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alien3_generator.vhd
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alien3_generator.vhd
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library ieee;
use ieee.std_logic_1164.all;
use ieee.std_logic_unsigned.all;
entity alien3 is
port(
clk, not_reset: in std_logic;
px_x, px_y: in std_logic_vector(9 downto 0);
master_coord_x, master_coord_y: in std_logic_vector(9 downto 0);
missile_coord_x, missile_coord_y: in std_logic_vector(9 downto 0);
restart: in std_logic;
destroyed: out std_logic;
defeated: out std_logic;
explosion_x, explosion_y: out std_logic_vector(9 downto 0);
rgb_pixel: out std_logic_vector(0 to 2)
);
end alien3;
architecture generator of alien3 is
type states is (act, wait_clk);
signal state, state_next: states;
-- width of the alien area (8 * 32)
constant A_WIDTH: integer := 256;
constant A_HEIGHT: integer := 32;
-- 3rd level aliens are at the bottom (64px below master coord)
constant OFFSET: integer := 0;
constant FRAME_DELAY: integer := 100000000;
signal output_enable: std_logic;
-- address is made of row and column adresses
-- addr <= (row_address & col_address);
signal addr: std_logic_vector(9 downto 0);
signal row_address, col_address: std_logic_vector(4 downto 0);
signal origin_x, origin_x_next,
origin_y, origin_y_next: std_logic_vector(9 downto 0);
signal relative_x: std_logic_vector(9 downto 0);
signal missile_relative_x: std_logic_vector(9 downto 0);
signal position_in_frame: std_logic_vector(4 downto 0);
-- whether missile is in alien zone
signal missile_arrived: std_logic;
signal attacked_alien: std_logic_vector(2 downto 0);
signal destruction: std_logic;
-- condition of aliens: left (0) to right (7)
signal alive, alive_next: std_logic_vector(0 to 7);
signal alien_alive: std_logic;
-- second level aliens need two hits to get killed
signal injured1, injured1_next,
injured2, injured2_next: std_logic_vector(0 to 7);
signal frame, frame_next: std_logic;
signal frame_counter, frame_counter_next: std_logic_vector(26 downto 0);
signal alien_rgb, alien31_rgb, alien32_rgb: std_logic_vector(2 downto 0);
-- which alien is currently being drawn
-- leftmost = 0, rightmost = 7
signal alien_number: std_logic_vector(2 downto 0);
begin
process(clk, not_reset)
begin
if not_reset = '0' then
frame <= '0';
frame_counter <= (others => '0');
alive <= (others => '1');
injured1 <= (others => '0');
injured2 <= (others => '0');
state <= act;
elsif falling_edge(clk) then
frame <= frame_next;
frame_counter <= frame_counter_next;
alive <= alive_next;
injured1 <= injured1_next;
injured2 <= injured2_next;
state <= state_next;
end if;
end process;
missile_arrived <= '1' when missile_coord_y < master_coord_y + OFFSET + A_HEIGHT and
missile_coord_x > master_coord_x and
missile_coord_x < master_coord_x + A_WIDTH else
'0';
missile_relative_x <= (missile_coord_x - master_coord_x) when missile_arrived = '1' else
(others => '0');
attacked_alien <= missile_relative_x(7 downto 5) when missile_arrived = '1' else
(others => '0');
position_in_frame <= missile_relative_x(4 downto 0) when missile_arrived = '1' else
(others => '0');
process(missile_coord_x, master_coord_x,
missile_arrived, position_in_frame,
alive, injured1, injured2, state, frame, restart)
begin
state_next <= state;
destruction <= '0';
alive_next <= alive;
injured1_next <= injured1;
injured2_next <= injured2;
case state is
when act =>
if restart = '1' then
alive_next <= (others => '1');
injured1_next <= (others => '0');
injured2_next <= (others => '0');
elsif missile_arrived = '1' and
frame = '0' and
alive(conv_integer(attacked_alien)) = '1' and
position_in_frame > 0 and
position_in_frame < 29
then
if injured2(conv_integer(attacked_alien)) = '0' then
if injured1(conv_integer(attacked_alien)) = '0' then
state_next <= wait_clk;
destruction <= '1';
injured1_next(conv_integer(attacked_alien)) <= '1';
else
state_next <= wait_clk;
destruction <= '1';
injured2_next(conv_integer(attacked_alien)) <= '1';
end if;
else
state_next <= wait_clk;
destruction <= '1';
alive_next(conv_integer(attacked_alien)) <= '0';
end if;
end if;
when wait_clk =>
state_next <= act;
end case;
end process;
relative_x <= px_x - master_coord_x;
alien_number <= relative_x(7 downto 5);
alien_alive <= alive(conv_integer(alien_number));
frame_counter_next <= frame_counter + 1 when frame_counter < FRAME_DELAY else
(others => '0');
frame_next <= (not frame) when frame_counter = 0 else frame;
output_enable <= '1' when (alien_alive = '1' and
px_x >= master_coord_x and
px_x < master_coord_x + A_WIDTH and
px_y >= master_coord_y + OFFSET and
px_y < master_coord_y + OFFSET + A_HEIGHT) else
'0';
row_address <= px_y(4 downto 0) - master_coord_y(4 downto 0);
col_address <= px_x(4 downto 0) - master_coord_x(4 downto 0);
addr <= row_address & col_address;
alien_rgb <= alien31_rgb when frame = '0' else
alien32_rgb;
rgb_pixel <= alien_rgb when output_enable = '1' else
(others => '0');
destroyed <= destruction;
-- attacked alien number is multiplied by 32
origin_x <= master_coord_x + (attacked_alien & "00000");
origin_y <= master_coord_y + OFFSET;
explosion_x <= origin_x;
explosion_y <= origin_y;
defeated <= '1' when alive = 0 else '0';
alien_31:
entity work.alien31_rom(content)
port map(addr => addr, data => alien31_rgb);
alien_32:
entity work.alien32_rom(content)
port map(addr => addr, data => alien32_rgb);
end generator;