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tetris.v
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`timescale 1ns / 1ps
//////////////////////////////////////////////////////////////////////////////////
// Company:
// Engineer:
//
// Create Date: 19:33:35 12/02/2013
// Design Name:
// Module Name: tetris
// Project Name: EE201 Final Project
// Target Devices: Diligent Spartan-6
// Tool versions:
// Description:
//
// Dependencies: Food
//
// Revision:
// Revision 0.01 - File Created
// Additional Comments:
// COLLISION: The implementation of the full row clearing may cause problems in the top row.
//
//
//////////////////////////////////////////////////////////////////////////////////
`timescale 1ns / 100 ps
module tetris( Reset, Clk, Start, Ack, Left, Right, Down, Rotate,
q_I, q_Gen, q_Rot, q_Col, q_Lose, blocks, score, orientation, location, next_block
);
input Reset, Clk;
input Start, Ack;
input Left, Right, Down;
input Rotate;
output q_I, q_Gen;
output q_Rot, q_Col, q_Lose;
output reg [159:0] blocks;
output reg [7:0] score;
reg [7:0] state;
// Current Block Information
output reg [7:0] location;
integer i;
reg [2:0] block_type;
output reg [1:0] orientation;
output reg [2:0] next_block;
// Number of Loops for Rotate and Move
reg [24:0] loop;
reg [2:0] random_count;
wire [19:0] full_rows;
//assign full_rows[0] = blocks[0] && blocks[1] && blocks[2] && blocks[3] && blocks[4] && blocks[5] && blocks[6] && blocks[7] && blocks[8];
// for(integer i = 0; i<20; i=i+1)
// begin
// assign full_rows[i] = blocks[0 + 8*i] && blocks[1+ 8*i] && blocks[2+ 8*i] && blocks[3+ 8*i] && blocks[4+ 8*i] && blocks[5+ 8*i] && blocks[6+ 8*i] && blocks[7+ 8*i] && blocks[8+ 8*i];
// end
// Check if space is avaliable for a rotate or move down Wire
// Square
wire square_l, square_r, square_d;
assign square_l = !blocks[location-2] && !blocks[location -10] && ((location-1)%8);
assign square_r = !blocks[location+1] && !blocks[location-7] && ((location+1)%8);
assign square_d = !blocks[location-16] && !blocks[location-17] && (location > 15) ;
//Bar
wire bar0_l, bar0_r, bar0_d, bar0_rot, bar1_l, bar1_r, bar1_d, bar1_rot; // Two orientations
assign bar0_l = !blocks[location-3] && ((location-2)%8);
assign bar0_r = !blocks[location+2] && ((location+2)%8);
assign bar0_d = !blocks[location-7] && !blocks[location-8] && !blocks[location-9] && !blocks[location-10] && location > 7;
assign bar0_rot = (location/8 != 19) && !blocks[location+8] && !blocks[location-8] && !blocks[location-16] && (location >15);
assign bar1_l = !blocks[location-1] && !blocks[location-9] && !blocks[location-17] && !blocks[location+7] && location%8;
assign bar1_r = !blocks[location+1] && !blocks[location+9] && !blocks[location-7] && !blocks[location -15] && (location+1)%8;
assign bar1_d = !blocks[location-24] && (location > 23);
assign bar1_rot = !blocks[location +1] && !blocks[location-1] && !blocks[location-2] && (location+1)%8 && location%8;
wire s0_l, s0_r, s0_d, s0_rot;
assign s0_l = !blocks[location-1] && !blocks[location-10] && ((location-1)%8);
assign s0_r = !blocks[location-2] && !blocks[location-7] && ((location+2)%8);
assign s0_d = !blocks[location-7] && !blocks[location-16] && !blocks[location-17] && (location>16);
assign s0_rot = (location/8 != 19) && !blocks[location+8] && !blocks[location-7];
wire s1_l, s1_r, s1_d, s1_rot;
assign s1_l = !blocks[location-1] && !blocks[location+7] && !blocks[location-8] && ((location)%8);
assign s1_r = !blocks[location+9] && !blocks[location+2] && !blocks[location-6] && ((location+2)%8);
assign s1_d = !blocks[location-15] && !blocks[location-8] && (location>16);
assign s1_rot = !blocks[location-8] && !blocks[location-9];
wire z0_l, z0_r, z0_d, z0_rot;
assign z0_l = !blocks[location-9] && !blocks[location-2] && ((location-1)%8);
assign z0_r = !blocks[location+1] && !blocks[location-6] && ((location+2)%8);
assign z0_d = !blocks[location-9] && !blocks[location-16] && !blocks[location-15] && (location>16);
assign z0_rot = (location/8 != 19) && !blocks[location+1] && !blocks[location+9];
wire z1_l, z1_r, z1_d, z1_rot;
assign z1_l = !blocks[location-1] && !blocks[location+8] && !blocks[location-9] && ((location)%8);
assign z1_r = !blocks[location+10] && !blocks[location+2] && !blocks[location-7] && ((location+2)%8);
assign z1_d = !blocks[location-16] && !blocks[location-7] && (location>16);
assign z1_rot = !blocks[location-1] && !blocks[location-7];
//for Row clear condition
wire above_row, location_row, below_row, double_below_row;
assign above_row = blocks[(location/8 +1)*8] && blocks[(location/8+1)*8 + 1]
&& blocks[(location/8+1)*8 + 2]&& blocks[(location/8+1)*8 + 3]
&& blocks[(location/8+1)*8 + 4]&& blocks[(location/8+1)*8 + 5]
&& blocks[(location/8+1)*8 + 6]&& blocks[(location/8+1)*8 + 7];
assign location_row = blocks[(location/8)*8] && blocks[(location/8)*8 + 1]
&& blocks[(location/8)*8 + 2]&& blocks[(location/8)*8 + 3]
&& blocks[(location/8)*8 + 4]&& blocks[(location/8)*8 + 5]
&& blocks[(location/8)*8 + 6]&& blocks[(location/8)*8 + 7];
assign below_row = blocks[(location/8-1)*8] && blocks[(location/8-1)*8 + 1]
&& blocks[(location/8-1)*8 + 2]&& blocks[(location/8-1)*8 + 3]
&& blocks[(location/8-1)*8 + 4]&& blocks[(location/8-1)*8 + 5]
&& blocks[(location/8-1)*8 + 6]&& blocks[(location/8-1)*8 + 7];
assign double_below_row = blocks[(location/8-2)*8] && blocks[(location/8-2)*8 + 1]
&& blocks[(location/8-2)*8 + 2]&& blocks[(location/8-2)*8 + 3]
&& blocks[(location/8-2)*8 + 4]&& blocks[(location/8-2)*8 + 5]
&& blocks[(location/8-2)*8 + 6]&& blocks[(location/8-2)*8 + 7];
assign { q_Lose, q_Col, q_Rot, q_Gen, q_I} = state[4:0] ;
localparam
INITIAL = 8'b0000_0001,
GENERATE_PIECE = 8'b0000_0010,
ROTATE_PIECE = 8'b0000_0100,
COLLISION = 8'b0000_1000,
LOSE = 8'b0001_0000,
CLEAR_ROW = 8'b0010_0000,
UNKNOWN = 8'bxxxx_xxxx;
//temp
localparam
empty_row = 8'b0000_0000,
full_row = 8'b1111_1111,
loop_max = 25'd1, //25'b11111_11111_11111_11111_11111, //25'd1,
bottom = 8'b1110_1101;
//pieces
localparam
SQUARE = 3'b000,
BAR = 3'b001,
S = 3'b010,
Z = 3'b011,
L = 3'b100,
J = 3'b101,
T = 3'b110;
initial begin
random_count = $random;
end
always @ (posedge Clk )
begin: RANDOM_NUMBER_GENERATOR
if(random_count >= 0'b110)
random_count <= 0;
else
random_count <= random_count+ 1'b1;
end
always @ (posedge Clk, posedge Reset)
begin
if(Reset)
begin
state <= INITIAL;
loop <= 25'd0;
for(i=0; i<160; i = i+1)
begin
blocks[i] <= 0;
end
score <= 0;
location <= 0;
end
else
begin
(* full_case, parallel_case *)
case(state)
INITIAL :
begin
if(Start)
state <= GENERATE_PIECE;
else
state <= INITIAL;
loop <= 25'd0;
for(i=0; i<160; i = i+1)
begin
blocks[i] <= 0;
end
score <= 0;
location <= 0;
block_type <= random_count %2;
next_block <= random_count %2;
orientation <= 2'b00;
end
GENERATE_PIECE :
begin
(* full_case, parallel_case *)
case(next_block)
SQUARE :
begin
if(blocks[154] || blocks[153] || blocks[146] || blocks[145] )
state <= LOSE;
else
state <= ROTATE_PIECE;
end
BAR :
begin
if(blocks[152] || blocks[153] || blocks[154] || blocks[155])
state <= LOSE;
else
state <= ROTATE_PIECE;
end
S:
begin
if(blocks[154] || blocks[155] || blocks[146] || blocks[145] )
state <= LOSE;
else
state <= ROTATE_PIECE;
end
Z :
begin
if( blocks[154] || blocks[153] || blocks[146] || blocks[147] )
state <= LOSE;
else
state <= ROTATE_PIECE;
end
L:
begin
if( blocks[154] || blocks[155] || blocks[153] || blocks[145])
state <= LOSE;
else
state <= ROTATE_PIECE;
end
J :
begin
if( blocks[154] || blocks[153] || blocks[155] || blocks[147])
state <= LOSE;
else
state <= ROTATE_PIECE;
end
T :
begin
if(blocks[154] || blocks[153] || blocks[155] || blocks[146])
state <= LOSE;
else
state <= ROTATE_PIECE;
end
endcase
//State Actions
block_type <= next_block;
next_block <= random_count %2; //change for all blocks
orientation <= 2'b00;
location <= 8'd154;
loop <= 25'b0;
(* full_case, parallel_case *)
case( next_block)
SQUARE:
begin
blocks [154] <= 1;
blocks[153] <= 1;
blocks[146]<= 1;
blocks[145] <= 1;
end
BAR:
begin
blocks[152] <= 1;
blocks[153] <= 1;
blocks[154] <= 1;
blocks[155] <= 1;
end
S:
begin
blocks[154] <=
1;
blocks[155] <= 1;
blocks[146] <= 1;
blocks[145] <= 1;
end
Z:
begin
blocks[154] <= 1;
blocks[153] <= 1;
blocks[146] <= 1;
blocks[147] <= 1;
end
L:
begin
blocks[154] <= 1;
blocks[155] <= 1;
blocks[153] <= 1;
blocks[145] <= 1;
end
J:
begin
blocks[154] <= 1;
blocks[153] <= 1;
blocks[155] <= 1;
blocks[147] <= 1;
end
T:
begin
blocks[154] <= 1;
blocks[153] <= 1;
blocks[155] <= 1;
blocks[146] <= 1;
end
endcase
end
ROTATE_PIECE :
begin
if( loop < loop_max)
state <= ROTATE_PIECE;
else if(loop == loop_max)
state <= COLLISION;
loop<= loop+ 1'b1;
if(block_type == SQUARE)
begin
if(Left && square_l )
begin
blocks[location] <= 0;
blocks[location-8] <= 0;
blocks[location-10] <= 1;
blocks[location -2] <= 1;
location <= location - 1'b1;
end
else if( Right && square_r)
begin
blocks[location-1] <= 0;
blocks[location-9] <=0;
blocks[location +1] <= 1;
blocks[location - 7] <= 1;
location <= location + 1'b1;
end
else if( Down && square_d)
begin
blocks[location] <= 0;
blocks[location-1] <= 0;
blocks[location-16] <= 1;
blocks[location-17] <= 1;
location <= location - 4'd8;
loop<= 25'd0;
end
end
else if(block_type == BAR)
begin
if(Left && !orientation[0] && bar0_l)
begin
blocks[location +1] <= 0;
blocks[location -3] <= 1;
location <= location - 1'b1;
end
else if(Right && !orientation && bar0_r)
begin
blocks[location +2] <= 1;
blocks[location -2] <= 0;
location <= location+1'b1;
end
else if(Down && !orientation && bar0_d)
begin
blocks[location] <= 0;
blocks[location+1] <= 0;
blocks[location-1] <= 0;
blocks[location-2] <= 0;
blocks[location-7] <= 1;
blocks[location-8] <= 1;
blocks[location-9] <= 1;
blocks[location-10] <= 1;
location <= location -4'd8;
loop<= 25'd0;
end
else if(Rotate && !orientation && bar0_rot)
begin
blocks[location+8] <= 1;
blocks[location-8] <= 1;
blocks[location-16] <= 1;
blocks[location-2] <= 0;
blocks[location-1] <= 0;
blocks[location +1] <= 0;
orientation <= 2'b01;
end
else if(Left && orientation[0] && bar1_l)
begin
blocks[location +8] <= 0;
blocks[location] <= 0;
blocks[location -8] <= 0;
blocks[location -16] <= 0;
blocks[location +7] <= 1;
blocks[location-1] <= 1;
blocks[location -9] <= 1;
blocks[location -17] <= 1;
location <= location - 1'b1;
end
else if(Right && orientation[0] && bar1_r)
begin
blocks[location +8] <= 0;
blocks[location] <= 0;
blocks[location -8] <= 0;
blocks[location -16] <= 0;
blocks[location +9] <= 1;
blocks[location+1] <= 1;
blocks[location -7] <= 1;
blocks[location -15] <= 1;
location <= location +1'b1;
end
else if(Down && orientation[0] && bar1_d)
begin
blocks[location +8] <= 0;
blocks[location -24] <= 1;
location <= location -4'd8;
loop<= 25'd0;
end
else if(Rotate && orientation[0] && bar1_rot)
begin
blocks[location+8] <= 0;
blocks[location-8] <= 0;
blocks[location-16] <= 0;
blocks[location+1] <= 1;
blocks[location-1] <= 1;
blocks[location-2] <= 1;
orientation <= 2'b00;
end
end
else if( block_type == S)
begin
if(!orientation[0])
begin
end
else if(orientation[0])
begin
end
end
else if( block_type == Z)
begin
if(!orientation[0])
begin
end
else if(orientation[0])
begin
end
end
else if( block_type == L)
begin
if(!orientation[0])
begin
end
else if(orientation[0])
begin
end
else if(orientation == 2'b10)
begin
end
else if(orientation == 2'b11)
begin
end
end
else if( block_type == J)
begin
if(!orientation[0])
begin
end
else if(orientation[0])
begin
end
else if(orientation == 2'b10)
begin
end
else if(orientation == 2'b11)
begin
end
end
else if( block_type == T)
begin
if(!orientation[0])
begin
end
else if(orientation[0])
begin
end
else if(orientation == 2'b10)
begin
end
else if(orientation == 2'b11)
begin
end
end
end
COLLISION :
begin
if( (block_type == SQUARE && !square_d && (location_row + below_row) ==2 )
|| (block_type == BAR && !(orientation[0] ? bar1_d : bar0_d) &&
(orientation[0] ? (above_row + location_row + below_row + double_below_row) >1 : location_row)))
state <= CLEAR_ROW;
else if( (block_type == SQUARE && !square_d)
|| block_type == BAR && !(orientation[0] ? bar1_d : bar0_d))
state <= GENERATE_PIECE;
else
state <= ROTATE_PIECE;
// Start of RTL
if(block_type == SQUARE)
begin
if(square_d)
begin
blocks[location] <= 0;
blocks[location-1] <= 0;
blocks[location-16] <= 1;
blocks[location-17] <= 1;
location <= location - 4'd8;
loop<= 25'd0;
end
end
else if(block_type == BAR)
begin
if( !orientation[0])
begin
if(bar0_d)
begin
blocks[location] <= 0;
blocks[location+1] <= 0;
blocks[location-1] <= 0;
blocks[location-2] <= 0;
blocks[location-7] <= 1;
blocks[location-8] <= 1;
blocks[location-9] <= 1;
blocks[location-10] <= 1;
location <= location -4'd8;
loop <= 25'd0;
end
end
else if(orientation[0])
begin
if(bar1_d)
begin
blocks[location+8] <= 0;
blocks[location-24] <= 1;
location <= location - 4'd8;
loop <= 25'd0;
end
end
end // end of RTL
end // end of the Collision State
CLEAR_ROW:
begin
if( (block_type == SQUARE && !square_d && (location_row + below_row) ==2 )
|| (block_type == BAR && !(orientation[0] ? bar1_d : bar0_d) &&
(orientation[0] ? (above_row + location_row + below_row + double_below_row) >1 : location_row)))
state <= CLEAR_ROW;
else
state <= GENERATE_PIECE;
end
LOSE:
begin
if(Ack)
state<= INITIAL;
else
state<= LOSE;
end
default : state <= UNKNOWN;
endcase
end
end
endmodule