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SnakeControl.v
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`timescale 1ns / 1ps
//////////////////////////////////////////////////////////////////////////////////
// Company:
// Engineer:
//
// Create Date: 15:47:10 05/16/2014
// Design Name:
// Module Name: SnakeControl
// Project Name:
// Target Devices:
// Tool versions:
// Description:
//
// Dependencies:
//
// Revision:
// Revision 0.01 - File Created
// Additional Comments:
//
//////////////////////////////////////////////////////////////////////////////////
module SnakeControl(
input CLK,
input GAMECLOCK,
input [9:0] ADDRH,
input [8:0] ADDRV,
output reg [7:0] COLOUR,
output reg REACHED_TARGET,
input [1:0] MASTER_STATE,
input [1:0] NAVIGATION_STATE,
input [7:0] RAND_ADDRH,
input [6:0] RAND_ADDRV,
input [3:0] SCORE,
// this is true when the snake hits itself
output reg SUICIDE,
output [7:0] DEBUG_OUT
);
// initial position in horizontal and vertical
// first 7 bits Horizontal, then 6 bits Vertical
reg [6:0] ApplePositionH;
reg [5:0] ApplePositionV;
reg [12:0] SnakePosition14 = {7'b0010000, 6'b010000};
reg [12:0] SnakePosition13 = {7'b0010000, 6'b010001};
reg [12:0] SnakePosition12 = {7'b0010000, 6'b010010};
reg [12:0] SnakePosition11 = {7'b0010000, 6'b010011};
reg [12:0] SnakePosition10 = {7'b0010000, 6'b010100};
reg [12:0] SnakePosition9 = {7'b0010000, 6'b010101};
reg [12:0] SnakePosition8 = {7'b0010000, 6'b010110};
reg [12:0] SnakePosition7 = {7'b0010000, 6'b010111};
reg [12:0] SnakePosition6 = {7'b0010000, 6'b011000};
reg [12:0] SnakePosition5 = {7'b0010000, 6'b011001};
reg [12:0] SnakePosition4 = {7'b0010000, 6'b011010};
reg [12:0] SnakePosition3 = {7'b0010000, 6'b011011};
reg [12:0] SnakePosition2 = {7'b0010000, 6'b011100};
reg [12:0] SnakePosition1 = {7'b0010000, 6'b011101};
reg [12:0] SnakePosition = {7'b0010000, 6'b011110};
wire [3:0] SNAKE_LEN;
assign SNAKE_LEN = SCORE +3'd5;
assign DEBUG_OUT = {RAND_ADDRH[0], RAND_ADDRV[0], 2'b00, SNAKE_LEN};
always@(posedge CLK) begin
if (MASTER_STATE == 1) begin
//check if the apple would be outside the screen
if({RAND_ADDRH[7:1], 3'b111} <= 640)
ApplePositionH <= RAND_ADDRH[7:1];
else
ApplePositionH <= ~RAND_ADDRH[7:1];
if({RAND_ADDRV[6:1], 3'b111} <= 480)
ApplePositionV <= RAND_ADDRV[6:1];
else
ApplePositionV <= ~RAND_ADDRV[6:1];
// change the apples position if it would be on the head of the snake
// but we just collected an apple on just this position:
// change just a bit that causes the apple to go far away form the snake
if(REACHED_TARGET &&
SnakePosition[6:0] == ApplePositionH &&
SnakePosition[12:7] == ApplePositionV) begin
ApplePositionH[6] <= ~ApplePositionH[6];
ApplePositionV[5] <= ~ApplePositionV[5];
end
// drawing the apple
if(ADDRH > {ApplePositionH, 3'b000} && ADDRV > {ApplePositionV, 3'b000}
&& ADDRH <= {ApplePositionH, 3'b111} && ADDRV <= {ApplePositionV, 3'b111})
COLOUR <= 8'b00000111;
// draw the snake's head
else if (ADDRH > {SnakePosition[6:0], 3'b000} && ADDRV > {SnakePosition[12:7], 3'b000}
&& ADDRH <= {SnakePosition[6:0], 3'b111} && ADDRV <= {SnakePosition[12:7], 3'b111})
COLOUR <= 8'b11111111;
// and its tail
else if (SNAKE_LEN >1 && ADDRH > {SnakePosition1[6:0], 3'b000} && ADDRV > {SnakePosition1[12:7], 3'b000}
&& ADDRH <= {SnakePosition1[6:0], 3'b111} && ADDRV <= {SnakePosition1[12:7], 3'b111})
COLOUR <= 8'b11111111;
else if (SNAKE_LEN >2 && ADDRH > {SnakePosition2[6:0], 3'b000} && ADDRV > {SnakePosition2[12:7], 3'b000}
&& ADDRH <= {SnakePosition2[6:0], 3'b111} && ADDRV <= {SnakePosition2[12:7], 3'b111})
COLOUR <= 8'b11111111;
else if (SNAKE_LEN >3 && ADDRH > {SnakePosition3[6:0], 3'b000} && ADDRV > {SnakePosition3[12:7], 3'b000}
&& ADDRH <= {SnakePosition3[6:0], 3'b111} && ADDRV <= {SnakePosition3[12:7], 3'b111})
COLOUR <= 8'b11111111;
else if (SNAKE_LEN >4 && ADDRH > {SnakePosition4[6:0], 3'b000} && ADDRV > {SnakePosition4[12:7], 3'b000}
&& ADDRH <= {SnakePosition4[6:0], 3'b111} && ADDRV <= {SnakePosition4[12:7], 3'b111})
COLOUR <= 8'b11111111;
else if (SNAKE_LEN >5 && ADDRH > {SnakePosition5[6:0], 3'b000} && ADDRV > {SnakePosition5[12:7], 3'b000}
&& ADDRH <= {SnakePosition5[6:0], 3'b111} && ADDRV <= {SnakePosition5[12:7], 3'b111})
COLOUR <= 8'b11111111;
else if (SNAKE_LEN >6 && ADDRH > {SnakePosition6[6:0], 3'b000} && ADDRV > {SnakePosition6[12:7], 3'b000}
&& ADDRH <= {SnakePosition6[6:0], 3'b111} && ADDRV <= {SnakePosition6[12:7], 3'b111})
COLOUR <= 8'b11111111;
else if (SNAKE_LEN >7 && ADDRH > {SnakePosition7[6:0], 3'b000} && ADDRV > {SnakePosition7[12:7], 3'b000}
&& ADDRH <= {SnakePosition7[6:0], 3'b111} && ADDRV <= {SnakePosition7[12:7], 3'b111})
COLOUR <= 8'b11111111;
else if (SNAKE_LEN >8 && ADDRH > {SnakePosition8[6:0], 3'b000} && ADDRV > {SnakePosition8[12:7], 3'b000}
&& ADDRH <= {SnakePosition8[6:0], 3'b111} && ADDRV <= {SnakePosition8[12:7], 3'b111})
COLOUR <= 8'b11111111;
else if (SNAKE_LEN >9 && ADDRH > {SnakePosition9[6:0], 3'b000} && ADDRV > {SnakePosition9[12:7], 3'b000}
&& ADDRH <= {SnakePosition9[6:0], 3'b111} && ADDRV <= {SnakePosition9[12:7], 3'b111})
COLOUR <= 8'b11111111;
else if (SNAKE_LEN >10 && ADDRH > {SnakePosition10[6:0], 3'b000} && ADDRV > {SnakePosition10[12:7], 3'b000}
&& ADDRH <= {SnakePosition10[6:0], 3'b111} && ADDRV <= {SnakePosition10[12:7], 3'b111})
COLOUR <= 8'b11111111;
else if (SNAKE_LEN >11 && ADDRH > {SnakePosition11[6:0], 3'b000} && ADDRV > {SnakePosition11[12:7], 3'b000}
&& ADDRH <= {SnakePosition11[6:0], 3'b111} && ADDRV <= {SnakePosition11[12:7], 3'b111})
COLOUR <= 8'b11111111;
else if (SNAKE_LEN >12 && ADDRH > {SnakePosition12[6:0], 3'b000} && ADDRV > {SnakePosition12[12:7], 3'b000}
&& ADDRH <= {SnakePosition12[6:0], 3'b111} && ADDRV <= {SnakePosition12[12:7], 3'b111})
COLOUR <= 8'b11111111;
else if (SNAKE_LEN >13 && ADDRH > {SnakePosition13[6:0], 3'b000} && ADDRV > {SnakePosition13[12:7], 3'b000}
&& ADDRH <= {SnakePosition13[6:0], 3'b111} && ADDRV <= {SnakePosition13[12:7], 3'b111})
COLOUR <= 8'b11111111;
else if (SNAKE_LEN >14 && ADDRH > {SnakePosition14[6:0], 3'b000} && ADDRV > {SnakePosition14[12:7], 3'b000}
&& ADDRH <= {SnakePosition14[6:0], 3'b111} && ADDRV <= {SnakePosition14[12:7], 3'b111})
COLOUR <= 8'b11111111;
else
COLOUR <= 8'b01000000;
// checking if we hit an apple
if(SnakePosition[6:0] == ApplePositionH && SnakePosition[12:7] == ApplePositionV)
REACHED_TARGET <= 1;
else
REACHED_TARGET <= 0;
end
// check if the Snake hits itself
if(SNAKE_LEN > 1 && SnakePosition == SnakePosition1 ||
SNAKE_LEN > 2 && SnakePosition == SnakePosition2 ||
SNAKE_LEN > 3 && SnakePosition == SnakePosition3 ||
SNAKE_LEN > 4 && SnakePosition == SnakePosition4 ||
SNAKE_LEN > 5 && SnakePosition == SnakePosition5 ||
SNAKE_LEN > 6 && SnakePosition == SnakePosition6 ||
SNAKE_LEN > 7 && SnakePosition == SnakePosition7 ||
SNAKE_LEN > 8 && SnakePosition == SnakePosition8 ||
SNAKE_LEN > 9 && SnakePosition == SnakePosition9 ||
SNAKE_LEN > 10 && SnakePosition == SnakePosition10 ||
SNAKE_LEN > 11 && SnakePosition == SnakePosition11 ||
SNAKE_LEN > 12 && SnakePosition == SnakePosition12 ||
SNAKE_LEN > 13 && SnakePosition == SnakePosition13 ||
SNAKE_LEN > 14 && SnakePosition == SnakePosition14)
SUICIDE <= 1;
else
SUICIDE <= 0;
end
always@(posedge GAMECLOCK) begin
if(MASTER_STATE == 0) begin
SnakePosition14 <= {7'b0010000, 6'b010000};
SnakePosition13 <= {7'b0010000, 6'b010001};
SnakePosition12 <= {7'b0010000, 6'b010010};
SnakePosition11 <= {7'b0010000, 6'b010011};
SnakePosition10 <= {7'b0010000, 6'b010100};
SnakePosition9 <= {7'b0010000, 6'b010101};
SnakePosition8 <= {7'b0010000, 6'b010110};
SnakePosition7 <= {7'b0010000, 6'b010111};
SnakePosition6 <= {7'b0010000, 6'b011000};
SnakePosition5 <= {7'b0010000, 6'b011001};
SnakePosition4 <= {7'b0010000, 6'b011010};
SnakePosition3 <= {7'b0010000, 6'b011011};
SnakePosition2 <= {7'b0010000, 6'b011100};
SnakePosition1 <= {7'b0010000, 6'b011101};
SnakePosition <= {7'b0010000, 6'b011110};
end else if(MASTER_STATE == 1) begin
//shift the snake register
SnakePosition1 <= SnakePosition;
SnakePosition2 <= SnakePosition1;
SnakePosition3 <= SnakePosition2;
SnakePosition4 <= SnakePosition3;
SnakePosition5 <= SnakePosition4;
SnakePosition6 <= SnakePosition5;
SnakePosition7 <= SnakePosition6;
SnakePosition8 <= SnakePosition7;
SnakePosition9 <= SnakePosition8;
SnakePosition10 <= SnakePosition9;
SnakePosition11 <= SnakePosition10;
SnakePosition12 <= SnakePosition11;
SnakePosition13 <= SnakePosition12;
SnakePosition14 <= SnakePosition13;
// moving the snake
case(NAVIGATION_STATE)
2'b00: begin // the right direction
SnakePosition[6:0] <= SnakePosition[6:0] + 1; // Plus in H
end
3'b01: begin // the down state
SnakePosition[12:7] <= SnakePosition[12:7] + 1; // Plus in V
end
2'b10: begin // the up direction
if(SnakePosition[12:7] == 0)
SnakePosition[12:7] <= 58;
else
SnakePosition[12:7] <= SnakePosition[12:7] - 1; // Minus in V
end
2'b11: begin // the left state
if(SnakePosition[6:0] == 0)
SnakePosition[6:0] <= 78;
else
SnakePosition[6:0] <= SnakePosition[6:0] - 1; // Minus in H
end
endcase
// prevent the snake from leaving the screen
if(SnakePosition[6:0] > 78)
SnakePosition[6:0] <= 0;
if(SnakePosition[12:7] > 58)
SnakePosition[12:7] <= 0;
end
end
endmodule