使用VHDL编写10个选手参与抢答从某个选手最快按下抢答键开始,所有选手的抢答键被锁定(屏蔽),并令结果显示驱动器输出该选手的编号,用于驱动七段液晶显示器; 结果锁定后可以进行手动重置,并重新开始抢答需要分别完成以下3个模块的VHDL设计并分别进行仿真测试:选手按键编码模块,抢答及锁定模块,结果显示驱动模块;
时间: 2023-12-14 11:40:26 浏览: 65
模块1:选手按键编码模块
该模块的任务是将每个选手的按键编码成一个唯一的数字。我们假设有10个选手,它们的按键被连接到FPGA芯片的10个输入管脚上。我们可以使用10位二进制数字来表示这些输入,其中每一位代表一个选手的按键状态(按下或未按下)。
下面是该模块的VHDL代码:
```vhdl
library IEEE;
use IEEE.STD_LOGIC_1164.ALL;
use IEEE.STD_LOGIC_UNSIGNED.ALL;
entity player_input_encoder is
Port ( player_input : in STD_LOGIC_VECTOR (9 downto 0);
player_code : out STD_LOGIC_VECTOR (3 downto 0));
end player_input_encoder;
architecture Behavioral of player_input_encoder is
begin
process(player_input)
begin
case player_input is
when "0000000001" => player_code <= "0000"; -- player 1
when "0000000010" => player_code <= "0001"; -- player 2
when "0000000100" => player_code <= "0010"; -- player 3
when "0000001000" => player_code <= "0011"; -- player 4
when "0000010000" => player_code <= "0100"; -- player 5
when "0000100000" => player_code <= "0101"; -- player 6
when "0001000000" => player_code <= "0110"; -- player 7
when "0010000000" => player_code <= "0111"; -- player 8
when "0100000000" => player_code <= "1000"; -- player 9
when "1000000000" => player_code <= "1001"; -- player 10
when others => player_code <= "XXXX"; -- invalid input
end case;
end process;
end Behavioral;
```
在这个代码中,我们使用了一个process块来处理输入。我们使用case语句来判断输入的二进制数字代表哪个选手的按键被按下。如果输入无效,则将输出设置为“XXXX”。
模块2:抢答及锁定模块
该模块的任务是在检测到第一个选手按下抢答键后,锁定所有选手的按键并显示胜利者的编号。我们可以使用一个触发器来锁定所有选手的按键,并使用一个计数器来记录胜利者的编号。当触发器被触发时,计数器将被锁定,并且结果将会被显示在七段液晶显示器上。
下面是该模块的VHDL代码:
```vhdl
library IEEE;
use IEEE.STD_LOGIC_1164.ALL;
use IEEE.STD_LOGIC_UNSIGNED.ALL;
entity buzzer_and_lock is
Port ( player_code : in STD_LOGIC_VECTOR (3 downto 0);
buzzer : out STD_LOGIC;
victory_lock : out STD_LOGIC;
victory_player : out STD_LOGIC_VECTOR (3 downto 0));
end buzzer_and_lock;
architecture Behavioral of buzzer_and_lock is
signal counter : std_logic_vector(3 downto 0);
signal trigger : std_logic := '0';
signal locked : std_logic := '0';
begin
process(player_code, trigger, locked, counter)
begin
if (trigger = '1' and not locked) then -- first player to hit buzzer
locked <= '1';
victory_lock <= '1';
case player_code is
when "0000" => counter <= "0001"; -- player 1
when "0001" => counter <= "0010"; -- player 2
when "0010" => counter <= "0011"; -- player 3
when "0011" => counter <= "0100"; -- player 4
when "0100" => counter <= "0101"; -- player 5
when "0101" => counter <= "0110"; -- player 6
when "0110" => counter <= "0111"; -- player 7
when "0111" => counter <= "1000"; -- player 8
when "1000" => counter <= "1001"; -- player 9
when "1001" => counter <= "1010"; -- player 10
when others => counter <= "0000"; -- invalid input
end case;
elsif (locked) then -- display winner
buzzer <= '1';
victory_player <= counter;
else
buzzer <= '0';
victory_lock <= '0';
counter <= "0000";
end if;
end process;
end Behavioral;
```
在这个代码中,我们使用了一个process块来处理输入。我们使用一个触发器来检测第一个选手按下抢答键。如果触发器被触发,则锁定所有选手的按键,并将胜利者的编号记录到计数器中。如果锁定,则将输出胜利者的编号,并将蜂鸣器打开以表示游戏已结束。如果未锁定,则计数器将被重置。
模块3:结果显示驱动模块
该模块的任务是将胜利者的编号转换为七段液晶显示器上的数字。我们使用一个查找表来将每个数字映射到七段液晶显示器上的段。我们还需要使用一个时钟来控制液晶显示器的刷新速率,以确保数字正确地显示。
下面是该模块的VHDL代码:
```vhdl
library IEEE;
use IEEE.STD_LOGIC_1164.ALL;
use IEEE.STD_LOGIC_UNSIGNED.ALL;
entity seven_segment_driver is
Port ( victory_player : in STD_LOGIC_VECTOR (3 downto 0);
clk : in STD_LOGIC;
segment : out STD_LOGIC_VECTOR (6 downto 0));
end seven_segment_driver;
architecture Behavioral of seven_segment_driver is
signal lookup_table : std_logic_vector(9 downto 0) := "0000000000";
signal counter : std_logic_vector(3 downto 0) := "0000";
begin
process(clk)
begin
if (rising_edge(clk)) then
counter <= counter + 1;
if (counter = "1001") then
counter <= "0000";
end if;
end if;
end process;
lookup_table <= "00111111"; -- 0
lookup_table <= "00000110"; -- 1
lookup_table <= "01011011"; -- 2
lookup_table <= "01001111"; -- 3
lookup_table <= "01100110"; -- 4
lookup_table <= "01101101"; -- 5
lookup_table <= "01111101"; -- 6
lookup_table <= "00000111"; -- 7
lookup_table <= "01111111"; -- 8
lookup_table <= "01101111"; -- 9
segment <= lookup_table(to_integer(unsigned(victory_player)));
end Behavioral;
```
在这个代码中,我们使用了一个process块来处理时钟输入。我们使用一个计数器来控制液晶显示器的刷新速率,并使用一个查找表来将胜利者的编号映射到七段液晶显示器上的数字。我们使用to_integer函数将胜利者的编号转换为整数,以便我们可以使用它来访问查找表中的正确条目。
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