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spaceinvaders_text.vhd
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-- Listing 13.6
-- FPGA based game: Space Invaders --
-- Writen by Samuel Viegas & Hugo Aquino --
library ieee;
use ieee.std_logic_1164.ALL;
use ieee.numeric_std.ALL;
entity spaceinvaders_text is
port(
clk, reset: in std_logic;
pixel_x, pixel_y: in std_logic_vector(9 downto 0);
dig0, dig1: in std_logic_vector(3 downto 0);
spaceship: in std_logic_vector(1 downto 0);
text_on: out std_logic_vector(3 downto 0);
text_rgb: out std_logic_vector(2 downto 0)
);
end spaceinvaders_text;
architecture arch of spaceinvaders_text is
signal pix_x, pix_y: unsigned(9 downto 0);
signal rom_addr: std_logic_vector(10 downto 0);
signal char_addr, char_addr_s, char_addr_r,
char_addr_o: std_logic_vector(6 downto 0);
signal row_addr, row_addr_s,row_addr_r,
row_addr_o: std_logic_vector(3 downto 0);
signal bit_addr, bit_addr_s,bit_addr_r,
bit_addr_o: std_logic_vector(2 downto 0);
signal font_word: std_logic_vector(7 downto 0);
signal font_bit: std_logic;
signal score_on,rule_on,over_on: std_logic;
signal rule_rom_addr: unsigned(5 downto 0);
type rule_rom_type is array (0 to 63) of
std_logic_vector (6 downto 0);
-- rull text ROM definition
constant RULE_ROM: rule_rom_type :=
(
-- row 1
"0000000", --
"0000000", --
"0000000", --
"0000000", --
"0000000", --
"1010010", -- R
"1010101", -- U
"1001100", -- L
"1000101", -- E
"1010011", -- S
"0111010", -- :
"0000000", --
"0000000", --
"0000000", --
"0000000", --
"0000000", --
-- row 2
"0000000", --
"1010101", -- U
"1110011", -- s
"1100101", -- e
"0000000", --
"1100010", -- b
"1110100", -- t
"1101110", -- n
"0000000", --
"0110000", -- 0
"0111010", -- :
"0110001", -- 1
"0000000", --
"1110100", -- t
"1101111", -- o
"0000000", --
-- row 3
"0000000", --
"1101101", -- m
"1101111", -- o
"1110110", -- v
"1100101", -- e
"0000000", --
"1110011", -- s
"1110000", -- p
"1100001", -- a
"1100011", -- c
"1100101", -- e
"1110011", -- s
"1101000", -- h
"1101001", -- i
"1110000", -- p
"0000000", --
-- row 4
"0100110", -- &
"0000000", --
"1100010", -- b
"1110100", -- t
"1101110", -- n
"0000000", --
"0110011", -- 3
"0000000", --
"1110100", -- t
"1101111", -- o
"0000000", --
"1110011", -- s
"1101000", -- h
"1101111", -- o
"1101111", -- o
"1110100" -- t
);
begin
pix_x <= unsigned(pixel_x);
pix_y <= unsigned(pixel_y);
-- instantiate font rom
font_unit: entity work.font_rom
port map(clk=>clk, reset=>reset, addr=>rom_addr, data=>font_word);
---------------------------------------------
-- score region
-- - display two-digit score, spaceship on top left
-- - scale to 16-by-32 font
-- - line 1, 21 chars: "Score:DD Spaceship:D"
---------------------------------------------
score_on <=
'1' when pix_y(9 downto 5)=0 and
pix_x(9 downto 4)<21 else
'0';
row_addr_s <= std_logic_vector(pix_y(4 downto 1));
bit_addr_s <= std_logic_vector(pix_x(3 downto 1));
with pix_x(8 downto 4) select
char_addr_s <=
"1010011" when "00000", -- S
"1100011" when "00001", -- c
"1101111" when "00010", -- o
"1110010" when "00011", -- r
"1100101" when "00100", -- e
"0111010" when "00101", -- :
"011" & dig1 when "00110", -- digit 10
"011" & dig0 when "00111", -- digit 1
"0000000" when "01000",
"0000000" when "01001",
"1010011" when "01010", -- S
"1110000" when "01011", -- p
"1100001" when "01100", -- a
"1100011" when "01101", -- c
"1100101" when "01110", -- e
"1010011" when "01111", -- S
"1101000" when "10000", -- h
"1101001" when "10001", -- i
"1110000" when "10010", -- p
"0111010" when "10011", -- :
"01100" & spaceship when others;
---------------------------------------------
-- rule region
-- - display rule (4-by-16 tiles)on center
-- - rule text:
-- Rule:
-- Use two buttons
-- to move spaceship
-- left and right
---------------------------------------------
rule_on <= '1' when pix_x(9 downto 7)= "010" and
pix_y(9 downto 6)= "0100" else
'0';
row_addr_r <= std_logic_vector(pix_y(3 downto 0));
bit_addr_r <= std_logic_vector(pix_x(2 downto 0));
rule_rom_addr <= pix_y(5 downto 4) & pix_x(6 downto 3);
char_addr_r <= RULE_ROM(to_integer(rule_rom_addr));
---------------------------------------------
-- game over region
-- - display }Game Over" on center
-- - scale to 32-by-64 fonts
---------------------------------------------
over_on <=
'1' when pix_y(9 downto 6)=3 and
5<= pix_x(9 downto 5) and pix_x(9 downto 5)<=13 else
'0';
row_addr_o <= std_logic_vector(pix_y(5 downto 2));
bit_addr_o <= std_logic_vector(pix_x(4 downto 2));
with pix_x(8 downto 5) select
char_addr_o <=
"1000111" when "0101", -- G x47
"1100001" when "0110", -- a x61
"1101101" when "0111", -- m x6d
"1100101" when "1000", -- e x65
"0000000" when "1001", --
"1001111" when "1010", -- O x4f
"1110110" when "1011", -- v x76
"1100101" when "1100", -- e x65
"1110010" when others; -- r x72
---------------------------------------------
-- mux for font ROM addresses and rgb
---------------------------------------------
process(score_on,rule_on,pix_x,pix_y,font_bit,
char_addr_s,char_addr_r,char_addr_o,
row_addr_s,row_addr_r,row_addr_o,
bit_addr_s,bit_addr_r,bit_addr_o)
begin
text_rgb <= "000"; -- background, black
if score_on='1' then
char_addr <= char_addr_s;
row_addr <= row_addr_s;
bit_addr <= bit_addr_s;
if font_bit='1' then
text_rgb <= "111";
end if;
elsif rule_on='1' then
char_addr <= char_addr_r;
row_addr <= row_addr_r;
bit_addr <= bit_addr_r;
if font_bit='1' then
text_rgb <= "111";
end if;
else -- game over
char_addr <= char_addr_o;
row_addr <= row_addr_o;
bit_addr <= bit_addr_o;
if font_bit='1' then
text_rgb <= "111";
end if;
end if;
end process;
-- '0' => logo on
text_on <= score_on & '0' & rule_on & over_on;
---------------------------------------------
-- font rom interface
---------------------------------------------
rom_addr <= char_addr & row_addr;
font_bit <= font_word(to_integer(unsigned(not bit_addr)));
end arch;