-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathDraw_Engine.sv
More file actions
245 lines (230 loc) · 5.82 KB
/
Copy pathDraw_Engine.sv
File metadata and controls
245 lines (230 loc) · 5.82 KB
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
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
module Draw_Engine (input Clk50, Reset,
input Draw_Back, Draw_Ground, //layer_1
input Draw_Cloud, Draw_Moon, //layer_2
input Draw_Cactus, Draw_Buff, Draw_Rock, Draw_Pterosaur, //layer_3
input Draw_Score, Draw_Fire, Draw_Runner, Draw_Highscore, Draw_Over, //layer_4
input [17:0] address_Back, address_Ground,
input [17:0] address_Cloud, address_Moon,
input [17:0] address_Cactus, address_Buff, address_Rock, address_Pterosaur,
input [17:0] address_Score, address_Fire, address_Runner, address_Highscore, address_Over,
input [9:0] DrawX, DrawY,
output [17:0] draw_address,
output [9:0] write_X, write_Y,
output [2:0] write_which_layer
);
enum logic [3:0] {LAYER_1,
LAYER_2,
LAYER_3,
LAYER_4,
REST,
PIXEL_FINISH
} State, Next_State; // Internal state logic
logic [9:0] WriteX, WriteY;
logic Layer_1_on, Layer_2_on, Layer_3_on, Layer_4_on;
logic [1:0] Layer_1_type;
logic [1:0] Layer_2_type;
logic [3:0] Layer_3_type;
logic [4:0] Layer_4_type;
always_ff @ (posedge Clk50 or posedge Reset)
begin
if (Reset)
State <= PIXEL_FINISH;
else
State <= Next_State;
end
always_comb
begin
if (DrawY == 524)
WriteY = 0;
else
WriteY = DrawY + 1;
end
assign Layer_1_on = Draw_Back | Draw_Ground;
assign Layer_2_on = Draw_Cloud | Draw_Moon;
assign Layer_3_on = Draw_Cactus | Draw_Buff | Draw_Rock | Draw_Pterosaur;
assign Layer_4_on = Draw_Score | Draw_Fire | Draw_Runner | Draw_Highscore | Draw_Over;
assign Layer_1_type = {Draw_Back, Draw_Ground};
assign Layer_2_type = {Draw_Cloud, Draw_Moon};
assign Layer_3_type = {Draw_Cactus, Draw_Buff, Draw_Rock, Draw_Pterosaur};
assign Layer_4_type = {Draw_Score, Draw_Fire,Draw_Runner, Draw_Highscore, Draw_Over};
logic Smaller; //Indicate whether WriteX is smaller than 640 (still inside the screen)
always_comb //produce smaller
begin
if (WriteX<10'd640)
Smaller = 1;
else
Smaller = 0;
end
always_comb
begin
//default state is staying at the current state;
Next_State = State;
unique case (State)
LAYER_1 :
begin
if (Smaller == 0)
Next_State = REST;
else
begin
if (Layer_2_on == 0 && Layer_3_on == 0 && Layer_4_on == 0)
Next_State = PIXEL_FINISH;
else if (Layer_2_on)
Next_State = LAYER_2;
else if (Layer_2_on == 0 && Layer_3_on)
Next_State = LAYER_3;
else if (Layer_2_on == 0 && Layer_3_on == 0 && Layer_4_on)
Next_State = LAYER_4;
else
Next_State = PIXEL_FINISH;
end
end
LAYER_2 :
begin
if (Smaller == 0)
Next_State = REST;
else
begin
if (Layer_2_on && Layer_3_on == 0 && Layer_4_on == 0)
Next_State = PIXEL_FINISH;
else if (Layer_2_on && Layer_3_on)
Next_State = LAYER_3;
else if (Layer_2_on && Layer_3_on == 0 && Layer_4_on)
Next_State = LAYER_4;
else
Next_State = PIXEL_FINISH;
end
end
LAYER_3 :
begin
if (Smaller == 0)
Next_State = REST;
else
begin
if (Layer_3_on && Layer_4_on == 0)
Next_State = PIXEL_FINISH;
else if (Layer_3_on && Layer_4_on)
Next_State = LAYER_4;
else
Next_State = PIXEL_FINISH;
end
end
LAYER_4 :
begin
if (Smaller == 0)
Next_State = REST;
else
Next_State = PIXEL_FINISH;
end
PIXEL_FINISH :
begin
if (Smaller) //If this pixel is still inside the screen
Next_State = LAYER_1;
else //Writing this line is finished, wait for DrawX finishes, and then DrawX and WriteX can start together.
Next_State = REST;
end
REST :
begin
if (DrawX == 0)
Next_State = LAYER_1;
else
Next_State = REST;
end
//for debugging
default :
Next_State = PIXEL_FINISH;
endcase
end
always_comb
begin
case (State)
REST:
begin
write_which_layer = 3'b000;
draw_address = 18'd20;
end
LAYER_1 :
begin
write_which_layer = 3'b001;
case (Layer_1_type)
2'b10:
draw_address = address_Back;
2'b01:
draw_address = address_Ground;
default:
draw_address = 18'd20;
endcase
end
LAYER_2 :
begin
write_which_layer = 3'b010;
case (Layer_2_type)
2'b10:
draw_address = address_Cloud;
2'b01:
draw_address = address_Moon;
default:
draw_address = 18'd20;
endcase
end
LAYER_3 :
begin
write_which_layer = 3'b011;
case (Layer_3_type)
4'b1000 :
draw_address = address_Cactus;
4'b0100 :
draw_address = address_Buff;
4'b0010 :
draw_address = address_Rock;
4'b0001 :
draw_address = address_Pterosaur;
default :
draw_address = 18'd20;
endcase
end
LAYER_4 :
begin
write_which_layer = 3'b100;
case (Layer_4_type)
5'b10000:
draw_address = address_Score;
5'b01000:
draw_address = address_Fire;
5'b00100:
draw_address = address_Runner;
5'b00010:
draw_address = address_Highscore;
5'b00001:
draw_address = address_Over;
default:
draw_address = 18'd20;
endcase
end
PIXEL_FINISH :
begin
write_which_layer = 3'b000;
draw_address = 18'd0;
end
endcase
end
//produce WriteX
//In this way, DrawX and WriteX will be synchronized after one REST state.
always_ff @ (posedge Clk50 or posedge Reset)
begin
if (Reset)
WriteX <= 10'b0000000000;
else
begin
if (State == REST)
WriteX <= 10'b0000000000;
else if (State == PIXEL_FINISH)
begin
WriteX <= WriteX + 1;
end
else
WriteX <= WriteX;
end
end
assign write_X = WriteX;
assign write_Y = WriteY;
endmodule