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top_snake.sv
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top_snake.sv
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/*
#### TO DO:
rename clk_game to just game, as it is not officially a clock
create a clock version of game called clk_game and use it for the existing debouncer
rename the signals with _next in them to just have an intermediate variable in between and the one you use be called without _next
if you create a frame clock change the filter random number logic use that clock as well
whats stopping you from using the clock version of game as the clock instead of clk_pix?
move snake collision conditionals into if (clk_game) as well
create a singular lFSR module that handles most width cases
make PELLET_INC increase feel more natural?
*/
/* When changing resolution or SNAKE_SIZE, update the following when necessary:
CORDW, H_RES, V_RES, SNAKE_SIZE, H_WIDTH, V_WIDTH, H_SIZE, V_SIZE, GRIDW, LFSR modules
*/
`default_nettype none
`timescale 1ns / 1ps
module top_snake #(parameter CORDW=10) // coordinate width, set the number of bits the coordinates have to be represented by in the current resolution
(
input wire logic clk_pix, // pixel clock
input wire logic sim_rst, // sim reset
input wire logic btn_start, // start button
input wire logic btn_right_p1, // right button for player 1
input wire logic btn_left_p1, // left button for player 1
input wire logic btn_up_p1, // up button for player 1
input wire logic btn_down_p1, // down button for player 1
input wire logic btn_right_p2, // right button for player 2
input wire logic btn_left_p2, // left button for player 2
input wire logic btn_up_p2, // up button for player 2
input wire logic btn_down_p2, // down button for player 2
output logic [CORDW-1:0] sdl_sx, // horizontal SDL position
output logic [CORDW-1:0] sdl_sy, // vertical SDL position
output logic sdl_de, // data enable (low in blanking interval)
output logic [7:0] sdl_r, // 8-bit red
output logic [7:0] sdl_g, // 8-bit green
output logic [7:0] sdl_b // 8-bit blue
);
// gameplay parameters
localparam WIN = 9; // score needed to win a game (max 9)
localparam SNAKE_SIZE = 8; // width and legth of a single snake square in pixels, has to be a power of 2 that divides the H_RES and V_RES
// When changing the SNAKE_SIZE make sure to also change the H_SIZE, V_SIZE, and GRIDW params
localparam INIT_DIST = 40; // Initial distance of snake from the wall
localparam I_SPEED = 2; // inverse speed modifier (higher means slower)
localparam INIT_LENGTH = 3; // Initial length of snake
localparam PELLET_INC = 3; // The incremement that the snake's length increases by when a pellet is collected
// clock
logic [3:0] cycle;
logic clk_game;
// temp for loop iterators
logic [CORDW-1:0] x_1, x_2;
logic [CORDW-1:0] y_1, y_2;
// display sync signals and coordinates
logic [CORDW-1:0] sx, sy;
logic de;
simple_480p display_inst (
.clk_pix,
.rst_pix(sim_rst),
.sx,
.sy,
/* verilator lint_off PINCONNECTEMPTY */
.hsync(),
.vsync(),
/* verilator lint_on PINCONNECTEMPTY */
.de
);
// screen dimensions (must match display_inst)
localparam H_RES = 640; // horizontal screen resolution
localparam V_RES = 480; // vertical screen resolution
localparam H_WIDTH = 7; // number of pixels needed to represent the horizontal size, used for array lookups
localparam V_WIDTH = 6; // number of pixels needed to represent the vertical size, used for array lookups
localparam [CORDW-1:0] H_SIZE = 80; // resolution divided by snake size (H_RES/SNAKE_SIZE)
localparam [CORDW-1:0] V_SIZE = 60; // resolution divided by snake size (V_RES/SNAKE_SIZE)
localparam GRIDW = 12; // grid width, set the number of bits needed to represent the entire H_SIZE*V_SIZE grid of SNAKE_SIZE*SNAKE_SIZE squares
logic frame; // high for one clock tick at the start of vertical blanking
always_comb frame = (sy == V_RES && sx == 0);
// scores
logic [3:0] score_p1; // left-side score
logic [3:0] score_p2; // right-side score
// drawing signals
logic snake_p1_head, snake_p2_head, pellet, snake_p1, snake_p2;
// snake head properties
logic [CORDW-1:0] snake_p1_x, snake_p1_y, snake_p2_x, snake_p2_y;
enum {UP, DOWN, LEFT, RIGHT} snake_p1_dir, snake_p2_dir;
logic [GRIDW-1:0] snake_p1_length, snake_p2_length;
logic coll_p1, coll_p2;
// snake body properties
logic [GRIDW-1:0] snake_p1_body [H_SIZE-1:0] [V_SIZE-1:0];
logic [GRIDW-1:0] snake_p2_body [H_SIZE-1:0] [V_SIZE-1:0]; // H_SIZE by V_SIZE array storing a value for each spot. The value stored on each spot represents how many game clock cycles until that spot is no longer a part of the snake body
// pellet properties
logic [CORDW-1:0] pellet_rand_x, pellet_x_filter, pellet_x;
logic [CORDW-1:0] pellet_rand_y, pellet_y_filter, pellet_y;
logic pellet_collected;
// debounce buttons
logic sig_start,
sig_right_p1, sig_left_p1, sig_up_p1, sig_down_p1,
sig_right_p2, sig_left_p2, sig_up_p2, sig_down_p2;
// buffer until clock cycle of buttons
logic sig_right_p1_next, sig_left_p1_next, sig_up_p1_next, sig_down_p1_next,
sig_right_p2_next, sig_left_p2_next, sig_up_p2_next, sig_down_p2_next;
debounce deb_start (.clk(clk_pix), .in(btn_start), .out(), .ondn(), .onup(sig_start));
debounce deb_right_p1 (.clk(clk_pix), .in(btn_right_p1), .out(sig_right_p1), .ondn(), .onup());
debounce deb_left_p1 (.clk(clk_pix), .in(btn_left_p1), .out(sig_left_p1), .ondn(), .onup());
debounce deb_up_p1 (.clk(clk_pix), .in(btn_up_p1), .out(sig_up_p1), .ondn(), .onup());
debounce deb_down_p1 (.clk(clk_pix), .in(btn_down_p1), .out(sig_down_p1), .ondn(), .onup());
debounce deb_right_p2 (.clk(clk_pix), .in(btn_right_p2), .out(sig_right_p2), .ondn(), .onup());
debounce deb_left_p2 (.clk(clk_pix), .in(btn_left_p2), .out(sig_left_p2), .ondn(), .onup());
debounce deb_up_p2 (.clk(clk_pix), .in(btn_up_p2), .out(sig_up_p2), .ondn(), .onup());
debounce deb_down_p2 (.clk(clk_pix), .in(btn_down_p2), .out(sig_down_p2), .ondn(), .onup());
// slow down game clock to once every *I_SPEED* frames
always_ff @(posedge clk_pix) begin
if (frame) begin
if (cycle < I_SPEED) begin // cycle through for *I_SPEED* frames
clk_game <= 0;
cycle <= cycle + 1;
end else begin // and set clk_game to true for a single clk_pix cycle
clk_game <= 1;
cycle <= 0;
end
end else clk_game <= 0; // ensure clk_game is active for only a single clk_pix cycle
end
// buffer until clock cycle of game
input_buffer buff_right_p1 (.clk(clk_game), .signal(sig_right_p1), .out(sig_right_p1_next));
input_buffer buff_left_p1 (.clk(clk_game), .signal(sig_left_p1), .out(sig_left_p1_next));
input_buffer buff_up_p1 (.clk(clk_game), .signal(sig_up_p1), .out(sig_up_p1_next));
input_buffer buff_down_p1 (.clk(clk_game), .signal(sig_down_p1), .out(sig_down_p1_next));
input_buffer buff_right_p2 (.clk(clk_game), .signal(sig_right_p2), .out(sig_right_p2_next));
input_buffer buff_left_p2 (.clk(clk_game), .signal(sig_left_p2), .out(sig_left_p2_next));
input_buffer buff_up_p2 (.clk(clk_game), .signal(sig_up_p2), .out(sig_up_p2_next));
input_buffer buff_down_p2 (.clk(clk_game), .signal(sig_down_p2), .out(sig_down_p2_next));
// pseudo-random number generator for pellet placement, the LSFR bit width needs to be match H_WIDTH and V_WIDTH
LFSR_7bit pellet_rng_x (.clk(clk_pix), .rst(sim_rst), .LFSR_Data(pellet_rand_x[H_WIDTH-1:0]));
LFSR_6bit pellet_rng_y (.clk(clk_pix), .rst(sim_rst), .LFSR_Data(pellet_rand_y[V_WIDTH-1:0]));
// filter random number
always_ff @(posedge clk_pix) begin
if ((pellet_rand_x < H_SIZE) && (pellet_rand_y < V_SIZE)) begin
if ((snake_p1_body [pellet_rand_x[H_WIDTH-1:0]] [pellet_rand_y[V_WIDTH-1:0]] == 0) && (snake_p2_body [pellet_rand_x[H_WIDTH-1:0]] [pellet_rand_y[V_WIDTH-1:0]] == 0)) begin
pellet_x_filter <= pellet_rand_x;
pellet_y_filter <= pellet_rand_y;
end
end
end
// game state
enum {NEW_GAME, POSITION, READY, POINT, END_GAME, PLAY} state, state_next;
always_comb begin
case (state)
NEW_GAME: state_next = POSITION;
POSITION: state_next = READY;
READY: state_next = sig_start ? PLAY : READY;
POINT: state_next = sig_start ? POSITION : POINT;
END_GAME: state_next = sig_start ? NEW_GAME : END_GAME;
PLAY: begin
if (coll_p1 || coll_p2) begin
if ((score_p1 == WIN) || (score_p2 == WIN)) state_next = END_GAME;
else state_next = POINT;
end else state_next = PLAY;
end
default: state_next = NEW_GAME;
endcase
if (sim_rst) state_next = NEW_GAME;
end
always_ff @(posedge clk_pix) begin
state <= state_next;
end
// player 1 control
always_ff @(posedge clk_pix) begin
case (state)
NEW_GAME: score_p1 <= 0;
POSITION: begin
snake_p1_x <= INIT_DIST;
snake_p1_y <= (V_RES - SNAKE_SIZE)/2 + SNAKE_SIZE/2;
snake_p1_dir <= RIGHT;
snake_p1_length <= INIT_LENGTH;
for (x_1 = 0; x_1 < H_SIZE; x_1 = x_1 + 1) begin
for (y_1 = 0; y_1 < V_SIZE; y_1 = y_1 + 1) begin
snake_p1_body [x_1[H_WIDTH-1:0]] [y_1[V_WIDTH-1:0]] = 0; // blocking assignment used as delayed assignment to arrays inside for loops is unsupported and this accomplishes the same thing
end
end
coll_p1 <= 0;
end
PLAY: begin
if (clk_game) begin
if (sig_right_p1_next && (snake_p1_dir != LEFT)) begin
snake_p1_dir <= RIGHT;
end else if (sig_left_p1_next && (snake_p1_dir != RIGHT)) begin
snake_p1_dir <= LEFT;
end else if (sig_up_p1_next && (snake_p1_dir != DOWN)) begin
snake_p1_dir <= UP;
end else if (sig_down_p1_next && (snake_p1_dir != UP)) begin
snake_p1_dir <= DOWN;
end
case (snake_p1_dir)
UP: begin
if (snake_p1_y < SNAKE_SIZE) begin
score_p2 <= score_p2 + 1;
coll_p1 <= 1;
end else snake_p1_y <= snake_p1_y - SNAKE_SIZE;
end
DOWN: begin
if (snake_p1_y + SNAKE_SIZE >= V_RES-1) begin
score_p2 <= score_p2 + 1;
coll_p1 <= 1;
end else snake_p1_y <= snake_p1_y + SNAKE_SIZE;
end
LEFT: begin
if (snake_p1_x < SNAKE_SIZE) begin
score_p2 <= score_p2 + 1;
coll_p1 <= 1;
end else snake_p1_x <= snake_p1_x - SNAKE_SIZE;
end
RIGHT: begin
if (snake_p1_x + SNAKE_SIZE >= H_RES-1) begin
score_p2 <= score_p2 + 1;
coll_p1 <= 1;
end else snake_p1_x <= snake_p1_x + SNAKE_SIZE;
end
endcase
snake_p1_body [snake_p1_x/SNAKE_SIZE] [snake_p1_y/SNAKE_SIZE] <= snake_p1_length;
if ((pellet_x == snake_p1_x/SNAKE_SIZE) && (pellet_y == snake_p1_y/SNAKE_SIZE)) begin
pellet_collected <= 1;
snake_p1_length <= snake_p1_length + PELLET_INC;
end else begin
for (x_1 = 0; x_1 < H_SIZE; x_1 = x_1 + 1) begin
for (y_1 = 0; y_1 < V_SIZE; y_1 = y_1 + 1) begin
if (snake_p1_body [x_1[H_WIDTH-1:0]] [y_1[V_WIDTH-1:0]] > 0) snake_p1_body [x_1[H_WIDTH-1:0]] [y_1[V_WIDTH-1:0]] = snake_p1_body [x_1[H_WIDTH-1:0]] [y_1[V_WIDTH-1:0]] - 1;
end
end
end
end
if ((!coll_p1) && ((snake_p1_head && snake_p1) || (snake_p1_head && snake_p2) || (snake_p1_head && snake_p2_head))) begin
score_p2 <= score_p2 + 1;
coll_p1 <= 1;
end
end
endcase
end
// player 2 control
always_ff @(posedge clk_pix) begin
case (state)
NEW_GAME: score_p2 <= 0;
POSITION: begin
snake_p2_x <= H_RES - INIT_DIST;
snake_p2_y <= (V_RES - SNAKE_SIZE)/2 + SNAKE_SIZE/2;
snake_p2_dir <= LEFT;
snake_p2_length <= INIT_LENGTH;
for (x_2 = 0; x_2 < H_SIZE; x_2 = x_2 + 1) begin
for (y_2 = 0; y_2 < V_SIZE; y_2 = y_2 + 1) begin
snake_p2_body [x_2[H_WIDTH-1:0]] [y_2[V_WIDTH-1:0]] = 0; // blocking assignment used as delayed assignment to arrays inside for loops is unsupported and this accomplishes the same thing
end
end
coll_p2 <= 0;
end
PLAY: begin
if (clk_game) begin
if (sig_right_p2_next && (snake_p2_dir != LEFT)) begin
snake_p2_dir <= RIGHT;
end else if (sig_left_p2_next && (snake_p2_dir != RIGHT)) begin
snake_p2_dir <= LEFT;
end else if (sig_up_p2_next && (snake_p2_dir != DOWN)) begin
snake_p2_dir <= UP;
end else if (sig_down_p2_next && (snake_p2_dir != UP)) begin
snake_p2_dir <= DOWN;
end
case (snake_p2_dir)
UP: begin
if (snake_p2_y < SNAKE_SIZE) begin
score_p1 <= score_p1 + 1;
coll_p2 <= 1;
end else snake_p2_y <= snake_p2_y - SNAKE_SIZE;
end
DOWN: begin
if (snake_p2_y + SNAKE_SIZE >= V_RES-1) begin
score_p1 <= score_p1 + 1;
coll_p2 <= 1;
end else snake_p2_y <= snake_p2_y + SNAKE_SIZE;
end
LEFT: begin
if (snake_p2_x < SNAKE_SIZE) begin
score_p1 <= score_p1 + 1;
coll_p2 <= 1;
end else snake_p2_x <= snake_p2_x - SNAKE_SIZE;
end
RIGHT: begin
if (snake_p2_x + SNAKE_SIZE >= H_RES-1) begin
score_p1 <= score_p1 + 1;
coll_p2 <= 1;
end else snake_p2_x <= snake_p2_x + SNAKE_SIZE;
end
endcase
snake_p2_body [snake_p2_x/SNAKE_SIZE] [snake_p2_y/SNAKE_SIZE] <= snake_p2_length;
if ((pellet_x == snake_p2_x/SNAKE_SIZE) && (pellet_y == snake_p2_y/SNAKE_SIZE)) begin
pellet_collected <= 1;
snake_p2_length <= snake_p2_length + PELLET_INC;
end else begin
for (x_2 = 0; x_2 < H_SIZE; x_2 = x_2 + 1) begin
for (y_2 = 0; y_2 < V_SIZE; y_2 = y_2 + 1) begin
if (snake_p2_body [x_2[H_WIDTH-1:0]] [y_2[V_WIDTH-1:0]] > 0) snake_p2_body [x_2[H_WIDTH-1:0]] [y_2[V_WIDTH-1:0]] = snake_p2_body [x_2[H_WIDTH-1:0]] [y_2[V_WIDTH-1:0]] - 1;
end
end
end
end
if ((!coll_p2) && ((snake_p2_head && snake_p2) || (snake_p2_head && snake_p1) || (snake_p2_head && snake_p1_head))) begin
score_p1 <= score_p1 + 1;
coll_p2 <= 1;
end
/*if ((!pellet_collected) && (pellet && snake_p2_head)) begin
pellet_collected <= 1;
snake_p2_length <= snake_p2_length + 1;
for (x_2 = 0; x_2 < H_SIZE; x_2 = x_2 + 1) begin
for (y_2 = 0; y_2 < V_SIZE; y_2 = y_2 + 1) begin
if (snake_p2_body > 0) snake_p2_body [x_2] [y_2] = snake_p2_body [x_2] [y_2] + 1; // blocking assignment used as delayed assignment to arrays inside for loops is unsupported and this accomplishes the same thing
end
end
end*/ // this breaks the code, have to fix this somehow, I think including it in the clk_game section is a good idea for now
end
endcase
end
// pellet logic
always_ff @(posedge clk_pix) begin
case (state)
POSITION: begin
pellet_collected <= 1;
pellet_x <= 10'b1111111111; // set to value outside of grid
pellet_y <= 10'b1111111111; // set to value outside of grid
end
PLAY: begin
if (pellet_collected) begin
pellet_x <= pellet_x_filter;
pellet_y <= pellet_y_filter;
pellet_collected <= 0;
end
end
endcase
end
// activate draw signals
always_comb begin
snake_p1_head = (sx >= snake_p1_x) && (sx < snake_p1_x + SNAKE_SIZE)
&& (sy >= snake_p1_y) && (sy < snake_p1_y + SNAKE_SIZE);
snake_p1 = snake_p1_body [sx/SNAKE_SIZE] [sy/SNAKE_SIZE] > 0;
snake_p2_head = (sx >= snake_p2_x) && (sx < snake_p2_x + SNAKE_SIZE)
&& (sy >= snake_p2_y) && (sy < snake_p2_y + SNAKE_SIZE);
snake_p2 = snake_p2_body [sx/SNAKE_SIZE] [sy/SNAKE_SIZE] > 0;
pellet = (sx/SNAKE_SIZE == pellet_x) && (sy/SNAKE_SIZE == pellet_y);
end
// draw the score
logic pix_score; // pixel of score char
simple_score simple_score_inst (
.clk_pix,
.sx,
.sy,
.score_l(score_p1),
.score_r(score_p2),
.pix(pix_score)
);
// paint colour
logic [3:0] paint_r, paint_g, paint_b;
always_comb begin
if (pix_score) {paint_r, paint_g, paint_b} = 12'hF30; // score
else if ((snake_p1_head || snake_p1) && (snake_p2_head || snake_p2)) {paint_r, paint_g, paint_b} = 12'hF00; // snake 1 & 2 collision
else if (snake_p1_head || snake_p1) {paint_r, paint_g, paint_b} = 12'h0F0; // snake 1
else if (snake_p2_head || snake_p2) {paint_r, paint_g, paint_b} = 12'hF0F; // snake 2
else if (pellet) {paint_r, paint_g, paint_b} = 12'hFC0; // pellet
else {paint_r, paint_g, paint_b} = 12'h200; // background
end
// display colour: paint colour but black in blanking interval
logic [3:0] display_r, display_g, display_b;
always_comb begin
display_r = (de) ? paint_r : 4'h0;
display_g = (de) ? paint_g : 4'h0;
display_b = (de) ? paint_b : 4'h0;
end
// SDL output (8 bits per colour channel)
always_ff @(posedge clk_pix) begin
sdl_sx <= sx;
sdl_sy <= sy;
sdl_de <= de;
sdl_r <= {2{display_r}};
sdl_g <= {2{display_g}};
sdl_b <= {2{display_b}};
end
endmodule
module input_buffer (
input wire logic clk,
input wire logic signal,
output wire logic out
);
// input buffering to only take the input for one clock cycle
logic signal_active;
always_ff @(posedge clk) begin
if (signal_active) begin
out <= 0;
signal_active <= signal;
end else begin
out <= signal;
signal_active <= signal;
end
end
endmodule
module LFSR_7bit // linear feedback shift register of 7 bit width
(
input clk,
input rst,
output [6:0] LFSR_Data
);
logic [7:1] LFSR = 0;
logic XNOR;
always_ff @(posedge clk) begin
if (rst) LFSR <= 7'b1000001; // on reset set seed
else LFSR <= {LFSR[6:1], XNOR}; // move down one bit to the left and add the XNOR bit to the right
end
// taps from https://docs.xilinx.com/v/u/en-US/xapp210
always_comb begin
XNOR = LFSR[7] ^~ LFSR[6]; // this configuration allows for the most unique and "random" outputs
end
assign LFSR_Data = LFSR[7:1];
endmodule
module LFSR_6bit // linear feedback shift register of 6 bit width
(
input clk,
input rst,
output [5:0] LFSR_Data
);
logic [6:1] LFSR = 0;
logic XNOR;
always_ff @(posedge clk) begin
if (rst) LFSR <= 6'b100001; // on reset set seed
else LFSR <= {LFSR[5:1], XNOR}; // move down one bit to the left and add the XNOR bit to the right
end
// taps from https://docs.xilinx.com/v/u/en-US/xapp210
always_comb begin
XNOR = LFSR[6] ^~ LFSR[5]; // this configuration allows for the most unique and "random" outputs
end
assign LFSR_Data = LFSR[6:1];
endmodule
/*
module LFSR_5bit // linear feedback shift register of 5 bit width
(
input clk,
input rst,
output [4:0] LFSR_Data
);
logic [5:1] LFSR = 0;
logic XNOR;
always_ff @(posedge clk) begin
if (rst) LFSR <= 5'b10001; // on reset set seed
else LFSR <= {LFSR[4:1], XNOR}; // move down one bit to the left and add the XNOR bit to the right
end
// taps from https://docs.xilinx.com/v/u/en-US/xapp210
always_comb begin
XNOR = LFSR[5] ^~ LFSR[3]; // this configuration allows for the most unique and "random" outputs
end
assign LFSR_Data = LFSR[5:1];
endmodule
*/