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vga.vhd
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vga.vhd
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library IEEE;
use IEEE.STD_LOGIC_1164.ALL;
use IEEE.STD_LOGIC_ARITH.ALL;
use IEEE.STD_LOGIC_UNSIGNED.ALL;
entity vga is
Port ( clk50 : in STD_LOGIC;
global_hsync : out bit;
global_vsync : out bit;
global_rgb : out STD_LOGIC_VECTOR (2 downto 0);
global_kbclk: in std_logic;
global_kbdata: in std_logic);
end vga;
architecture Behavioral of vga is
component keyboard
port (
kbclk: in std_logic;
kbdata: in std_logic;
clk: in std_logic;
keysout : out std_logic_vector(13 downto 0)
);
end component;
component process_keys
port (
keys_in : in std_logic_vector(13 downto 5);
reset: in bit;
game_over: in std_logic;
clk25: in bit;
hold_out: out std_logic;
inverse_out: out bit;
ballspeed_out : out std_logic_vector(1 downto 0);
paddlespeed_out : out bit;
AI_out: out std_logic;
switch_out: out std_logic
);
end component;
component SignalTiming
Port (
hsync, vsync : out bit;
X : out integer range 0 to 640;
Y : out integer range 0 to 480;
clk25 : in bit);
end component;
component ausgabe
Port (
X : in integer range 0 to 640;
Y : in integer range 0 to 480;
rgb_in : in STD_LOGIC_VECTOR (2 downto 0);
rgb_out: out STD_LOGIC_VECTOR (2 downto 0)
);
end component;
component inverter
Port (
inverse : in bit;
rgb_in : in STD_LOGIC_VECTOR (2 downto 0);
rgb_out: out STD_LOGIC_VECTOR (2 downto 0)
);
end component;
component background
Port (
switch : in std_logic;
X : in integer range 0 to 640;
Y : in integer range 0 to 480;
rgb_out : out STD_LOGIC_VECTOR (2 downto 0);
clk25 : in bit);
end component;
component balken
Port (
speed : in bit;
hold : in std_logic;
buttons : in std_logic_vector (3 downto 0);
bar_left : out integer range 0 to 430;
bar_right : out integer range 0 to 430;
right_ai: in integer range 0 to 430;
ai_enabled: in std_logic;
X : in integer range 0 to 640;
Y : in integer range 0 to 480;
rgb_in : in STD_LOGIC_VECTOR (2 downto 0);
rgb_out : out STD_LOGIC_VECTOR (2 downto 0);
clk25 : in bit;
reset : in bit);
end component;
component ball is
Port ( speed : in std_logic_vector (1 downto 0);
hold : in std_logic;
bar_left : in integer range 0 to 430;
bar_right : in integer range 0 to 430;
X : in integer range 0 to 640;
Y : in integer range 0 to 480;
ball_out : out bit;
rgb_in : in STD_LOGIC_VECTOR (2 downto 0);
rgb_out : out STD_LOGIC_VECTOR (2 downto 0);
clk25 : in bit;
reset : in bit;
forward_game_over : out std_logic;
ball_y_pos_out: out integer range 0 to 480);
end component;
component ball_out_handler is
Port ( ball_out : in bit;
rgb_in : in STD_LOGIC_VECTOR (2 downto 0);
rgb_out: out STD_LOGIC_VECTOR (2 downto 0);
clk25 : in bit);
end component;
component AI is
Port (
right_pos: in integer range 0 to 430;
right_pos_out: out integer range 0 to 430;
ball_pos: in integer range 0 to 480
);
end component;
signal intermediate_bar_left : integer range 0 to 430; -- output of balken
signal intermediate_bar_right : integer range 0 to 430;
signal intermediate_ball_out : bit;
signal intermediate_X : integer range 0 to 640;
signal intermediate_Y : integer range 0 to 480;
signal intermediate_hsync, intermediat_vsync : bit;
signal intermediate_clk25 : bit;
signal intermediate_rgb1 : STD_LOGIC_VECTOR (2 downto 0); -- hintergrund
signal intermediate_rgb2 : STD_LOGIC_VECTOR (2 downto 0); -- inverter
signal intermediate_rgb3 : STD_LOGIC_VECTOR (2 downto 0); -- balken
signal intermediate_rgb4 : STD_LOGIC_VECTOR (2 downto 0); -- ball
signal intermediate_rgb5 : STD_LOGIC_VECTOR (2 downto 0); -- game over
signal intermediate_keys : STD_LOGIC_VECTOR (13 downto 0);
signal intermediate_reset : bit;
signal intermediate_hold: std_logic;
signal intermediate_inverse: bit;
signal intermediate_game_over: std_logic;
signal intermediate_ballspeed: std_logic_vector (1 downto 0);
signal intermediate_paddlespeed: bit;
signal intermediate_ballpos : integer range 0 to 480;
signal intermediate_ai_enabled : std_logic;
signal intermediate_bar_right2 : integer range 0 to 430; -- output of AI
signal intermediate_switch_out : std_logic;
begin
process (clk50)
begin
if clk50'event and clk50='1' then
if (intermediate_clk25 = '0') then
intermediate_clk25 <= '1';
if intermediate_keys(4) = '1' then
intermediate_reset <= '1';
else
intermediate_reset <= '0';
end if;
else
intermediate_clk25 <= '0';
end if;
end if;
end process;
keys : keyboard port map (
kbclk => global_kbclk,
kbdata => global_kbdata,
clk => clk50,
keysout => intermediate_keys);
verarbeite_keys : process_keys port map (
keys_in => intermediate_keys(13 downto 5),
reset => intermediate_reset,
game_over => intermediate_game_over,
clk25 => intermediate_clk25,
hold_out => intermediate_hold,
inverse_out => intermediate_inverse,
ballspeed_out => intermediate_ballspeed,
paddlespeed_out => intermediate_paddlespeed,
AI_out => intermediate_ai_enabled,
switch_out => intermediate_switch_out);
sigTime : SignalTiming port map (
hsync => intermediate_hsync,
vsync => intermediat_vsync,
X => intermediate_X,
Y => intermediate_Y,
clk25 => intermediate_clk25);
bg : background port map (
switch => intermediate_switch_out, -- spacebar
X => intermediate_X,
Y => intermediate_Y,
rgb_out => intermediate_rgb1,
clk25 => intermediate_clk25);
invers : inverter port map (
inverse => intermediate_inverse,
rgb_in => intermediate_rgb1,
rgb_out => intermediate_rgb2);
KI : AI port map (
right_pos => intermediate_bar_right,
right_pos_out => intermediate_bar_right2,
ball_pos => intermediate_ballpos
);
male_balken : balken port map (
speed => intermediate_paddlespeed,
hold => intermediate_hold,
bar_left => intermediate_bar_left,
bar_right => intermediate_bar_right,
right_ai => intermediate_bar_right2,
ai_enabled => intermediate_ai_enabled,
buttons => intermediate_keys (3 downto 0),
X => intermediate_X,
Y => intermediate_Y,
rgb_in => intermediate_rgb2,
rgb_out => intermediate_rgb3,
clk25 => intermediate_clk25,
reset => intermediate_reset);
male_ball : ball port map (
speed => intermediate_ballspeed (1 downto 0),
hold => intermediate_hold,
bar_left => intermediate_bar_left,
bar_right => intermediate_bar_right,
ball_out => intermediate_ball_out,
X => intermediate_X,
Y => intermediate_Y,
rgb_in => intermediate_rgb3,
rgb_out => intermediate_rgb4,
clk25 => intermediate_clk25,
reset => intermediate_reset,
forward_game_over => intermediate_game_over,
ball_y_pos_out => intermediate_ballpos);
ball_out_inverse : ball_out_handler port map (
ball_out => intermediate_ball_out,
rgb_in => intermediate_rgb4,
rgb_out => intermediate_rgb5,
clk25 => intermediate_clk25);
aus : ausgabe port map (
X => intermediate_X,
Y => intermediate_Y,
rgb_in => intermediate_rgb5,
rgb_out => global_rgb
);
global_hsync <= intermediate_hsync;
global_vsync <= intermediat_vsync;
end Behavioral;