FPGA:乒乓球比賽模擬機的設計

2023-01-04 21:00:22

簡介

  • 開發板:EGO1

  • 開發環境:Windows10 + Xilinx Vivado 2020

  • 數位邏輯大作業題目 7: 乒乓球比賽模擬機的設計

  • 乒乓球比賽模擬機用發光二極體(LED)模擬乒乓球運動軌跡,是由甲乙雙方參賽,加上裁判的三人遊戲(也可以不用裁判)。

管腳約束程式碼:

點選檢視程式碼
set_property IOSTANDARD LVCMOS33 [get_ports CLK]
set_property IOSTANDARD LVCMOS33 [get_ports hitA]
set_property IOSTANDARD LVCMOS33 [get_ports hitB]
set_property PACKAGE_PIN P17 [get_ports CLK]
set_property PACKAGE_PIN P5 [get_ports hitA]
set_property PACKAGE_PIN R1 [get_ports hitB]

set_property IOSTANDARD LVCMOS33 [get_ports {ballLocation[5]}]
set_property IOSTANDARD LVCMOS33 [get_ports {ballLocation[4]}]
set_property IOSTANDARD LVCMOS33 [get_ports {ballLocation[0]}]
set_property IOSTANDARD LVCMOS33 [get_ports {ballLocation[3]}]
set_property IOSTANDARD LVCMOS33 [get_ports {ballLocation[2]}]
set_property IOSTANDARD LVCMOS33 [get_ports {ballLocation[1]}]
set_property IOSTANDARD LVCMOS33 [get_ports {ballLocation[7]}]
set_property IOSTANDARD LVCMOS33 [get_ports {ballLocation[6]}]
set_property PACKAGE_PIN F6 [get_ports {ballLocation[7]}]
set_property PACKAGE_PIN G4 [get_ports {ballLocation[6]}]
set_property PACKAGE_PIN G3 [get_ports {ballLocation[5]}]
set_property PACKAGE_PIN J4 [get_ports {ballLocation[4]}]
set_property PACKAGE_PIN H4 [get_ports {ballLocation[3]}]
set_property PACKAGE_PIN J3 [get_ports {ballLocation[2]}]
set_property PACKAGE_PIN J2 [get_ports {ballLocation[1]}]
set_property PACKAGE_PIN K2 [get_ports {ballLocation[0]}]

set_property IOSTANDARD LVCMOS33 [get_ports speedA]
set_property PACKAGE_PIN P4 [get_ports speedA]
set_property IOSTANDARD LVCMOS33 [get_ports speedB]
set_property PACKAGE_PIN N4 [get_ports speedB]

set_property IOSTANDARD LVCMOS33 [get_ports {statusOut[3]}]
set_property IOSTANDARD LVCMOS33 [get_ports {statusOut[2]}]
set_property IOSTANDARD LVCMOS33 [get_ports {statusOut[1]}]
set_property PACKAGE_PIN K1 [get_ports {statusOut[3]}]
set_property PACKAGE_PIN H6 [get_ports {statusOut[2]}]
set_property PACKAGE_PIN M1 [get_ports {statusOut[1]}]
set_property PACKAGE_PIN K3 [get_ports {statusOut[0]}]
set_property IOSTANDARD LVCMOS33 [get_ports {statusOut[0]}]

set_property IOSTANDARD LVCMOS33 [get_ports {LED1[5]}]
set_property IOSTANDARD LVCMOS33 [get_ports {LED0[0]}]
set_property IOSTANDARD LVCMOS33 [get_ports {LED0[3]}]
set_property IOSTANDARD LVCMOS33 [get_ports {LED1[2]}]
set_property IOSTANDARD LVCMOS33 [get_ports {LED0[6]}]
set_property IOSTANDARD LVCMOS33 [get_ports {LEDBit[1]}]
set_property IOSTANDARD LVCMOS33 [get_ports {LEDBit[4]}]
set_property IOSTANDARD LVCMOS33 [get_ports {LEDBit[7]}]
set_property IOSTANDARD LVCMOS33 [get_ports {LED1[6]}]
set_property IOSTANDARD LVCMOS33 [get_ports {LED0[1]}]
set_property IOSTANDARD LVCMOS33 [get_ports {LED1[3]}]
set_property IOSTANDARD LVCMOS33 [get_ports {LED0[4]}]
set_property IOSTANDARD LVCMOS33 [get_ports {LED0[7]}]
set_property IOSTANDARD LVCMOS33 [get_ports {LED1[0]}]
set_property IOSTANDARD LVCMOS33 [get_ports {LEDBit[2]}]
set_property IOSTANDARD LVCMOS33 [get_ports {LEDBit[0]}]
set_property IOSTANDARD LVCMOS33 [get_ports {LEDBit[5]}]
set_property IOSTANDARD LVCMOS33 [get_ports {LED1[4]}]
set_property IOSTANDARD LVCMOS33 [get_ports {LED0[2]}]
set_property IOSTANDARD LVCMOS33 [get_ports {LED0[5]}]
set_property IOSTANDARD LVCMOS33 [get_ports {LED1[1]}]
set_property IOSTANDARD LVCMOS33 [get_ports {LEDBit[3]}]
set_property IOSTANDARD LVCMOS33 [get_ports {LEDBit[6]}]
set_property IOSTANDARD LVCMOS33 [get_ports {LED1[7]}]
set_property PACKAGE_PIN B4 [get_ports {LED0[0]}]
set_property PACKAGE_PIN A4 [get_ports {LED0[1]}]
set_property PACKAGE_PIN A3 [get_ports {LED0[2]}]
set_property PACKAGE_PIN B1 [get_ports {LED0[3]}]
set_property PACKAGE_PIN A1 [get_ports {LED0[4]}]
set_property PACKAGE_PIN B3 [get_ports {LED0[5]}]
set_property PACKAGE_PIN B2 [get_ports {LED0[6]}]
set_property PACKAGE_PIN D5 [get_ports {LED0[7]}]
set_property PACKAGE_PIN D4 [get_ports {LED1[0]}]
set_property PACKAGE_PIN E3 [get_ports {LED1[1]}]
set_property PACKAGE_PIN D3 [get_ports {LED1[2]}]
set_property PACKAGE_PIN F4 [get_ports {LED1[3]}]
set_property PACKAGE_PIN F3 [get_ports {LED1[4]}]
set_property PACKAGE_PIN E2 [get_ports {LED1[5]}]
set_property PACKAGE_PIN D2 [get_ports {LED1[6]}]
set_property PACKAGE_PIN H2 [get_ports {LED1[7]}]
set_property PACKAGE_PIN G2 [get_ports {LEDBit[0]}]
set_property PACKAGE_PIN C2 [get_ports {LEDBit[1]}]
set_property PACKAGE_PIN C1 [get_ports {LEDBit[2]}]
set_property PACKAGE_PIN H1 [get_ports {LEDBit[3]}]
set_property PACKAGE_PIN G1 [get_ports {LEDBit[4]}]
set_property PACKAGE_PIN F1 [get_ports {LEDBit[5]}]
set_property PACKAGE_PIN E1 [get_ports {LEDBit[6]}]
set_property PACKAGE_PIN G6 [get_ports {LEDBit[7]}]

set_property IOSTANDARD LVCMOS33 [get_ports reset]
set_property PACKAGE_PIN P2 [get_ports reset]

設計要求

  1. 主要功能
    1. 模擬乒乓球比賽,用發光二極體(LED)模擬乒乓球運動軌跡,由甲乙雙方參賽;
    2. 用8個LED燈表示球桌,其中點亮的LED來回移動表示乒乓球的運動,球速可以調節;
    3. 當球移動到最左側或最右側時,表示一方的擊球位置。如果提前擊球,或未及時擊球,則對方得一分;
    4. 甲乙得分使用數碼管計分,一局11球;
    5. 用發光二極體表示甲乙的發球權,每5分交換髮球權。
  2. 附加功能
    1. 用發光二極體提示甲乙的接球和發球;
    2. 比賽結束後,用數碼管動態顯示勝利的一方。

工作原理

本電路由時鐘分頻模組,玩家控制器模組,分數處理模組,遊戲控制模組,乒乓球運動控制模組和數碼管顯示模組組成。

  1. 比賽開始前,可以通過reset開關重置比賽;
  2. 比賽進行時,甲乙兩位選手通過扳動開關來實現揮動球拍和控制球速的效果。當乒乓球到擊球位置時,若選手未及時擊球,或提前擊球,則輸掉一球,對方加一分。每打5球,就交換一次球權,共打11球,數碼管上會顯示當前得分,分高者獲勝;
  3. 比賽結束後,數碼管會顯示箭頭來表示一方的獲勝;
  4. 另外還有4個LED來表示雙方的發球和接球。
  5. 系統方框圖:


各部分模組具體功能及設計思路

遊戲控制器模組

  1. 模組功能:控制整個模擬器各元件狀態;
  2. 設計思路:該模組主要是用於控制比賽的進行。在設計中,使用status表示當前的比賽狀態。010表示A發球,001表示B發球,110表示玩家A接球,101表示玩家B接球。這樣的規定能夠有效區分乒乓球不同的運動狀態,並判定發/擊球的有效性,同時顯示在LED燈上來提示選手。另外再用accurateBallLocation [32:0]來表示球的精確位置,範圍為$1000_{10} - 9000_{10} $,這樣使球在LED顯示的誤差範圍內,可以被擊中。
  3. 程式碼:
點選檢視程式碼
`timescale 1ns / 1ps



module GameController(  //全域性狀態控制器
    input CLK, 
    input reg hitA, //玩家A輸入
    input [1: 0] speedA, //玩家A速度
    input reg hitB,  //玩家B輸入
    input [1: 0] speedB,  //玩家B速度
    input reg serviceSide, //發球方
    input reg reset,    //重置
    output reg [2: 0] status, //全域性狀態
    output reg [7: 0] ballLocation, //球位置
    output reg getScoreA,   //A得分
    output reg getScoreB    //B得分
    );

    reg hitATrigger;
    reg hitBTrigger;
    reg [2: 0] speed;
    reg [15: 0] accurateBallLocation;
    reg resetTrigger;
    // reg serviceSide;


    initial begin   //初始化變數
        hitATrigger = 'b0;
        hitBTrigger = 'b0;
        status = 'b010;
        accurateBallLocation = 'd2000;
        speed = 'd2;
        // serviceSide = 'b0;

        getScoreA = 'b0;
        getScoreB = 'b0;
        resetTrigger = 'b0;
    end



    always @(posedge CLK) begin     //根據報告所述轉換狀態
        if(resetTrigger == 'b0 && reset == 'b1) begin
            hitATrigger = 'b0;
            hitBTrigger = 'b0;
            status = 'b010;
            accurateBallLocation = 'd2000;
            speed = 'd2;
            // serviceSide = 'b0;

            getScoreA = 'b0;
            getScoreB = 'b0;
        end
        else begin
            if(status == 'b010 || status == 'b001) begin//換髮球
                status = serviceSide == 'b0 ? 'b010 : 'b001;
                getScoreA = 'b0;
                getScoreB = 'b0;
            end

            if(status == 'b010) begin //A發球

                accurateBallLocation = 'd2000;

                if(hitATrigger == 'b0 && hitA == 'b1) begin
                    status = 'b101;
                    if(speedA == 'd00) speed = 'd2;
                    else speed = 'd4;
                end 
                hitATrigger = hitA;



            end
            else if(status == 'b001) begin //B發球

                accurateBallLocation = 'd10000;

                if(hitBTrigger == 'b0 && hitB == 'b1) begin
                    status = 'b110;
                    if(speedB == 'd00) speed = 'd2;
                    else speed = 'd4;
                end 
                hitBTrigger = hitB;


            end
            else if(status == 'b110) begin //A接球
                if(hitATrigger == 'b0 && hitA == 'b1) begin
                    if(accurateBallLocation >= 'd1000 && accurateBallLocation <= 'd3000) begin
                        status = 'b101;
                        if(speedA == 'd00) speed = 'd2;
                        else speed = 'd4;
                    end 
                end 
                hitATrigger = hitA;

                if(accurateBallLocation < 'd500) begin
                    getScoreB = 'b1;
                    status = serviceSide == 'b0 ? 'b010 : 'b001;
                end 

                accurateBallLocation -= speed * 'd3;

            end
            else if(status == 'b101) begin //B接球
                if(hitBTrigger == 'b0 && hitB == 'b1) begin
                    if(accurateBallLocation >= 'd9000 && accurateBallLocation <= 'd11000) begin
                        status = 'b110;
                        if(speedB == 'd00) speed = 'd2;
                        else speed = 'd4;
                    end 
                end 
                hitBTrigger = hitB;

                if(accurateBallLocation >'d11500) begin 
                    getScoreA = 'b1;
                    status = serviceSide == 'b0 ? 'b010 : 'b001;
                end 

                accurateBallLocation += speed * 'd3;

            end
        end
        

        resetTrigger = reset;

        if(accurateBallLocation >= 'd2000 && accurateBallLocation < 'd3000) ballLocation = 'b10000000;//球的位置顯示
        if(accurateBallLocation >= 'd3000 && accurateBallLocation < 'd4000) ballLocation = 'b01000000;
        if(accurateBallLocation >= 'd4000 && accurateBallLocation < 'd5000) ballLocation = 'b00100000;
        if(accurateBallLocation >= 'd5000 && accurateBallLocation < 'd6000) ballLocation = 'b00010000;
        if(accurateBallLocation >= 'd6000 && accurateBallLocation < 'd7000) ballLocation = 'b00001000;
        if(accurateBallLocation >= 'd7000 && accurateBallLocation < 'd8000) ballLocation = 'b00000100;
        if(accurateBallLocation >= 'd8000 && accurateBallLocation < 'd9000) ballLocation = 'b00000010;
        if(accurateBallLocation >= 'd9000 && accurateBallLocation <= 'd10000) ballLocation = 'b00000001;

    end


endmodule

玩家控制模組

  1. 模組功能:控制玩家輸入與接發球操作;

  2. 設計思路:在設計電路中規定了使能端EN,玩家只有在輪到自己發/擊球時才有效;並規定了擊球的間隔,模擬了擊空的情況除此之外還設計實現了玩家擊球速度的選擇

  3. 程式碼:

點選檢視程式碼
`timescale 1ns / 1ps


module Player(CLK, EN, hit, speed, hitOut, speedOut);
    input CLK, EN, hit, speed;
    output reg hitOut;
    output reg [1: 0] speedOut;
 
    reg [31: 0] activeInterval = 'd1000;    //一個下降沿到下一個上升沿直接最小時間間隔

    reg [31: 0] interval;
    reg hitTrigger;
 
    initial begin
        interval = 'd0;
        hitTrigger = 'b0;
        hitOut = 'b0;
        speedOut = 'b1;
    end


    always @(posedge CLK) begin
        if(EN == 'b1) begin
            if(hitTrigger =='b0 && hit == 'b1) begin
                if(interval >= activeInterval) begin
                    hitOut = hit;
                end
            end
            else if(hitTrigger == 'b1 && hit == 'b0) begin
                interval = 'd0;
                hitOut = hit;
            end
            hitTrigger = hit;
            interval += 1;

            if(speed == 'b0) begin
                speedOut = 'd00;
            end
            else begin
                speedOut = 'd01;
            end
        end

    end


endmodule

時鐘分頻模組

  1. 模組功能:對時鐘分頻;

  2. 設計思路:將EG01100MHZ的時鐘分頻為1000HZ

  3. 程式碼:

點選檢視程式碼
`timescale 1ns / 1ps



module ClockDivider(originCLK, dividedCLK);
    input originCLK;
    output dividedCLK;
    reg tempDivCLK;
    reg [31: 0] count;
    // reg [31: 0] ratio = 'd2;
    reg [31: 0] ratio = 'd100_000;  //時鐘分頻器,將P17的100MHz分為1000Hz
    initial begin
        tempDivCLK = 'b0;
        count = 'd0;
    end
    always @(posedge originCLK) begin
        count = count + 1;
        if(count == ratio)
            count = 'd0;
        
        if(count == 'd0) 
            tempDivCLK = 'b0;
        if(count == ratio / 2) 
            tempDivCLK = 'b1;

    end
    assign dividedCLK = tempDivCLK;
endmodule

乒乓球控制模組

  1. 模組功能:接受訊號控制乒乓球從左向右移動,或者從右向左移動,並且可以根據玩家選擇的擊球速度去調整;

  2. 設計思路:用8LED模擬,點亮的燈表示球的位置,然後像流水燈一樣來回捲動,在發球時暫停。

  3. 程式碼:這裡實際上包括在了遊戲控制,下面程式碼是呼叫其他的Main。

點選檢視程式碼
`timescale 1ns / 1ps


module Main(
    input CLK, 
    input hitA, 
    input speedA, 
    input hitB, 
    input speedB, 
    input reset,
    output reg [3: 0] statusOut, 
    output wire [7: 0] ballLocation,
    output wire [7:0] LED0, 
    output wire [7:0] LED1, 
    output wire [7:0] LEDBit
    );


    wire [2: 0] status;
    wire dividedCLK;
    wire [1: 0] speedOutA;
    wire [1: 0] speedOutB;
    wire getScoreA, getScoreB;
    ClockDivider clockDivider(CLK, dividedCLK);
    wire serviceSide;

    reg EnA;
    reg EnB;
    initial begin
        EnA = 'b1;
        EnB = 'b1;
    end

    Player player1(dividedCLK, EnA, hitA, speedA, hitOutA, speedOutA);
    Player player2(dividedCLK, EnB, hitB, speedB, hitOutB, speedOutB);

    GameController gameController(  //呼叫全域性狀態控制器
        dividedCLK, 
        hitOutA, 
        speedOutA, 
        hitOutB, 
        speedOutB, 
        serviceSide,
        reset,
        status, 
        ballLocation, 
        getScoreA, 
        getScoreB
        
    );

    always @(posedge dividedCLK) begin
        if(status == 'b010) begin
            statusOut = 'b1000;
        end
        else if(status == 'b001) begin
            statusOut = 'b0001;
        end
        else if(status == 'b110) begin
            statusOut = 'b0100;
        end
        else if(status == 'b101) begin
            statusOut = 'b0010;
        end
    end

    reg [7:0][7:0] dataIn;

    reg [31:0] count;
    initial begin 
        count = 'd0;
        while(count < 8) begin
            dataIn[count] = 'd100;
            count ++;
        end
        count = 'd0;
    end

    DigitalTubeDriver digitalTubeDriver(    //呼叫數碼管驅動
        dividedCLK, 
        dataIn, 
        LED0, 
        LED1, 
        LEDBit
    );

    
    wire endGame;
    wire [1:0] winner;
    wire [15: 0] scoreA;
    wire [15: 0] scoreB;

    ScoreBoard scoreBoard(
        dividedCLK, 
        getScoreA, 
        getScoreB, 
        reset,
        serviceSide, 
        endGame, 
        winner, 
        scoreA, 
        scoreB
    );


    reg [7:0] i;
    reg [7:0] j;
    reg [31:0] countTemp;
    reg [31:0] countTemp2;
    reg resetTrigger;
    reg [31: 0] flowLightCount;
    reg endGameTrigger;
    initial begin
        resetTrigger = 'b0;
        flowLightCount = 'd0;
        endGameTrigger = 'd0;
    end

    always @(posedge dividedCLK) begin
        
        if(resetTrigger == 'b0 && reset == 'b1) begin
            EnA = 'b1;
            EnB = 'b1;
            dataIn[2] = 'd100;//不顯示
            dataIn[3] = 'd100;
            dataIn[4] = 'd100;
            dataIn[5] = 'd100;
            endGameTrigger = 'd0;
        end
        resetTrigger = reset;

    
        i = 'd0;
        countTemp = scoreB;
        while(i < 'd2) begin
            dataIn[i] = countTemp % 'd10;
            countTemp /= 'd10;
            i++;
        end
        

        j = 'd6;
        countTemp2 = scoreA;
        while(j < 'd8) begin
            dataIn[j] = countTemp2 % 'd10;
            countTemp2 /= 'd10;
            j++;
        end
        
        if(endGame == 'b1) begin    //遊戲結束時顯示箭頭指向贏的玩家
            if(endGameTrigger == 'b0) begin
                EnA = 'b0;
                EnB = 'b0;
            end

            if(winner == 'b10) begin
                case(flowLightCount)
                    'd100: dataIn[2] = 'd22;//箭頭
                    'd200: dataIn[3] = 'd22;
                    'd300: dataIn[4] = 'd22;
                    'd400: dataIn[5] = 'd22;
                endcase
                flowLightCount++;
                if(flowLightCount == 'd500) begin
                    flowLightCount = 'd0;
                    dataIn[2] = 'd100;
                    dataIn[3] = 'd100;
                    dataIn[4] = 'd100;
                    dataIn[5] = 'd100;
                end 
            end
            else begin
                case(flowLightCount)
                    'd100: dataIn[5] = 'd21;//箭頭
                    'd200: dataIn[4] = 'd21;
                    'd300: dataIn[3] = 'd21;
                    'd400: dataIn[2] = 'd21;
                endcase
                flowLightCount++;
                if(flowLightCount == 'd500) begin
                    flowLightCount = 'd0;
                    dataIn[2] = 'd100;
                    dataIn[3] = 'd100;
                    dataIn[4] = 'd100;
                    dataIn[5] = 'd100;
                end 
            end
        end

        endGameTrigger = endGame;

    end


endmodule

分數處理模組

  1. 模組功能:計數。每進行一輪控制分數加1,判斷是否已打夠11球,是則判別出獲勝方。

  2. 設計思路:在A,B兩人分數上升沿時,對總分加1,然後判斷是否已滿11球。若滿11球,比較判斷出勝利的一方,隨後將其狀態傳給顯示模組用於顯示結果。

  3. 程式碼:

點選檢視程式碼
`timescale 1ns / 1ps


module ScoreBoard(
    input CLK, 
    input getScoreA, 
    input getScoreB, 
    input reset,
    output reg serviceSide, 
    output reg endGame, 
    output reg [1:0] winner, 
    output reg [15: 0] scoreA, 
    output reg [15: 0] scoreB
    );
    reg getScoreATrigger;
    reg getScoreBTrigger;
    reg resetTrigger;
    initial begin
        serviceSide = 'b0;
        endGame = 'b0;
        getScoreATrigger = 'b0;
        getScoreBTrigger = 'b0;
        scoreA = 'b0;
        scoreB = 'b0;
        resetTrigger = 'b0;
    end
    always @(posedge CLK) begin
        if(resetTrigger == 'b0 && reset == 'b1) begin
            serviceSide = 'b0;
            endGame = 'b0;
            getScoreATrigger = 'b0;
            getScoreBTrigger = 'b0;
            scoreA = 'b0;
            scoreB = 'b0;
        end
        else begin  //getScoreA或getScoreB出現上升沿,對應玩家得分
            if(getScoreATrigger == 'b0 && getScoreA == 'b1)
                scoreA ++;
            if(getScoreBTrigger == 'b0 && getScoreB == 'b1)
                scoreB ++;

            getScoreATrigger = getScoreA;
            getScoreBTrigger = getScoreB;
            
            if((scoreA + scoreB) / 5 % 2 == 'd0)    //每5個球換髮
                serviceSide = 'b0;
            else
                serviceSide = 'b1;
            if(scoreA + scoreB == 'd11) //到達11個球時遊戲結束
                endGame = 'b1;

            if(endGame == 1) begin  //遊戲結束時判斷贏的那方
                if(scoreA > scoreB)
                winner = 'b10;
                else if(scoreA < scoreB)
                winner = 'b01;
                else
                winner = 'b11;
            end
            else begin
                winner = 'b00;
            end
        end
        
        resetTrigger = reset;

    end

endmodule

數碼管顯示模組

  1. 模組功能:利用數碼管顯示比賽資料;

  2. 設計思路:使用$ 8 * 8 $的矩陣顯示每個數碼管的顯示情況,另外設有對每個數碼管表示顯示的標誌,從而動態地去更新。在有一方獲勝後,會將不顯示分數的數碼管動態地閃爍箭頭,以此來表示獲勝的一方。

  3. 程式碼:

點選檢視程式碼
`timescale 1ns / 1ps
//參考EGO1的數碼管顯示模組

module DigitalTubeDriver(   //數碼管驅動
    input CLK, 
    input reg [7:0][7:0] dataIn,    //輸入資料
    output reg [7:0] LED0,  //輸出的LED0,管理前4位元顯示
    output reg [7:0] LED1,  //輸出的LED1,管理後4位元顯示
    output reg [7:0] LEDBit //LEDBIT,管理每個亮或不亮
    );

    reg [3:0] count;


    wire [7:0] data0;

    initial begin
        LEDBit = 'b00000001;
        count = 'd0;
    end

    // assign LED1 = LED0;

    always @(posedge CLK) begin

        case(dataIn[count]) //檢查每種數位或符號對應亮哪些邊
            'd0: LED0 = 'b00111111;
            'd1: LED0 = 'b00000110;
            'd2: LED0 = 'b01011011;
            'd3: LED0 = 'b01001111;
            'd4: LED0 = 'b01100110;
            'd5: LED0 = 'b01101101;
            'd6: LED0 = 'b01111101;
            'd7: LED0 = 'b00000111;
            'd8: LED0 = 'b01111111;
            'd9: LED0 = 'b01101111;
            'd21: LED0 = 'b01110000;
            'd22: LED0 = 'b01000110;
            default: LED0 = 'b00000000;
        endcase

        if(count == 'd7) begin
            count = 'd0;
            LEDBit = 'b00000001;
        end
        else if(count == 'd0) begin
            LEDBit = 'b10000000;
            count = 'd1;
        end
        else begin
            count++;
            LEDBit = LEDBit >> 1;
        end
        LED1 = LED0;

    end

endmodule

參考文獻

[1] Vivado環境下多個並行的模擬測試檔案如何支援單獨模擬。

https://blog.csdn.net/CDCL19_220327/article/details/125802252?spm=1001.2014.3001.5502

[2] Vivado里程式固化詳細教學。

https://blog.csdn.net/sinat_15674025/article/details/84535754?spm=1001.2014.3001.5502

[3] xilinx vivado 自帶模擬工具xsim訊號為藍色Z態的解決辦法。

https://blog.csdn.net/Shawge/article/details/107592471?spm=1001.2014.3001.5502

[4] Vivado環境下多個並行的模擬測試檔案如何支援單獨模擬?

https://blog.csdn.net/CDCL19_220327/article/details/125802252?spm=1001.2014.3001.5502