-
Notifications
You must be signed in to change notification settings - Fork 1
/
Main.v
203 lines (194 loc) · 8.09 KB
/
Main.v
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
`timescale 1ns / 1ps
//////////////////////////////////////////////////////////////////////////////////
// Company:
// Engineer:
//
// Create Date: 19:38:19 12/14/2023
// Design Name:
// Module Name: PMain
// Project Name:
// Target Devices:
// Tool versions:
// Description:
//
// Dependencies:
//
// Revision:
// Revision 0.01 - File Created
// Additional Comments:
//
//////////////////////////////////////////////////////////////////////////////////
module PMain (
input clk,//像素点刷新信号
input reset,//复位信号
input vs,//场信号
input [3:0]dirMove,//0000 no move 0001 up 0010 down 0100 left 1000 right
input [9:0]x,//当前扫面像素点x坐标
input [8:0]y,//当前扫描像素点y坐标
output reg [11:0] RGB,//输出当前扫描点的12位RGB向量
output reg [1:0]gameState//状态机output - 00 - initial 01 - gaming start 10 - gaming 11 -win
);
localparam width = 40;//每一个格子的宽度
localparam height = 40;//每一个格子的高度
reg [2:0] map[15:0][11:0];//二维数组 每一个地图元素是一个3位向量
//一个对应于地图上的一个方块空间
//000 - empty;001 - wall;010 - Box;011 Termination;100 People - Easy for paint
reg [4:0] Px = 6, Py = 3;//人物坐标(地图尺度),对应于左上角像素点位置(Px*width,Py*heigth)
reg [4:0] Bx = 4, By = 6;//箱子坐标 (地图尺度),对应于左上角像素点位置(Bx*width,By*height)
//TODO 更多箱子 Bx和By处理成数组
reg [4:0] Ex = 10, Ey = 5;//终点坐标(地图尺度),对应于左上角像素点位置(Ex*width,Ey*height)
//TO 更多终点 Ex和Ey处理成数组
reg [4:0] Px_Next = 6, Py_Next = 3;//下一时刻人物位置
reg [4:0] Bx_Next = 4, By_Next = 3;//下一时刻箱子位置
reg stop = 1; //人物是否移动 0 - move 1 - stop
reg [1:0]Dir = 1;//人物朝向
initial
begin
gameState = 2'b00;
end
always @(posedge vs or negedge reset) //Dealing with stop and Dir
begin
if(!reset) begin
stop = 1;
Dir = 1;//default : down
end
else if(gameState == 2'b01 || gameState == 2'b10)
case (dirMove)
4'b0000 : stop = 1;
4'b0001 : begin stop = 0; Dir = 0; end//Up
4'b0010 : begin stop = 0; Dir = 1; end//Down
4'b0100 : begin stop = 0; Dir = 2; end//Left
4'b1000 : begin stop = 0; Dir = 3; end//Right
endcase
end
always @(posedge vs or negedge reset) //Dealing with Current State with Sequential Logic
begin
if(!reset) begin
Px <= 6; Py <= 3;
Bx <= 4; By <= 6;
end
else if(gameState == 2'b01 || gameState == 2'b10)
begin
Px <= Px_Next; Py_Next <= Py_Next;
Bx <= Bx_Next; By <= By_Next;
end
end
always @(posedge vs or negedge reset) //Dealing with Next State with Combinational Logic
begin
if(!reset) begin
map[0][0] = 1; map[0][1] = 1; map[0][2] = 1; map[0][3] = 1; map[0][4] = 1;
map[0][5] = 1; map[1][0] = 1; map[1][5] = 1; map[1][6] = 1; map[1][7] = 1;
map[1][8] = 1; map[1][9] = 1; map[1][10] = 1; map[1][11] = 1; map[2][0] = 1;
map[2][3] = 1; map[2][11] = 1; map[3][0] = 1; map[3][3] = 1; map[3][5] = 1;
map[3][11] = 1; map[4][0] = 1; map[4][5] = 1; map[4][11] = 1; map[5][0] = 1;
map[5][7] = 1; map[5][8] = 1; map[5][9] = 1; map[5][10] = 1; map[5][11] = 1;
map[6][0] = 1; map[6][1] = 1; map[6][4] = 1; map[6][5] = 1; map[6][6] = 1;
map[6][11] = 1; map[7][1] = 1; map[7][2] = 1; map[7][11] = 1; map[8][2] = 1;
map[8][11] = 1; map[9][1] = 1; map[9][2] = 1; map[9][4] = 1; map[9][6] = 1;
map[9][8] = 1; map[9][10] = 1; map[9][11] = 1; map[10][0] = 1; map[10][1] = 1;
map[10][4] = 1; map[10][6] = 1; map[10][8] = 1; map[10][10] = 1; map[10][11] = 1;
map[11][0] = 1; map[11][4] = 1; map[11][6] = 1; map[11][8] = 1; map[11][11] = 1;
map[12][0] = 1; map[12][11] = 1; map[13][0] = 1; map[13][1] = 1; map[13][4] = 1;
map[13][10] = 1; map[13][11] = 1; map[14][1] = 1; map[14][4] = 1; map[14][7] = 1;
map[14][8] = 1; map[14][9] = 1; map[14][10] = 1; map[14][11] = 1; map[15][1] = 1;
map[15][2] = 1; map[15][3] = 1; map[15][4] = 1; map[15][5] = 1; map[15][6] = 1;
map[15][7] = 1;
map[4][6] = 2; map[6][3] = 4; map[10][5] = 3;
Ex = 10; Ey = 5;//Termination
Px_Next = 6; Py_Next = 3;
Bx_Next = 4; By_Next = 6;
end
else if(gameState == 2'b01 || gameState == 2'b10)
begin
Px_Next = Px; Py_Next = Py;
Bx_Next = Bx; By_Next = By;
if(!stop) begin
case (Dir)
0: begin //Up
if(Bx == Px && By == Py - 1) begin//移动方向上有箱子
//try to update
By_Next = By - 1;
Py_Next = Py - 1;
if((map[Bx_Next][By_Next]==1 || Bx_Next < 0 || Bx_Next > 15 || By_Next < 0 || By_Next > 11)) begin//出界 或者 有墙挡住
By_Next = By;//还原
Py_Next = Py;
end
end
else begin//移动方向上没有箱子
Py_Next = Py - 1;
if((map[Px_Next][Py_Next]==1 || Px_Next < 0 || Px_Next > 15 || Py_Next < 0 || Py_Next > 11))
Py_Next = Py;
end
end
1: begin //Down
if(Bx == Px && By == Py + 1) begin
By_Next = By + 1;
Py_Next = Py + 1;
if((map[Bx_Next][By_Next]==1 || Bx_Next < 0 || Bx_Next > 15 || By_Next < 0 || By_Next > 11)) begin
By_Next = By;
Py_Next = Py;
end
end
else begin
Py_Next = Py + 1;
if((map[Px_Next][Py_Next]==1 || Px_Next < 0 || Px_Next > 15 || Py_Next < 0 || Py_Next > 11))
Py_Next = Py;
end
end
2: begin //Left
if(Bx == Px - 1 && By == Py) begin
Bx_Next = Bx - 1;
Px_Next = Px - 1;
if((map[Px_Next][Py_Next]==1 || Px_Next < 0 || Px_Next > 15 || Py_Next < 0 || Py_Next > 11)) begin
Bx_Next = Bx;
Px_Next = Px;
end
end
else begin
Px_Next = Px - 1;
if((map[Px_Next][Py_Next]==1 || Px_Next < 0 || Px_Next > 15 || Py_Next < 0 || Py_Next > 11))
Px_Next = Px;
end
end
3: begin //right
if(Bx == Px + 1 && By == Py) begin
Bx_Next = Bx + 1;
Px_Next = Px + 1;
if((map[Bx_Next][By_Next]==1 || Bx_Next < 0 || Bx_Next > 15 || By_Next < 0 || By_Next > 11)) begin
Bx_Next = Bx;
Px_Next = Px;
end
end
else begin
Px_Next = Px + 1;
if((map[Px_Next][Py_Next]==1 || Px_Next < 0 || Px_Next > 15 || Py_Next < 0 || Py_Next > 11))
Px_Next = Px;
end
end
endcase
end
map[Px][Py] = 0; map[Bx][By] = 0;
map[Px_Next][Py_Next] = 4; map[Bx_Next][By_Next] = 2;//Update the map
end
end
always @(posedge vs or negedge reset)//Dealing with win
begin
if(!reset) //reset
gameState <= 2'b01;
else if(Bx == Ex && By == Ey && gameState == 2'b10)//box fitting and gaming
gameState <= 2'b11;
else if(gameState == 2'b01 || gameState == 2'b10)//gaming
gameState <= 2'b10;
end
always @(posedge clk)
begin
case (gameState) begin
2'b00: begin
end
2'b01,2'b10: begin
end
2'b11: begin
end
end
end
endmodule