简析
输入:d1, d2, sel
输出: out1, out2, out3
和自动贩售机1相比多了选择饮料的功能,但少了一种货币,总体上难度相似。
首先自动贩售机中可能存在的几种金额:0,0.5,1,1.5,2,2.5,3。然后直接将其作为状态机的几种状态,并根据投币面额确定状态转移。当贩售机内金额大于等于1.5时,也就是S1_5
及以后的状态,还应根据饮料种类做判断。如果选择的是饮料1,sel=0
,则返回S0
状态;如果选择的是饮料2,sel=1
,则根据投入的货币继续向下转移状态。当贩售机内金额大于等于2.5时,也就是S2_5
及以后的状态,肯定足够购买饮料,状态机直接返回S0,并根据情况找零。
代码
`timescale 1ns/1ns
module seller2(
input wire clk ,
input wire rst ,
input wire d1 ,
input wire d2 ,
input wire sel ,
output reg out1,
output reg out2,
output reg out3
);
//*************code***********//
parameter S0=0, S0_5=1, S1=2, S1_5=3, S2=4, S2_5=5, S3=6;
reg[2:0] state, nstate;
always@(posedge clk or negedge rst) begin
if(~rst)
state <= 0;
else
state <= nstate;
end
always@(*) begin
case(state)
S0 : nstate = d1? S0_5:
d2? S1:
nstate;
S0_5 : nstate = d1? S1:
d2? S1_5:
nstate;
S1 : nstate = d1? S1_5:
d2? S2:
nstate;
S1_5 : nstate = ~sel? S0:
d1? S2:
d2? S2_5:
nstate;
S2 : nstate = ~sel? S0:
d1? S2_5:
d2? S3:
nstate;
default: nstate = S0;
endcase
end
always@(*) begin
if(~rst) begin
{out1, out2, out3} = 3'b000;
end
else begin
case(state)
S0, S0_5, S1: {out1, out2, out3} = 0;
S1_5 : {out1, out2, out3} = ~sel? 3'b100: 3'b000;
S2 : {out1, out2, out3} = ~sel? 3'b101: 3'b000;
S2_5 : {out1, out2, out3} = ~sel? 3'b101: 3'b010;
S3 : {out1, out2, out3} = ~sel? 3'b101: 3'b011;
default : {out1, out2, out3} = 3'b000;
endcase
end
end
//*************code***********//
endmodule