Breakout game! (making bricks disappear from the screen)

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dauxanh

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Hi, I am a verilog beginner. below is the code of the Pong game that i took from the book "FPGA Prototyping By Verilog Examples". I want to modify the code to turn it into the breakout game. I already got a picture of what i want to do for the game. I wanted to start with making the wall to disappear when it hit by the ball. But this is the part that stop my progression. Any help or suggestions would be greatly appreciated.


Code:
// Listing 13.5
module pong_graph_animate
   (
    input wire clk, reset,
    input wire video_on,
    input wire [1:0] btn,
    input wire [9:0] pix_x, pix_y,
    output reg [2:0] graph_rgb
   );

   // constant and signal declaration
   // x, y coordinates (0,0) to (639,479)
   localparam MAX_X = 640;
   localparam MAX_Y = 480;
   wire refr_tick;
   //--------------------------------------------
   // vertical stripe as a wall
   //--------------------------------------------
   // wall left, right boundary
   localparam WALL_X_L = 32;
   localparam WALL_X_R = 35;
   //--------------------------------------------
   // right vertical bar
   //--------------------------------------------
   // bar left, right boundary
   localparam BAR_X_L = 600;
   localparam BAR_X_R = 603;
   // bar top, bottom boundary
   wire [9:0] bar_y_t, bar_y_b;
   localparam BAR_Y_SIZE = 72;
   // register to track top boundary  (x position is fixed)
   reg [9:0] bar_y_reg, bar_y_next;
   // bar moving velocity when a button is pressed
   localparam BAR_V = 4;
   //--------------------------------------------
   // square ball
   //--------------------------------------------
   localparam BALL_SIZE = 8;
   // ball left, right boundary
   wire [9:0] ball_x_l, ball_x_r;
   // ball top, bottom boundary
   wire [9:0] ball_y_t, ball_y_b;
   // reg to track left, top position
   reg [9:0] ball_x_reg, ball_y_reg;
   wire [9:0] ball_x_next, ball_y_next;
   // reg to track ball speed
   reg [9:0] x_delta_reg, x_delta_next;
   reg [9:0] y_delta_reg, y_delta_next;
   // ball velocity can be pos or neg)
   localparam BALL_V_P = 2;
   localparam BALL_V_N = -2;
   //--------------------------------------------
   // round ball
   //--------------------------------------------
   wire [2:0] rom_addr, rom_col;
   reg [7:0] rom_data;
   wire rom_bit;
   //--------------------------------------------
   // object output signals
   //--------------------------------------------
   wire wall_on, bar_on, sq_ball_on, rd_ball_on;
   wire [2:0] wall_rgb, bar_rgb, ball_rgb;

   // body
   //--------------------------------------------
   // round ball image ROM
   //--------------------------------------------
   always @*
   case (rom_addr)
      3'h0: rom_data = 8'b00111100; //   ****
      3'h1: rom_data = 8'b01111110; //  ******
      3'h2: rom_data = 8'b11111111; // ********
      3'h3: rom_data = 8'b11111111; // ********
      3'h4: rom_data = 8'b11111111; // ********
      3'h5: rom_data = 8'b11111111; // ********
      3'h6: rom_data = 8'b01111110; //  ******
      3'h7: rom_data = 8'b00111100; //   ****
   endcase

   // registers
   always @(posedge clk, posedge reset)
      if (reset)
         begin
            bar_y_reg <= 0;
            ball_x_reg <= 0;
            ball_y_reg <= 0;
            x_delta_reg <= 10'h004;
            y_delta_reg <= 10'h004;
         end
      else
         begin
            bar_y_reg <= bar_y_next;
            ball_x_reg <= ball_x_next;
            ball_y_reg <= ball_y_next;
            x_delta_reg <= x_delta_next;
            y_delta_reg <= y_delta_next;
         end

   // refr_tick: 1-clock tick asserted at start of v-sync
   //            i.e., when the screen is refreshed (60 Hz)
   assign refr_tick = (pix_y==481) && (pix_x==0);

   //--------------------------------------------
   // (wall) left vertical strip
   //--------------------------------------------
   // pixel within wall
   assign wall_on = (WALL_X_L<=pix_x) && (pix_x<=WALL_X_R);
   // wall rgb output
   assign wall_rgb = 3'b001; // blue
   //--------------------------------------------
   // right vertical bar
   //--------------------------------------------
   // boundary
   assign bar_y_t = bar_y_reg;
   assign bar_y_b = bar_y_t + BAR_Y_SIZE - 1;
   // pixel within bar
   assign bar_on = (BAR_X_L<=pix_x) && (pix_x<=BAR_X_R) &&
                   (bar_y_t<=pix_y) && (pix_y<=bar_y_b);
   // bar rgb output
   assign bar_rgb = 3'b010; // green
   // new bar y-position
   always @*
   begin
      bar_y_next = bar_y_reg; // no move
      if (refr_tick)
         if (btn[1] & (bar_y_b < (MAX_Y-1-BAR_V)))
            bar_y_next = bar_y_reg + BAR_V; // move down
         else if (btn[0] & (bar_y_t > BAR_V))
            bar_y_next = bar_y_reg - BAR_V; // move up
   end

   //--------------------------------------------
   // square ball
   //--------------------------------------------
   // boundary
   assign ball_x_l = ball_x_reg;
   assign ball_y_t = ball_y_reg;
   assign ball_x_r = ball_x_l + BALL_SIZE - 1;
   assign ball_y_b = ball_y_t + BALL_SIZE - 1;
   // pixel within ball
   assign sq_ball_on =
            (ball_x_l<=pix_x) && (pix_x<=ball_x_r) &&
            (ball_y_t<=pix_y) && (pix_y<=ball_y_b);
   // map current pixel location to ROM addr/col
   assign rom_addr = pix_y[2:0] - ball_y_t[2:0];
   assign rom_col = pix_x[2:0] - ball_x_l[2:0];
   assign rom_bit = rom_data[rom_col];
   // pixel within ball
   assign rd_ball_on = sq_ball_on & rom_bit;
   // ball rgb output
   assign ball_rgb = 3'b100;   // red
   // new ball position
   assign ball_x_next = (refr_tick) ? ball_x_reg+x_delta_reg :
                        ball_x_reg ;
   assign ball_y_next = (refr_tick) ? ball_y_reg+y_delta_reg :
                        ball_y_reg ;
   // new ball velocity
   always @*
   begin
      x_delta_next = x_delta_reg;
      y_delta_next = y_delta_reg;
      if (ball_y_t < 1) // reach top
         y_delta_next = BALL_V_P;
      else if (ball_y_b > (MAX_Y-1)) // reach bottom
         y_delta_next = BALL_V_N;
      else if (ball_x_l <= WALL_X_R) // reach wall
         x_delta_next = BALL_V_P;    // bounce back
      else if ((BAR_X_L<=ball_x_r) && (ball_x_r<=BAR_X_R) &&
               (bar_y_t<=ball_y_b) && (ball_y_t<=bar_y_b))
         // reach x of right bar and hit, ball bounce back
         x_delta_next = BALL_V_N;
   end
   //--------------------------------------------
   // rgb multiplexing circuit
   //--------------------------------------------
   always @*
      if (~video_on)
         graph_rgb = 3'b000; // blank
      else
         if (wall_on)
            graph_rgb = wall_rgb;
         else if (bar_on)
            graph_rgb = bar_rgb;
         else if (rd_ball_on)
            graph_rgb = ball_rgb;
         else
            graph_rgb = 3'b110; // yellow background

endmodule

Code:
// Listing 13.1
module vga_sync
   (
    input wire clk, reset,
    output wire hsync, vsync, video_on, p_tick,
    output wire [9:0] pixel_x, pixel_y
   );

   // constant declaration
   // VGA 640-by-480 sync parameters
   localparam HD = 640; // horizontal display area
   localparam HF = 48 ; // h. front (left) border
   localparam HB = 16 ; // h. back (right) border
   localparam HR = 96 ; // h. retrace
   localparam VD = 480; // vertical display area
   localparam VF = 10;  // v. front (top) border
   localparam VB = 33;  // v. back (bottom) border
   localparam VR = 2;   // v. retrace

   // mod-2 counter
   reg mod2_reg;
   wire mod2_next;
   // sync counters
   reg [9:0] h_count_reg, h_count_next;
   reg [9:0] v_count_reg, v_count_next;
   // output buffer
   reg v_sync_reg, h_sync_reg;
   wire v_sync_next, h_sync_next;
   // status signal
   wire h_end, v_end, pixel_tick;

   // body
   // registers
   always @(posedge clk, posedge reset)
      if (reset)
         begin
            mod2_reg <= 1'b0;
            v_count_reg <= 0;
            h_count_reg <= 0;
            v_sync_reg <= 1'b0;
            h_sync_reg <= 1'b0;
         end
      else
         begin
            mod2_reg <= mod2_next;
            v_count_reg <= v_count_next;
            h_count_reg <= h_count_next;
            v_sync_reg <= v_sync_next;
            h_sync_reg <= h_sync_next;
         end

   // mod-2 circuit to generate 25 MHz enable tick
   assign mod2_next = ~mod2_reg;
   assign pixel_tick = mod2_reg;

   // status signals
   // end of horizontal counter (799)
   assign h_end = (h_count_reg==(HD+HF+HB+HR-1));
   // end of vertical counter (524)
   assign v_end = (v_count_reg==(VD+VF+VB+VR-1));

   // next-state logic of mod-800 horizontal sync counter
   always @*
      if (pixel_tick)  // 25 MHz pulse
         if (h_end)
            h_count_next = 0;
         else
            h_count_next = h_count_reg + 1;
      else
         h_count_next = h_count_reg;

   // next-state logic of mod-525 vertical sync counter
   always @*
      if (pixel_tick & h_end)
         if (v_end)
            v_count_next = 0;
         else
            v_count_next = v_count_reg + 1;
      else
         v_count_next = v_count_reg;

   // horizontal and vertical sync, buffered to avoid glitch
   // h_sync_next asserted between 656 and 751
   assign h_sync_next = (h_count_reg>=(HD+HB) &&
                         h_count_reg<=(HD+HB+HR-1));
   // vh_sync_next asserted between 490 and 491
   assign v_sync_next = (v_count_reg>=(VD+VB) &&
                         v_count_reg<=(VD+VB+VR-1));

   // video on/off
   assign video_on = (h_count_reg<HD) && (v_count_reg<VD);

   // output
   assign hsync = h_sync_reg;
   assign vsync = v_sync_reg;
   assign pixel_x = h_count_reg;
   assign pixel_y = v_count_reg;
   assign p_tick = pixel_tick;

endmodule
 

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