少女祈祷中...

功能介绍(报告)


代码

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module RaidenFighter(
input clk,
input reset,
//Outter-Input
input player_move_left,
input player_move_right,

//VGA-Output
output reg [2:0] RGB,
output h_sync,
output v_sync
//LED-Output

);
// ---------------------------------------------------------
// Clock Divide
// (1)slow clk: for objects movement
reg [31:0] slow_clk_counter;
reg slow_clk;
always @(posedge clk) begin
if (reset == 0) begin
slow_clk_counter <= 0;
slow_clk <= 0;
end else begin
if (slow_clk_counter == 1200000) begin
slow_clk_counter <= 0;
slow_clk <= ~slow_clk;
end else begin
slow_clk_counter <= slow_clk_counter + 1;
end
end
end
// (2)clk_div: for VGA Output
reg clk_div;
always @( posedge clk ) begin
clk_div <= ~clk_div;
end

// VGA output regs
reg [9:0] h_count = 0;
reg [9:0] v_count = 0;
reg h_sync_reg = 1;
reg v_sync_reg = 1;

// VGA constants
localparam H_ACTIVE = 640; // H <=> x
localparam V_ACTIVE = 480; // V <=> y
localparam H_FRONT_PORCH = 16;
localparam H_SYNC_PULSE = 96;
localparam H_BACK_PORCH = 48;
localparam V_FRONT_PORCH = 10;
localparam V_SYNC_PULSE = 2;
localparam V_BACK_PORCH = 33;

wire h_end = (h_count == H_ACTIVE + H_FRONT_PORCH + H_SYNC_PULSE + H_BACK_PORCH - 1);
wire v_end = (v_count == V_ACTIVE + V_FRONT_PORCH + V_SYNC_PULSE + V_BACK_PORCH - 1);

// Horizontal counter
always @(posedge clk_div) begin
if (reset == 0) begin
h_count <= 0;
end else if (h_end) begin
h_count <= 0;
end else begin
h_count <= h_count + 1;
end
end
// Vertical counter
always @(posedge clk_div) begin
if (reset == 0) begin
v_count <= 0;
end else if (h_end) begin
if (v_end) begin
v_count <= 0;
end else begin
v_count <= v_count + 1;
end
end
end
// Horizontal sync pulse
always @(posedge clk_div) begin
if (reset == 0) begin
h_sync_reg <= 1;
end else if (h_count >= H_ACTIVE + H_FRONT_PORCH && h_count < H_ACTIVE + H_FRONT_PORCH + H_SYNC_PULSE) begin
h_sync_reg <= 0;
end else begin
h_sync_reg <= 1;
end
end
// Vertical sync pulse
always @(posedge clk_div) begin
if (reset == 0) begin
v_sync_reg <= 1;
end else if (v_count >= V_ACTIVE + V_FRONT_PORCH && v_count < V_ACTIVE + V_FRONT_PORCH + V_SYNC_PULSE) begin
v_sync_reg <= 0;
end else begin
v_sync_reg <= 1;
end
end

assign h_sync = h_sync_reg;
assign v_sync = v_sync_reg;


// ---------------------------------------------------------
// Player Control
parameter INIT_X_P = H_ACTIVE/2;
parameter INIT_Y_P = V_ACTIVE-30; // At the botton of the screen. [CANNOT BE CHANGED.]
parameter STRIDE = 10; // STRIDE: How many pixels does player move when the button is pressed.
parameter SIZE_X_P = 13;
parameter SIZE_Y_P = 15;

reg [15:0] x_p;
reg [15:0] y_p;
always @(posedge slow_clk) begin
if (reset == 0)
x_p <= INIT_X_P;
else if (player_move_left && x_p > SIZE_X_P)
x_p <= x_p - STRIDE;
else if (player_move_right && x_p < H_ACTIVE - SIZE_X_P)
x_p <= x_p + STRIDE;
else
x_p <= x_p;
end
always @(posedge slow_clk) begin
if (reset == 0)
y_p <= INIT_Y_P;
else
y_p <= y_p;
end

// Bullet Control
parameter SIZE_BULLET_X = 4;
parameter SIZE_BULLET_Y = 20;
parameter BULLET_SPEED = 40;
reg [15:0] bullet_x;
reg [15:0] bullet_y;
reg bullet_active;


always @(posedge slow_clk) begin
if (reset == 0) begin
bullet_x <= x_p + SIZE_X_P/2 - SIZE_BULLET_X/2 - 10;
bullet_y <= y_p + SIZE_Y_P + 10;
bullet_active <= 1;
end else if (bullet_active) begin
if (bullet_y > BULLET_SPEED) begin
bullet_y <= bullet_y - BULLET_SPEED;
end else begin
bullet_active <= 0;
end
end else begin
bullet_x <= x_p + SIZE_X_P/2 - SIZE_BULLET_X/2;
bullet_y <= y_p + SIZE_Y_P;
bullet_active <= 1;
end
end

// Enemy Emerge
parameter ENEMY_SIZE_X = 13;
parameter ENEMY_SIZE_Y = 11;
parameter ENEMY_SPEED = 5;
reg [15:0] enemy_x;
reg [15:0] enemy_y;
reg [7:0] score_p; //player score

// == Player BULLET HIT DETECTION ==
wire bullet_hit_enemy = bullet_active &&
(bullet_x + SIZE_BULLET_X > enemy_x) &&
(bullet_x < enemy_x + ENEMY_SIZE_X) &&
(bullet_y + SIZE_BULLET_Y > enemy_y) &&
(bullet_y < enemy_y + ENEMY_SIZE_Y);

always @(posedge slow_clk) begin
if (reset == 0) begin
enemy_x <= 300;
enemy_y <= 0;
score_p <= 0;
end else if (bullet_hit_enemy) begin
score_p <= score_p + 1;
enemy_y <= 0;
enemy_x <= 100 + (enemy_x + 114) % 512; // Fake Ramdom
end else begin
if (enemy_y < V_ACTIVE - ENEMY_SPEED)
enemy_y <= enemy_y + ENEMY_SPEED;
else begin
enemy_y <= 0;
enemy_x <= 100 + (enemy_x + 114) % 512;
end
end
end

// v2: Enemy Danmoku
parameter ENEMY_BULLET_NUM = 8;
parameter ENEMY_BULLET_SPEED = 20;
parameter ENEMY_BULLET_SIZE = 10;
reg [15:0] eb_x[0:ENEMY_BULLET_NUM-1];
reg [15:0] eb_y[0:ENEMY_BULLET_NUM-1];
reg eb_active[0:ENEMY_BULLET_NUM-1];

integer i;
always @(posedge slow_clk) begin
if (reset == 0) begin
for (i = 0; i < ENEMY_BULLET_NUM; i = i + 1) begin
eb_active[i] <= 0;
end
end else begin
if (enemy_y == 150) begin // Fire Height
eb_x[0] <= enemy_x; eb_y[0] <= enemy_y; eb_active[0] <= 1;
eb_x[1] <= enemy_x + 6; eb_y[1] <= enemy_y; eb_active[1] <= 1;
eb_x[2] <= enemy_x + 6; eb_y[2] <= enemy_y + 6; eb_active[2] <= 1;
eb_x[3] <= enemy_x + 6; eb_y[3] <= enemy_y + 12; eb_active[3] <= 1;
eb_x[4] <= enemy_x; eb_y[4] <= enemy_y + 12; eb_active[4] <= 1;
eb_x[5] <= enemy_x - 6; eb_y[5] <= enemy_y + 12; eb_active[5] <= 1;
eb_x[6] <= enemy_x - 6; eb_y[6] <= enemy_y + 6; eb_active[6] <= 1;
eb_x[7] <= enemy_x - 6; eb_y[7] <= enemy_y; eb_active[7] <= 1;
end

for (i = 0; i < ENEMY_BULLET_NUM; i = i + 1) begin
if (eb_active[i]) begin
case(i)
0: eb_y[i] <= eb_y[i] - ENEMY_BULLET_SPEED;
1: begin eb_x[i] <= eb_x[i] + ENEMY_BULLET_SPEED; eb_y[i] <= eb_y[i] - ENEMY_BULLET_SPEED; end
2: eb_x[i] <= eb_x[i] + ENEMY_BULLET_SPEED;
3: begin eb_x[i] <= eb_x[i] + ENEMY_BULLET_SPEED; eb_y[i] <= eb_y[i] + ENEMY_BULLET_SPEED; end
4: eb_y[i] <= eb_y[i] + ENEMY_BULLET_SPEED;
5: begin eb_x[i] <= eb_x[i] - ENEMY_BULLET_SPEED; eb_y[i] <= eb_y[i] + ENEMY_BULLET_SPEED; end
6: eb_x[i] <= eb_x[i] - ENEMY_BULLET_SPEED;
7: begin eb_x[i] <= eb_x[i] - ENEMY_BULLET_SPEED; eb_y[i] <= eb_y[i] - ENEMY_BULLET_SPEED; end
endcase

if (eb_x[i] < 5 || eb_x[i] > H_ACTIVE - 5 || eb_y[i] < 5 || eb_y[i] > V_ACTIVE - 5)
eb_active[i] <= 0;
end
end
end
end

// v2: Player HP
reg [1:0] hp;
reg game_over;
always @(posedge slow_clk) begin
if (reset == 0)
hp <= 3;
else if (!game_over) begin
if (
(eb_active[0] && eb_x[0] >= x_p - SIZE_X_P && eb_x[0] <= x_p + SIZE_X_P &&
eb_y[0] >= y_p - SIZE_Y_P && eb_y[0] <= y_p) ||
(eb_active[1] && eb_x[1] >= x_p - SIZE_X_P && eb_x[1] <= x_p + SIZE_X_P &&
eb_y[1] >= y_p - SIZE_Y_P && eb_y[1] <= y_p) ||
(eb_active[2] && eb_x[2] >= x_p - SIZE_X_P && eb_x[2] <= x_p + SIZE_X_P &&
eb_y[2] >= y_p - SIZE_Y_P && eb_y[2] <= y_p) ||
(eb_active[3] && eb_x[3] >= x_p - SIZE_X_P && eb_x[3] <= x_p + SIZE_X_P &&
eb_y[3] >= y_p - SIZE_Y_P && eb_y[3] <= y_p) ||
(eb_active[4] && eb_x[4] >= x_p - SIZE_X_P && eb_x[4] <= x_p + SIZE_X_P &&
eb_y[4] >= y_p - SIZE_Y_P && eb_y[4] <= y_p) ||
(eb_active[5] && eb_x[5] >= x_p - SIZE_X_P && eb_x[5] <= x_p + SIZE_X_P &&
eb_y[5] >= y_p - SIZE_Y_P && eb_y[5] <= y_p) ||
(eb_active[6] && eb_x[6] >= x_p - SIZE_X_P && eb_x[6] <= x_p + SIZE_X_P &&
eb_y[6] >= y_p - SIZE_Y_P && eb_y[6] <= y_p) ||
(eb_active[7] && eb_x[7] >= x_p - SIZE_X_P && eb_x[7] <= x_p + SIZE_X_P &&
eb_y[7] >= y_p - SIZE_Y_P && eb_y[7] <= y_p)
) begin
if (hp > 0)
hp <= hp - 1;
end
end
end
// == Game Over Judge ==
always @(posedge slow_clk) begin
if (reset == 0)
game_over <= 0;
else if (hp == 0)
game_over <= 1;
end



// ---------------------------------------------------------
// Display
parameter PLAYER_COLOR = 3'b110; // YELLOW
parameter BACKGROUND_COLOR = 3'b000; // BLACK
parameter BULLET_COLOR = 3'b010; // GREEN
parameter ENEMY_COLOR = 3'b001; // RED
parameter DANMOKU_COLOR = 3'b001; // RED
parameter GAMEOVER = 3'b101;
parameter HP_COLOR = 3'b001;



always @(posedge clk_div) begin
if (reset == 0)
RGB <= 3'b000;
else if (game_over) begin
RGB <= GAMEOVER;
end
else if (h_count < H_ACTIVE && v_count < V_ACTIVE) begin
if(
// Drawing Raiden-Fighter
(h_count == x_p && v_count == y_p - 18) ||
((h_count >= x_p - 1 && h_count <= x_p + 1) && v_count == y_p - 17) ||
((h_count >= x_p - 2 && h_count <= x_p + 2) && v_count == y_p - 16) ||
((h_count >= x_p - 3 && h_count <= x_p + 3) && v_count == y_p - 15) ||
((h_count >= x_p - 4 && h_count <= x_p + 4) && v_count == y_p - 14) ||
((h_count >= x_p - 5 && h_count <= x_p + 5) && v_count == y_p - 13) ||
((h_count >= x_p - 6 && h_count <= x_p + 6) && v_count == y_p - 12) ||
((h_count >= x_p - 7 && h_count <= x_p + 7) && v_count == y_p - 11) ||
((h_count >= x_p - 8 && h_count <= x_p + 8) && v_count == y_p - 10) ||
((h_count >= x_p - 9 && h_count <= x_p + 9) && v_count == y_p - 9) ||
((h_count >= x_p -10 && h_count <= x_p +10) && v_count == y_p - 8) ||
((h_count >= x_p -11 && h_count <= x_p +11) && v_count == y_p - 7) ||
((h_count >= x_p -12 && h_count <= x_p +12) && v_count == y_p - 6) ||

((h_count >= x_p - 9 && h_count <= x_p - 7) && (v_count == y_p - 5 || v_count == y_p - 4)) ||
((h_count >= x_p + 7 && h_count <= x_p + 9) && (v_count == y_p - 5 || v_count == y_p - 4))
)
RGB <= PLAYER_COLOR;
else if(bullet_active &&
h_count >= bullet_x && h_count < bullet_x + SIZE_BULLET_X &&
v_count >= bullet_y && v_count < bullet_y + SIZE_BULLET_Y)
RGB <= BULLET_COLOR;
else if (
// Drawing an enemy
((h_count == enemy_x - 3 || h_count == enemy_x + 3) && v_count == enemy_y) ||
((h_count >= enemy_x - 5 && h_count <= enemy_x - 1) ||
(h_count >= enemy_x + 1 && h_count <= enemy_x + 5)) && v_count == enemy_y + 1 ||
(h_count >= enemy_x - 6 && h_count <= enemy_x + 6 && v_count == enemy_y + 2) ||
((h_count >= enemy_x - 6 && h_count <= enemy_x - 1) ||
(h_count >= enemy_x + 1 && h_count <= enemy_x + 6)) && v_count == enemy_y + 3 ||
(h_count >= enemy_x - 6 && h_count <= enemy_x + 6 && v_count == enemy_y + 4) ||
((h_count >= enemy_x - 6 && h_count <= enemy_x - 4) ||
(h_count >= enemy_x + 4 && h_count <= enemy_x + 6)) && v_count == enemy_y + 5 ||
(h_count >= enemy_x - 3 && h_count <= enemy_x + 3 && v_count == enemy_y + 6) ||
((h_count == enemy_x - 3 || h_count == enemy_x - 1 ||
h_count == enemy_x + 1 || h_count == enemy_x + 3) && v_count == enemy_y + 7) ||
((h_count >= enemy_x - 4 && h_count <= enemy_x + 4) && v_count == enemy_y + 8) ||
((h_count >= enemy_x - 5 && h_count <= enemy_x + 5) && v_count == enemy_y + 9) ||
((h_count >= enemy_x - 6 && h_count <= enemy_x + 6) && v_count == enemy_y + 10)
)
RGB <= ENEMY_COLOR;
else if (
(eb_active[0] && h_count >= eb_x[0] && h_count < eb_x[0] + ENEMY_BULLET_SIZE &&
v_count >= eb_y[0] && v_count < eb_y[0] + ENEMY_BULLET_SIZE) ||
(eb_active[1] && h_count >= eb_x[1] && h_count < eb_x[1] + ENEMY_BULLET_SIZE &&
v_count >= eb_y[1] && v_count < eb_y[1] + ENEMY_BULLET_SIZE) ||
(eb_active[2] && h_count >= eb_x[2] && h_count < eb_x[2] + ENEMY_BULLET_SIZE &&
v_count >= eb_y[2] && v_count < eb_y[2] + ENEMY_BULLET_SIZE) ||
(eb_active[3] && h_count >= eb_x[3] && h_count < eb_x[3] + ENEMY_BULLET_SIZE &&
v_count >= eb_y[3] && v_count < eb_y[3] + ENEMY_BULLET_SIZE) ||
(eb_active[4] && h_count >= eb_x[4] && h_count < eb_x[4] + ENEMY_BULLET_SIZE &&
v_count >= eb_y[4] && v_count < eb_y[4] + ENEMY_BULLET_SIZE) ||
(eb_active[5] && h_count >= eb_x[5] && h_count < eb_x[5] + ENEMY_BULLET_SIZE &&
v_count >= eb_y[5] && v_count < eb_y[5] + ENEMY_BULLET_SIZE) ||
(eb_active[6] && h_count >= eb_x[6] && h_count < eb_x[6] + ENEMY_BULLET_SIZE &&
v_count >= eb_y[6] && v_count < eb_y[6] + ENEMY_BULLET_SIZE) ||
(eb_active[7] && h_count >= eb_x[7] && h_count < eb_x[7] + ENEMY_BULLET_SIZE &&
v_count >= eb_y[7] && v_count < eb_y[7] + ENEMY_BULLET_SIZE)
)
RGB <= DANMOKU_COLOR;
else if (
(hp >= 1 && (
(h_count == 20 && v_count == V_ACTIVE - 15) ||
(h_count == 21 && v_count == V_ACTIVE - 14) ||
(h_count == 22 && v_count == V_ACTIVE - 13) ||
(h_count == 23 && v_count == V_ACTIVE - 14) ||
(h_count == 24 && v_count == V_ACTIVE - 15)
)) ||
(hp >= 2 && (
(h_count == 30 && v_count == V_ACTIVE - 15) ||
(h_count == 31 && v_count == V_ACTIVE - 14) ||
(h_count == 32 && v_count == V_ACTIVE - 13) ||
(h_count == 33 && v_count == V_ACTIVE - 14) ||
(h_count == 34 && v_count == V_ACTIVE - 15)
)) ||
(hp == 3 && (
(h_count == 40 && v_count == V_ACTIVE - 15) ||
(h_count == 41 && v_count == V_ACTIVE - 14) ||
(h_count == 42 && v_count == V_ACTIVE - 13) ||
(h_count == 43 && v_count == V_ACTIVE - 14) ||
(h_count == 44 && v_count == V_ACTIVE - 15)
))
)
RGB <= HP_COLOR;
else
RGB <= BACKGROUND_COLOR;
end
else begin
RGB <= 3'b000;
end
end



endmodule

演示视频