;
if(~upButton)shipY=shipY-1;
if(~downButton)shipY=shipY+1;
randcounter=randcounter+1;
if(randcounter==4'b1111)randcounter=4'b0;
end
*/
integer var;
always@(posedge clkb)begin
randcounter=randcounter+1;
if(~reset)begin
//Ashish! Initialize other things too.
i=5'd0;
j=5'd0;
gameOver=1'b0;
bulletFired=1'b0;
clk10=1'b0;
shipHealth=3'd5;
shipY=4'd8;
invaderActive[0]=1'b0;
invaderActive[1]=1'b0;
invaderActive[2]=1'b0;
invaderActive[3]=1'b0;
invaderActive[4]=1'b0;
score=6'b0;
invaderHealth[0]=7'd0;
invaderHealth[1]=7'd20;
invaderHealth[2]=7'd40;
invaderHealth[3]=7'd60;
invaderHealth[4]=7'd80;
randcounter=4'b0;
bulletX=5'd8;
bulletY=4'd8;
randomY[0]=4'd11;
randomY[1]=4'd2;
randomY[2]=4'd4;
randomY[3]=4'd5;
randomY[4]=4'd1;
randomY[5]=4'd7;
randomY[6]=4'd3;
randomY[7]=4'd8;
randomY[8]=4'd9;
randomY[9]=4'd12;
randomY[10]=4'd10;
randomY[11]=4'd13;
randomY[12]=4'd6;
randomY[13]=4'd14;
randomY[14]=4'd4;
randomY[15]=4'd9;
end
if(shipHealth>0)begin
if(~upButton)shipY=shipY-1;
if(~downButton)shipY=shipY+1;
end
for(var=0;var<5;var=var+1)begin
//bullet crash
if (invaderActive[var]&&bulletFired&&((bulletX==invaderX[var])|(bulletX==invaderX[var]-1))&&(bulletY>=invaderY[var]-1)&&(bulletY<=invaderY[var]+1))begin
invaderActive[var]=1'b0;
bulletFired=1'b0;
score=score+1;
end
if(invaderActive[var]&&gameStart&&(invaderX[var]<=4)&&(invaderY[var]>=shipY-1)&&(invaderY[var]<=shipY+1))begin
shipHealth=shipHealth-1;
if (shipHealth==3'b0)gameOver=1'b1;
end
//passed by
if(invaderActive[var]&&invaderX[var]<1)invaderActive[var]=1'b0;
else if(invaderActive[var])invaderX[var]=invaderX[var]-1; //moved
else if(~invaderActive[var]&&(invaderHealth[var]<(100-score)))invaderHealth[var]=invaderHealth[var]+1; //generate
else begin
invaderX[var]=5'd22;
invaderY[var]=randomY[randcounter];
invaderHealth[var]=7'b0;
invaderActive[var]=1'b1;
end
end
if(~bulletFired&&(~rightButton))begin
bulletFired=1'b1;
bulletY=shipY;
bulletX=5'd2;
end
if(bulletFired)begin
//bullet crash
if(bulletX>23)bulletFired=1'b0; //passes
else bulletX=bulletX+1;
end
end
reg clkb;
reg [23:0]counterb;
always @(posedge clk50)begin
counterb=counterb+1;
if(counterb==24'd5000000)begin
counterb=24'b0;
clkb=~clkb;
end
end
always @(posedge clk1)begin
if(counter321<5)counter321=counter321+1;
if(~reset)counter321=4'b0;
end
reg pi[0:4];
reg ps;
reg pb;
reg [15:0]p;
reg pss;
reg [4:0]counterx;
reg [3:0]countery;
reg [9:0]cled;
reg clkled;
initial begin
cled =10'b0;
clkled = 0;
counterx = 5'b0;
countery = 4'b0;
end
always @(posedge clk50)begin
if (cled>10'd999)begin
clkled=~clkled;
cled = 10'b0;
end
cled=cled+1;
end
always @(posedge clkled)begin
col24=24'b111111111111111111111111;
col24[counterx]=0;
row16=p;
counterx=counterx+1;
if(counterx>23)counterx=5'd0;
end
always @(posedge clk50)begin
p[countery] = pb|ps|pi[4]|pi[3]|pi[2]|pi[1]|pi[0]|pss;
pss=((counter321>=0)&&(counter321<1)&&(((counterx==5'd4)&&(countery>=2)&&(countery<=13))|((counterx==5'd6)&&(countery>=2)&&(countery<=13))|((counterx==5'd8)&&(countery>=2)&&(countery<=13))))|((counter321>=1)&&(counter321<2)&&(((counterx==5'd5)&&(countery>=2)&&(countery<=13))|((counterx==5'd7)&&(countery>=2)&&(countery<=13))))|((counter321>=2)&&(counter321<3)&&(((counterx==5'd6)&&(countery>=2)&&(countery<=13))));
pb = gameStart&&bulletFired&&(counterx>=bulletX)&&(counterx<=bulletX+1)&&(countery==bulletY);
ps = gameStart&&((counterx==5'd0)&&(countery>=shipY-1)&&(countery<=shipY+1))|((counterx==5'd2)&&(countery>=shipY-2)&&(countery<=shipY+2))|((counterx==5'd3)&&(countery>=shipY-1)&&(countery<=shipY+1))|((counterx==5'd4)&&(countery==shipY));
pi[4] = gameStart&&invaderActive[4]&&(((counterx==invaderX[4])&&(countery==invaderY[4]))|((counterx==invaderX[4]+1)&&(countery==invaderY[4]+1))|((counterx==invaderX[4]+1)&&(countery==invaderY[4]-1)));
pi[3] = gameStart&&invaderActive[3]&&(((counterx==invaderX[3])&&(countery==invaderY[3]))|((counterx==invaderX[3]+1)&&(countery==invaderY[3]+1))|((counterx==invaderX[3]+1)&&(countery==invaderY[3]-1)));
pi[2] = gameStart&&invaderActive[2]&&(((counterx==invaderX[2])&&(countery==invaderY[2]))|((counterx==invaderX[2]+1)&&(countery==invaderY[2]+1))|((counterx==invaderX[2]+1)&&(countery==invaderY[2]-1)));
pi[1] = gameStart&&invaderActive[1]&&(((counterx==invaderX[1])&&(countery==invaderY[1]))|((counterx==invaderX[1]+1)&&(countery==invaderY[1]+1))|((counterx==invaderX[1]+1)&&(countery==invaderY[1]-1)));
pi[0] = gameStart&&invaderActive[0]&&(((counterx==invaderX[0])&&(countery==invaderY[0]))|((counterx==invaderX[0]+1)&&(countery==invaderY[0]+1))|((counterx==invaderX[0]+1)&&(countery==invaderY[0]-1)));
countery=countery+1;
end
endmodule