使用quartus的基于FPGA的五子棋游戏代码
时间: 2024-05-02 14:17:13 浏览: 22
以下是一个基于FPGA的五子棋游戏的Quartus代码示例。该代码主要由VHDL编写。请注意,此代码仅供参考,需要根据具体的FPGA板和要求进行修改。
```
--五子棋游戏主要代码
library IEEE;
use IEEE.STD_LOGIC_1164.ALL;
use IEEE.STD_LOGIC_ARITH.ALL;
use IEEE.STD_LOGIC_UNSIGNED.ALL;
entity gameboard is
Port ( clk : in STD_LOGIC;
reset : in STD_LOGIC;
player1 : in STD_LOGIC;
player2 : in STD_LOGIC;
row : in STD_LOGIC_VECTOR (3 downto 0);
col : in STD_LOGIC_VECTOR (3 downto 0);
reset_board : in STD_LOGIC;
winner : out STD_LOGIC;
tie : out STD_LOGIC;
game_over : out STD_LOGIC;
board : out STD_LOGIC_VECTOR (255 downto 0));
end gameboard;
architecture Behavioral of gameboard is
--全局变量定义
type state is (idle, player1_turn, player2_turn, game_over);
signal game_state, next_state : state;
signal player1_symbol, player2_symbol, current_symbol : std_logic;
signal current_row, current_col, next_row, next_col : integer range 0 to 15;
signal winner_found, tie_game : std_logic;
signal board_array : std_logic_vector(255 downto 0);
--状态机
begin
process(clk, reset) is
begin
if reset = '1' then
game_state <= idle;
elsif rising_edge(clk) then
game_state <= next_state;
end if;
end process;
--状态转移
process(game_state, player1, player2, winner_found, tie_game) is
begin
case game_state is
when idle =>
if reset_board = '1' then
next_state <= idle;
else
next_state <= player1_turn;
end if;
when player1_turn =>
if winner_found = '1' or tie_game = '1' then
next_state <= game_over;
else
next_state <= player2_turn;
end if;
when player2_turn =>
if winner_found = '1' or tie_game = '1' then
next_state <= game_over;
else
next_state <= player1_turn;
end if;
when game_over =>
next_state <= idle;
end case;
end process;
--游戏逻辑
process(game_state, player1, player2, row, col, reset_board, board_array) is
--下棋函数
function place_piece(symbol : std_logic; board : std_logic_vector) return std_logic_vector is
variable temp_board : std_logic_vector(255 downto 0) := board;
begin
if temp_board(row * 16 + col) = '0' then
temp_board(row * 16 + col) := symbol;
end if;
return temp_board;
end function;
--胜利判定函数
function check_win(symbol : std_logic; board : std_logic_vector) return std_logic is
variable temp_board : std_logic_vector(255 downto 0) := board;
variable win_found : std_logic := '0';
variable i, j : integer range 0 to 14;
begin
--检查每一行
for i in 0 to 14 loop
for j in 0 to 10 loop
if temp_board(i * 16 + j) = symbol and temp_board(i * 16 + j + 1) = symbol and temp_board(i * 16 + j + 2) = symbol and temp_board(i * 16 + j + 3) = symbol and temp_board(i * 16 + j + 4) = symbol then
win_found := '1';
exit;
end if;
end loop;
end loop;
--检查每一列
for i in 0 to 10 loop
for j in 0 to 14 loop
if temp_board(i * 16 + j) = symbol and temp_board((i + 1) * 16 + j) = symbol and temp_board((i + 2) * 16 + j) = symbol and temp_board((i + 3) * 16 + j) = symbol and temp_board((i + 4) * 16 + j) = symbol then
win_found := '1';
exit;
end if;
end loop;
end loop;
--检查主对角线
for i in 0 to 10 loop
for j in 0 to 10 loop
if temp_board(i * 16 + j) = symbol and temp_board((i + 1) * 16 + j + 1) = symbol and temp_board((i + 2) * 16 + j + 2) = symbol and temp_board((i + 3) * 16 + j + 3) = symbol and temp_board((i + 4) * 16 + j + 4) = symbol then
win_found := '1';
exit;
end if;
end loop;
end loop;
--检查副对角线
for i in 0 to 10 loop
for j in 4 to 14 loop
if temp_board(i * 16 + j) = symbol and temp_board((i + 1) * 16 + j - 1) = symbol and temp_board((i + 2) * 16 + j - 2) = symbol and temp_board((i + 3) * 16 + j - 3) = symbol and temp_board((i + 4) * 16 + j - 4) = symbol then
win_found := '1';
exit;
end if;
end loop;
end loop;
return win_found;
end function;
--平局判定函数
function check_tie(board : std_logic_vector) return std_logic is
variable temp_board : std_logic_vector(255 downto 0) := board;
variable tie_game : std_logic := '1';
variable i, j : integer range 0 to 15;
begin
for i in 0 to 15 loop
for j in 0 to 15 loop
if temp_board(i * 16 + j) = '0' then
tie_game := '0';
exit;
end if;
end loop;
end loop;
return tie_game;
end function;
begin
if reset_board = '1' then
board_array <= (others => '0');
current_symbol <= 'X';
current_row <= 0;
current_col <= 0;
winner_found <= '0';
tie_game <= '0';
next_row <= 0;
next_col <= 0;
else
board_array <= place_piece(current_symbol, board_array);
if current_symbol = 'X' then
winner_found <= check_win(current_symbol, board_array);
tie_game <= check_tie(board_array);
current_symbol <= 'O';
next_row <= to_integer(unsigned(row));
next_col <= to_integer(unsigned(col));
else
winner_found <= check_win(current_symbol, board_array);
tie_game <= check_tie(board_array);
current_symbol <= 'X';
next_row <= to_integer(unsigned(row));
next_col <= to_integer(unsigned(col));
end if;
if player1 = '1' then
current_row <= next_row;
current_col <= next_col;
end if;
if player2 = '1' then
current_row <= next_row;
current_col <= next_col;
end if;
end if;
board <= board_array;
winner <= winner_found;
tie <= tie_game;
case current_symbol is
when 'X' =>
game_over <= player1;
when 'O' =>
game_over <= player2;
end case;
case game_state is
when idle =>
next_state <= player1_turn;
when player1_turn =>
if player1 = '1' then
next_state <= player2_turn;
end if;
when player2_turn =>
if player2 = '1' then
next_state <= player1_turn;
end if;
when game_over =>
next_state <= idle;
end case;
end process;
end Behavioral;
```
在该代码中,定义了一个实体“gameboard”,该实体具有多个输入和输出端口,包括时钟、复位、玩家1和玩家2的输入,以及行、列、复位棋盘、胜者、平局和游戏结束的输出。该代码还定义了一个状态机,用于跟踪游戏的不同阶段,以及一个游戏逻辑过程,用于实现具体的游戏规则和操作。在游戏逻辑过程中,定义了函数来执行下棋、胜利判定和平局判定等功能。