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game_and_graphics (12).v
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//KEY[0] synchronous reset when pressed
//KEY[1] go signal
//SW[9] - the players switch this at the start of their turn
//LEDR[9] - represents who's turn it is
//HEX1 and HEX2 -> hands of player one, results of reg hand 1 and hand2
//HEX3 and HEX4 -> hands of player two, results of reg hand 2 and hand3
`timescale 1ns/1ns
module game_and_graphics( SW,
KEY,
CLOCK_50,
LEDR,
HEX1,
HEX2,
HEX3,
HEX4,
//graphics
VGA_CLK, // VGA Clock
VGA_HS, // VGA H_SYNC
VGA_VS, // VGA V_SYNC
VGA_BLANK_N, // VGA BLANK
VGA_SYNC_N, // VGA SYNC
VGA_R, // VGA Red[9:0]
VGA_G, // VGA Green[9:0]
VGA_B, // VGA Blue[9:0]
//audio
AUD_ADCDAT,
// Bidirectionals
AUD_BCLK,
AUD_ADCLRCK,
AUD_DACLRCK,
FPGA_I2C_SDAT,
// Outputs
AUD_XCK,
AUD_DACDAT,
FPGA_I2C_SCLK
);
input [9:0] SW;
input [3:0] KEY;
input CLOCK_50;
output [9:0]LEDR;
output [6:0] HEX1, HEX2, HEX3, HEX4;
wire resetn;
wire go;
wire [3:0] switches;
wire win;
wire state;
//4 results, one for each hand
wire [2:0] hand1;
wire [2:0] hand3;
wire [2:0] hand2;
wire [2:0] hand4;
wire [2:0] ld_hand_select;
assign go = ~KEY[1];
assign resetn = KEY[0];
//VGA DECLARATIONS
output VGA_CLK; // VGA Clock
output VGA_HS; // VGA H_SYNC
output VGA_VS; // VGA V_SYNC
output VGA_BLANK_N; // VGA BLANK
output VGA_SYNC_N; // VGA SYNC
output [9:0] VGA_R; // VGA Red[9:0]
output [9:0] VGA_G; // VGA Green[9:0]
output [9:0] VGA_B; // VGA Blue[9:0]
reg [2:0] colour;
reg [7:0] x;
reg [6:0] y;
part2 u0(
.clk(CLOCK_50),
.resetn(resetn),
.go(go), //instead of go, pass in the synchronized??
.turn(SW[9]),
.win(win),
.hand1(hand1),
.hand3(hand3),
.hand4(hand4),
.hand2(hand2),
.switch(switch),
.ld_hand_select_for_plot(ld_hand_select),
.switch_hand_1(SW[1]),
.switch_hand_2(SW[2]),
.switch_hand_3(SW[3]),
.switch_hand_4(SW[4]),
.state(state)
);
hex_decoder H1(
.hex_digit({1'b0,hand1}),
.segments(HEX1)
);
hex_decoder H2(
.hex_digit({1'b0,hand2}),
.segments(HEX2)
);
hex_decoder H3(
.hex_digit({1'b0,hand3}),
.segments(HEX3)
);
hex_decoder H4(
.hex_digit({1'b0,hand4}),
.segments(HEX4)
);
wire [17:0] out;
wire [2:0] hand_signal;
assign LEDR[0] = win;
assign LEDR[9] = SW[9];
reg one_finger_left_enable_hand1;
reg two_finger_left_enable_hand1;
reg three_finger_left_enable_hand1;
reg four_finger_left_enable_hand1;
reg five_finger_left_enable_hand1;
reg one_finger_left_enable_hand2;
reg two_finger_left_enable_hand2;
reg three_finger_left_enable_hand2;
reg four_finger_left_enable_hand2;
reg five_finger_left_enable_hand2;
reg one_finger_right_enable_hand3;
reg two_finger_right_enable_hand3;
reg three_finger_right_enable_hand3;
reg four_finger_right_enable_hand3;
reg five_finger_right_enable_hand3;
reg one_finger_right_enable_hand4;
reg two_finger_right_enable_hand4;
reg three_finger_right_enable_hand4;
reg four_finger_right_enable_hand4;
reg five_finger_right_enable_hand4;
wire [7:0] player_one_hand_1_1_x;
wire [6:0] player_one_hand_1_1_y;
wire [2:0] player_one_hand_1_1_colour;
//wire player_one_hand_1_1_print_done;
wire [7:0] player_one_hand_1_2_x;
wire [6:0] player_one_hand_1_2_y;
wire [2:0] player_one_hand_1_2_colour;
//wire player_one_hand_1_2_print_done;
wire [7:0] player_one_hand_1_3_x;
wire [6:0] player_one_hand_1_3_y;
wire [2:0] player_one_hand_1_3_colour;
//wire player_one_hand_1_3_print_done;
wire [7:0] player_one_hand_1_4_x;
wire [6:0] player_one_hand_1_4_y;
wire [2:0] player_one_hand_1_4_colour;
//wire player_one_hand_1_4_print_done;
wire [7:0] player_one_hand_1_5_x;
wire [6:0] player_one_hand_1_5_y;
wire [2:0] player_one_hand_1_5_colour;
//wire player_one_hand_1_5_print_done;
wire [7:0] player_one_hand_2_1_x;
wire [6:0] player_one_hand_2_1_y;
wire [2:0] player_one_hand_2_1_colour;
//wire player_one_hand_2_1_print_done;
wire [7:0] player_one_hand_2_2_x;
wire [6:0] player_one_hand_2_2_y;
wire [2:0] player_one_hand_2_2_colour;
//wire player_one_hand_2_2_print_done;
wire [7:0] player_one_hand_2_3_x;
wire [6:0] player_one_hand_2_3_y;
wire [2:0] player_one_hand_2_3_colour;
//wire player_one_hand_2_3_print_done;
wire [7:0] player_one_hand_2_4_x;
wire [6:0] player_one_hand_2_4_y;
wire [2:0] player_one_hand_2_4_colour;
//wire player_one_hand_2_4_print_done;
wire [7:0] player_one_hand_2_5_x;
wire [6:0] player_one_hand_2_5_y;
wire [2:0] player_one_hand_2_5_colour;
//wire player_one_hand_2_5_print_done;
///////////////////////////////////////
wire [7:0] player_two_hand_1_1_x;
wire [6:0] player_two_hand_1_1_y;
wire [2:0] player_two_hand_1_1_colour;
//wire player_two_hand_1_1_print_done;
wire [7:0] player_two_hand_1_2_x;
wire [6:0] player_two_hand_1_2_y;
wire [2:0] player_two_hand_1_2_colour;
//wire player_two_hand_1_2_print_done;
wire [7:0] player_two_hand_1_3_x;
wire [6:0] player_two_hand_1_3_y;
wire [2:0] player_two_hand_1_3_colour;
//wire player_two_hand_1_3_print_done;
wire [7:0] player_two_hand_1_4_x;
wire [6:0] player_two_hand_1_4_y;
wire [2:0] player_two_hand_1_4_colour;
//wire player_two_hand_1_4_print_done;
wire [7:0] player_two_hand_1_5_x;
wire [6:0] player_two_hand_1_5_y;
wire [2:0] player_two_hand_1_5_colour;
//wire player_two_hand_1_5_print_done;
wire [7:0] player_two_hand_2_1_x;
wire [6:0] player_two_hand_2_1_y;
wire [2:0] player_two_hand_2_1_colour;
//wire player_two_hand_2_1_print_done;
wire [7:0] player_two_hand_2_2_x;
wire [6:0] player_two_hand_2_2_y;
wire [2:0] player_two_hand_2_2_colour;
//wire player_two_hand_2_2_print_done;
wire [7:0] player_two_hand_2_3_x;
wire [6:0] player_two_hand_2_3_y;
wire [2:0] player_two_hand_2_3_colour;
//wire player_two_hand_2_3_print_done;
wire [7:0] player_two_hand_2_4_x;
wire [6:0] player_two_hand_2_4_y;
wire [2:0] player_two_hand_2_4_colour;
//wire player_one_hand_2_4_print_done;
wire [7:0] player_two_hand_2_5_x;
wire [6:0] player_two_hand_2_5_y;
wire [2:0] player_two_hand_2_5_colour;
//wire player_two_hand_2_5_print_done;
always @(*)begin
//if (ld_hand_select==1)begin
if (hand1 == 3'd0)
begin
//need a totally closed fist lol for teh reset page
//i guess if the hands are 0, dont actually draw anything
//oh we can have like something on screen that says reset to start
one_finger_left_enable_hand1 <= 0;
two_finger_left_enable_hand1 <= 0;
three_finger_left_enable_hand1<=0;
four_finger_left_enable_hand1<=0;
five_finger_left_enable_hand1 <=0;
end
else if (hand1 == 3'd1)
begin
one_finger_left_enable_hand1 <= 1;
two_finger_left_enable_hand1<= 0;
three_finger_left_enable_hand1<=0;
four_finger_left_enable_hand1<=0;
five_finger_left_enable_hand1<=0;
end
else if (hand1 == 3'd2)
begin
one_finger_left_enable_hand1 <= 0;
two_finger_left_enable_hand1 <= 1;
three_finger_left_enable_hand1<=0;
four_finger_left_enable_hand1 <=0;
five_finger_left_enable_hand1 <=0;
end
else if (hand1 == 3'd3)
begin
one_finger_left_enable_hand1 <= 0;
two_finger_left_enable_hand1 <= 0;
three_finger_left_enable_hand1<=1;
four_finger_left_enable_hand1 <=0;
five_finger_left_enable_hand1 <=0;
end
else if (hand1 == 3'd4)
begin
one_finger_left_enable_hand1 <= 0;
two_finger_left_enable_hand1 <= 0;
three_finger_left_enable_hand1<=0;
four_finger_left_enable_hand1 <=1;
five_finger_left_enable_hand1 <=0;
end
else if (hand1 == 3'd5)
begin
one_finger_left_enable_hand1 <= 0;
two_finger_left_enable_hand1 <= 0;
three_finger_left_enable_hand1<=0;
four_finger_left_enable_hand1 <=0;
five_finger_left_enable_hand1 <=1;
end
if (hand2 == 3'd0)
begin
//need a totally closed fist lol for teh reset page
//i guess if the hands are 0, dont actually draw anything
//oh we can have like something on screen that says reset to start
one_finger_left_enable_hand2 <= 0;
two_finger_left_enable_hand2 <= 0;
three_finger_left_enable_hand2<=0;
four_finger_left_enable_hand2<=0;
five_finger_left_enable_hand2 <=0;
end
else if (hand2 == 3'd1)
begin
one_finger_left_enable_hand2 <= 1;
two_finger_left_enable_hand2<= 0;
three_finger_left_enable_hand2<=0;
four_finger_left_enable_hand2<=0;
five_finger_left_enable_hand2<=0;
end
else if (hand2 == 3'd2)
begin
one_finger_left_enable_hand2 <= 0;
two_finger_left_enable_hand2 <= 1;
three_finger_left_enable_hand2<=0;
four_finger_left_enable_hand2 <=0;
five_finger_left_enable_hand2 <=0;
end
else if (hand2 == 3'd3)
begin
one_finger_left_enable_hand2 <= 0;
two_finger_left_enable_hand2 <= 0;
three_finger_left_enable_hand2<=1;
four_finger_left_enable_hand2 <=0;
five_finger_left_enable_hand2 <=0;
end
else if (hand2 == 3'd4)
begin
one_finger_left_enable_hand2 <= 0;
two_finger_left_enable_hand2 <= 0;
three_finger_left_enable_hand2<=0;
four_finger_left_enable_hand2 <=1;
five_finger_left_enable_hand2 <=0;
end
else if (hand2 == 3'd5)
begin
one_finger_left_enable_hand2 <= 0;
two_finger_left_enable_hand2 <= 0;
three_finger_left_enable_hand2<=0;
four_finger_left_enable_hand2 <=0;
five_finger_left_enable_hand2 <=1;
end
if (hand3 == 3'd0)
begin
//need a totally closed fist lol for teh reset page
//i guess if the hands are 0, dont actually draw anything
//oh we can have like something on screen that says reset to start
one_finger_right_enable_hand3 <= 0;
two_finger_right_enable_hand3 <= 0;
three_finger_right_enable_hand3<=0;
four_finger_right_enable_hand3<=0;
five_finger_right_enable_hand3 <=0;
end
else if (hand3 == 3'd1)
begin
one_finger_right_enable_hand3 <= 1;
two_finger_right_enable_hand3<= 0;
three_finger_right_enable_hand3<=0;
four_finger_right_enable_hand3<=0;
five_finger_right_enable_hand3<=0;
end
else if (hand3 == 3'd2)
begin
one_finger_right_enable_hand3 <= 0;
two_finger_right_enable_hand3 <= 1;
three_finger_right_enable_hand3<=0;
four_finger_right_enable_hand3 <=0;
five_finger_right_enable_hand3 <=0;
end
else if (hand3 == 3'd3)
begin
one_finger_right_enable_hand3 <= 0;
two_finger_right_enable_hand3 <= 0;
three_finger_right_enable_hand3<=1;
four_finger_right_enable_hand3 <=0;
five_finger_right_enable_hand3 <=0;
end
else if (hand3 == 3'd4)
begin
one_finger_right_enable_hand3 <= 0;
two_finger_right_enable_hand3 <= 0;
three_finger_right_enable_hand3<=0;
four_finger_right_enable_hand3 <=1;
five_finger_right_enable_hand3 <=0;
end
else if (hand3 == 3'd5)
begin
one_finger_right_enable_hand3 <= 0;
two_finger_right_enable_hand3 <= 0;
three_finger_right_enable_hand3<=0;
four_finger_right_enable_hand3 <=0;
five_finger_right_enable_hand3 <=1;
end
if (hand4 == 3'd0)
begin
//need a totally closed fist lol for teh reset page
//i guess if the hands are 0, dont actually draw anything
//oh we can have like something on screen that says reset to start
one_finger_right_enable_hand4 <= 0;
two_finger_right_enable_hand4 <= 0;
three_finger_right_enable_hand4<=0;
four_finger_right_enable_hand4<=0;
five_finger_right_enable_hand4 <=0;
end
else if (hand4 == 3'd1)
begin
one_finger_right_enable_hand4 <= 1;
two_finger_right_enable_hand4<= 0;
three_finger_right_enable_hand4<=0;
four_finger_right_enable_hand4<=0;
five_finger_right_enable_hand4<=0;
end
else if (hand4 == 3'd2)
begin
one_finger_right_enable_hand4 <= 0;
two_finger_right_enable_hand4 <= 1;
three_finger_right_enable_hand4<=0;
four_finger_right_enable_hand4 <=0;
five_finger_right_enable_hand4 <=0;
end
else if (hand4 == 3'd3)
begin
one_finger_right_enable_hand4 <= 0;
two_finger_right_enable_hand4 <= 0;
three_finger_right_enable_hand4<=1;
four_finger_right_enable_hand4 <=0;
five_finger_right_enable_hand4 <=0;
end
else if (hand4 == 3'd4)
begin
one_finger_right_enable_hand4 <= 0;
two_finger_right_enable_hand4 <= 0;
three_finger_right_enable_hand4<=0;
four_finger_right_enable_hand4 <=1;
five_finger_right_enable_hand4 <=0;
end
else if (hand4 == 3'd5)
begin
one_finger_right_enable_hand4 <= 0;
two_finger_right_enable_hand4 <= 0;
three_finger_right_enable_hand4<=0;
four_finger_right_enable_hand4 <=0;
five_finger_right_enable_hand4 <=1;
end
else begin
one_finger_left_enable_hand1 <= 0;
two_finger_left_enable_hand1 <= 0;
three_finger_left_enable_hand1<=0;
four_finger_left_enable_hand1 <=0;
five_finger_left_enable_hand1 <=0;
one_finger_left_enable_hand2 <= 0;
two_finger_left_enable_hand2 <= 0;
three_finger_left_enable_hand2<=0;
four_finger_left_enable_hand2 <=0;
five_finger_left_enable_hand2 <=0;
one_finger_right_enable_hand3 <= 0;
two_finger_right_enable_hand3 <= 0;
three_finger_right_enable_hand3<=0;
four_finger_right_enable_hand3 <=0;
five_finger_right_enable_hand3 <=0;
one_finger_right_enable_hand4 <= 0;
two_finger_right_enable_hand4 <= 0;
three_finger_right_enable_hand4<=0;
four_finger_right_enable_hand4 <=0;
five_finger_right_enable_hand4 <=0;
end
end
//sucks to suck
//drawing player1
//change the write en when we want it to draw
//also, starting x and starting y are always fixed
//
//draw_one_finger_right_hand player_one_hand_2 ( .reset(resetn),
// .writeEn(1'd1),
// .x(x),
// .y(y),
// .startx(40),
// .starty(60),
// .clock(CLOCK_50),
// .color(colour)
// );
//draw_one_finger_left_hand player_two_hand_3 ( .reset(resetn),
// .writeEn(1'd1),
// .x(x),
// .y(y),
// .startx(80),
// .starty(60),
// .clock(CLOCK_50),
// .color(colour)
// );
//draw_one_finger_right_hand player_two_hand_2 ( .reset(resetn),
// .writeEn(1'd1),
// .x(x),
// .y(y),
// .startx(120),
// .starty(60),
// .clock(CLOCK_50),
// .color(colour));
//left space
draw_one_finger_left_hand player_one_hand_1_1 ( .reset(resetn),
.writeEn(one_finger_left_enable_hand1),
.x(player_one_hand_1_1_x),
.y(player_one_hand_1_1_y),
.startx(0),
.starty(60),
.clock(CLOCK_50),
//.print_done(player_one_hand_1_1_print_done),
.color(player_one_hand_1_1_colour));
draw_two_finger_left_hand player_one_hand_1_2 ( .reset(resetn),
.writeEn(two_finger_left_enable_hand1),
.x(player_one_hand_1_2_x),
.y(player_one_hand_1_2_y),
.startx(0),
.starty(60),
.clock(CLOCK_50),
//.print_done(player_one_hand_1_2_print_done),
.color(player_one_hand_1_2_colour));
draw_three_finger_left_hand player_one_hand_1_3 ( .reset(resetn),
.writeEn(three_finger_left_enable_hand1),
.x(player_one_hand_1_3_x),
.y(player_one_hand_1_3_y),
.startx(0),
.starty(60),
.clock(CLOCK_50),
//.print_done(player_one_hand_1_3_print_done),
.color(player_one_hand_1_3_colour));
draw_four_finger_left_hand player_one_hand_1_4 ( .reset(resetn),
.writeEn(four_finger_left_enable_hand1),
.x(player_one_hand_1_4_x),
.y(player_one_hand_1_4_y),
.startx(0),
.starty(60),
.clock(CLOCK_50),
//.print_done(player_one_hand_1_4_print_done),
.color(player_one_hand_1_4_colour));
draw_five_finger_left_hand player_one_hand_1_5 ( .reset(resetn),
.writeEn(five_finger_left_enable_hand1),
.x(player_one_hand_1_5_x),
.y(player_one_hand_1_5_y),
.startx(0),
.starty(60),
.clock(CLOCK_50),
//.print_done(player_one_hand_1_5_print_done),
.color(player_one_hand_1_5_colour));
draw_one_finger_left_hand player_one_hand_2_1 ( .reset(resetn),
.writeEn(one_finger_left_enable_hand2),
.x(player_one_hand_2_1_x),
.y(player_one_hand_2_1_y),
.startx(40),
.starty(60),
.clock(CLOCK_50),
//.print_done(player_one_hand_2_1_print_done),
.color(player_one_hand_2_1_colour));
draw_two_finger_left_hand player_one_hand_2_2 ( .reset(resetn),
.writeEn(two_finger_left_enable_hand2),
.x(player_one_hand_2_2_x),
.y(player_one_hand_2_2_y),
.startx(40),
.starty(60),
.clock(CLOCK_50),
//.print_done(player_one_hand_2_2_print_done),
.color(player_one_hand_2_2_colour));
draw_three_finger_left_hand player_one_hand_2_3 ( .reset(resetn),
.writeEn(three_finger_left_enable_hand2),
.x(player_one_hand_2_3_x),
.y(player_one_hand_2_3_y),
.startx(40),
.starty(60),
.clock(CLOCK_50),
//.print_done(player_one_hand_2_3_print_done),
.color(player_one_hand_2_3_colour));
draw_four_finger_left_hand player_one_hand_2_4 ( .reset(resetn),
.writeEn(four_finger_left_enable_hand2),
.x(player_one_hand_2_4_x),
.y(player_one_hand_2_4_y),
.startx(40),
.starty(60),
.clock(CLOCK_50),
//.print_done(player_one_hand_2_4_print_done),
.color(player_one_hand_2_4_colour));
draw_five_finger_left_hand player_one_hand_2_5 ( .reset(resetn),
.writeEn(five_finger_left_enable_hand2),
.x(player_one_hand_2_5_x),
.y(player_one_hand_2_5_y),
.startx(40),
.starty(60),
.clock(CLOCK_50),
//.print_done(player_one_hand_2_5_print_done),
.color(player_one_hand_2_5_colour));
draw_one_finger_right_hand player_two_hand_1_1 ( .reset(resetn),
.writeEn(one_finger_right_enable_hand3),
.x(player_two_hand_1_1_x),
.y(player_two_hand_1_1_y),
.startx(80),
.starty(60),
.clock(CLOCK_50),
//.print_done(player_two_hand_1_1_print_done),
.color(player_two_hand_1_1_colour));
draw_two_finger_right_hand player_two_hand_1_2 ( .reset(resetn),
.writeEn(two_finger_right_enable_hand3),
.x(player_two_hand_1_2_x),
.y(player_two_hand_1_2_y),
.startx(80),
.starty(60),
.clock(CLOCK_50),
//.print_done(player_two_hand_1_2_print_done),
.color(player_two_hand_1_2_colour));
draw_three_finger_right_hand player_two_hand_1_3 ( .reset(resetn),
.writeEn(three_finger_right_enable_hand3),
.x(player_two_hand_1_3_x),
.y(player_two_hand_1_3_y),
.startx(80),
.starty(60),
.clock(CLOCK_50),
//.print_done(player_two_hand_1_3_print_done),
.color(player_two_hand_1_3_colour));
draw_four_finger_right_hand player_two_hand_1_4 ( .reset(resetn),
.writeEn(four_finger_right_enable_hand3),
.x(player_two_hand_1_4_x),
.y(player_two_hand_1_4_y),
.startx(80),
.starty(60),
.clock(CLOCK_50),
//.print_done(player_two_hand_1_4_print_done),
.color(player_two_hand_1_4_colour));
draw_five_finger_right_hand player_two_hand_1_5 ( .reset(resetn),
.writeEn(five_finger_right_enable_hand3),
.x(player_two_hand_1_5_x),
.y(player_two_hand_1_5_y),
.startx(80),
.starty(60),
.clock(CLOCK_50),
//.print_done(player_two_hand_1_5_print_done),
.color(player_two_hand_1_5_colour));
draw_one_finger_right_hand player_two_hand_2_1 ( .reset(resetn),
.writeEn(one_finger_right_enable_hand4),
.x(player_two_hand_2_1_x),
.y(player_two_hand_2_1_y),
.startx(120),
.starty(60),
.clock(CLOCK_50),
//.print_done(player_two_hand_2_1_print_done),
.color(player_two_hand_2_1_colour));
draw_two_finger_right_hand player_two_hand_2_2 ( .reset(resetn),
.writeEn(two_finger_right_enable_hand4),
.x(player_two_hand_2_2_x),
.y(player_two_hand_2_2_y),
.startx(120),
.starty(60),
.clock(CLOCK_50),
//.print_done(player_two_hand_2_2_print_done),
.color(player_two_hand_2_2_colour));
draw_three_finger_right_hand player_two_hand_2_3 ( .reset(resetn),
.writeEn(three_finger_right_enable_hand4),
.x(player_two_hand_2_3_x),
.y(player_two_hand_2_3_y),
.startx(120),
.starty(60),
.clock(CLOCK_50),
//.print_done(player_two_hand_2_3_print_done),
.color(player_two_hand_2_3_colour));
draw_four_finger_right_hand player_two_hand_2_4 ( .reset(resetn),
.writeEn(four_finger_right_enable_hand4),
.x(player_two_hand_2_4_x),
.y(player_two_hand_2_4_y),
.startx(120),
.starty(60),
.clock(CLOCK_50),
//.print_done(player_two_hand_2_4_print_done),
.color(player_two_hand_2_4_colour));
draw_five_finger_right_hand player_two_hand_2_5 ( .reset(resetn),
.writeEn(five_finger_right_enable_hand4),
.x(player_two_hand_2_5_x),
.y(player_two_hand_2_5_y),
.startx(120),
.starty(60),
.clock(CLOCK_50),
//.print_done(player_two_hand_2_5_print_done),
.color(player_two_hand_2_5_colour));
state_animator graphics(CLOCK_50, resetn, hand_signal);
always @(*)
begin
x = out[17:10];
y = out[9:3];
colour = out[2:0];
end
selector graphicshand1 (player_one_hand_1_1_x, player_one_hand_1_1_y,player_one_hand_1_1_colour, one_finger_left_enable_hand1,
player_one_hand_1_2_x, player_one_hand_1_2_y,player_one_hand_1_2_colour, two_finger_left_enable_hand1,
player_one_hand_1_3_x, player_one_hand_1_3_y,player_one_hand_1_3_colour,three_finger_left_enable_hand1,
player_one_hand_1_4_x, player_one_hand_1_4_y,player_one_hand_1_4_colour, four_finger_left_enable_hand1,
player_one_hand_1_5_x, player_one_hand_1_5_y,player_one_hand_1_5_colour, five_finger_left_enable_hand1,
player_one_hand_2_1_x, player_one_hand_2_1_y,player_one_hand_2_1_colour, one_finger_left_enable_hand2,
player_one_hand_2_2_x, player_one_hand_2_2_y,player_one_hand_2_2_colour, two_finger_left_enable_hand2,
player_one_hand_2_3_x, player_one_hand_2_3_y,player_one_hand_2_3_colour,three_finger_left_enable_hand2,
player_one_hand_2_4_x, player_one_hand_2_4_y,player_one_hand_2_4_colour, four_finger_left_enable_hand2,
player_one_hand_2_5_x, player_one_hand_2_5_y,player_one_hand_2_5_colour, five_finger_left_enable_hand2,
player_two_hand_1_1_x, player_two_hand_1_1_y,player_two_hand_1_1_colour, one_finger_right_enable_hand3,
player_two_hand_1_2_x, player_two_hand_1_2_y,player_two_hand_1_2_colour, two_finger_right_enable_hand3,
player_two_hand_1_3_x, player_two_hand_1_3_y,player_two_hand_1_3_colour,three_finger_right_enable_hand3,
player_two_hand_1_4_x, player_two_hand_1_4_y,player_two_hand_1_4_colour, four_finger_right_enable_hand3,
player_two_hand_1_5_x, player_two_hand_1_5_y,player_two_hand_1_5_colour, five_finger_right_enable_hand3,
player_two_hand_2_1_x, player_two_hand_2_1_y,player_two_hand_2_1_colour, one_finger_right_enable_hand4,
player_two_hand_2_2_x, player_two_hand_2_2_y,player_two_hand_2_2_colour, two_finger_right_enable_hand4,
player_two_hand_2_3_x, player_two_hand_2_3_y,player_two_hand_2_3_colour,three_finger_right_enable_hand4,
player_two_hand_2_4_x, player_two_hand_2_4_y,player_two_hand_2_4_colour, four_finger_right_enable_hand4,
player_two_hand_2_5_x, player_two_hand_2_5_y,player_two_hand_2_5_colour, five_finger_right_enable_hand4,
CLOCK_50,
ld_hand_select,
out,
hand_signal);
/*always @(*)
begin
if (one_finger_left_enable_hand1 == 1)
begin*/
// assign x = out[17:10];
// assign y = out[9:3];
// assign colour = out[2:0];
/*end
else if (two_finger_left_enable ==1)
begin
x = player_one_hand_1_2_x;
y = player_one_hand_1_2_y;
colour= player_one_hand_1_2_colour;
end
else if (three_finger_left_enable ==1)
begin
x = player_one_hand_1_3_x;
y = player_one_hand_1_3_y;
colour = player_one_hand_1_3_colour;
end
else if (four_finger_left_enable == 1)
begin
x = player_one_hand_1_4_x;
y = player_one_hand_1_4_y;
colour = player_one_hand_1_4_colour;
end
else if (five_finger_left_enable == 1)
begin
x = player_one_hand_1_5_x;
y = player_one_hand_1_5_y;
colour = player_one_hand_1_5_colour;
end
end*/
//end
//vga shit
vga_adapter VGA(
.resetn(resetn),
.clock(CLOCK_50),
.colour(colour),
.x(x),
.y(y),
.plot(1'd1),
.VGA_R(VGA_R),
.VGA_G(VGA_G),
.VGA_B(VGA_B),
.VGA_HS(VGA_HS),
.VGA_VS(VGA_VS),
.VGA_BLANK(VGA_BLANK_N),
.VGA_SYNC(VGA_SYNC_N),
.VGA_CLK(VGA_CLK));
defparam VGA.RESOLUTION = "160x120";
defparam VGA.MONOCHROME = "FALSE";
defparam VGA.BITS_PER_COLOUR_CHANNEL = 1;
defparam VGA.BACKGROUND_IMAGE = "background3BMP.mif";
//************************************************AUDIO**********************************************************************
/*****************************************************************************
* Parameter Declarations *
*****************************************************************************/
/*****************************************************************************
* Port Declarations *
*****************************************************************************/
// Inputs
//input CLOCK_50;
//input [3:0] KEY;
//input [3:0] SW;
input AUD_ADCDAT;
// Bidirectionals
inout AUD_BCLK;
inout AUD_ADCLRCK;
inout AUD_DACLRCK;
inout FPGA_I2C_SDAT;
// Outputs
output AUD_XCK;
output AUD_DACDAT;
output FPGA_I2C_SCLK;
/*****************************************************************************
* Internal Wires and Registers Declarations *
*****************************************************************************/
// Internal Wires
wire audio_in_available;
wire [31:0] left_channel_audio_in;
wire [31:0] right_channel_audio_in;
wire read_audio_in;
wire audio_out_allowed;
wire [31:0] left_channel_audio_out;
wire [31:0] right_channel_audio_out;
wire write_audio_out;
wire [3:0] switch;
//assign switch = 4'b0100;
//assign switches[1] = 1;
// Internal Registers
reg [18:0] delay_cnt;
wire [18:0] delay;
reg snd;
// State Machine Registers
/*****************************************************************************
* Finite State Machine(s) *
*****************************************************************************/
/*****************************************************************************
* Sequential Logic *
*****************************************************************************/
always @(posedge CLOCK_50)
if(delay_cnt == delay) begin
delay_cnt <= 0;
snd <= !snd;
end else delay_cnt <= delay_cnt + 1;
/*****************************************************************************
* Combinational Logic *
*****************************************************************************/
assign delay = {switch[3:0], 15'd3000};
wire [31:0] sound = (switch == 0) ? 0 : snd ? 32'd10000000 : -32'd10000000; //if all switches are turned off then no sound will be outputted
assign read_audio_in = audio_in_available & audio_out_allowed;
assign left_channel_audio_out = left_channel_audio_in+sound;
assign right_channel_audio_out = right_channel_audio_in+sound;
assign write_audio_out = audio_in_available & audio_out_allowed;
/*****************************************************************************
* Internal Modules *
*****************************************************************************/
Audio_Controller Audio_Controller (
// Inputs
.CLOCK_50 (CLOCK_50),
.reset (~KEY[2]),
.clear_audio_in_memory (),
.read_audio_in (read_audio_in),
.clear_audio_out_memory (),
.left_channel_audio_out (left_channel_audio_out),
.right_channel_audio_out (right_channel_audio_out),
.write_audio_out (write_audio_out),
.AUD_ADCDAT (AUD_ADCDAT),
// Bidirectionals
.AUD_BCLK (AUD_BCLK),
.AUD_ADCLRCK (AUD_ADCLRCK),
.AUD_DACLRCK (AUD_DACLRCK),
// Outputs
.audio_in_available (audio_in_available),
.left_channel_audio_in (left_channel_audio_in),
.right_channel_audio_in (right_channel_audio_in),
.audio_out_allowed (audio_out_allowed),
.AUD_XCK (AUD_XCK),
.AUD_DACDAT (AUD_DACDAT)
);
avconf #(.USE_MIC_INPUT(1)) avc (
.FPGA_I2C_SCLK (FPGA_I2C_SCLK),
.FPGA_I2C_SDAT (FPGA_I2C_SDAT),
.CLOCK_50 (CLOCK_50),
.reset (~KEY[2])
);
endmodule
module state_animator (input clk, input resetn,output reg [2:0] hand_signal);