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solveBall.v
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520 lines (500 loc) · 15.6 KB
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module solveBall(clock, resetn, gameStart, enable, ibsDone, SECollIn, PCollIn, xIBSIn, yIBSIn, directionIBSIn, PCollInner,
SECollDone, PCollDone, SECollInner,
ballTestSolved, ballSolved, xBallCoordOut, yBallCoordOut, xTestBallCoordOut, yTestBallCoordOut);
input clock;
input resetn;
input gameStart;
input enable;
//input left;
//input right;
//input top;
//input bottom;
// left, right, top, bottom,
input ibsDone;
input [2:0] SECollIn; //NOT DIRECTION, rather which edge has been triggered
input [2:0] PCollIn; //NOT DIRECTION, rather which edge has been triggered
input [7:0] xIBSIn; //initial coord
input [6:0] yIBSIn; //initial coord
input [2:0] directionIBSIn; //dir
input PCollInner;
input SECollDone;
input PCollDone;
input SECollInner; //check for exotic inputs
output reg ballTestSolved;
output reg ballSolved;
output reg [7:0] xBallCoordOut;
output reg [6:0] yBallCoordOut;
output reg [7:0] xTestBallCoordOut;
output reg [6:0] yTestBallCoordOut;
reg [2:0] currentDirection;
always@(posedge clock) begin
if(resetn) begin
xBallCoordOut <= 8'b0;
yBallCoordOut <= 7'b0;
ballSolved <= 1'b0;
xTestBallCoordOut <= 1'b0;
yTestBallCoordOut <= 1'b0;
ballTestSolved <= 1'b0;
end
else if(enable) begin
if(((!SECollIn)||(!PCollIn))&&(ibsDone)) begin //init case and SEC left right case - BOTH CASES RESPAWN IN THE MIDDLE!!
//update using dirIBS
//load and increment initial coord, load initial direction -- increment since init has already been drawn
//HAVE TO LOAD ONCE PER IBS
xBallCoordOut <= xIBSIn;
//xTestBallCoordOut <= xIBSIn; //DOES THIS MAKE SENSE?
yBallCoordOut <= yIBSIn;
//yTestBallCoordOut <= yIBSIn;
currentDirection <= directionIBSIn;
case(currentDirection)
3'b01: begin
xBallCoordOut <= xBallCoordOut - 4'd2;
yBallCoordOut <= yBallCoordOut - 4'd2;
ballSolved <= 1'b1;
end
3'b10: begin
xBallCoordOut <= xBallCoordOut + 4'd2;
yBallCoordOut <= yBallCoordOut - 4'd2;
ballSolved <= 1'b1;
end
3'b11: begin
xBallCoordOut <= xBallCoordOut + 4'd2;
yBallCoordOut <= yBallCoordOut + 4'd2;
ballSolved <= 1'b1;
end
3'b100: begin
xBallCoordOut <= xBallCoordOut - 4'd2;
yBallCoordOut <= yBallCoordOut + 4'd2;
ballSolved <= 1'b1;
end
default: begin //keep an eye for sync issues, i.e. whether directionIBSIn ever arrives as 000
xBallCoordOut <= 8'b0;
yBallCoordOut <= 7'b0;
ballSolved <= 1'b0;
xTestBallCoordOut <= 1'b0;
yTestBallCoordOut <= 1'b0;
end
endcase
if(ballSolved)
ballSolved <= 1'b0;
end
//SEColl-----------------------------------------------
else if((SECollIn==3'b01)||(SECollIn==3'b11)) begin //SEC top bottom case
//update direction using SECIn
case(SECollIn) //will switch FSM - not true ball next_Direction, rather which edge has been triggered
3'b01: begin //top
if (currentDirection == 3'b10) begin
if(SECollInner) begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= (yTestBallCoordOut + 1'b1);
currentDirection <= 3'b11;
ballSolved <= 1'b1;
end
else begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b11;
ballSolved <= 1'b1;
end
end
else if (currentDirection == 3'b01) begin
if(SECollInner) begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= (yTestBallCoordOut + 1'b1);
currentDirection <= 3'b100;
ballSolved <= 1'b1;
end
else begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b100;
ballSolved <= 1'b1;
end
end
end
3'b11: begin //bottom
if (currentDirection == 3'b11) begin
if(SECollInner) begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= (yTestBallCoordOut - 1'b1);
currentDirection <= 3'b10;
ballSolved <= 1'b1;
end
else begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b10;
ballSolved <= 1'b1;
end
end
else if (currentDirection == 3'b100) begin
if(SECollInner) begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= (yTestBallCoordOut - 1'b1);
currentDirection <= 3'b01;
ballSolved <= 1'b1;
end
else begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b01;
ballSolved <= 1'b1;
end
end
end
default: begin //keep an eye for sync issues, i.e. whether directionIBSIn ever arrives as 000
xBallCoordOut <= 8'b0;
yBallCoordOut <= 7'b0;
ballSolved <= 1'b0;
xTestBallCoordOut <= 1'b0;
yTestBallCoordOut <= 1'b0;
end
endcase
if(ballSolved)
ballSolved <= 1'b0;
end
//SEColl------------------------------------------------
//PColl
else if(PCollIn) begin
//PCollInner comes into play
//update direction using PCollIn
case(PCollIn)
//begin left
3'b01: begin //top left
if (currentDirection == 3'b01) begin
if(PCollInner) begin
xBallCoordOut <= xTestBallCoordOut + 1'b1;
yBallCoordOut <= (yTestBallCoordOut - 1'b1);
currentDirection <= 3'b10;
ballSolved <= 1'b1;
end
else begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b10;
ballSolved <= 1'b1;
end
end
else if (currentDirection == 3'b101) begin
if(PCollInner) begin
xBallCoordOut <= xTestBallCoordOut + 1'b1;
yBallCoordOut <= (yTestBallCoordOut - 1'b1);
currentDirection <= 3'b10;
ballSolved <= 1'b1;
end
else begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b10;
ballSolved <= 1'b1;
end
end
else if (currentDirection == 3'b100) begin
if(PCollInner) begin
xBallCoordOut <= xTestBallCoordOut + 1'b1;
yBallCoordOut <= (yTestBallCoordOut - 1'b1);
currentDirection <= 3'b11;
ballSolved <= 1'b1;
end
else begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b11;
ballSolved <= 1'b1;
end
end
end
3'b110: begin //middle left
if (currentDirection == 3'b01) begin
if(PCollInner) begin
xBallCoordOut <= xTestBallCoordOut + 1'b1;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b10;
ballSolved <= 1'b1;
end
else begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b10;
ballSolved <= 1'b1;
end
end
else if (currentDirection == 3'b101) begin
if(PCollInner) begin
xBallCoordOut <= xTestBallCoordOut + 1'b1;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b110;
ballSolved <= 1'b1;
end
else begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b110;
ballSolved <= 1'b1;
end
end
else if (currentDirection == 3'b100) begin
if(PCollInner) begin
xBallCoordOut <= xTestBallCoordOut + 1'b1;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b11;
ballSolved <= 1'b1;
end
else begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b11;
ballSolved <= 1'b1;
end
end
end
3'b101: begin //left bottom
if (currentDirection == 3'b01) begin
if(PCollInner) begin
xBallCoordOut <= xTestBallCoordOut + 1'b1;
yBallCoordOut <= (yTestBallCoordOut + 1'b1);
currentDirection <= 3'b10;
ballSolved <= 1'b1;
end
else begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b10;
ballSolved <= 1'b1;
end
end
else if (currentDirection == 3'b101) begin
if(PCollInner) begin
xBallCoordOut <= xTestBallCoordOut + 1'b1;
yBallCoordOut <= (yTestBallCoordOut + 1'b1);
currentDirection <= 3'b11;
ballSolved <= 1'b1;
end
else begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b11;
ballSolved <= 1'b1;
end
end
else if (currentDirection == 3'b100) begin
if(PCollInner) begin
xBallCoordOut <= xTestBallCoordOut + 1'b1;
yBallCoordOut <= (yTestBallCoordOut + 1'b1);
currentDirection <= 3'b11;
ballSolved <= 1'b1;
end
else begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b11;
ballSolved <= 1'b1;
end
end
end
//end left
//begin right paddle
3'b10: begin //top right
if (currentDirection == 3'b10) begin
if(PCollInner) begin
xBallCoordOut <= xTestBallCoordOut - 1'b1;
yBallCoordOut <= (yTestBallCoordOut - 1'b1);
currentDirection <= 3'b01;
ballSolved <= 1'b1;
end
else begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b01;
ballSolved <= 1'b1;
end
end
else if (currentDirection == 3'b110) begin
if(PCollInner) begin
xBallCoordOut <= xTestBallCoordOut - 1'b1;
yBallCoordOut <= (yTestBallCoordOut - 1'b1);
currentDirection <= 3'b01;
ballSolved <= 1'b1;
end
else begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b01;
ballSolved <= 1'b1;
end
end
else if (currentDirection == 3'b11) begin
if(PCollInner) begin
xBallCoordOut <= xTestBallCoordOut - 1'b1;
yBallCoordOut <= (yTestBallCoordOut - 1'b1);
currentDirection <= 3'b100;
ballSolved <= 1'b1;
end
else begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b100;
ballSolved <= 1'b1;
end
end
end //case end 3 cases before end
3'b11: begin //middle right
if (currentDirection == 3'b10) begin
if(PCollInner) begin
xBallCoordOut <= xTestBallCoordOut - 1'b1;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b01;
ballSolved <= 1'b1;
end
else begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b01;
ballSolved <= 1'b1;
end
end
else if (currentDirection == 3'b110) begin
if(PCollInner) begin
xBallCoordOut <= xTestBallCoordOut - 1'b1;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b101;
ballSolved <= 1'b1;
end
else begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b101;
ballSolved <= 1'b1;
end
end
else if (currentDirection == 3'b11) begin
if(PCollInner) begin
xBallCoordOut <= xTestBallCoordOut - 1'b1;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b100;
ballSolved <= 1'b1;
end
else begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b100;
ballSolved <= 1'b1;
end
end
end
3'b100: begin //bottom right
if (currentDirection == 3'b10) begin
if(PCollInner) begin
xBallCoordOut <= xTestBallCoordOut - 1'b1;
yBallCoordOut <= yTestBallCoordOut + 1'b1;
currentDirection <= 3'b01;
ballSolved <= 1'b1;
end
else begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b01;
ballSolved <= 1'b1;
end
end
else if (currentDirection == 3'b110) begin
if(PCollInner) begin
xBallCoordOut <= xTestBallCoordOut - 1'b1;
yBallCoordOut <= yTestBallCoordOut + 1'b1;
currentDirection <= 3'b100;
ballSolved <= 1'b1;
end
else begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b100;
ballSolved <= 1'b1;
end
end
else if (currentDirection == 3'b11) begin
if(PCollInner) begin
xBallCoordOut <= xTestBallCoordOut - 1'b1;
yBallCoordOut <= yTestBallCoordOut + 1'b1;
currentDirection <= 3'b100;
ballSolved <= 1'b1;
end
else begin
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= yTestBallCoordOut;
currentDirection <= 3'b100;
ballSolved <= 1'b1;
end
end
end
//end right
default: begin //keep an eye for sync issues, i.e. whether directionIBSIn ever arrives as 000
xBallCoordOut <= 8'b0;
yBallCoordOut <= 7'b0;
ballSolved <= 1'b0;
xTestBallCoordOut <= 1'b0;
yTestBallCoordOut <= 1'b0;
end
endcase
if(ballSolved)
ballSolved <= 1'b0;
end
//end Pcoll
else begin //normal, not reset, not coll case
//keep going in the same direction, increment - not reset, not edge coll, not paddle coll
if((!SECollDone)&&(!PCollDone)) begin
xTestBallCoordOut <= xBallCoordOut; //makes sure that temp and current are on the same page
yTestBallCoordOut <= yBallCoordOut;
case(currentDirection)
3'b01: begin
xTestBallCoordOut <= xTestBallCoordOut - 4'd2;
yTestBallCoordOut <= yTestBallCoordOut - 4'd2;
ballTestSolved <= 1'b1;
end
3'b10: begin
xTestBallCoordOut <= xTestBallCoordOut + 4'd2;
yTestBallCoordOut <= yTestBallCoordOut - 4'd2;
ballTestSolved <= 1'b1;
end
3'b11: begin
xTestBallCoordOut <= xTestBallCoordOut + 4'd2;
yTestBallCoordOut <= yTestBallCoordOut + 4'd2;
ballTestSolved <= 1'b1;
end
3'b100: begin
xTestBallCoordOut <= xTestBallCoordOut - 4'd2;
yTestBallCoordOut <= yTestBallCoordOut + 4'd2;
ballTestSolved <= 1'b1;
end
3'b101: begin
xTestBallCoordOut <= xTestBallCoordOut + 4'd2;
yTestBallCoordOut <= yTestBallCoordOut;
ballTestSolved <= 1'b1;
end
3'b110: begin
xTestBallCoordOut <= xTestBallCoordOut - 4'd2;
yTestBallCoordOut <= yTestBallCoordOut;
ballTestSolved <= 1'b1;
end
default: begin
xBallCoordOut <= 8'b0;
yBallCoordOut <= 7'b0;
ballSolved <= 1'b0;
ballTestSolved <= 1'b0;
xTestBallCoordOut <= 1'b0;
yTestBallCoordOut <= 1'b0;
end
endcase
if(ballTestSolved)
ballTestSolved <= 1'b0;
end
else if ((SECollDone)&&(PCollDone)) begin //visited collision functions, found nothing, test coordinates approved
xBallCoordOut <= xTestBallCoordOut;
yBallCoordOut <= yTestBallCoordOut;
ballSolved <= 1'b1;
if(ballSolved)
ballSolved <= 1'b0;
end
end
end
end
endmodule