data/full_repos/permissive/175316557/finalproject.v
 line:55: before: ")"
1: b"%Error: data/full_repos/permissive/175316557/finalproject.v:30: Cannot find file containing module: 'sprite_draw'\nsprite_draw spriteD(\n^~~~~~~~~~~\n        ... Looked in:\n             data/full_repos/permissive/175316557,data/full_repos/permissive/175316557/sprite_draw\n             data/full_repos/permissive/175316557,data/full_repos/permissive/175316557/sprite_draw.v\n             data/full_repos/permissive/175316557,data/full_repos/permissive/175316557/sprite_draw.sv\n             sprite_draw\n             sprite_draw.v\n             sprite_draw.sv\n             obj_dir/sprite_draw\n             obj_dir/sprite_draw.v\n             obj_dir/sprite_draw.sv\n%Error: data/full_repos/permissive/175316557/finalproject.v:48: Cannot find file containing module: 'keyboard_input'\nkeyboard_input kinp(\n^~~~~~~~~~~~~~\n%Error: data/full_repos/permissive/175316557/finalproject.v:79: Cannot find file containing module: 'game_levels'\ngame_levels game(\n^~~~~~~~~~~\n%Error: data/full_repos/permissive/175316557/finalproject.v:89: Cannot find file containing module: 'level_handler'\nlevel_handler lhp(\n^~~~~~~~~~~~~\n%Error: Exiting due to 4 error(s)\n"
module finalproject(
           input CLOCK_50,
           input [3:0] KEY,
           input [9:0] SW,
           input PS2_CLK,
           input PS2_DAT,
           output [6:0] HEX0,
           output [6:0] HEX1,

           output VGA_CLK,
           output VGA_HS,
           output VGA_VS,
           output VGA_BLANK_N,
           output VGA_SYNC_N,
           output [9:0] VGA_R,
           output [9:0] VGA_G,
           output [9:0] VGA_B
       );

wire resetn;
assign resetn = KEY[0];


wire [3:0] w_sprite_id;
wire [7:0] w_x;
wire [6:0] w_y;
wire w_begin_draw;


sprite_draw spriteD(
                .resetn(resetn),
                .clk(CLOCK_50),
                .x_in(w_x),
                .y_in(w_y),
                .begin_draw(w_begin_draw),
                .sprite_id_in(w_sprite_id),

                .VGA_R(VGA_R),
                .VGA_G(VGA_G),
                .VGA_B(VGA_B),
                .VGA_HS(VGA_HS),
                .VGA_VS(VGA_VS),
                .VGA_BLANK(VGA_BLANK_N),
                .VGA_SYNC(VGA_SYNC_N),
                .VGA_CLK(VGA_CLK));

wire [2:0] wkeycode;
keyboard_input kinp(
                   .KEY(KEY),
                   .clk(CLOCK_50),
                   .PS2_DAT(PS2_DAT),
                   .PS2_CLK(PS2_CLK),
                   .resetn(resetn),
                   .keycode(wkeycode),
               );


wire w_ld_loading;
wire [3:0] w_ld_level_num;
wire w_level_complete;

hex_decoder hone(
                .hex_digit({2'b00, w_ld_level_num[1:0]} + 1),
                .segments(HEX0)

            );

hex_decoder htwo(
                .hex_digit({2'b00, w_ld_level_num[3:2]} + 1),
                .segments(HEX1)

            );

wire w_level_complete_enh;
assign w_level_complete_enh = ~KEY[2] || w_level_complete;
wire w_ld_loading_enh;
assign w_ld_loading_enh = ~KEY[1] || w_ld_loading;

game_levels game(
                .clock(CLOCK_50),
                .keycode(wkeycode),
                .reset_n(resetn),
                .ld_loading(w_ld_loading),
                .ld_level_num(w_ld_level_num),
                .w_level_complete(w_level_complete_enh)
            );


level_handler lhp(
                    .clock(CLOCK_50),
                    .ld_loading(w_ld_loading_enh),
                    .keycode(wkeycode),
                    .ld_level_num(w_ld_level_num),
                    .w_level_complete(w_level_complete),
                    .reset_n(resetn),
                    .begin_draw(w_begin_draw),
                    .position_x(w_x),
                    .position_y(w_y),
                    .sprite_id(w_sprite_id)
                );
endmodule
module finalproject(
           input CLOCK_50,
           input [3:0] KEY,
           input [9:0] SW,
           input PS2_CLK,
           input PS2_DAT,
           output [6:0] HEX0,
           output [6:0] HEX1,

           output VGA_CLK,
           output VGA_HS,
           output VGA_VS,
           output VGA_BLANK_N,
           output VGA_SYNC_N,
           output [9:0] VGA_R,
           output [9:0] VGA_G,
           output [9:0] VGA_B
       );


wire resetn;
assign resetn = KEY[0];


wire [3:0] w_sprite_id;
wire [7:0] w_x;
wire [6:0] w_y;
wire w_begin_draw;


sprite_draw spriteD(
                .resetn(resetn),
                .clk(CLOCK_50),
                .x_in(w_x),
                .y_in(w_y),
                .begin_draw(w_begin_draw),
                .sprite_id_in(w_sprite_id),

                .VGA_R(VGA_R),
                .VGA_G(VGA_G),
                .VGA_B(VGA_B),
                .VGA_HS(VGA_HS),
                .VGA_VS(VGA_VS),
                .VGA_BLANK(VGA_BLANK_N),
                .VGA_SYNC(VGA_SYNC_N),
                .VGA_CLK(VGA_CLK));

wire [2:0] wkeycode;
keyboard_input kinp(
                   .KEY(KEY),
                   .clk(CLOCK_50),
                   .PS2_DAT(PS2_DAT),
                   .PS2_CLK(PS2_CLK),
                   .resetn(resetn),
                   .keycode(wkeycode),
               );


wire w_ld_loading;
wire [3:0] w_ld_level_num;
wire w_level_complete;

hex_decoder hone(
                .hex_digit({2'b00, w_ld_level_num[1:0]} + 1),
                .segments(HEX0)

            );

hex_decoder htwo(
                .hex_digit({2'b00, w_ld_level_num[3:2]} + 1),
                .segments(HEX1)

            );

wire w_level_complete_enh;
assign w_level_complete_enh = ~KEY[2] || w_level_complete;
wire w_ld_loading_enh;
assign w_ld_loading_enh = ~KEY[1] || w_ld_loading;

game_levels game(
                .clock(CLOCK_50),
                .keycode(wkeycode),
                .reset_n(resetn),
                .ld_loading(w_ld_loading),
                .ld_level_num(w_ld_level_num),
                .w_level_complete(w_level_complete_enh)
            );


level_handler lhp(
                    .clock(CLOCK_50),
                    .ld_loading(w_ld_loading_enh),
                    .keycode(wkeycode),
                    .ld_level_num(w_ld_level_num),
                    .w_level_complete(w_level_complete),
                    .reset_n(resetn),
                    .begin_draw(w_begin_draw),
                    .position_x(w_x),
                    .position_y(w_y),
                    .sprite_id(w_sprite_id)
                );
endmodule