) SIGNAL state : STATE_TYPE BEGIN -Place behavioral description here END Behavioral State Diagram State Description sReset Reset sFirstRoll First Roll sStorePoint Store Point sPlayerWins Player wins sPlayerLoses Player loses sWaitNextRoll Wait for next roll sNextRoll Next Roll sEndNextRollĞnd next roll 8 statesĬraps Controller Entity ENTITY Controller IS PORT ( Rb,Reset,Clk : IN BIT -external D7,D711,D2312,Eq : IN BIT -internal Roll,Sp : OUT BIT -internal Win,Lose : OUT BIT -external END Controller īehavioral Architecture ARCHITECTURE Behavioral OF Controller IS TYPE STATE_TYPE IS (sReset, sFirstRoll. Roll Dice Y N Rb Y N D711? Win Lose Y Y N N Reset Reset ASM Chart Add your actions and decisions here. Decisions relate to inputs from dataflow (D7, D711, D2312, EQ) and outside world (Rb and Reset).Outputs to dataflow (Sp and Roll) and outside world (Win and Lose).States (reset, roll dice, roll done) and.Play continues until the player wins or loses.Otherwise, the player must roll again.Otherwise, the sum is either 4, 5, 6, 8, 9, or 10 and is saved as the point and the player must roll again. if it is 2, 3, or 12, the player loses.After rolling the dice (two six-sided die), the sum is tested.Review rules (view from state information).Controller Craps Dice Game Switching and Logic Lab Standard Laboratory Exercises
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