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mist-devel.mist-board/tutorials/pong/lesson3/pong.v
2015-10-02 10:44:16 +02:00

202 lines
6.7 KiB
Verilog

// A simple pong game for the MIST FPGA board
// (c) 2015 Till Harbaum
// Lesson 3: using the joystick
module pong (
input [1:0] CLOCK_27,
output SDRAM_nCS,
// spi interface to mists io processor
output SPI_DO,
input SPI_DI,
input SPI_SCK,
input CONF_DATA0,
output reg VGA_HS,
output reg VGA_VS,
output [5:0] VGA_R,
output [5:0] VGA_G,
output [5:0] VGA_B
);
wire [7:0] joystick_0;
wire [7:0] joystick_1;
// Include user_io.v submodule. This dies the major part of the communication with
// the arm io controller. We are only using the joystick here
user_io user_io (
.SPI_CLK ( SPI_SCK ),
.SPI_SS_IO ( CONF_DATA0 ),
.SPI_MISO ( SPI_DO ),
.SPI_MOSI ( SPI_DI ),
.joystick_0 ( joystick_0 ),
.joystick_1 ( joystick_1 )
);
// 640x480 60HZ VESA laut http://tinyvga.com/vga-timing/640x480@60Hz
parameter H = 640; // width of visible area
parameter HFP = 16; // unused area before h sync
parameter HS = 96; // length of h sync
parameter HBP = 48; // unused area after h sync
parameter V = 480; // height of visible area
parameter VFP = 10; // unused area before v sync
parameter VS = 2; // length of v sync
parameter VBP = 33; // unused area after v sync
reg[9:0] h_cnt; // horizontal pixel counter
reg[9:0] v_cnt; // vertical pixel counter
// deactivate unused sdram
assign SDRAM_nCS = 1;
localparam BORDER = 8; // height of top and bottom border
localparam BALL_SIZE = 16; // width and height of ball
localparam BALL_SPEED = 4; // step width of ball per v sync
// ball starts in center of visible area
reg [9:0] ball_x = HS + HBP + (H - BALL_SIZE)/2;
reg [9:0] ball_y = VS + VBP + (V - BALL_SIZE)/2;
// balls direction of movement
reg ball_move_x = 1'b1;
reg ball_move_y = 1'b1;
// vertical position of the paddles
localparam PADDLE_WIDTH = BALL_SIZE; // width of paddle
localparam PADDLE_HEIGHT = 4*BALL_SIZE; // heihgt of paddle
localparam PADDLE_SPEED = 4; // step width of paddle per v sync
reg [9:0] paddle_0_y = VS + VBP + (V - PADDLE_HEIGHT)/2;
reg [9:0] paddle_1_y = VS + VBP + (V - PADDLE_HEIGHT)/2;
// update paddle position every v sync
always@(posedge VGA_VS) begin
// move left paddle up if it isn't already at the top
if(joystick_0[3] && (paddle_0_y > VS + VBP + BORDER))
paddle_0_y <= paddle_0_y - PADDLE_SPEED;
// move left paddle down if it isn't already at the bottom
if(joystick_0[2] && (paddle_0_y < VS + VBP + V - BORDER - PADDLE_HEIGHT))
paddle_0_y <= paddle_0_y + PADDLE_SPEED;
// move right paddle up if it isn't already at the top
if(joystick_1[3] && (paddle_1_y > VS + VBP + BORDER))
paddle_1_y <= paddle_1_y - PADDLE_SPEED;
// move right paddle down if it isn't already at the bottom
if(joystick_1[2] && (paddle_1_y < VS + VBP + V - BORDER - PADDLE_HEIGHT))
paddle_1_y <= paddle_1_y + PADDLE_SPEED;
end
// generate collision signals
wire ball_hits_paddle_0 =
(ball_x < HS+HBP+PADDLE_WIDTH) && // ball is in range of left paddle
(ball_y > paddle_0_y - BALL_SIZE) && // ball is below paddles top edge
(ball_y < paddle_0_y + PADDLE_HEIGHT); // ball is above paddles bottom edge
wire ball_hits_paddle_1 =
(ball_x > HS+HBP+H-PADDLE_WIDTH-BALL_SIZE) && // ball is in range of right paddle
(ball_y > paddle_1_y - BALL_SIZE) && // ball is below paddles top edge
(ball_y < paddle_1_y + PADDLE_HEIGHT); // ball is above paddles bottom edge
wire ball_exits_left = ball_x <= HS+HBP; // ball leaves playfield to the left
wire ball_exits_right = ball_x >= HS+HBP+H-BALL_SIZE; // -"- to the right
reg game_running = 1'b0; // game is running
// start/stop of game
always@(posedge VGA_VS) begin
// check if ball has reached left or right border and stop game if yes
if(ball_exits_left || ball_exits_right)
game_running <= 1'b0;
// any fire button starts game
if(joystick_0[4] || joystick_1[4])
game_running <= 1'b1;
end
// calculate new ball position each v sync
always@(posedge VGA_VS) begin
// change horizontal movement if paddle is being hit or if the ball is
// about to leave the playfield area
if(ball_hits_paddle_0 || ball_exits_left) ball_move_x <= 1'b1;
if(ball_hits_paddle_1 || ball_exits_right) ball_move_x <= 1'b0;
// change vertical movement if border has been reached
if(ball_y < VS+VBP+BORDER) ball_move_y <= 1'b1;
if(ball_y >= VS+VBP+V-BORDER-BALL_SIZE) ball_move_y <= 1'b0;
// move ball as long as game runs
if(game_running) begin
// horizontal movement
if(ball_move_x) ball_x <= ball_x + BALL_SPEED;
else ball_x <= ball_x - BALL_SPEED;
// vertical movement
if(ball_move_y) ball_y <= ball_y + BALL_SPEED;
else ball_y <= ball_y - BALL_SPEED;
end else begin
// center ball if game is stopped
ball_x <= HS + HBP + (H - BALL_SIZE)/2;
ball_y <= VS + VBP + (V - BALL_SIZE)/2;
end
end
// both counters start with the begin of the sync phases
// horizontal pixel counter
always@(posedge pixel_clock) begin
if(h_cnt==HS+HBP+H+HFP-1) h_cnt <= 0;
else h_cnt <= h_cnt + 1;
// generation of the negative h sync signal
VGA_HS <= (h_cnt >= HS);
end
// vertical pixel counter
always@(posedge pixel_clock) begin
// the vertical state changes at the begin of each line
if(h_cnt == 0) begin
if(v_cnt==VS+VBP+V+VFP-1) v_cnt <= 0;
else v_cnt <= v_cnt + 1;
// generation of the negative v sync signal
VGA_VS <= (v_cnt >= VS);
end
end
// signal indicating the presence of the ball at the current beam position
wire ball = (h_cnt >= ball_x) && (h_cnt < ball_x + BALL_SIZE) &&
(v_cnt >= ball_y) && (v_cnt < ball_y + BALL_SIZE);
// top and bottom border: is being painted of the beam is horizontally within
// the playing area and vertically within the border area
wire border = (h_cnt >= HS+HBP) && (h_cnt < HS+HBP+H) &&
(((v_cnt >= VS+VBP) && (v_cnt < VS+VBP+BORDER)) ||
((v_cnt >= VS+VBP+V-BORDER) && (v_cnt < VS+VBP+V)));
// left paddle (paddle 0) is being drawn
wire paddle_0 = (h_cnt >= HS+HBP) && (h_cnt < HS+HBP+PADDLE_WIDTH) &&
(v_cnt >= paddle_0_y) && (v_cnt < paddle_0_y + PADDLE_HEIGHT);
// right paddle (paddle 1) is being drawn
wire paddle_1 = (h_cnt >= HS+HBP+H-PADDLE_WIDTH) && (h_cnt < HS+HBP+H) &&
(v_cnt >= paddle_1_y) && (v_cnt < paddle_1_y + PADDLE_HEIGHT);
wire pixel = ball || border || paddle_0 || paddle_1;
// white if pixel, black otherwise
assign VGA_R = pixel?6'b111111:6'b000000;
assign VGA_G = pixel?6'b111111:6'b000000;
assign VGA_B = pixel?6'b111111:6'b000000;
// pll to generate the VGA pixel clock from the 27Mhz board clock
pll pll (
.inclk0(CLOCK_27[0]),
.c0(pixel_clock)
);
endmodule