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minigame3.v
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minigame3.v
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module minigame2(CLOCK_50,KEY, HEX0, LEDR, SW);
input CLOCK_50;
input [3:0] KEY; //buttons
input [5:0] SW; //resets
output [6:0] HEX0; //
output [5:0] LEDR; //indicators
wire [3:0] random_number;
assign LEDR[3:0] = random_number;
wire [9:0] max_time;
wire timer_done;
assign LEDR[5] = timer_done;
wire correct;
assign LEDR[4] = correct;
wire [3:0] button_signal;
assign button_signal = ~KEY[3:0];
wire reset;
assign reset = SW[0]
wire clock
wire decimalscore;
// RandomNumberGenerator (clk, reset, seed, random_number);
randomnumber peepee(SW[0], correct, random_number);
//hex_decoder poopoo(random_number, HEX0);
// gamecheck(timerdone, reset, clock, randomnumber, buttonsignal, correct)
gamecheck poopoo(timer_done, SW[0], clock, random_number, button_signal, correct);
//scorecounter(correct, reset, binarycount, decimalcount)
scorecouter waaa(correct, SW[0],binaryscore, decimalscore)
endmodule
module randomnumber (
input wire reset,
input wire correct, // Seed input
output reg [3:0] random_number
);
//reg [15:0] lfsr; // 16-bit Linear Feedback Shift Register
// Initial seed assignment
reg [15:0] xval;
reg [3:0] buttonselect;
always @(*) begin
if (reset)
begin
xval <= 4'b001;
end
if(correct)
begin
//if the user chose the right number
xval <= (xval + 1) * 3 + 31;
end
end
always @(*)
begin
case (xval[1:0])
2'b00:
begin
buttonselect = 4'b0001;
end
2'b01:
begin
buttonselect = 4'b0010;
end
2'b10:
begin
buttonselect = 4'b0100;
end
2'b11:
begin
buttonselect = 4'1000;
end
endcase
end
random_number = buttonselect;//4 BITS FOR TEST
endmodule
module gamecheck(timerdone,reset,clock, randomnumber, buttonsignal, correct);
input clock;
input timerdone;
input [1:0] randomnumber;
input [3:0] buttonsignal;
input reset;
output reg correct;
always@(*)
begin
if (timerdone)
correct <= 1'b0;
else if (reset)
correct <= 1'b0;
else if (randomnumber == buttonsignal) // user pressed the correct button
correct <= 1'b1;
else
correct <= 1'b0;
//default: correct <= 1'b0;
end
endmodule
module timer(clock, resetn, HEX0, HEX1, LEDR);
input clock;
input [1:0] resetn;
output [6:0] HEX0;
output [6:0] HEX1;
output [0:0] LEDR;
wire [9:0] max_time;
wire timer_done;
wire [9:0] timer_value;
wire [7:0] dec;
assign max_time = 10'd60;
assign LEDR[0] = timer_done;
timerb T0(CLOCK_50, KEY[0], KEY[1], max_time, timer_done, timer_value);
hex_to_dec HD0(timer_value[7:0], dec);
hex_decoder H0(dec[3:0], HEX0);
hex_decoder H1(dec[7:4], HEX1);
endmodule
module timerb(clk, resetn, manual_resetn, max_time, timer_done, timer_value); // manual_reset should be reset in the middle somewhere in the state machine
input clk;
input resetn;
input manual_resetn; // makes sure you just reset the timer, not the entire thing
input [9:0] max_time;
output timer_done; // active high
output reg [9:0] timer_value; // 6 bits is enough for 60 seconds, but 10 bits doesn't hurt
wire enable;
RateDivider R0(clk, resetn && ~timer_done, enable);
always@(posedge clk)
begin
if(!resetn || !manual_resetn)
timer_value <= max_time;
else if(enable)
timer_value <= timer_value - 1'b1;
end
assign timer_done = (timer_value == 10'b0) ? 1'b1 : 1'b0;
endmodule
module RateDivider
#(parameter CLOCK_FREQUENCY = 50000000) (
input ClockIn,
input resetn,
output Enable
);
reg [27:0] q; // log2(50000000/0.25)
wire [27:0] q_max;
assign q_max = CLOCK_FREQUENCY;
always@(posedge ClockIn)
begin
if (!resetn) // active low reset
q <= q_max;
else
if (q == 28'b0)
q <= q_max;
else
q <= q - 1;
end
assign Enable = (q == 28'b0) ? 1'b1 : 1'b0; // when q reaches 0, enable goes high for one cycle (pulse)
endmodule
module hex_decoder(d, hex); // decoding from 4 bits to 7 bits (translating from binary to 7 seg)
input wire [3:0] d;
output reg [6:0] hex;
always@(*)
begin
case(d)
//4'bXXXX: hex = 7'b6543210;
4'b0000: hex = 7'b1000000; // 0
4'b0001: hex = 7'b1111001; // 1
4'b0010: hex = 7'b0100100; // 2
4'b0011: hex = 7'b0110000; // 3
4'b0100: hex = 7'b0011001; // 4
4'b0101: hex = 7'b0010010; // 5
4'b0110: hex = 7'b0000010; // 6
4'b0111: hex = 7'b1111000; // 7
4'b1000: hex = 7'b0000000; // 8
4'b1001: hex = 7'b0011000; // 9
4'b1010: hex = 7'b0001000; // A
4'b1011: hex = 7'b0000011; // b
4'b1100: hex = 7'b1000110; // C
4'b1101: hex = 7'b0100001; // d
4'b1110: hex = 7'b0000110; // E
4'b1111: hex = 7'b0001110; // F
endcase
end
endmodule
module hex_to_dec(hex, dec);
input [7:0] hex;
output reg [7:0] dec;
reg [3:0] dummy;
always@(*)
begin
if(hex < 10)
begin
dec <= hex;
end
else if(hex < 20)
begin
/*dec[7:4] = 4'b1;
{dummy, dec[3:0]} = hex - 8'd10;*/ // does the same thing as the lines below
dec <= hex - 8'd10;
dec[7:4] <= 4'b0001;
end
else if(hex < 30)
begin
dec <= hex - 8'd20;
dec[7:4] <= 4'b0010;
end
else if(hex < 40)
begin
dec <= hex - 8'd30;
dec[7:4] <= 4'b0011;
end
else if(hex < 50)
begin
dec <= hex - 8'd40;
dec[7:4] <= 4'b0100;
end
else if(hex < 60)
begin
dec <= hex - 8'd50;
dec[7:4] <= 4'b0101;
end
else
begin
dec <= 8'd0;
end
end
endmodule
module scorecounter(correct, reset, binarycount, decimalcount);
input correct,reset;
output reg [6:0] binarycount;
output integer decimalcount;
always@(posedge correct)
begin
if (reset)
begin
binarycount = 1'b0000000;
end
else
begin
binarycount <= binarycount+1;
end
end
assign decimalcount = binarycount;
endmodule