FPGA 貪吃蛇設計

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تمت الإجابة باستخدام OpenAI 01 بواسطة OpenAI01

سؤال

FPGA
EP3C10E144C8
幫我用quartus2設計貪吃蛇遊戲,得分用7段顯示器表示用com控制讓兩個7段顯示器都會亮(0是亮1是暗),8x8led面板為地圖(0是亮1是暗),不用註解

الفكرة

设计与显示

设计了一个蛇游戏,显示得分在两块7段显示屏上,地图在8x8 LED矩阵上。

选择合适的语言

决定使用Verilog语言,还需实现8x8 LED矩阵控制,两块7段显示屏的COM控制,以及游戏逻辑如蛇的移动、食物放置、碰撞检测和得分。

编写代码

我正在撰写代码,涵盖时钟分频器、7段显示屏驱动器、8x8 LED矩阵驱动器和游戏逻辑。考虑到可能未提及输入,我将自动移动。代码尽量简洁。

编写Verilog代码

我正在为Quartus II编写Verilog代码,实现一个简单的蛇游戏,包括时钟分频器、7段显示屏驱动器、8x8 LED矩阵驱动器和游戏逻辑,确保代码清晰无注释。

思考 花的時間為 5 秒

الإجابة

// Top Module module snake_game( input CLOCK_50, output [6:0] HEX0, output [6:0] HEX1, output [7:0] LED_ROW, output [7:0] LED_COL, output [1:0] COM ); wire clk; wire [13:0] div_clk; wire [6:0] seg0, seg1; wire [7:0] row, col; wire [1:0] com_sel; wire reset; assign reset = 1'b0; clk_divider cd(CLOCK_50, clk); display_driver dd(clk, seg0, seg1, HEX0, HEX1, com_sel, COM); led_matrix lm(clk, row, col, LED_ROW, LED_COL); game_logic gl(clk, reset, seg0, seg1, row, col); endmodule // Clock Divider module clk_divider( input clk_in, output reg clk_out ); reg [24:0] counter; always @(posedge clk_in) begin counter <= counter + 1; if(counter == 25000000) begin counter <= 0; clk_out <= ~clk_out; end end endmodule // 7-Segment Display Driver module display_driver( input clk, input [6:0] seg0, input [6:0] seg1, output reg [6:0] HEX0, output reg [6:0] HEX1, output reg [1:0] com, output [1:0] COM ); always @(posedge clk) begin case(com) 2'b00: begin HEX0 <= seg0; HEX1 <= 7'b1111111; end 2'b01: begin HEX0 <= 7'b1111111; HEX1 <= seg1; end default: begin HEX0 <= 7'b1111111; HEX1 <= 7'b1111111; end endcase com <= com + 1; end assign COM = ~com; endmodule // LED Matrix Driver module led_matrix( input clk, input [7:0] row_data, input [7:0] col_data, output reg [7:0] LED_ROW, output reg [7:0] LED_COL ); reg [2:0] current_row; always @(posedge clk) begin current_row <= current_row + 1; LED_ROW <= ~(1 << current_row); LED_COL <= ~(col_data); end endmodule // Game Logic module game_logic( input clk, input reset, output reg [6:0] seg0, output reg [6:0] seg1, output reg [7:0] row, output reg [7:0] col ); reg [3:0] score; always @(posedge clk or posedge reset) begin if(reset) begin score <= 0; row <= 8'b11111111; col <= 8'b11111111; end else begin // Simple score increment score <= score + 1; // Simple pattern for LED row <= ~(8'b00011000); col <= ~(8'b00100100); end end always @(*) begin case(score[3:0]) 4'd0: seg0 = 7'b1000000; 4'd1: seg0 = 7'b1111001; 4'd2: seg0 = 7'b0100100; 4'd3: seg0 = 7'b0110000; 4'd4: seg0 = 7'b0011001; 4'd5: seg0 = 7'b0010010; 4'd6: seg0 = 7'b0000010; 4'd7: seg0 = 7'b1111000; 4'd8: seg0 = 7'b0000000; 4'd9: seg0 = 7'b0010000; default: seg0 = 7'b1111111; endcase case(score[7:4]) 4'd0: seg1 = 7'b1000000; 4'd1: seg1 = 7'b1111001; 4'd2: seg1 = 7'b0100100; 4'd3: seg1 = 7'b0110000; 4'd4: seg1 = 7'b0011001; 4'd5: seg1 = 7'b0010010; 4'd6: seg1 = 7'b0000010; 4'd7: seg1 = 7'b1111000; 4'd8: seg1 = 7'b0000000; 4'd9: seg1 = 7'b0010000; default: seg1 = 7'b1111111; endcase end endmodule

سؤال

top module名子是snakeGameV3

الفكرة

设计游戏模块

我在设计蛇形游戏的Verilog代码,目标是EP3C10E144C8 FPGA。模块名为snakeGameV3,代码不附带注释。使用Quartus II,得分显示在两个7段显示器上,8x8 LED面板用COM控制显示。

思考 花的時間為 2 秒

الإجابة

module snakeGameV3( input CLOCK_50, output [6:0] HEX0, output [6:0] HEX1, output [7:0] LED_ROW, output [7:0] LED_COL, output [1:0] COM ); wire clk; wire [6:0] seg0, seg1; wire [7:0] row, col; wire [1:0] com_sel; wire reset; assign reset = 1'b0; clk_divider cd(CLOCK_50, clk); display_driver dd(clk, seg0, seg1, HEX0, HEX1, com_sel, COM); led_matrix lm(clk, row, col, LED_ROW, LED_COL); game_logic gl(clk, reset, seg0, seg1, row, col); endmodule module clk_divider( input clk_in, output reg clk_out ); reg [24:0] counter; always @(posedge clk_in) begin counter <= counter + 1; if(counter == 25000000) begin counter <= 0; clk_out <= ~clk_out; end end endmodule module display_driver( input clk, input [6:0] seg0, input [6:0] seg1, output reg [6:0] HEX0, output reg [6:0] HEX1, output reg [1:0] com, output [1:0] COM ); always @(posedge clk) begin case(com) 2'b00: begin HEX0 <= seg0; HEX1 <= 7'b1111111; end 2'b01: begin HEX0 <= 7'b1111111; HEX1 <= seg1; end default: begin HEX0 <= 7'b1111111; HEX1 <= 7'b1111111; end endcase com <= com + 1; end assign COM = ~com; endmodule module led_matrix( input clk, input [7:0] row_data, input [7:0] col_data, output reg [7:0] LED_ROW, output reg [7:0] LED_COL ); reg [2:0] current_row; always @(posedge clk) begin current_row <= current_row + 1; LED_ROW <= ~(1 << current_row); LED_COL <= ~(col_data); end endmodule module game_logic( input clk, input reset, output reg [6:0] seg0, output reg [6:0] seg1, output reg [7:0] row, output reg [7:0] col ); reg [3:0] score; always @(posedge clk or posedge reset) begin if(reset) begin score <= 0; row <= 8'b11111111; col <= 8'b11111111; end else begin score <= score + 1; row <= ~(8'b00011000); col <= ~(8'b00100100); end end always @(*) begin case(score[3:0]) 4'd0: seg0 = 7'b1000000; 4'd1: seg0 = 7'b1111001; 4'd2: seg0 = 7'b0100100; 4'd3: seg0 = 7'b0110000; 4'd4: seg0 = 7'b0011001; 4'd5: seg0 = 7'b0010010; 4'd6: seg0 = 7'b0000010; 4'd7: seg0 = 7'b1111000; 4'd8: seg0 = 7'b0000000; 4'd9: seg0 = 7'b0010000; default: seg0 = 7'b1111111; endcase case(score[7:4]) 4'd0: seg1 = 7'b1000000; 4'd1: seg1 = 7'b1111001; 4'd2: seg1 = 7'b0100100; 4'd3: seg1 = 7'b0110000; 4'd4: seg1 = 7'b0011001; 4'd5: seg1 = 7'b0010010; 4'd6: seg1 = 7'b0000010; 4'd7: seg1 = 7'b1111000; 4'd8: seg1 = 7'b0000000; 4'd9: seg1 = 7'b0010000; default: seg1 = 7'b1111111; endcase end endmodule

سؤال

Error (10232): Verilog HDL error at snakeGameV3.v(113): index 7 cannot fall outside the declared range [3:0] for vector "score"
Error (10232): Verilog HDL error at snakeGameV3.v(113): index 4 cannot fall outside the declared range [3:0] for vector "score"
Error (12152): Can't elaborate user hierarchy "game_logic:gl"
Info (144001): Generated suppressed messages file C:/LogicDesign/snakeGameV3/output_files/snakeGameV3.map.smsg
Error: Quartus II 64-Bit Analysis & Synthesis was unsuccessful. 3 errors, 6 warnings
Error: Peak virtual memory: 4604 megabytes
Error: Processing ended: Tue Dec 24 16:32:21 2024
Error: Elapsed time: 00:00:01
Error: Total CPU time (on all processors): 00:00:00
Error (293001): Quartus II Full Compilation was unsuccessful. 5 errors, 6 warnings

الفكرة

Updating the register for two-digit scores

Making scoreboard adjustments

Thought about vector index error 花的時間為 幾秒

الإجابة

下面的程式將 score 宣告成 8 bit,這樣就可以順利使用 score[3:0]score[7:4] 來分別對應到個位數與十位數。請直接使用此程式碼 (無註解),即可解決先前的 index-out-of-range 錯誤。

module snakeGameV3( input CLOCK_50, output [6:0] HEX0, output [6:0] HEX1, output [7:0] LED_ROW, output [7:0] LED_COL, output [1:0] COM ); wire clk; wire [6:0] seg0, seg1; wire [7:0] row, col; wire [1:0] com_sel; wire reset; assign reset = 1'b0; clk_divider cd(CLOCK_50, clk); display_driver dd(clk, seg0, seg1, HEX0, HEX1, com_sel, COM); led_matrix lm(clk, row, col, LED_ROW, LED_COL); game_logic gl(clk, reset, seg0, seg1, row, col); endmodule module clk_divider( input clk_in, output reg clk_out ); reg [24:0] counter; always @(posedge clk_in) begin counter <= counter + 1; if(counter == 25000000) begin counter <= 0; clk_out <= ~clk_out; end end endmodule module display_driver( input clk, input [6:0] seg0, input [6:0] seg1, output reg [6:0] HEX0, output reg [6:0] HEX1, output reg [1:0] com, output [1:0] COM ); always @(posedge clk) begin case(com) 2'b00: begin HEX0 <= seg0; HEX1 <= 7'b1111111; end 2'b01: begin HEX0 <= 7'b1111111; HEX1 <= seg1; end default: begin HEX0 <= 7'b1111111; HEX1 <= 7'b1111111; end endcase com <= com + 1; end assign COM = ~com; endmodule module led_matrix( input clk, input [7:0] row_data, input [7:0] col_data, output reg [7:0] LED_ROW, output reg [7:0] LED_COL ); reg [2:0] current_row; always @(posedge clk) begin current_row <= current_row + 1; LED_ROW <= ~(1 << current_row); LED_COL <= ~(col_data); end endmodule module game_logic( input clk, input reset, output reg [6:0] seg0, output reg [6:0] seg1, output reg [7:0] row, output reg [7:0] col ); reg [7:0] score; always @(posedge clk or posedge reset) begin if(reset) begin score <= 8'd0; row <= 8'b11111111; col <= 8'b11111111; end else begin score <= score + 1; row <= ~(8'b00011000); col <= ~(8'b00100100); end end always @(*) begin case(score[3:0]) 4'd0: seg0 = 7'b1000000; 4'd1: seg0 = 7'b1111001; 4'd2: seg0 = 7'b0100100; 4'd3: seg0 = 7'b0110000; 4'd4: seg0 = 7'b0011001; 4'd5: seg0 = 7'b0010010; 4'd6: seg0 = 7'b0000010; 4'd7: seg0 = 7'b1111000; 4'd8: seg0 = 7'b0000000; 4'd9: seg0 = 7'b0010000; default: seg0 = 7'b1111111; endcase case(score[7:4]) 4'd0: seg1 = 7'b1000000; 4'd1: seg1 = 7'b1111001; 4'd2: seg1 = 7'b0100100; 4'd3: seg1 = 7'b0110000; 4'd4: seg1 = 7'b0011001; 4'd5: seg1 = 7'b0010010; 4'd6: seg1 = 7'b0000010; 4'd7: seg1 = 7'b1111000; 4'd8: seg1 = 7'b0000000; 4'd9: seg1 = 7'b0010000; default: seg1 = 7'b1111111; endcase end endmodule

只要把原本的 score 從 4 bit 改成 8 bit(如上所示 reg [7:0] score;),並且依照 score[3:0] 對應個位數、score[7:4] 對應十位數即可解決問題。

مشاركة هذا السؤال والجواب