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GameLogicV2.sv
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`timescale 1ns / 1ps
module GameLogicV2(
input logic reset,
input logic clk,
output logic [11:0] outGrid [23:0],
output wire [9:0] x1,
output wire [9:0] y1,
output wire [9:0] x2,
output wire [9:0] y2,
output wire [9:0] x3,
output wire [9:0] y3,
output wire [9:0] x4,
output wire [9:0] y4,
input wire right,
input wire left,
input wire down,
input wire up,
input wire stop,
input logic [2:0] nextBlockRand,
input logic [2:0] nextBlockSwitch,
output logic gameOver,
output logic [7:0] score
);
// Game grid
logic [11:0] grid [23:0];
// Registers for block type
logic [2:0] currentBlock;
logic [2:0] nextBlock;
always @(posedge clk or posedge reset)
begin
// reset condition
if ( reset)
nextBlock <= nextBlockRand;
else if ( nextBlockSwitch == 3'b000)
nextBlock <= nextBlockRand;
else
nextBlock <= nextBlockSwitch;
end
// STATES
logic [6:0] state;
parameter INIT = 1;
parameter GENERATE = 2;
parameter WAIT = 3;
parameter TRYMOVELEFT = 4;
parameter TRYMOVERIGHT = 5;
parameter TRYROTATE = 6;
parameter TRYFALLDOWN = 7;
parameter CLEARLINES1 = 8;
parameter CLEARLINES12 = 9;
parameter CLEARLINES13 = 10;
parameter CLEARLINES14 = 11;
parameter CLEARLINES15 = 12;
parameter CLEARLINES16 = 13;
parameter CLEARLINES17 = 14;
parameter CLEARLINES18 = 15;
parameter CLEARLINES2 = 16;
parameter CLEARLINES22 = 17;
parameter CLEARLINES23 = 18;
parameter CLEARLINES24 = 19;
parameter CLEARLINES25 = 20;
parameter CLEARLINES26 = 21;
parameter CLEARLINES27 = 22;
parameter CLEARLINES28 = 23;
parameter CLEARLINES3 = 24;
parameter CLEARLINES32 = 25;
parameter CLEARLINES33 = 26;
parameter CLEARLINES34 = 27;
parameter CLEARLINES35 = 28;
parameter CLEARLINES36 = 29;
parameter CLEARLINES37 = 30;
parameter CLEARLINES38 = 31;
parameter CLEARLINES4 = 32;
parameter CLEARLINES42 = 33;
parameter CLEARLINES43 = 34;
parameter CLEARLINES44 = 35;
parameter CLEARLINES45 = 36;
parameter CLEARLINES46 = 37;
parameter CLEARLINES47 = 38;
parameter CLEARLINES48 = 39;
parameter GAMEOVER = 40;
// BLOCK CODES
parameter T = 3'b001;
parameter S = 3'b010;
parameter O = 3'b011;
parameter J = 3'b100;
parameter L = 3'b101;
parameter Z = 3'b110;
parameter I = 3'b111;
// Registers for rotation state
logic rotState1Bit;
logic [1:0] rotState2Bit;
// Registers for moving blocks
logic [9:0] x1reg;
logic [9:0] y1reg;
logic [9:0] x2reg;
logic [9:0] y2reg;
logic [9:0] x3reg;
logic [9:0] y3reg;
logic [9:0] x4reg;
logic [9:0] y4reg;
// Registers for collision check
logic [9:0] x1try;
logic [9:0] y1try;
logic [9:0] x2try;
logic [9:0] y2try;
logic [9:0] x3try;
logic [9:0] y3try;
logic [9:0] x4try;
logic [9:0] y4try;
// Timer for block fall
logic [23:0] downTimer;
// Game loop
always @(posedge clk or posedge reset)
begin
// reset condition
if (reset == 1) begin
state <= INIT;
end
else begin
case ( state)
INIT: begin
// Initilize grid
for ( integer i = 0; i < 24; i = i + 1)
for ( integer j = 0; j < 12; j = j + 1)
grid[i][j] = 0;
// Initialize borders
for ( integer i = 0; i < 24; i = i + 1)
grid[i][0] = 1;
for ( integer i = 0; i < 24; i = i + 1)
grid[i][11] = 1;
for ( integer i = 1; i < 11; i = i + 1)
grid[23][i] = 1;
score <= 0;
downTimer <= 0;
gameOver <= 0;
state <= GENERATE;
end
GENERATE: begin
case (nextBlock)
I : begin
x1reg <= 4;
y1reg <= 1;
x2reg <= 5;
y2reg <= 1;
x3reg <= 6;
y3reg <= 1;
x4reg <= 7;
y4reg <= 1;
currentBlock <= I;
end
J : begin
x1reg <= 4;
y1reg <= 0;
x2reg <= 4;
y2reg <= 1;
x3reg <= 5;
y3reg <= 1;
x4reg <= 6;
y4reg <= 1;
currentBlock <= J;
end
L : begin
x1reg <= 6;
y1reg <= 0;
x2reg <= 4;
y2reg <= 1;
x3reg <= 5;
y3reg <= 1;
x4reg <= 6;
y4reg <= 1;
currentBlock <= L;
end
S : begin
x1reg <= 4;
y1reg <= 1;
x2reg <= 5;
y2reg <= 0;
x3reg <= 5;
y3reg <= 1;
x4reg <= 6;
y4reg <= 0;
currentBlock <= S;
end
T : begin
x1reg <= 4;
y1reg <= 1;
x2reg <= 5;
y2reg <= 0;
x3reg <= 5;
y3reg <= 1;
x4reg <= 6;
y4reg <= 1;
currentBlock <= T;
end
Z : begin
x1reg <= 4;
y1reg <= 0;
x2reg <= 5;
y2reg <= 0;
x3reg <= 5;
y3reg <= 1;
x4reg <= 6;
y4reg <= 1;
currentBlock <= Z;
end
O : begin
x1reg <= 5;
y1reg <= 0;
x2reg <= 6;
y2reg <= 0;
x3reg <= 5;
y3reg <= 1;
x4reg <= 6;
y4reg <= 1;
currentBlock <= O;
end
default : begin // O
x1reg <= 5;
y1reg <= 0;
x2reg <= 6;
y2reg <= 0;
x3reg <= 5;
y3reg <= 1;
x4reg <= 6;
y4reg <= 1;
currentBlock <= O;
end
endcase
rotState1Bit <= 1'b0;
rotState2Bit <= 2'b00;
state <= WAIT;
end
WAIT: begin
downTimer <= downTimer + 1;
if ( (!stop && &downTimer) || down) state <= TRYFALLDOWN;
else if ( left) state <= TRYMOVELEFT;
else if ( right) state <= TRYMOVERIGHT;
else if ( up) state <= TRYROTATE;
else state <= WAIT;
end
TRYFALLDOWN: begin
x1try = x1reg;
y1try = y1reg + 1;
x2try = x2reg;
y2try = y2reg + 1;
x3try = x3reg;
y3try = y3reg + 1;
x4try = x4reg;
y4try = y4reg + 1;
if ( grid[y1try][x1try] || grid[y2try][x2try] || grid[y3try][x3try] || grid[y4try][x4try]) begin
grid[y1reg][x1reg] = 1;
grid[y2reg][x2reg] = 1;
grid[y3reg][x3reg] = 1;
grid[y4reg][x4reg] = 1;
if ( grid[0] != 12'b100000000001 || grid[1] != 12'b100000000001) begin
gameOver <= 1; state <= GAMEOVER;
x1reg <= 0;
y1reg <= 0;
x2reg <= 0;
y2reg <= 0;
x3reg <= 0;
y3reg <= 0;
x4reg <= 0;
y4reg <= 0;
end
else if (grid[y1reg] == 12'b111111111111) state <= CLEARLINES1;
else if (grid[y2reg] == 12'b111111111111) state <= CLEARLINES2;
else if (grid[y3reg] == 12'b111111111111) state <= CLEARLINES3;
else if (grid[y4reg] == 12'b111111111111) state <= CLEARLINES4;
else state <= GENERATE;
end else begin
x1reg = x1try;
y1reg = y1try;
x2reg = x2try;
y2reg = y2try;
x3reg = x3try;
y3reg = y3try;
x4reg = x4try;
y4reg = y4try;
state <= WAIT;
end
end
GAMEOVER: state <= GAMEOVER;
CLEARLINES1: begin
grid[y1reg] = 12'b100000000001;
if ( 21 < y1reg) grid[22] = grid[21];
if ( 20 < y1reg) grid[21] = grid[20];
if ( 19 < y1reg) grid[20] = grid[19];
state <= CLEARLINES12;
end
CLEARLINES12: begin
if ( 18 < y1reg) grid[19] = grid[18];
if ( 17 < y1reg) grid[18] = grid[17];
if ( 16 < y1reg) grid[17] = grid[16];
state <= CLEARLINES13;
end
CLEARLINES13: begin
if ( 15 < y1reg) grid[16] = grid[15];
if ( 14 < y1reg) grid[15] = grid[14];
if ( 13 < y1reg) grid[14] = grid[13];
state <= CLEARLINES14;
end
CLEARLINES14: begin
if ( 12 < y1reg) grid[13] = grid[12];
if ( 11 < y1reg) grid[12] = grid[11];
if ( 10 < y1reg) grid[11] = grid[10];
state <= CLEARLINES15;
end
CLEARLINES15: begin
if ( 9 < y1reg) grid[10] = grid[9];
if ( 8 < y1reg) grid[9] = grid[8];
if ( 7 < y1reg) grid[8] = grid[7];
state <= CLEARLINES16;
end
CLEARLINES16: begin
if ( 6 < y1reg) grid[7] = grid[6];
if ( 5 < y1reg) grid[6] = grid[5];
if ( 4 < y1reg) grid[5] = grid[4];
state <= CLEARLINES17;
end
CLEARLINES17: begin
if ( 3 < y1reg) grid[4] = grid[3];
if ( 2 < y1reg) grid[3] = grid[2];
if ( 1 < y1reg) grid[2] = grid[1];
if ( 0 < y1reg) grid[1] = grid[0];
state <= CLEARLINES18;
end
CLEARLINES18: begin
// Clear line
grid[0] = 12'b100000000001;
score <= score + 1;
if (grid[y2reg] == 12'b111111111111) state <= CLEARLINES2;
else if (grid[y3reg] == 12'b111111111111) state <= CLEARLINES3;
else if (grid[y4reg] == 12'b111111111111) state <= CLEARLINES4;
else state <= GENERATE;
end
CLEARLINES2: begin
grid[y2reg] = 12'b100000000001;
if ( 21 < y2reg) grid[22] = grid[21];
if ( 20 < y2reg) grid[21] = grid[20];
if ( 19 < y2reg) grid[20] = grid[19];
state <= CLEARLINES22;
end
CLEARLINES22: begin
if ( 18 < y2reg) grid[19] = grid[18];
if ( 17 < y2reg) grid[18] = grid[17];
if ( 16 < y2reg) grid[17] = grid[16];
state <= CLEARLINES23;
end
CLEARLINES23: begin
if ( 15 < y2reg) grid[16] = grid[15];
if ( 14 < y2reg) grid[15] = grid[14];
if ( 13 < y2reg) grid[14] = grid[13];
state <= CLEARLINES24;
end
CLEARLINES24: begin
if ( 12 < y2reg) grid[13] = grid[12];
if ( 11 < y2reg) grid[12] = grid[11];
if ( 10 < y2reg) grid[11] = grid[10];
state <= CLEARLINES25;
end
CLEARLINES25: begin
if ( 9 < y2reg) grid[10] = grid[9];
if ( 8 < y2reg) grid[9] = grid[8];
if ( 7 < y2reg) grid[8] = grid[7];
state <= CLEARLINES26;
end
CLEARLINES26: begin
if ( 6 < y2reg) grid[7] = grid[6];
if ( 5 < y2reg) grid[6] = grid[5];
if ( 4 < y2reg) grid[5] = grid[4];
state <= CLEARLINES27;
end
CLEARLINES27: begin
if ( 3 < y2reg) grid[4] = grid[3];
if ( 2 < y2reg) grid[3] = grid[2];
if ( 1 < y2reg) grid[2] = grid[1];
if ( 0 < y2reg) grid[1] = grid[0];
state <= CLEARLINES28;
end
CLEARLINES28: begin
// Clear line
grid[0] = 12'b100000000001;
score <= score + 1;
if (grid[y3reg] == 12'b111111111111) state <= CLEARLINES3;
else if (grid[y4reg] == 12'b111111111111) state <= CLEARLINES4;
else state <= GENERATE;
end
CLEARLINES3: begin
grid[y3reg] = 12'b100000000001;
if ( 21 < y3reg) grid[22] = grid[21];
if ( 20 < y3reg) grid[21] = grid[20];
if ( 19 < y3reg) grid[20] = grid[19];
state <= CLEARLINES32;
end
CLEARLINES32: begin
if ( 18 < y3reg) grid[19] = grid[18];
if ( 17 < y3reg) grid[18] = grid[17];
if ( 16 < y3reg) grid[17] = grid[16];
state <= CLEARLINES33;
end
CLEARLINES33: begin
if ( 15 < y3reg) grid[16] = grid[15];
if ( 14 < y3reg) grid[15] = grid[14];
if ( 13 < y3reg) grid[14] = grid[13];
state <= CLEARLINES34;
end
CLEARLINES34: begin
if ( 12 < y3reg) grid[13] = grid[12];
if ( 11 < y3reg) grid[12] = grid[11];
if ( 10 < y3reg) grid[11] = grid[10];
state <= CLEARLINES35;
end
CLEARLINES35: begin
if ( 9 < y3reg) grid[10] = grid[9];
if ( 8 < y3reg) grid[9] = grid[8];
if ( 7 < y3reg) grid[8] = grid[7];
state <= CLEARLINES36;
end
CLEARLINES36: begin
if ( 6 < y3reg) grid[7] = grid[6];
if ( 5 < y3reg) grid[6] = grid[5];
if ( 4 < y3reg) grid[5] = grid[4];
state <= CLEARLINES37;
end
CLEARLINES37: begin
if ( 3 < y3reg) grid[4] = grid[3];
if ( 2 < y3reg) grid[3] = grid[2];
if ( 1 < y3reg) grid[2] = grid[1];
if ( 0 < y3reg) grid[1] = grid[0];
state <= CLEARLINES38;
end
CLEARLINES38: begin
// Clear line
grid[0] = 12'b100000000001;
score <= score + 1;
if (grid[y4reg] == 12'b111111111111) state <= CLEARLINES4;
else state <= GENERATE;
end
CLEARLINES4: begin
grid[y4reg] = 12'b100000000001;
if ( 21 < y4reg) grid[22] = grid[21];
if ( 20 < y4reg) grid[21] = grid[20];
if ( 19 < y4reg) grid[20] = grid[19];
state <= CLEARLINES42;
end
CLEARLINES42: begin
if ( 18 < y4reg) grid[19] = grid[18];
if ( 17 < y4reg) grid[18] = grid[17];
if ( 16 < y4reg) grid[17] = grid[16];
state <= CLEARLINES43;
end
CLEARLINES43: begin
if ( 15 < y4reg) grid[16] = grid[15];
if ( 14 < y4reg) grid[15] = grid[14];
if ( 13 < y4reg) grid[14] = grid[13];
state <= CLEARLINES44;
end
CLEARLINES44: begin
if ( 12 < y4reg) grid[13] = grid[12];
if ( 11 < y4reg) grid[12] = grid[11];
if ( 10 < y4reg) grid[11] = grid[10];
state <= CLEARLINES45;
end
CLEARLINES45: begin
if ( 9 < y4reg) grid[10] = grid[9];
if ( 8 < y4reg) grid[9] = grid[8];
if ( 7 < y4reg) grid[8] = grid[7];
state <= CLEARLINES46;
end
CLEARLINES46: begin
if ( 6 < y4reg) grid[7] = grid[6];
if ( 5 < y4reg) grid[6] = grid[5];
if ( 4 < y4reg) grid[5] = grid[4];
state <= CLEARLINES47;
end
CLEARLINES47: begin
if ( 3 < y4reg) grid[4] = grid[3];
if ( 2 < y4reg) grid[3] = grid[2];
if ( 1 < y4reg) grid[2] = grid[1];
if ( 0 < y4reg) grid[1] = grid[0];
state <= CLEARLINES48;
end
CLEARLINES48: begin
// Clear line
grid[0] = 12'b100000000001;
score <= score + 1;
state <= GENERATE;
end
TRYMOVELEFT: begin
x1try = x1reg - 1;
y1try = y1reg;
x2try = x2reg - 1;
y2try = y2reg;
x3try = x3reg - 1;
y3try = y3reg;
x4try = x4reg - 1;
y4try = y4reg;
if ( !grid[y1try][x1try] && !grid[y2try][x2try] && !grid[y3try][x3try] && !grid[y4try][x4try]) begin
x1reg = x1try;
y1reg = y1try;
x2reg = x2try;
y2reg = y2try;
x3reg = x3try;
y3reg = y3try;
x4reg = x4try;
y4reg = y4try;
end
state <= WAIT;
end
TRYMOVERIGHT: begin
x1try = x1reg + 1;
y1try = y1reg;
x2try = x2reg + 1;
y2try = y2reg;
x3try = x3reg + 1;
y3try = y3reg;
x4try = x4reg + 1;
y4try = y4reg;
if ( !grid[y1try][x1try] && !grid[y2try][x2try] && !grid[y3try][x3try] && !grid[y4try][x4try]) begin
x1reg = x1try;
y1reg = y1try;
x2reg = x2try;
y2reg = y2try;
x3reg = x3try;
y3reg = y3try;
x4reg = x4try;
y4reg = y4try;
end
state <= WAIT;
end
TRYROTATE: begin
case( currentBlock)
I : case ( rotState1Bit)
1'b0 : begin x1try = x1reg + 2; y1try = y1reg - 2; x2try = x2reg + 1; y2try = y2reg - 1; x3try = x3reg; y3try = y3reg; x4try = x4reg - 1; y4try = y4reg + 1; end
1'b1 : begin x1try = x1reg - 2; y1try = y1reg + 2; x2try = x2reg - 1; y2try = y2reg + 1; x3try = x3reg; y3try = y3reg; x4try = x4reg + 1; y4try = y4reg - 1; end
endcase
J : case ( rotState2Bit)
2'b00: begin x1try = x1reg + 2; y1try = y1reg; x2try = x2reg + 1; y2try = y2reg - 1; x3try = x3reg; y3try = y3reg; x4try = x4reg - 1; y4try = y4reg + 1; end
2'b01: begin x1try = x1reg; y1try = y1reg + 2; x2try = x2reg + 1; y2try = y2reg + 1; x3try = x3reg; y3try = y3reg; x4try = x4reg - 1; y4try = y4reg - 1; end
2'b10: begin x1try = x1reg - 2; y1try = y1reg; x2try = x2reg - 1; y2try = y2reg + 1; x3try = x3reg; y3try = y3reg; x4try = x4reg + 1; y4try = y4reg - 1; end
2'b11: begin x1try = x1reg; y1try = y1reg - 2; x2try = x2reg - 1; y2try = y2reg - 1; x3try = x3reg; y3try = y3reg; x4try = x4reg + 1; y4try = y4reg + 1; end
endcase
L : case ( rotState2Bit)
2'b00: begin x1try = x1reg; y1try = y1reg + 2; x2try = x2reg + 1; y2try = y2reg - 1; x3try = x3reg; y3try = y3reg; x4try = x4reg - 1; y4try = y4reg + 1; end
2'b01: begin x1try = x1reg - 2; y1try = y1reg; x2try = x2reg + 1; y2try = y2reg + 1; x3try = x3reg; y3try = y3reg; x4try = x4reg - 1; y4try = y4reg - 1; end
2'b10: begin x1try = x1reg; y1try = y1reg - 2; x2try = x2reg - 1; y2try = y2reg + 1; x3try = x3reg; y3try = y3reg; x4try = x4reg + 1; y4try = y4reg - 1; end
2'b11: begin x1try = x1reg + 2; y1try = y1reg; x2try = x2reg - 1; y2try = y2reg - 1; x3try = x3reg; y3try = y3reg; x4try = x4reg + 1; y4try = y4reg + 1; end
endcase
S : case ( rotState1Bit)
1'b0: begin x1try = x1reg + 1; y1try = y1reg + 1; x2try = x2reg - 1; y2try = y2reg + 1; x3try = x3reg; y3try = y3reg; x4try = x4reg - 2; y4try = y4reg; end
1'b1: begin x1try = x1reg - 1; y1try = y1reg - 1; x2try = x2reg + 1; y2try = y2reg - 1; x3try = x3reg; y3try = y3reg; x4try = x4reg + 2; y4try = y4reg; end
endcase
T : case ( rotState2Bit)
2'b00: begin x1try = x1reg + 1; y1try = y1reg - 1; x2try = x2reg + 1; y2try = y2reg + 1; x3try = x3reg; y3try = y3reg; x4try = x4reg - 1; y4try = y4reg + 1; end
2'b01: begin x1try = x1reg + 1; y1try = y1reg + 1; x2try = x2reg - 1; y2try = y2reg + 1; x3try = x3reg; y3try = y3reg; x4try = x4reg - 1; y4try = y4reg - 1; end
2'b10: begin x1try = x1reg - 1; y1try = y1reg + 1; x2try = x2reg - 1; y2try = y2reg - 1; x3try = x3reg; y3try = y3reg; x4try = x4reg + 1; y4try = y4reg - 1; end
2'b11: begin x1try = x1reg - 1; y1try = y1reg - 1; x2try = x2reg + 1; y2try = y2reg - 1; x3try = x3reg; y3try = y3reg; x4try = x4reg + 1; y4try = y4reg + 1; end
endcase
Z : case ( rotState1Bit)
1'b0: begin x1try = x1reg + 2; y1try = y1reg; x2try = x2reg + 1; y2try = y2reg + 1; x3try = x3reg; y3try = y3reg; x4try = x4reg - 1; y4try = y4reg + 1; end
1'b1: begin x1try = x1reg - 2; y1try = y1reg; x2try = x2reg - 1; y2try = y2reg - 1; x3try = x3reg; y3try = y3reg; x4try = x4reg + 1; y4try = y4reg - 1; end
endcase
default: begin end // O
endcase
if ( !grid[y1try][x1try] && !grid[y2try][x2try] && !grid[y3try][x3try] && !grid[y4try][x4try]) begin
x1reg = x1try;
y1reg = y1try;
x2reg = x2try;
y2reg = y2try;
x3reg = x3try;
y3reg = y3try;
x4reg = x4try;
y4reg = y4try;
rotState1Bit <= rotState1Bit + 1;
rotState2Bit <= rotState2Bit + 1;
end
state <= WAIT;
end
endcase
end
end
assign outGrid = grid;
assign x1 = x1reg;
assign y1 = y1reg;
assign x2 = x2reg;
assign y2 = y2reg;
assign x3 = x3reg;
assign y3 = y3reg;
assign x4 = x4reg;
assign y4 = y4reg;
endmodule