source: vis_dev/vis-2.1/examples/ping_pong/ping_pong.v @ 11

Last change on this file since 11 was 11, checked in by cecile, 13 years ago

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1/*
2 * This code implements a game of ping pong (table tennis) between 2 players, with
3 * a slight twist: each player puts a ball into play at the same time.  There can
4 * be an indefinite delay from the time one player hits a ball until the time that
5 * the other player returns it.  If both balls are in play, then both players
6 * always hit each ball at the same instant.
7 *
8 * While both balls are in play, exactly one player may choose not to return his
9 * ball.  This leaves one ball in play.  If just one ball is in play, the ball
10 * should remain in play forever.
11 */
12
13typedef enum {BALL, NO_BALL} player_status;
14typedef enum {HIT, NO_HIT} action_type;
15
16module ping_pong(clk); 
17input clk; 
18
19/* signal declarations */
20action_type wire action_A, action_B;
21player_status wire state_A, state_B; 
22
23/* the ping pong players */
24player player_A(clk, action_B, action_A, state_A);
25player player_B(clk, action_A, action_B, state_B);
26
27never_no_balls nnb(clk, state_A, state_B);
28infinitely_often_hit ioh(clk, action_A);
29
30endmodule 
31 
32
33/*
34 * Two state process.  If the player doesn't have the ball (state NO_BALL) and the
35 * opponent hits the ball, then go to state BALL.  If the player has the ball, then
36 * if he doesn't hit the ball, then he remains in state BALL.  If he hits the ball,
37 * and the opponent doesn't also hit the ball, then go to state NO_BALL.
38 */
39module player(clk, opponent, me, state); 
40input clk; 
41input opponent; 
42output me;
43output state;
44
45action_type wire opponent, me, random;
46player_status reg state;
47
48initial state = BALL;
49
50/* set the value of the output of the player */
51
52assign random = $ND(HIT, NO_HIT);
53assign me = (state == BALL) ? random : NO_HIT;
54
55always @(posedge clk) begin
56    case(state)
57        BALL:
58            begin
59            if ((me == HIT) && (opponent == NO_HIT))
60                state = NO_BALL;
61            end
62
63        NO_BALL:
64            begin
65            if (opponent == HIT) 
66                state = BALL;
67            end
68     
69        default:;
70        endcase;
71end
72endmodule
73
74/*
75 * If it's ever the case that neither player has a ball, then go to state BAD
76 * and stay there.
77 */
78typedef enum {GOOD, BAD} prop1_status;
79
80module never_no_balls(clk, state_A, state_B); 
81input clk; 
82input state_A;
83input state_B;
84
85player_status wire state_A, state_B;
86prop1_status reg state;
87
88initial state = GOOD;
89
90always @(posedge clk) begin
91    case(state)
92        GOOD:
93            begin
94            if ((state_A == NO_BALL) && (state_B == NO_BALL))
95                state = BAD;
96            end
97
98        BAD:
99            begin
100            state = BAD;
101            end
102
103        default:;
104        endcase;
105end
106endmodule
107
108
109/*
110 * If player does not hit the ball now, then he will sometime in the future.
111 */
112typedef enum {OKAY, PENDING} prop2_status;
113
114module infinitely_often_hit(clk, player_action); 
115input clk; 
116input player_action;
117
118action_type wire player_action;
119prop2_status reg state;
120
121initial state = OKAY;
122
123always @(posedge clk) begin
124    case(state)
125        OKAY:
126            begin
127            if (player_action == NO_HIT)
128                state = PENDING;
129            end
130
131        PENDING:
132            begin
133            if (player_action == HIT)
134                state = OKAY;
135            end
136
137        default:;
138        endcase;
139end
140endmodule
141
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