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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
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