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game.sv
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//-------------------------------------------------------------------------
// Ball.sv --
// Viral Mehta --
// Spring 2005 --
// --
// Modified by Stephen Kempf 03-01-2006 --
// 03-12-2007 --
// Translated by Joe Meng 07-07-2013 --
// Fall 2014 Distribution --
// --
// For use with ECE 298 Lab 7 --
// UIUC ECE Department --
//-------------------------------------------------------------------------
module game ( input Reset, frame_clk, pixel_clk, Clk, blank,
input [31:0] keycode,
input [9:0] DrawX, DrawY, g_prev,
output [9:0] BallX, BallY, BallSizeX, BallSizeY, g,
output logic [7:0] Red, Green, Blue
);
jump_fsm F(.Reset(Reset_h),
.frame_clk(frame_clk),
.jump_en(jump_en),
.hit_ground(hit_ground),
.keycode(keycode),
.jump_x_motion(jump_x_motion),
.jump_y_motion(jump_y_motion),
);
parameter [23:0] transparent = 24'hE00B8E;
logic [2:0] mario_data;
logic [9:0] mario_address;
ram_mario mario_ram(.q(mario_data), .ADDR(mario_address), .clk(Clk));
logic [1:0] brick_data;
logic [9:0] brick_addr;
ram_block bricks_ram(.q(brick_data),.ADDR(brick_addr),.clk(Clk));
logic [1:0] coin_data;
logic [9:0] coin_addr;
ram_coin coin_ram(.q(coin_data),.ADDR(coin_addr),.clk(Clk));
logic [1:0] zero_data;
logic [9:0] zero_addr;
ram_zero zero_ram(.q(zero_data), .ADDR(zero_addr), .clk(Clk));
logic [1:0] one_data;
logic [9:0] one_addr;
ram_one one_ram(.q(one_data), .ADDR(one_addr), .clk(Clk));
logic [1:0] two_data;
logic [9:0] two_addr;
ram_two two_ram(.q(two_data), .ADDR(two_addr), .clk(Clk));
logic [1:0] three_data;
logic [9:0] three_addr;
ram_three three_ram(.q(three_data), .ADDR(three_addr), .clk(Clk));
logic [1:0] floor_data;
ram_brick floor_ram(.q(floor_data), .ADDR(floor_addr), .clk(Clk));
// logic [1:0] three_data;
// logic [9:0] three_addr;
// ram_three three_ram(.q(three_data), .ADDR(three_addr), .clk(Clk));
// logic hit_boundary_left, hit_boundary_right, hit_boundary_up, hit_boundary_down;
logic [23:0] mario_pallete [7];
assign mario_pallete[0] = 24'hE00B8E;
assign mario_pallete[1] = 24'hF83800;
assign mario_pallete[2] = 24'hE09230;
assign mario_pallete[3] = 24'hEA9A30;
assign mario_pallete[4] = 24'hEF9D34;
assign mario_pallete[5] = 24'hffa440;
assign mario_pallete[6] = 24'hac7c00;
logic [23:0] block_pallete [3];
assign block_pallete[0] = 24'h000000;
assign block_pallete[1] = 24'h833d00;
assign block_pallete[2] = 24'h3c1800;
logic [23:0] coin_pallete[4];
assign coin_pallete[0] = 24'h000000;
assign coin_pallete[1] = 24'hffffff;
assign coin_pallete[2] = 24'hffc107;
assign coin_pallete[3] = 24'hE00B8E;
logic [23:0] number_pallete[2];
assign number_pallete[0] = 24'heeaf36;
assign number_pallete[1] = 24'h6185f8;
logic [23:0] brick_pallete[4];
assign brick_pallete[0] = 24'h000000;
assign brick_pallete[1] = 24'ha55c39;
assign brick_pallete[2] = 24'h1f1615;
assign brick_pallete[3] = 24'hffcdc5;
logic [2:0] LOCAL_REG [15][60];
always_ff @ (posedge Clk or posedge Reset)
begin
if (1'b1) begin
int i,j;
for(i = 0; i < 15; i++) begin
for(j = 0; j < 60; j++) begin
if (i >= 11)
LOCAL_REG[i][j] <= 3'b110;
else
LOCAL_REG[i][j] <= 3'b000;
end
end
// 15 tall 20 wide
LOCAL_REG[10][14] <= 3'b111;
LOCAL_REG[10][15] <= 3'b111;
LOCAL_REG[10][16] <= 3'b111;
LOCAL_REG[10][17] <= 3'b111;
LOCAL_REG[9][16] <= 3'b111;
LOCAL_REG[9][15] <= 3'b111;
LOCAL_REG[8][19] <= 3'b111;
LOCAL_REG[8][20] <= 3'b111;
LOCAL_REG[c1_y][c1_x] <= c1_data; //coin 1
LOCAL_REG[c2_y][c2_x] <= c2_data; //coin 2
LOCAL_REG[c3_y][c3_x] <= c3_data;
LOCAL_REG[10][25] <= 3'b111;
LOCAL_REG[10][26] <= 3'b111;
LOCAL_REG[10][27] <= 3'b111;
LOCAL_REG[10][28] <= 3'b111;
LOCAL_REG[9][26] <= 3'b111;
LOCAL_REG[9][27] <= 3'b111;
LOCAL_REG[9][28] <= 3'b111;
LOCAL_REG[8][28] <= 3'b111;
LOCAL_REG[8][27] <= 3'b111;
LOCAL_REG[7][28] <= 3'b111;
LOCAL_REG[6][32] <= 3'b111;
LOCAL_REG[6][33] <= 3'b111;
LOCAL_REG[6][34] <= 3'b111;
LOCAL_REG[7][37] <= 3'b111;
LOCAL_REG[8][37] <= 3'b111;
for(int i=46;i<54;i++) begin
LOCAL_REG[10][i] <= 3'b111;
if ((i>46)&&(i<53))
LOCAL_REG[9][i] <= 3'b111;
end
LOCAL_REG[7][56] <= 3'b111;
LOCAL_REG[8][56] <= 3'b111;
end
else
begin
end
end
// 26x32
int gravity, gravity_next;
int self_vx, self_vy, self_x, self_y, vx_test, self_x0, self_y0;
int self_vx_next, self_vy_next, self_x_next, self_y_next, vx_test_next;
int v;
logic in_air;
int vxleft_allowed, vxright_allowed, vxleft_allowed_next, vxright_allowed_next;
//max v in both directions (accounts for direction)
int jump_x_motion, jump_y_motion;
logic jump_en, hit_ground;
int key_vx, key_vy;
int x_shift, x_shift_next;
logic face_left, face_left_next;
int coin_total, coin_total_next; // deprecated?
/*** coin 1 ***/
parameter [7:0] c1_x=14;
parameter [7:0] c1_y=7;
logic [1:0] c1_on, c1_on_next;
logic [2:0] c1_data;
assign c1_data = (c1_on?3'b010:3'b000);
/*** coin 2 ***/
parameter [7:0] c2_x=20;
parameter [7:0] c2_y=6;
logic [1:0] c2_on, c2_on_next;
logic [2:0] c2_data;
assign c2_data = (c2_on?3'b010:3'b000);
parameter [7:0] c3_x=39;
parameter [7:0] c3_y=5;
logic [1:0] c3_on, c3_on_next;
logic [2:0] c3_data;
assign c3_data = (c3_on?3'b010:3'b000);
logic [2:0] score;
always_comb begin
score = 0;
if (~(c1_on[0]))
score += 1;
if (~(c2_on[0]))
score += 1;
if (~(c3_on[0]))
score += 1;
end
parameter [3:0] v_terminal=6; // maximum y motion when falling
parameter [9:0] self_w=26;
parameter [9:0] self_h=32;
parameter [9:0] max_x_vga=384; //absolute pos on vga screen to stay at
parameter [9:0] min_x_vga=190;
parameter [2:0] max_vx=4;
parameter[7:0] score_x = 1;
parameter[7:0] score_y = 0;
always_comb begin
// default values
c3_on_next = c3_on;
c2_on_next = c2_on;
c1_on_next = c1_on;
face_left_next = face_left;
x_shift_next = x_shift;
gravity_next = gravity;
self_vx_next = self_vx;
self_vy_next = self_vy;
self_x_next = self_x;
self_y_next = self_y;
vx_test_next = vx_test;
vxleft_allowed_next = vxleft_allowed;
vxright_allowed_next = vxright_allowed;
if (((self_y>>5)==c1_y)&&((self_x+x_shift)>>5==c1_x) ||
(((self_y-self_h+1)>>5)==c1_y)&&((self_x+x_shift)>>5==c1_x) ||
((self_y>>5)==c1_y)&&((self_x+x_shift-self_w+1)>>5==c1_x) ||
(((self_y-self_h+1)>>5)==c1_y)&&((self_x+x_shift-self_w+1)>>5==c1_x)&&c1_on[0])
c1_on_next = 2'b00;
else if (((self_y>>5)==c2_y)&&((self_x+x_shift)>>5==c2_x) ||
(((self_y-self_h+1)>>5)==c2_y)&&((self_x+x_shift)>>5==c2_x) ||
((self_y>>5)==c2_y)&&((self_x+x_shift-self_w+1)>>5==c2_x) ||
(((self_y-self_h+1)>>5)==c2_y)&&((self_x+x_shift-self_w+1)>>5==c2_x)&&c2_on[0])
c2_on_next = 2'b00;
else if (((self_y>>5)==c3_y)&&((self_x+x_shift)>>5==c3_x) ||
(((self_y-self_h+1)>>5)==c3_y)&&((self_x+x_shift)>>5==c3_x) ||
((self_y>>5)==c3_y)&&((self_x+x_shift-self_w+1)>>5==c3_x) ||
(((self_y-self_h+1)>>5)==c3_y)&&((self_x+x_shift-self_w+1)>>5==c3_x)&&c3_on[0])
c3_on_next = 2'b00;
in_air = ((LOCAL_REG[(self_y+gravity+1)>>5][(self_x+x_shift)>>5][2] != 1'b1) &&
(LOCAL_REG[(self_y+gravity+1)>>5][(self_x-self_w+x_shift)>>5][2] != 1'b1));
if (in_air) begin
// both bottom corners are not on solid
if (1+gravity > v_terminal) gravity_next = v_terminal;
else gravity_next = 1+gravity;
end else if (~in_air) begin
// either bottom corner is on top of a solid
gravity_next = 0;
if((LOCAL_REG[(self_y+5)>>5][(self_x-self_w+x_shift)>>5][2]!=1'b1)&&
(LOCAL_REG[(self_y+5)>>5][(self_x+x_shift)>>5][2]!=1'b1)) gravity_next=5;
else if((LOCAL_REG[(self_y+4)>>5][(self_x-self_w+x_shift)>>5][2]!=1'b1)&&
(LOCAL_REG[(self_y+4)>>5][(self_x+x_shift)>>5][2]!=1'b1)) gravity_next=4;
else if((LOCAL_REG[(self_y+3)>>5][(self_x-self_w+x_shift)>>5][2]!=1'b1)&&
(LOCAL_REG[(self_y+3)>>5][(self_x+x_shift)>>5][2]!=1'b1)) gravity_next=3;
else if((LOCAL_REG[(self_y+2)>>5][(self_x-self_w+x_shift)>>5][2]!=1'b1)&&
(LOCAL_REG[(self_y+2)>>5][(self_x+x_shift)>>5][2]!=1'b1)) gravity_next=2;
else if((LOCAL_REG[(self_y+1)>>5][(self_x-self_w+x_shift)>>5][2]!=1'b1)&&
(LOCAL_REG[(self_y+1)>>5][(self_x+x_shift)>>5][2]!=1'b1)) gravity_next=1;
end
// NEED TO EXTEND TO MULTIPLE SOLID BLOCKS
/*** pixel overlap test ***/
// if (LOCAL_REG[(self_y)>>5][self_x>>5][2]==1'b1)
// self_vx_next = -1;
// else if (LOCAL_REG[(self_y)>>5][self_x>>5][2]!=1'b1) begin
// self_vx_next = 0;
// end
// if (LOCAL_REG[(self_y)>>5][(self_x-self_w+1)>>5][2]==1'b1)
// self_vx_next = 1;
// else if (LOCAL_REG[(self_y)>>5][(self_x-self_w+1)>>5][2]!=1'b1) begin
// self_vx_next = 0;
// end
/*** compute maximum allowed vx in both directions ***/
// MAX VX LEFT
if ((LOCAL_REG[(self_y)>>5][(self_x-self_w-3+x_shift)>>5][2]!=1'b1) &&
(LOCAL_REG[(self_y-self_h)>>5][(self_x-self_w-3+x_shift)>>5][2]!=1'b1)
) begin
vxleft_allowed_next = -4;
end else if ((LOCAL_REG[(self_y)>>5][(self_x-self_w-2+x_shift)>>5][2]!=1'b1) &&
(LOCAL_REG[(self_y-self_h)>>5][(self_x-self_w-2+x_shift)>>5][2]!=1'b1)
) begin
vxleft_allowed_next = -3;
end else if ((LOCAL_REG[(self_y)>>5][(self_x-self_w-1+x_shift)>>5][2]!=1'b1) &&
(LOCAL_REG[(self_y-self_h)>>5][(self_x-self_w-1+x_shift)>>5][2]!=1'b1)
) begin
vxleft_allowed_next = -2;
end else if (
(LOCAL_REG[(self_y)>>5][(self_x-self_w+x_shift)>>5][2]!=1'b1) &&
(LOCAL_REG[(self_y-self_h)>>5][(self_x-self_w+x_shift)>>5][2]!=1'b1)
) begin
vxleft_allowed_next = -1;
end else if (
(LOCAL_REG[(self_y)>>5][(self_x-self_w+x_shift)>>5][2]==1'b1) &&
(LOCAL_REG[(self_y-self_h)>>5][(self_x-self_w+x_shift)>>5][2]==1'b1)
) begin
// next to us is a solid block
vxleft_allowed_next = 0;
end
// MAX VX RIGHT
if ((LOCAL_REG[(self_y)>>5][(self_x+4+x_shift)>>5][2]!=1'b1) &&
(LOCAL_REG[(self_y-self_h)>>5][(self_x+4+x_shift)>>5][2]!=1'b1)
) begin
// both right corners are allowed at max_vx
vxright_allowed_next = 4;
end else if ((LOCAL_REG[(self_y)>>5][(self_x+3+x_shift)>>5][2]!=1'b1) &&
(LOCAL_REG[(self_y-self_h)>>5][(self_x+3+x_shift)>>5][2]!=1'b1)
) begin
vxright_allowed_next = 3;
end else if ((LOCAL_REG[(self_y)>>5][(self_x+2+x_shift)>>5][2]!=1'b1) &&
(LOCAL_REG[(self_y-self_h)>>5][(self_x+2+x_shift)>>5][2]!=1'b1)
) begin
vxright_allowed_next = 2;
end else if (
(LOCAL_REG[(self_y)>>5][(self_x+1+x_shift)>>5][2]!=1'b1) &&
(LOCAL_REG[(self_y-self_h)>>5][(self_x+1+x_shift)>>5][2]!=1'b1)
) begin
vxright_allowed_next = 1;
end else if (
(LOCAL_REG[(self_y)>>5][(self_x+1+x_shift)>>5][2]==1'b1) &&
(LOCAL_REG[(self_y-self_h)>>5][(self_x+1+x_shift)>>5][2]==1'b1)
) begin
// next to us is a solid block
vxright_allowed_next = 0;
end
self_x_next = (self_x);
self_y_next = (self_y + gravity_next);
end
logic die;
assign die = ((self_y>>5)>18?1'b1:1'b0);
always_ff @ (posedge Reset or posedge frame_clk or posedge die) begin
if(Reset || die) begin
gravity <= 4'd0;
self_x <= 228;
self_y <= 33;
self_vx <= 10'd0;
self_vy <= 10'd0;
vx_test <= 10'd0;
hit_ground <= 0;
x_shift <= 10'd0;
key_vx <= 0;
c1_on <= 2'b01;
c2_on <= 2'b01;
c3_on <= 2'b01;
face_left <= 1'b0;
end else begin
case (keycode)
// Combination of W & A. Jump left
32'h00001A04, 32'h0000041A : begin
key_vx <= vxleft_allowed_next;
face_left <= 1'b1;
if ((LOCAL_REG[(self_y+1)>>5][(self_x+x_shift)>>5][2]==1'b1) ||
(LOCAL_REG[(self_y+1)>>5][(self_x-self_w+1+x_shift)>>5][2]==1'b1))
jump_en <= 1'b1;
else jump_en <= 1'b0;
end
// Combination of W & D. Go Jump right
32'h00001A07, 32'h00000071A : begin
key_vx <= vxright_allowed_next;
face_left <= 1'b0;
if ((LOCAL_REG[(self_y+1)>>5][(self_x+x_shift)>>5][2]==1'b1) ||
(LOCAL_REG[(self_y+1)>>5][(self_x-self_w+1+x_shift)>>5][2]==1'b1))
jump_en <= 1'b1;
else jump_en <= 1'b0;
end
// Jump up
32'h1A : begin
face_left <= face_left_next;
if ((LOCAL_REG[(self_y+1)>>5][(self_x+x_shift)>>5][2]==1'b1) ||
(LOCAL_REG[(self_y+1)>>5][(self_x-self_w+1+x_shift)>>5][2]==1'b1))
jump_en <= 1'b1;
else jump_en <= 1'b0;
key_vx <= 0;
end
// left (A)
32'h04 : begin
face_left <= 1'b1;
key_vx <= vxleft_allowed_next;
jump_en <= 1'b0;
end
// right (D)
32'h07 : begin
face_left <= 1'b0;
key_vx <= vxright_allowed_next;
jump_en <= 1'b0;
end
default: begin
face_left <= face_left_next;
key_vx <= 0;
jump_en <= 1'b0;
end
endcase
if ((LOCAL_REG[(self_y+1)>>5][(self_x+x_shift)>>5][2]==1'b1) ||
(LOCAL_REG[(self_y+1)>>5][(self_x-self_w+1+x_shift)>>5][2]==1'b1)) begin
// below is solid. we need to know whether to interrupt the fsm or not
hit_ground <= 1;
end else begin
hit_ground <= 0;
end
if ((LOCAL_REG[(self_y-self_h+jump_y_motion-1)>>5][(self_x+x_shift)>>5][2]==1'b1) ||
(LOCAL_REG[(self_y-self_h+jump_y_motion-1)>>5][(self_x-self_w+1+x_shift)>>5][2]==1'b1)) begin
hit_ground <= 1;
for(int i=0;i>=-12;i--) begin
if ((LOCAL_REG[(self_y-self_h+i-1)>>5][(self_x+x_shift)>>5][2]==1'b1) ||
(LOCAL_REG[(self_y-self_h+i-1)>>5][(self_x-self_w+1+x_shift)>>5][2]==1'b1)) begin
self_y <= self_y_next + i;
break;
end
end
end else begin
hit_ground <= 0;
self_y <= self_y_next + jump_y_motion;
end
gravity <= gravity_next;
self_vx <= self_vx_next;
self_vy <= self_vy_next;
if ((self_x_next + key_vx) > max_x_vga) begin
// right corner passing right bound
x_shift <= x_shift_next + (key_vx);
self_x <= max_x_vga;
end else if ((self_x_next-self_w + key_vx) <= min_x_vga) begin
// left corner passing left bound
x_shift <= x_shift_next + (key_vx);
self_x <= min_x_vga+self_w-1;
end else begin
// in between
x_shift <= x_shift_next;
self_x <= (key_vx + self_x_next);
end
vx_test <= vx_test_next;
c1_on <= c1_on_next;
c2_on <= c2_on_next;
c3_on <= c3_on_next;
end
end
logic ball_on;
logic brick_on;
logic coin_on;
logic [9:0] block_offset;
logic score_on;
logic floor_on;
logic [9:0] floor_addr;
always_comb begin:Ball_on_proc
block_offset = 5'd0;
ball_on = 1'b0;
mario_address = 10'd0;
brick_on = 1'b0;
brick_addr = 10'd0;
coin_on=1'b0;
coin_addr=10'd0;
zero_addr = 10'd0;
one_addr = 10'd0;
two_addr = 10'd0;
three_addr = 10'd0;
score_on = 1'b0;
floor_on = 1'b0;
floor_addr = 10'd0;
if ((DrawX >= self_x-self_w+1) && (DrawX <= self_x) &&
(DrawY >= self_y-self_h+1) && (DrawY <= self_y)) begin
ball_on = 1'b1;
mario_address = ((31-(self_y-DrawY))*self_w)+(face_left?
(self_x-DrawX):(25-(self_x-DrawX)));
end else if (LOCAL_REG[DrawY[9:5]][(DrawX+x_shift)>>5]==3'b111) begin
// code for block
block_offset=DrawX+x_shift;
brick_on=1'b1;
brick_addr=(DrawY[4:0]*32) + block_offset[4:0];
end else if (LOCAL_REG[DrawY[9:5]][(DrawX+x_shift)>>5]==3'b110) begin
// code for brick/floor
block_offset=DrawX+x_shift;
floor_on=1'b1;
floor_addr=(DrawY[4:0]*32) + block_offset[4:0];
end else if (LOCAL_REG[DrawY[9:5]][(DrawX+x_shift)>>5]==3'b010) begin
// code for coin
block_offset=DrawX+x_shift;
coin_on = 1'b1;
if ((block_offset[4:0] <= 1) || (block_offset[4:0] >= 30))
coin_addr=10'd0; //give it transparent
else
coin_addr=(DrawY[4:0]*32) + block_offset[4:0]-2;
end else if ((DrawY[9:5]==score_y)&&(DrawX[9:5]==score_x)) begin
score_on = 1'b1;
zero_addr = DrawY[4:0]*32 + DrawX[4:0];
one_addr = DrawY[4:0]*32 + DrawX[4:0];
two_addr = DrawY[4:0]*32 + DrawX[4:0];
three_addr = DrawY[4:0]*32 + DrawX[4:0];
end
end
always_ff @ (posedge pixel_clk) begin:RGB_Display
if(~blank) begin
Red <= 8'h00;
Green <= 8'h00;
Blue <= 8'h00;
end else begin
if (score_on == 1'b1) begin
if(score == 3'b000) begin
Red <= number_pallete[zero_data][23:16];
Green <= number_pallete[zero_data][15:8];
Blue <= number_pallete[zero_data][7:0];
end else if (score == 3'b001) begin
Red <= number_pallete[one_data][23:16];
Green <= number_pallete[one_data][15:8];
Blue <= number_pallete[one_data][7:0];
end else if (score == 3'b010) begin
Red <= number_pallete[two_data][23:16];
Green <= number_pallete[two_data][15:8];
Blue <= number_pallete[two_data][7:0];
end else if (score == 3'b011) begin
Red <= number_pallete[three_data][23:16];
Green <= number_pallete[three_data][15:8];
Blue <= number_pallete[three_data][7:0];
end
end else if (ball_on==1'b1) begin
if(mario_pallete[mario_data] == transparent ) begin
Red <= 8'h61;
Green <= 8'h85;
Blue <= 8'hf8;
end else begin
Red <= mario_pallete[mario_data][23:16];
Green <= mario_pallete[mario_data][15:8];
Blue <= mario_pallete[mario_data][7:0];
end
end else if (brick_on==1'b1) begin
Red <= block_pallete[brick_data][23:16];
Green <= block_pallete[brick_data][15:8];
Blue <= block_pallete[brick_data][7:0];
end else if (floor_on==1'b1) begin
Red <= brick_pallete[floor_data][23:16];
Green <= brick_pallete[floor_data][15:8];
Blue <= brick_pallete[floor_data][7:0];
end else if (coin_on==1'b1) begin
if(coin_pallete[coin_data]==transparent) begin
Red <= 8'h61;
Green <= 8'h85;
Blue <= 8'hf8;
end else begin
Red <= coin_pallete[coin_data][23:16];
Green <= coin_pallete[coin_data][15:8];
Blue <= coin_pallete[coin_data][7:0];
end
end else begin
unique case (LOCAL_REG[DrawY[9:5]][(DrawX+x_shift)>>5])
3'b000, 3'b001 : begin
Red <= 8'h61;
Green <= 8'h85;
Blue <= 8'hf8;
end
3'b100, 3'b101, 3'b110, 3'b111 : begin
Red <= 8'h00;
Green <= 8'h00;
Blue <= 8'h50;
end
endcase
end
end
end
endmodule