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ball.vhd
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ball.vhd
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library IEEE;
use IEEE.STD_LOGIC_1164.ALL;
use IEEE.STD_LOGIC_ARITH.ALL;
use IEEE.STD_LOGIC_UNSIGNED.ALL;
entity ball is
Port ( speed : in std_logic_vector (1 downto 0);
hold : in std_logic;
bar_left : in integer range 0 to 430;
bar_right : in integer range 0 to 430;
X : in integer range 0 to 640;
Y : in integer range 0 to 480;
ball_out : out bit;
rgb_in : in STD_LOGIC_VECTOR (2 downto 0);
rgb_out : out STD_LOGIC_VECTOR (2 downto 0);
clk25 : in bit;
reset : in bit;
forward_game_over : out std_logic;
ball_y_pos_out: out integer range 0 to 480);
end ball;
architecture Behavioral of ball is
component score is
Port( pointLeft : in bit;
pointRight : in bit;
X : in integer range 0 to 640;
Y : in integer range 0 to 480;
rgb_in : in STD_LOGIC_VECTOR (2 downto 0);
rgb_out: out STD_LOGIC_VECTOR (2 downto 0);
clk25 : in bit;
reset : in bit;
game_over : out std_logic);
end component;
signal lr : bit := '0'; --left/right
signal ud : bit := '1'; --up/down
signal deltaX, deltaY : integer range 0 to 640;
signal x_pos : integer range 0 to 640 := 320;
signal y_pos : integer range 0 to 480 := 240;
signal countUp : integer range 0 to 208000 := 0;
signal speedCount : std_logic_vector (1 downto 0);
signal ballOut : bit;
signal ballOut1 : bit;
signal ballOut2 : bit;
signal leftOut, rightOut : bit := '0';
signal intern_rgb : STD_LOGIC_VECTOR (2 downto 0);
signal intern_game_over: std_logic;
signal game_over_count : integer range 0 to 25000000 := 12500000;
begin
count : score port map (
pointLeft => rightOut,
pointRight => leftOut,
X => X,
Y => Y,
rgb_in => rgb_in,
rgb_out => intern_rgb,
clk25 => clk25,
reset => reset,
game_over => intern_game_over);
ball_y_pos_out <= y_pos; -- for AI
game_over: process (intern_game_over, ballOut1, ballOut2)
begin
if clk25'event and clk25='1' then
if intern_game_over = '1' then
game_over_count <= game_over_count + 1;
if game_over_count > 12500000 then
ballOut2 <= '1';
else ballOut2 <= '0'; end if;
if game_over_count = 25000000 then game_over_count <= 0; end if;
end if;
end if;
end process game_over;
ballOut <= ballOut1 or ballOut2;
forward_game_over <= intern_game_over;
process (intern_rgb, x_pos, y_pos, clk25,X,Y)
begin
rgb_out <= intern_rgb;
if (x_pos > X - 8)
and (x_pos < X + 8)
and (y_pos > Y - 8)
and (y_pos < Y + 8) then
if (x_pos > X) then
deltaX <= x_pos - X + 1;
else
deltaX <= X - x_pos;
end if;
if (y_pos > Y) then
deltaY <= y_pos - Y + 1;
else
deltaY <= Y - y_pos;
end if;
if ((deltaY * deltaY) + (deltaX * deltaX)) < 64 then
rgb_out <= "001";
end if;
end if;
if clk25'event and clk25='1' then --for movement
countUp <= countUp + 1;
ballOut1 <= reset;
if countUp = 52000 then
if speedCount = (not speed(1) & not speed(0)) then
speedCount <= "00";
if x_pos < 27 then
if (bar_left < y_pos
and bar_left + 50 > y_pos) then
lr <= '1';
else
if x_pos < 9 then
leftOut <= '1';
ballOut1 <= '1';
end if;
end if;
end if;
if x_pos > 611 then
if (bar_right < y_pos
and bar_right + 50 > y_pos) then
lr <= '0';
else
if x_pos > 631 then
rightOut <= '1';
ballOut1 <= '1';
end if;
end if;
end if;
if y_pos = 9 then
ud <= '1';
end if;
if y_pos = 471 then
ud <= '0';
end if;
if hold = '0' then
case lr is
when '0' => x_pos <= x_pos - 1;
when '1' => x_pos <= x_pos + 1;
end case;
case ud is
when '0' => y_pos <= y_pos - 1;
when '1' => y_pos <= y_pos + 1;
end case;
end if;
else
speedCount <= speedCount + "01";
end if;
countUp <= 0;
end if;
if ballOut = '1' then -- this has to come synchronized for counting to work
leftOut <= '0';
rightOut <= '0';
x_pos <= 320;
y_pos <= 240;
ball_out <= '1';
else
ball_out <= '0';
end if;
end if;
end process;
end Behavioral;