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qblock.sv.bak
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qblock.sv.bak
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//module qblock(
// input Clk, // 50 MHz clock
// Reset, // Active-high reset signal
// frame_clk, // The clock indicating a new frame (~60Hz)
// input [9:0] DrawX, DrawY, // Current pixel coordinates
// input [1:0] roomNum, // game's roomNum
// input [1:0] myRoomNum, // block's roomNum
// input [9:0] posX, posY, // location of qblock - will never change
// input [9:0] marioX, marioY, // mario's coordinates for collision with qblock
// input is_alive_mario, // is mario alive? - if mario bumps a qblock while dead nothing should happen
// output logic is_qblock, // Whether current pixel belongs to qblock or background
// output logic blink_num, // animation for qblock blinking
// output logic is_empty, // is qblock empty? - used for animation and for qblock logic
// output logic [8:0] goomba_address, // outputs goomba's address for sprite drawing
// output logic [9:0] Goomba_X_Pos, Goomba_Y_Pos, // current position
// output logic is_alive_goomba
// );
//
//endmodule