Lemmings 1
1.Decade counter2.Four-bit binary counter3.Decade counter again4.Slow decade counter5.Counter 1-126.Counter 10007.4-digit decimal counter8.12-hour clock9.Hdlbits博文分布10.4-bit shift register11.Left/right rotator12.Left/right arithmetic shift by 1 or 813.5-bit LFSR14.3-bit LFSR15.32-bit LFSR16.Shift register17.Shift register(2)18.3-input LUT19.Rule 9020.Rule 11021.Conway's Game of Life 16x1622.Simple FSM1(asynchronous reset)23.Simple FSM1(synchronous reset)24.Simple FSM2(asynchronous reset)25.Simple FSM2(synchronous reset)26.Simple state transition 327.Simple one-hot state transition 328.Simple FSM 3(asynchronous reset)29.Simple FSM 3(synchronous reset)30.Design a Moore FSM
31.Lemmings 1
32.Lemmings 233.Lemmings 334.Lemmings 435.One-hot FSM36.PS/2 packet parser37.PS/2 packet parser and datapath38.Serial receiver39.Serial receiver and datapath40.Serial receiver with parity checking41.Sequence recognition42.Q8:Design a Mealy FSM43.Q5a:Serial two's complementer(Moore FSM)44.Q5b:Serial two's complementer(Moore FSM)45.Q3a:FSM46.Q3b:FSM47.Q3c:FSM logic48.Q6b:FSM next-state logic49.Q6c:FSM next-state logic50.Q6:FSM51.Q2a:FSM52.Q2:One-hot FSM equations53.Q2a: FSM54.Q2b:Another FSM55.Counter with period 100056.4-bit shift register and down counter57.FSM:Sequence 1101 recognizer58.FSM:Enable shift register59.FSM:The complete FSM60.The complete timer61.FSM:One-hot logic equations62.UARTThe game Lemmings involves critters with fairly simple brains. So simple that we are going to model it using a finite state machine.
In the Lemmings' 2D world, Lemmings can be in one of two states: walking left or walking right. It will switch directions if it hits an obstacle. In particular, if a Lemming is bumped on the left, it will walk right. If it's bumped on the right, it will walk left. If it's bumped on both sides at the same time, it will still switch directions.
旅鼠游戏涉及大脑相当简单的小动物。如此简单,我们将使用有限状态机对其进行建模。
在旅鼠的 2D 世界中,旅鼠可以处于两种状态之一:向左走或向右走。如果它撞到障碍物,它会改变方向。特别是,如果旅鼠在左边被撞到,它会向右走。如果它在右边被撞到,它会向左走。如果它同时在两侧颠簸,它仍然会切换方向。
实现具有两个状态、两个输入和一个输出的摩尔状态机,以模拟这种行为。
题目网站
module top_module(
input clk,
input areset, // Freshly brainwashed Lemmings walk left.
input bump_left,
input bump_right,
output walk_left,
output walk_right); //
// parameter LEFT=0, RIGHT=1, ...
parameter left=2'b00,right=2'b01;
reg state, next_state;
always @(*) begin
// State transition logic
case(state)
left:begin
next_state=(bump_left)?right:left;
end
right:begin
next_state=(bump_right)?left:right;
end
endcase
end
always @(posedge clk, posedge areset) begin
// State flip-flops with asynchronous reset
if(areset)begin
state<=left;
end
else begin
state<=next_state;
end
end
// Output logic
// assign walk_left = (state == ...);
// assign walk_right = (state == ...);
assign walk_left=(state==left)?1:0;
assign walk_right=(state==right)?1:0;
endmodule
开始了,这个有意思的小游戏
合集:
Verilog学习
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