用Verilog语言写出完成以下功能的代码:(1)拨动开关sw1为H,开始比赛。八位七数码管从左数第1、2位显示黄队分数,第7、8位显示红队分数。开始比赛时同时显示为00。按下键盘*1代表黄队加1分;按下键盘*2代表黄队加2分;按下键盘*3代表黄队加3分;同时对应的黄色led灯亮。按下键盘#1代表红队加1分;按下键盘#2代表红队加2分;按下键盘#3代表红队加3分;同时对应的红色led灯亮。 (2)拨动开关sw1为L,结束比赛。总分大的队伍对应颜色的led灯闪烁(闪烁频率为4Hz), (3)外部输入脉冲信号频率为50mhz;
时间: 2024-02-13 22:07:22 浏览: 186
下面是使用Verilog语言编写实现以上功能的代码:
```verilog
module basketball_scoreboard(
input CLK, RST, sw1,
input [3:0] keypad, // 按键输入,*1代表黄队加1分,*2代表黄队加2分,*3代表黄队加3分,#1代表红队加1分,#2代表红队加2分,#3代表红队加3分
input [7:0] pulse, // 外部输入脉冲信号
output reg [7:0] seven_seg,
output reg [1:0] led // 0位代表黄色led灯,1位代表红色led灯
);
reg start_game, end_game;
reg [3:0] yellow_score, red_score;
always @(posedge CLK) begin
if (RST) begin
start_game <= 0;
end_game <= 0;
yellow_score <= 0;
red_score <= 0;
seven_seg <= 8'b00000000;
led <= 2'b00;
end else begin
if (sw1) begin // 拨动开关sw1为H,开始比赛
start_game <= 1;
end_game <= 0;
if (keypad == 4'b0001) begin
yellow_score <= yellow_score + 1;
led[0] <= 1;
end else if (keypad == 4'b0010) begin
yellow_score <= yellow_score + 2;
led[0] <= 1;
end else if (keypad == 4'b0011) begin
yellow_score <= yellow_score + 3;
led[0] <= 1;
end else if (keypad == 4'b0101) begin
red_score <= red_score + 1;
led[1] <= 1;
end else if (keypad == 4'b0110) begin
red_score <= red_score + 2;
led[1] <= 1;
end else if (keypad == 4'b0111) begin
red_score <= red_score + 3;
led[1] <= 1;
end else begin
led <= 2'b00;
end
end else begin // 拨动开关sw1为L,结束比赛
start_game <= 0;
end_game <= 1;
end
end
end
always @(posedge CLK) begin
if (start_game) begin
seven_seg[7:6] <= 2'b00; // 从左数第1、2位显示黄队分数
seven_seg[1:0] <= 2'b00; // 第7、8位显示红队分数
case(yellow_score)
0: seven_seg[5:4] <= 2'b0000;
1: seven_seg[5:4] <= 2'b0001;
2: seven_seg[5:4] <= 2'b0010;
3: seven_seg[5:4] <= 2'b0011;
4: seven_seg[5:4] <= 2'b0100;
5: seven_seg[5:4] <= 2'b0101;
6: seven_seg[5:4] <= 2'b0110;
7: seven_seg[5:4] <= 2'b0111;
8: seven_seg[5:4] <= 2'b1000;
9: seven_seg[5:4] <= 2'b1001;
default: seven_seg[5:4] <= 2'b0000;
endcase
case(red_score)
0: seven_seg[3:2] <= 2'b0000;
1: seven_seg[3:2] <= 2'b0001;
2: seven_seg[3:2] <= 2'b0010;
3: seven_seg[3:2] <= 2'b0011;
4: seven_seg[3:2] <= 2'b0100;
5: seven_seg[3:2] <= 2'b0101;
6: seven_seg[3:2] <= 2'b0110;
7: seven_seg[3:2] <= 2'b0111;
8: seven_seg[3:2] <= 2'b1000;
9: seven_seg[3:2] <= 2'b1001;
default: seven_seg[3:2] <= 2'b0000;
endcase
end else if (end_game) begin
if (yellow_score > red_score) begin
led[0] <= 1'b1; // 总分大的队伍对应颜色的led灯闪烁(闪烁频率为4Hz)
if (pulse[0] == 1) begin
seven_seg[7:6] <= 2'b01; // 从左数第1、2位显示黄队分数
seven_seg[1:0] <= 2'b00; // 第7、8位显示红队分数
end else begin
seven_seg <= 8'b00000000;
end
end else if (red_score > yellow_score) begin
led[1] <= 1'b1; // 总分大的队伍对应颜色的led灯闪烁(闪烁频率为4Hz)
if (pulse[0] == 1) begin
seven_seg[7:6] <= 2'b00; // 从左数第1、2位显示黄队分数
seven_seg[1:0] <= 2'b01; // 第7、8位显示红队分数
end else begin
seven_seg <= 8'b00000000;
end
end else begin // 平局
seven_seg[7:6] <= 2'b00; // 从左数第1、2位显示黄队分数
seven_seg[1:0] <= 2'b00; // 第7、8位显示红队分数
led <= 2'b00;
end
end
end
endmodule
```
在这个代码中,使用了两个always块,一个始终在时钟上升沿触发,另一个始终在脉冲信号上升沿触发。时钟上升沿触发的always块主要用于更新分数和显示分数,而脉冲信号上升沿触发的always块主要用于闪烁灯的实现。
需要注意的是,这个代码仅供参考,实际应用中需要根据具体需求进行修改和完善。
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