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module main(clk, reset, b1, b2, b3, b4, b5, b6, b7, b8, board_key0, led1, led2, led3, led4, led5, led6, led7, led8, board_led0, board_led1, board_led2, board_led3, board_led4);

	input clk, reset, b1, b2, b3, b4, b5, b6, b7, b8, board_key0;
	output board_led0, board_led1, board_led2, board_led3, board_led4;
	output reg led1, led2, led3, led4, led5, led6, led7, led8;

	/* ==================== INPUT SETUP ==================== */

	wire hax;
	assign hax = ~board_key0;

	wire [7:0] raw_bundle;
	assign raw_bundle[0] = b1;
	assign raw_bundle[1] = b2;
	assign raw_bundle[2] = b3;
	assign raw_bundle[3] = b4;
	assign raw_bundle[4] = b5;
	assign raw_bundle[5] = b6;
	assign raw_bundle[6] = b7;
	assign raw_bundle[7] = b8;

	wire [7:0] buttons;
	wire any_button_pressed;

	button_sync b_inst(clk, raw_bundle, any_button_pressed, buttons);


	/* ====================== COUNTERS ===================== */

	wire [4:0] max_sequence, cur_sequence, completed_sequences;
	wire reset_max_sequence, reset_cur_sequence, reset_completed_sequences;
	wire inc_max_sequence, inc_cur_sequence, inc_completed_sequences;

	wire [4:0] cur_speed;

	natural_counter max_sequence_counter(clk, inc_max_sequence,  reset_max_sequence, max_sequence);
	counter cur_sequence_counter(clk, inc_cur_sequence,  reset_cur_sequence, cur_sequence);
	counter completed_sequences_counter(clk, inc_completed_sequences,  reset_completed_sequences, completed_sequences);

	/* ==================== DELAY MODULES ================== */

	wire reset_var, reset_short, reset_round;
	wire var_delay, short_delay, round_delay;

	variable_delay delay_var(clk, reset_var, cur_speed, var_delay);
	variable_delay delay_short(clk, reset_short, 5'b11110, short_delay);
	variable_delay delay_round(clk, reset_round, 5'b01100, round_delay);

	/* ================== SEQUENCE GENERATOR =============== */

	wire randomize_seq, seq_next, seq_start_over;
	wire [7:0] seq_out;

	sequence_generator seq_inst(clk, randomize_seq, seq_next, seq_start_over, seq_out);

	/* ================= ANIMATION MODULES ================= */

	wire sa_next, sa_reset;

	wire sa_light1, sa_light2, sa_light3, sa_light4, sa_light5, sa_light6, sa_light7, sa_light8;
	wire sa_done;

	round_win_anim sa_inst(clk, sa_next, sa_reset, sa_light1, sa_light2, sa_light3, sa_light4, sa_light5, sa_light6, sa_light7, sa_light8, sa_done);


	wire gw_next, gw_reset;

	wire gw_light1, gw_light2, gw_light3, gw_light4, gw_light5, gw_light6, gw_light7, gw_light8;
	wire gw_done;

	game_win_anim gw_inst(clk, gw_next, gw_reset, gw_light1, gw_light2, gw_light3, gw_light4, gw_light5, gw_light6, gw_light7, gw_light8, gw_done);

	/* ==================== STATE STORAGE ================== */

	reg [31:0] state;
	reg [31:0] nState;


	/* ===================== STATE NAMES =================== */

	parameter ABSOLUTE_START_STATE = 32'd40;
	parameter RANDOMIZE = 32'd41;
	parameter START_OVER = 32'd42;
	parameter GENERATING = 32'd43;
	parameter RESET_DELAY_VAR = 32'd44;
	parameter SHOWING = 32'd45;
	parameter RESET_DELAY_SHORT = 32'd46;
	parameter WAIT_PAUSE = 32'd47;
	parameter SHOWING_COMPLETE = 32'd48;

	parameter START_OVER_INPUT = 32'd100;
	parameter GENERATING_INPUT = 32'd101;

	parameter ACCEPTING_INPUT = 32'd102;
		parameter RESET_INPUT_BUFFER_DOWN = 32'd103;
		parameter WAIT_INPUT_BUFFER_DOWN = 32'd104;

	parameter WAITING_BUTTON_UP = 32'd105;
		parameter RESET_INPUT_BUFFER_UP = 32'd106;
		parameter WAIT_INPUT_BUFFER_UP = 32'd107;

	parameter BUTTON_SUCCESSFUL = 32'd108;

	parameter GAME_OVER = 32'd200;
	parameter GAME_WIN = 32'd201;

	parameter ROUND_WIN = 32'd250;
	parameter ROUND_INCREMENT = 32'd251;
	parameter ANIMATION_CHECK = 32'd252;

	parameter REGULAR_ANIMATION = 32'd300;
		parameter RA_RESET_DELAY = 32'd301;
		parameter RA_DO_ANIM = 32'd302;

	parameter SPECIAL_ANIMATION = 32'd350;
		parameter SA_RESET_MODULE = 32'd351;
		parameter SA_RESET_DELAY = 32'd352;
		parameter SA_NEXT = 32'd353;
		parameter SA_DO_ANIM = 32'd354;

	parameter GAME_WIN_ANIMATION = 32'd400;
		parameter GW_RESET_MODULE = 32'd401;
		parameter GW_RESET_DELAY = 32'd402;
		parameter GW_NEXT = 32'd403;
		parameter GW_DO_ANIM = 32'd404;

	initial begin
		state = ABSOLUTE_START_STATE;
	end

	always @ (posedge clk) begin

		state <= nState;

	end

	always @ (*) begin

		if(~reset)
		begin

			/* ================== STATE TRANSITION ================= */

			case (state)
				ABSOLUTE_START_STATE: nState = RANDOMIZE;
				RANDOMIZE: nState = START_OVER;
				START_OVER:nState = GENERATING;
				GENERATING: nState = RESET_DELAY_VAR;
				RESET_DELAY_VAR: nState = SHOWING;
				SHOWING: begin
					if (var_delay) begin
						if (cur_sequence >= max_sequence)
							nState = SHOWING_COMPLETE;
						else
							nState = RESET_DELAY_SHORT;
					end
					else
						nState = SHOWING;
				end
				RESET_DELAY_SHORT: nState = WAIT_PAUSE;
				WAIT_PAUSE: begin
					if (short_delay)
						nState = GENERATING;
					else
						nState = WAIT_PAUSE;
				end
				SHOWING_COMPLETE: nState = START_OVER_INPUT;
				START_OVER_INPUT: nState = GENERATING_INPUT;
				GENERATING_INPUT: nState = ACCEPTING_INPUT;
				ACCEPTING_INPUT: begin
					if (~any_button_pressed)
						if (cur_sequence >= max_sequence)
							if (max_sequence == 5'b11111)
								nState = GAME_WIN;
							else
								nState = ROUND_WIN;
						else
							// -----HAX------ to automatically win the game
							if (hax)
								nState = GAME_WIN;
							else
								nState = ACCEPTING_INPUT;
					else
						if (buttons == seq_out)
							nState = RESET_INPUT_BUFFER_DOWN;
						else
							nState = GAME_OVER;
				end

				RESET_INPUT_BUFFER_DOWN: nState = WAIT_INPUT_BUFFER_DOWN;
				WAIT_INPUT_BUFFER_DOWN: begin
					if (short_delay)
						nState = WAITING_BUTTON_UP;
					else
						nState = WAIT_INPUT_BUFFER_DOWN;
				end
				WAITING_BUTTON_UP: begin
					if (any_button_pressed)
						nState = WAITING_BUTTON_UP;
					else
						nState = BUTTON_SUCCESSFUL;
				end

				BUTTON_SUCCESSFUL: nState = RESET_INPUT_BUFFER_UP;
				RESET_INPUT_BUFFER_UP: nState = WAIT_INPUT_BUFFER_UP;
				WAIT_INPUT_BUFFER_UP: begin
					if (short_delay)
						nState = GENERATING_INPUT;
					else
						nState = WAIT_INPUT_BUFFER_UP;
				end
				GAME_OVER: nState = GAME_OVER;
				GAME_WIN: nState = GAME_WIN_ANIMATION;
				ROUND_WIN: nState = ROUND_INCREMENT;
				ROUND_INCREMENT: nState = ANIMATION_CHECK;
				ANIMATION_CHECK: begin
					if (completed_sequences == 5'd5)
						nState = SPECIAL_ANIMATION;
					else
						nState = REGULAR_ANIMATION;
				end
				REGULAR_ANIMATION: nState = RA_RESET_DELAY;
				RA_RESET_DELAY: nState = RA_DO_ANIM;
				RA_DO_ANIM: begin
					if (round_delay)
						nState = START_OVER;
					else
						nState = RA_DO_ANIM;
				end
				SPECIAL_ANIMATION: nState = SA_RESET_MODULE;
				SA_RESET_MODULE: nState = SA_RESET_DELAY;
				SA_RESET_DELAY: nState = SA_NEXT;
				SA_NEXT: nState = SA_DO_ANIM;
				SA_DO_ANIM: begin
					if (short_delay)
						if (sa_done)
							nState = START_OVER;
						else
							nState = SA_RESET_DELAY;
					else
						nState = SA_DO_ANIM;
				end
				GAME_WIN_ANIMATION: nState = GW_RESET_MODULE;
				GW_RESET_MODULE: nState = GW_RESET_DELAY;
				GW_RESET_DELAY: nState = GW_NEXT;
				GW_NEXT: nState = GW_DO_ANIM;
				GW_DO_ANIM: begin
					if (round_delay)
						if (gw_done)
							nState = GAME_OVER;
						else
							nState = GW_RESET_DELAY;
					else
						nState = GW_DO_ANIM;
				end
				default: nState = ABSOLUTE_START_STATE;
			endcase

			/* ================ LIGHT OUTPUT ============= */

			case (state)
				SHOWING: begin
					case (seq_out)
						8'b00000001: begin
							led1 = 1; led2 = 0; led3 = 0; led4 = 0; led5 = 0; led6 = 0; led7 = 0; led8 = 0;
						end
						8'b00000010: begin
							led1 = 0; led2 = 1; led3 = 0; led4 = 0; led5 = 0; led6 = 0; led7 = 0; led8 = 0;
						end
						8'b00000100: begin
							led1 = 0; led2 = 0; led3 = 1; led4 = 0; led5 = 0; led6 = 0; led7 = 0; led8 = 0;
						end
						8'b00001000: begin
							led1 = 0; led2 = 0; led3 = 0; led4 = 1; led5 = 0; led6 = 0; led7 = 0; led8 = 0;
						end
						8'b00010000: begin
							led1 = 0; led2 = 0; led3 = 0; led4 = 0; led5 = 1; led6 = 0; led7 = 0; led8 = 0;
						end
						8'b00100000: begin
							led1 = 0; led2 = 0; led3 = 0; led4 = 0; led5 = 0; led6 = 1; led7 = 0; led8 = 0;
						end
						8'b01000000: begin
							led1 = 0; led2 = 0; led3 = 0; led4 = 0; led5 = 0; led6 = 0; led7 = 1; led8 = 0;
						end
						8'b10000000: begin
							led1 = 0; led2 = 0; led3 = 0; led4 = 0; led5 = 0; led6 = 0; led7 = 0; led8 = 1;
						end
						default: begin
							led1 = 0; led2 = 0; led3 = 0; led4 = 0; led5 = 0; led6 = 0; led7 = 0; led8 = 0;
						end
					endcase

				end
				WAITING_BUTTON_UP: begin
					led1 = buttons[0];
					led2 = buttons[1];
					led3 = buttons[2];
					led4 = buttons[3];
					led5 = buttons[4];
					led6 = buttons[5];
					led7 = buttons[6];
					led8 = buttons[7];
				end
				GAME_OVER, RA_DO_ANIM: begin
					led1 = 1; led2 = 1; led3 = 1; led4 = 1; led5 = 1; led6 = 1; led7 = 1; led8 = 1;
				end
				SA_DO_ANIM: begin
					led1 = sa_light1; led2 = sa_light2; led3 = sa_light3; led4 = sa_light4; led5 = sa_light5; led6 = sa_light6; led7 = sa_light7; led8 = sa_light8;
				end
				GW_DO_ANIM: begin
					led1 = gw_light1; led2 = gw_light2; led3 = gw_light3; led4 = gw_light4; led5 = gw_light5; led6 = gw_light6; led7 = gw_light7; led8 = gw_light8;
				end
				default: begin
					led1 = 0; led2 = 0; led3 = 0; led4 = 0; led5 = 0; led6 = 0; led7 = 0; led8 = 0;
				end
			endcase
		end
		else begin
			nState = ABSOLUTE_START_STATE;
			led1 = 0; led2 = 0; led3 = 0; led4 = 0; led5 = 0; led6 = 0; led7 = 0; led8 = 0;
		end
	end

	/* ====== INTERNAL WIRES AND SUBMODULE CONNECTIONS ===== */

	// mostly resets, incrementers, and other commands that correspond to one or multiple states

	assign reset_var = (state == RESET_DELAY_VAR);
	assign reset_short = (state == RESET_DELAY_SHORT) | (state == RESET_INPUT_BUFFER_UP) | (state == RESET_INPUT_BUFFER_DOWN) | (state == SA_RESET_DELAY);
	assign reset_round = (state == RA_RESET_DELAY) | (state == GW_RESET_DELAY);


	assign randomize_seq = (state == RANDOMIZE);
	assign seq_next = (state == GENERATING) | (state == GENERATING_INPUT);
	assign seq_start_over = (state == START_OVER) | (state == START_OVER_INPUT);


	assign sa_next = (state == SA_NEXT);
	assign sa_reset = (state == SA_RESET_MODULE);

	assign gw_next = (state == GW_NEXT);
	assign gw_reset = (state == GW_RESET_MODULE);



	assign reset_max_sequence = (state == ABSOLUTE_START_STATE);
	assign reset_cur_sequence = (state == ABSOLUTE_START_STATE) | (state == START_OVER) | (state == SHOWING_COMPLETE);
	assign reset_completed_sequences = (state == ABSOLUTE_START_STATE) | (state == SPECIAL_ANIMATION);

	assign inc_max_sequence = (state == ROUND_INCREMENT);
	assign inc_cur_sequence = (state == GENERATING) | (state == BUTTON_SUCCESSFUL);
	assign inc_completed_sequences = (state == ROUND_INCREMENT);

	assign cur_speed = max_sequence - 5'b00001;

	assign board_led0 = cur_sequence[0];
	assign board_led1 = cur_sequence[1];
	assign board_led2 = cur_sequence[2];
	assign board_led3 = cur_sequence[3];
	assign board_led4 = cur_sequence[4];

endmodule