用vhdl语言编写一个十位抢答器其中包括选手按键编码模块:将10个选手的抢答键映射为二进制编码,每个键对应一个编码。可以使用一个10位的二进制计数器实现,每个键对应计数器的一个比特位。在按键按下时,将该比特位的值置为1,表示该选手抢答成功。 抢答及锁定模块:在选手按键编码模块的基础上,实现抢答和锁定功能。当某个选手按下抢答键时,触发抢答信号。同时,将所有选手的抢答键锁定,即将所有比特位的值置为0。该模块还需要实现手动重置功能,当按下重置键时,所有比特位的值清零,重新开始抢答。 结果显示驱动模块:在抢答及锁定模块的基础上,实现结果显示功能。当抢答信号触发后,根据选手按键编码模块中记录的编码,确定抢答选手的编号,并将该编号输出到驱动七段液晶显示器的接口。
时间: 2024-02-24 08:56:01 浏览: 20
以下是一个十位抢答器的 VHDL 代码示例,包括选手按键编码模块、抢答及锁定模块和结果显示驱动模块:
```vhdl
library ieee;
use ieee.std_logic_1164.all;
use ieee.numeric_std.all;
entity quiz_buzzer is
port (
clk: in std_logic; -- 时钟信号
reset: in std_logic; -- 重置信号
buzzer: in std_logic_vector(9 downto 0); -- 选手抢答信号
display: out std_logic_vector(3 downto 0); -- 显示选手编号
led: out std_logic_vector(9 downto 0) -- LED 亮度
);
end entity quiz_buzzer;
architecture Behavioral of quiz_buzzer is
-- 选手按键编码模块
signal player_key: std_logic_vector(9 downto 0);
signal player_code: std_logic_vector(9 downto 0);
-- 抢答及锁定模块
signal buzzer_lock: std_logic;
signal buzzer_triggered: std_logic;
signal buzzer_winner: std_logic_vector(9 downto 0);
-- 结果显示驱动模块
signal display_winner: std_logic_vector(3 downto 0);
begin
-- 选手按键编码模块
process(clk, reset)
begin
if reset = '1' then
player_key <= (others => '0');
player_code <= (others => '0');
elsif rising_edge(clk) then
if buzzer_lock = '0' then
player_key <= buzzer;
case player_key is
when "0000000001" => player_code <= "0000000001";
when "0000000010" => player_code <= "0000000010";
when "0000000100" => player_code <= "0000000100";
when "0000001000" => player_code <= "0000001000";
when "0000010000" => player_code <= "0000010000";
when "0000100000" => player_code <= "0000100000";
when "0001000000" => player_code <= "0001000000";
when "0010000000" => player_code <= "0010000000";
when "0100000000" => player_code <= "0100000000";
when "1000000000" => player_code <= "1000000000";
when others => player_code <= (others => '0');
end case;
end if;
end if;
end process;
-- 抢答及锁定模块
process(clk, reset)
begin
if reset = '1' then
buzzer_lock <= '0';
buzzer_triggered <= '0';
buzzer_winner <= (others => '0');
elsif rising_edge(clk) then
if buzzer_lock = '0' then
if buzzer = "0000000001" and player_code(0) = '1' then
buzzer_triggered <= '1';
buzzer_winner <= "0000000001";
elsif buzzer = "0000000010" and player_code(1) = '1' then
buzzer_triggered <= '1';
buzzer_winner <= "0000000010";
elsif buzzer = "0000000100" and player_code(2) = '1' then
buzzer_triggered <= '1';
buzzer_winner <= "0000000100";
elsif buzzer = "0000001000" and player_code(3) = '1' then
buzzer_triggered <= '1';
buzzer_winner <= "0000001000";
elsif buzzer = "0000010000" and player_code(4) = '1' then
buzzer_triggered <= '1';
buzzer_winner <= "0000010000";
elsif buzzer = "0000100000" and player_code(5) = '1' then
buzzer_triggered <= '1';
buzzer_winner <= "0000100000";
elsif buzzer = "0001000000" and player_code(6) = '1' then
buzzer_triggered <= '1';
buzzer_winner <= "0001000000";
elsif buzzer = "0010000000" and player_code(7) = '1' then
buzzer_triggered <= '1';
buzzer_winner <= "0010000000";
elsif buzzer = "0100000000" and player_code(8) = '1' then
buzzer_triggered <= '1';
buzzer_winner <= "0100000000";
elsif buzzer = "1000000000" and player_code(9) = '1' then
buzzer_triggered <= '1';
buzzer_winner <= "1000000000";
end if;
if buzzer_triggered = '1' then
buzzer_lock <= '1';
player_key <= (others => '0');
end if;
else
if buzzer_winner /= (others => '0') then
buzzer_triggered <= '0';
buzzer_winner <= (others => '0');
buzzer_lock <= '0';
end if;
end if;
end if;
end process;
-- 结果显示驱动模块
process(clk, reset, buzzer_lock, buzzer_winner)
begin
if reset = '1' then
display_winner <= (others => '0');
elsif rising_edge(clk) then
if buzzer_lock = '1' then
display_winner <= buzzer_winner(3 downto 0);
else
display_winner <= (others => '0');
end if;
end if;
end process;
-- 显示选手编号
display <= display_winner;
-- LED 亮度
led <= player_code;
end architecture Behavioral;
```
这段代码实现了一个十位抢答器,包括选手按键编码模块、抢答及锁定模块和结果显示驱动模块。可以根据这个示例进行修改,实现具体功能要求。需要注意的是,还需要进行仿真测试,确保各个模块的功能正常。