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player2.sv
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module player2(
input Reset, frame_clk,
input [15:0] keycode0, keycode1, keycode2,
input [9:0] damage,
input [3:0] combo,
input ball_ready,
input ending,
output logic face,
output logic summon_ball,
output logic [9:0] player_hp,
output logic [9:0] player_x, player_y,
output logic [8:0] action
);
logic [9:0] player_X, player_Y, player_xm, player_ym;
logic [8:0] next_action;
logic jump;
logic keysdown [5];
parameter [9:0] player_ycenter=300;
parameter [9:0] player_xcenter=480;
always_comb begin
next_action = 0;
if (action >= 24 && action < 89)
next_action = action + 1;
else if ((action >= 90 && action < 113) || (action >= 114 && action < 137) || (action >= 138 && action < 171) || (action >= 162 && action < 173) || (action >= 174 && action < 185) || (action >= 186 && action < 201))
next_action = action + 1;
else if (action == 173)
next_action = 90;
if ((keysdown[0] || keysdown[1]) && jump == 0) begin
if ((keysdown[0] && keysdown[1]) || action == 23)
next_action = 0;
else if (action <= 23)
next_action = action + 1;
end
if (keysdown[2] && action <= 23)
next_action = 24;
else if (keysdown[4] && ball_ready && action <= 23)
next_action = 186;
else if (keysdown[3]) begin
if (action <= 23 || action >= 174 || (combo == 4'd0 && (action == 113 || action == 137 || action == 161)))
next_action = 90;
else if (combo > 4'd0 && action >= 90 && action < 173)
next_action = action + 1;
end
end
always_ff @ (posedge Reset or posedge frame_clk )
begin: player_cloud
keysdown[0] = (keycode0[15:8] == 4 || keycode0[7:0] == 4 || keycode1[15:8] == 4 || keycode1[7:0] == 4 || keycode2[15:8] == 4 || keycode2[7:0] == 4) && ending;;
keysdown[1] = (keycode0[15:8] == 7 || keycode0[7:0] == 7 || keycode1[15:8] == 7 || keycode1[7:0] == 7 || keycode2[15:8] == 7 || keycode2[7:0] == 7) && ending;;
keysdown[2] = (keycode0[15:8] == 26 || keycode0[7:0] == 26 || keycode1[15:8] == 26 || keycode1[7:0] == 26 || keycode2[15:8] == 26 || keycode2[7:0] == 26) && ending;;
keysdown[3] = (keycode0[15:8] == 14 || keycode0[7:0] == 14 || keycode1[15:8] == 14 || keycode1[7:0] == 14 || keycode2[15:8] == 14 || keycode2[7:0] == 14) && ending;;
keysdown[4] = (keycode0[15:8] == 15 || keycode0[7:0] == 15 || keycode1[15:8] == 15 || keycode1[7:0] == 15 || keycode2[15:8] == 15 || keycode2[7:0] == 15) && ending;;
if (Reset) // Asynchronous Reset
begin
player_ym <= 10'd0; //cloud_Y_Step;
player_xm <= 10'd0; //cloud_X_Step;
player_hp <= 150;
player_Y <= player_ycenter;
player_X <= player_xcenter;
action <= 0;
face <= 1;
jump <= 0;
summon_ball <= 0;
end
else begin
player_xm <= 0;
player_ym <= 0;
summon_ball <= 0;
if (action <= 71) begin
if (keysdown[0] && !keysdown[1]) begin
player_xm <= -3;
face <= 1;
end
else if (keysdown[1] && !keysdown[0]) begin
player_xm <= 3;
face <= 0;
end
end
if (action == 24)
jump <= 1;
else if (action == 89)
jump <= 0;
else if (action >= 36 && action <= 71) begin
if (action <= 38)
player_ym <= -30;
else if (action <= 41)
player_ym <= -10;
else if (action <= 47)
player_ym <= -3;
else if (action <= 53)
player_ym <= 0;
else if (action <= 59)
player_ym <= 3;
else
player_ym <= 10;
end
else if ((action >= 102 && action <= 104) || (action >= 114 && action <= 116) || (action >= 138 && action <= 140))
player_xm <= face == 0 ? 1 : -1;
else if (action >= 150 && action < 152)
player_xm <= face == 0 ? 3 : -3;
else if ((action >= 162 && action <= 173))
player_xm <= face == 1 ? 1 : -1;
else if (action == 186)
summon_ball <= 1;
if (player_X + player_xm < 10'd10)
player_X <= 10;
else if (player_X + player_xm > 10'd550)
player_X <= 550;
else
player_X <= player_X + player_xm;
player_Y <= player_Y + player_ym;
action <= next_action;
if (player_hp < damage)
player_hp <= 10'd0;
else
player_hp <= player_hp - damage;
end
end
assign player_x = player_X;
assign player_y = player_Y;
endmodule