FPGA

Design of "Tetris" based on FPGA

Time: 2025-05-21 11:54:29View:

Designing Tetris on an FPGA is an excellent project that combines graphics rendering, input handling, game logic, and finite state machines. Below is a complete overview of how to design Tetris for an FPGA — typically targeting platforms like Xilinx Artix-7 with VGA output and button inputs.

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High-Level Architecture of Tetris on FPGA

pgsql

+-------------------+
|   Clock Divider   |  ← System clock to pixel/game timing
+-------------------+
         ↓
+-------------------+
|     Input Unit    |  ← Button or keyboard handling
+-------------------+
         ↓
+-------------------+
|   Game Controller |  ← FSM for Tetris logic
+-------------------+
         ↓
+-------------------+
| Block Generator   |  ← New Tetrimino logic
+-------------------+
         ↓
+-------------------+
|    Game Memory    |  ← Stores grid state
+-------------------+
         ↓
+-------------------+
|     VGA Driver    |  ← Outputs visuals to screen
+-------------------+

1. Inputs and Clock Management

  • Inputs: Use push buttons (left, right, rotate, down, start/reset).

  • Clock: Use a clock divider to generate slower game and VGA pixel clocks (e.g., 25 MHz for VGA 640×480).


2. Finite State Machine (FSM) for Game Control

Key states:

  • Idle: Waiting for start

  • Spawn: Generate new block

  • Fall: Move block down every interval

  • Move/Rotate: Respond to input

  • Lock: Freeze block when it can’t fall

  • Clear: Remove filled lines

  • Game Over


3. Block Generator

  • 7 types of Tetriminoes (I, O, T, S, Z, J, L)

  • Represent each as a 4×4 matrix

  • Rotate using 90-degree matrix rotation or lookup table


4. Game Grid / Memory

  • Grid size: 10 (width) × 20 (height)

  • Store in 2D array or block RAM (BRAM):
    reg [3:0] grid[0:19][0:9];

  • Update when blocks settle or lines are cleared


5. Input Handling

Debounce and interpret:

  • LEFT, RIGHT, DOWN, ROTATE, START

  • Can be done via FSM or counters to handle key hold durations


6. VGA Display Output

  • Use a VGA controller module:

    • Horizontal sync

    • Vertical sync

    • Pixel RGB output

  • Translate grid content into pixel regions (each block could be 20×20 pixels)

  • Color each block based on type


7. Optional Features

  • Score tracking

  • Speed increase with level

  • Sound (with PWM output)

  • Pause/resume


Modules Breakdown (Verilog/VHDL)

Example Modules:

ModuleFunction
clock_divider.vDerives slower clocks
debouncer.vDebounces button inputs
tetris_logic.vHandles FSM, block logic
vga_driver.vGenerates VGA sync signals
grid_renderer.vMaps grid to pixels
input_controller.vInterprets user inputs



Display Mapping Example (VGA 640x480)

  • Use 10×20 block grid, each block 20×20 pixels

  • Leave margin on screen edges

  • Draw only active game area to VGA


Test and Simulate

  • Use simulation tools (e.g., ModelSim, Vivado) to simulate FSM and game logic.

  • Test block rotations, collision, and line clearing.

  • Visual testing via actual VGA screen or simulation waveform.


 Tools and Requirements

  • FPGA Board (e.g., Basys 3, Nexys A7)

  • VGA Cable and Monitor

  • Vivado / Quartus Design Suite

  • Optional: PS/2 or USB keyboard module


 Summary

Building Tetris on an FPGA is a full-stack hardware design challenge involving:

  • HDL (Verilog/VHDL)

  • Game mechanics

  • Graphics output (VGA)

  • Input management

  • Finite State Machines