data/full_repos/permissive/14349674/animation/gameLogic.v
[Errno 2] No such file or directory: 'preprocess.output'
1: b'%Warning-WIDTH: data/full_repos/permissive/14349674/animation/gameLogic.v:68: Operator ASSIGN expects 8 bits on the Assign RHS, but Assign RHS\'s CONST \'7\'h75\' generates 7 bits.\n                                                                            : ... In instance gameLogic\n        reg [7:0] oldPaddleX = 7\'b1110101;\n                               ^~~~~~~~~~\n                ... Use "/* verilator lint_off WIDTH */" and lint_on around source to disable this message.\n%Warning-WIDTH: data/full_repos/permissive/14349674/animation/gameLogic.v:343: Operator ADD expects 32 or 15 bits on the RHS, but RHS\'s VARREF \'blockCol\' generates 4 bits.\n                                                                             : ... In instance gameLogic\n     blockAddr = (boxesPerRow * blockRow) + blockCol;\n                                          ^\n%Warning-WIDTH: data/full_repos/permissive/14349674/animation/gameLogic.v:349: Operator ADD expects 32 or 8 bits on the LHS, but LHS\'s VARREF \'blockCol\' generates 4 bits.\n                                                                             : ... In instance gameLogic\n       if(topRight_X == (16*(blockCol+1)-1)  && ~(blockCol == 4\'d9) && brickLayout[blockAddr+1] == 1\'b1)  \n                                     ^\n%Warning-WIDTH: data/full_repos/permissive/14349674/animation/gameLogic.v:374: Operator ADD expects 32 or 7 bits on the LHS, but LHS\'s VARREF \'blockRow\' generates 4 bits.\n                                                                             : ... In instance gameLogic\n        if(bottomLeft_Y == (10*(blockRow+1)-1) && ~(blockRow == 4\'d2) && brickLayout[blockAddr+boxesPerRow] == 1\'b1)  \n                                        ^\n%Warning-UNSIGNED: data/full_repos/permissive/14349674/animation/gameLogic.v:328: Comparison is constant due to unsigned arithmetic\n                                                                                : ... In instance gameLogic\n    if((newPosY >= 7\'d0 && newPosY <= 7\'d20)) \n                ^~\n%Error: Exiting due to 5 warning(s)\n'
module gameLogic
        (
                moveLeft,
                moveRight,
                clk,
                newX,
                newY,
                oldX,
                oldY,
                sizeX,
                sizeY,
                startPlot,
                object,
					 userStart,
					 userReset,
					 gameOver,
					 LED
        );
        
        parameter ballCyclesToUpdate = 750000;
        parameter paddleCyclesToUpdate = 2250000;
        parameter brickCyclesToUpdate = 1500000;
        parameter ball_Radius = 2;
        parameter boxesPerRow = 10;
        parameter maxX = 159;
        parameter maxY = 119;
        parameter paddleLength = 20;
        parameter paddleHeight = 1;
        parameter boxLength = 16;
        parameter boxHeight = 10;
        parameter ballObj = 2'b00;
        parameter paddleObj = 2'b01;
        parameter blockObj = 2'b10;
        parameter noObj = 2'b11;
			parameter numRows = 2;
			parameter paddleSpeedZone = 5;
        

        input clk;
        input moveLeft;
        input moveRight;
		  input userStart;
		  input gameOver;
		  input userReset;

        
        output reg [7:0] newX = 'b0;
        output reg [6:0] newY = 'b0;
        output reg [7:0] oldX = 'b0;
        output reg [6:0] oldY = 'b0;
        output reg [7:0] sizeX = 'b0;
        output reg [6:0] sizeY = 'b0;
        output reg [1:0] object = 'b11;
        
        output reg startPlot;
		  output [17:14]LED;
		  assign LED = state;

        integer count = 0;
        reg [7:0] V_x = 8'b1;
        reg [6:0] V_y = 7'b1;
        reg RIGHT = 1'b1;
        reg DOWN = 1'b0;
        reg [7:0] newPosX = 8'b00110011;
        reg [6:0] newPosY = 7'b1110101;
        reg [7:0] oldPosX = 8'b00110011;
        reg [6:0] oldPosY = 7'b1110101;
        reg [7:0] oldPaddleX = 7'b1110101;
        reg [7:0] paddleX = 'd100;
        reg [6:0] paddleY = 7'b1110101;




        reg [7:0]topLeft_X, topRight_X;
        reg [6:0]topLeft_Y, bottomLeft_Y;
        reg [3:0] blockCol, blockRow;
        reg [14:0] blockAddr;
        reg collision = 1'b0;
		  reg [3:0] state;
		  reg [5:0] blockIndex = 0;
		  reg gameStarted = 0;
		reg [boxesPerRow*numRows-1:0] brickLayout = 'b11111111111111111111;
		
	always@(*)
	begin
		
	end


parameter 	STATE_GAMESTART = 4'b0000,	
				STATE_INITIALIZE = 4'b0001,
				STATE_RESET = 4'b0010,
				STATE_DRAWBLOCKS = 4'b0011,
				STATE_DRAWBALL = 4'b0100,
				STATE_DRAWPADDLE = 4'b0101,
				STATE_IDLE = 4'b0110,
				STATE_START = 4'b0111;
				
parameter maxBlockIndex = 'd2;
								

always @ (posedge clk) begin
	case (state)
		STATE_GAMESTART : begin
			if (gameStarted == 0) begin
				gameStarted <= 1;
				state <= STATE_INITIALIZE;
			end else begin
				if (userStart) begin
					state <= STATE_INITIALIZE;
					count <= 0;
				end
			end
		end
		
		STATE_INITIALIZE : begin

			state <= STATE_RESET;
		end
		
		STATE_RESET : begin

			if (count == 0) begin
				count <= count + 1;
				newX = 0;
				newY = 0;
				oldX = 0;
				oldY = 0;
				sizeX = maxX + 1;
				sizeY = maxY + 1;
				object = noObj;
				startPlot <= 1;

			end else if (count == 'd50000) begin
				state <= STATE_DRAWBLOCKS;
				count <= 0;
				blockCol <= 0;
				blockRow <= 0;
			end else begin
				count <= count + 1'b1;
				startPlot <= 0;
			end
			
		end
		
		STATE_DRAWBLOCKS : begin



				if (count == 0) begin
					count <= count + 1;
					newX = boxLength * (blockCol);
					newY = boxHeight * (blockRow);
					oldX = boxLength * (blockCol);
					oldY = boxHeight * (blockRow);
					sizeX = boxLength;
					sizeY = boxHeight;
					if (brickLayout[blockCol + (blockRow * boxesPerRow)] == 1'b1)
						object = blockObj;
					else
						object = noObj;
					startPlot <= 1;
				end else if (count == 'd1000) begin
					if (blockCol == 9) begin
						blockCol = 0;
						if (blockRow == 1)
							state <= STATE_DRAWBALL;
						else
							blockRow = blockRow + 1;
					end
					else
						blockCol = blockCol + 1;
					count <= 0;
				end else begin
					count <= count + 1;
					startPlot <= 0;
				end

		end
		
		STATE_DRAWBALL : begin
			if (count == 0) begin
				 object = ballObj;
				 newX = newPosX;
				 newY = newPosY;
				 oldX = oldPosX;
				 oldY = oldPosY;
				 sizeX = 2 * ball_Radius;
				 sizeY = 2 * ball_Radius;
				 startPlot <= 1;
				count <= count + 1;
			end else if (count == 'd100) begin
				state <= STATE_DRAWPADDLE;
				count <= 0;
			end else begin
				count <= count + 1;
				startPlot <= 0;
			end	
		end
		
		STATE_DRAWPADDLE : begin
			if (count == 0) begin
				 newX = paddleX;
				 newY = paddleY;
				 oldX = oldPaddleX;
				 oldY = paddleY;
				 sizeX = paddleLength;
				 sizeY = paddleHeight;
				 object = paddleObj;
				 startPlot <= 1;
				count <= count + 1;
			end else if (count == 'd200) begin
				state <= STATE_IDLE;
				count <= 0;
			end else
				count <= count + 1;
				startPlot <= 0;
		end
		
		STATE_IDLE: begin
			if (userStart) begin
				state <= STATE_START;
				count <= 0;
			end
		end
		
		STATE_START: begin
			
			if (gameOver || userReset) begin
				state <= STATE_GAMESTART;
				count <= 0;
			end else begin
			
			
			if(count == ballCyclesToUpdate) 
			begin
				object = ballObj;

				count = count + 1;
				if((newPosX) >= (maxX - (2*ball_Radius + V_x - 1)-1))
					RIGHT <= 1'b0;
				if((newPosX) <= V_x)
					RIGHT <= 1'b1;
					
				if((newPosY) == (paddleY-1-(2*ball_Radius))) begin
					if ( (newPosX >= paddleX + paddleSpeedZone) && ((newPosX + 2*ball_Radius) < (paddleX + paddleLength-paddleSpeedZone))) 
					begin
						DOWN <= 1'b0;
						V_x = 8'd1;
					end
					else if((newPosX + 2*ball_Radius) >= paddleX-1 && newPosX < (paddleX + paddleSpeedZone))
					begin
						DOWN <= 1'b0;
						RIGHT <= 1'b0;
						V_x = 8'd1;
					end
					else if((newPosX + 2*ball_Radius) >= (paddleX + paddleLength - paddleSpeedZone) && newPosX <= (paddleX + paddleLength))
					begin
						DOWN <= 1'b0;
						RIGHT <= 1'b1;
						V_x = 8'd1;
					end
				end
				
				if((newPosY) <= V_y+1)
					DOWN <= 1'b1;
				
				if(RIGHT) begin
					oldPosX <= newPosX;
					newPosX <= newPosX + V_x;


				end else begin
					oldPosX <= newPosX;
					newPosX <= newPosX - V_x;


				end if(DOWN) begin
					oldPosY <= newPosY;
					newPosY <= newPosY + V_y;


				end else begin
					oldPosY <= newPosY;
					newPosY <= newPosY - V_y;


				end
				
				startPlot <= 1'b1;
			end
							 
		else if (count == paddleCyclesToUpdate)
			begin
			  count = 0;
			  object = paddleObj;



			  
			  if (moveLeft) begin
						 if (!(paddleX < 1)) begin
									oldPaddleX <= paddleX;
									paddleX <= paddleX - V_x;

						 end
			  end else if (moveRight) begin 
						 if ((maxX >= (paddleX + paddleLength) ) ) begin
									oldPaddleX <= paddleX;
									paddleX <= paddleX + V_x;

						 end
			  end
			  startPlot <= 1'b1;		  
			end
			
			else if (count == brickCyclesToUpdate)
			begin
				count = count + 1;
				object = noObj;

				topLeft_X = newPosX;
				topRight_X = newPosX + (2*ball_Radius) - 1;
				topLeft_Y = newPosY;
				bottomLeft_Y = newPosY + (2*ball_Radius) - 1;

				if((newPosY >= 7'd0 && newPosY <= 7'd20)) 
				begin
					blockCol = newPosX[7:4];
					if(newPosY < 7'd10)
					begin
						blockRow = 4'd0;
					end
					else if(newPosY >= 7'd10 && newPosY < 7'd20)
					begin
						blockRow = 4'd1;

					end
					else
						blockRow = 4'd2;
						
					blockAddr = (boxesPerRow * blockRow) + blockCol;


					case(RIGHT)
						1'b1: begin

							if(topRight_X == (16*(blockCol+1)-1)  && ~(blockCol == 4'd9) && brickLayout[blockAddr+1] == 1'b1)
							begin

								RIGHT = 1'b0;
								blockCol = blockCol+1;
								brickLayout[blockAddr+1] = 1'b0;

								startPlot <= 1'b1;
							end
						end
						1'b0: begin
							if(topLeft_X == 16*(blockCol) && ~(blockCol == 4'd0) && brickLayout[blockAddr-1] == 1'b1)
							begin

								RIGHT = 1'b1;
								blockCol = blockCol-1;
								brickLayout[blockAddr-1] = 1'b0;
								startPlot <= 1'b1;
							end
						end
					endcase


					case(DOWN)
						1'b1: begin
							 if(bottomLeft_Y == (10*(blockRow+1)-1) && ~(blockRow == 4'd2) && brickLayout[blockAddr+boxesPerRow] == 1'b1)
							 begin

								 DOWN = 1'b0;
								 blockRow = blockRow+1;
								 brickLayout[blockAddr+boxesPerRow] = 1'b0;
								 startPlot <= 1'b1;
							 end
						end
						1'b0: begin
						 if(topLeft_Y == 10*(blockRow) && ~(blockRow == 4'd0) && brickLayout[blockAddr-boxesPerRow] == 1'b1)
						 begin

							 DOWN = 1'b1;
							 blockRow = blockRow-1;
							 brickLayout[blockAddr-boxesPerRow] = 1'b0;
							 startPlot <= 1'b1;
						 end
					end
					endcase
				end
			end	
		else 
			begin
				startPlot <= 1'b0;

				count = count + 1;
			end		
		
		if (object == ballObj) begin
			 newX = newPosX;
			 newY = newPosY;
			 oldX = oldPosX;
			 oldY = oldPosY;
			 sizeX = 2 * ball_Radius;
			 sizeY = 2 * ball_Radius;
		end else if (object == paddleObj) begin
			 newX = paddleX;
			 newY = paddleY;
			 oldX = oldPaddleX;
			 oldY = paddleY;
			 sizeX = paddleLength;
			 sizeY = paddleHeight;
		end else if (object == noObj) begin		






			newX = boxLength * (blockCol);
			newY = boxHeight * (blockRow);
			oldX = boxLength * (blockCol);
			oldY = boxHeight * (blockRow);
			sizeX = boxLength;
			sizeY = boxHeight;
		end	
							
		end
	
end
		
	endcase
end

endmodule
module gameLogic
        (
                moveLeft,
                moveRight,
                clk,
                newX,
                newY,
                oldX,
                oldY,
                sizeX,
                sizeY,
                startPlot,
                object,
					 userStart,
					 userReset,
					 gameOver,
					 LED
        );

        
        parameter ballCyclesToUpdate = 750000;
        parameter paddleCyclesToUpdate = 2250000;
        parameter brickCyclesToUpdate = 1500000;
        parameter ball_Radius = 2;
        parameter boxesPerRow = 10;
        parameter maxX = 159;
        parameter maxY = 119;
        parameter paddleLength = 20;
        parameter paddleHeight = 1;
        parameter boxLength = 16;
        parameter boxHeight = 10;
        parameter ballObj = 2'b00;
        parameter paddleObj = 2'b01;
        parameter blockObj = 2'b10;
        parameter noObj = 2'b11;
			parameter numRows = 2;
			parameter paddleSpeedZone = 5;
        

        input clk;
        input moveLeft;
        input moveRight;
		  input userStart;
		  input gameOver;
		  input userReset;

        
        output reg [7:0] newX = 'b0;
        output reg [6:0] newY = 'b0;
        output reg [7:0] oldX = 'b0;
        output reg [6:0] oldY = 'b0;
        output reg [7:0] sizeX = 'b0;
        output reg [6:0] sizeY = 'b0;
        output reg [1:0] object = 'b11;
        
        output reg startPlot;
		  output [17:14]LED;
		  assign LED = state;

        integer count = 0;
        reg [7:0] V_x = 8'b1;
        reg [6:0] V_y = 7'b1;
        reg RIGHT = 1'b1;
        reg DOWN = 1'b0;
        reg [7:0] newPosX = 8'b00110011;
        reg [6:0] newPosY = 7'b1110101;
        reg [7:0] oldPosX = 8'b00110011;
        reg [6:0] oldPosY = 7'b1110101;
        reg [7:0] oldPaddleX = 7'b1110101;
        reg [7:0] paddleX = 'd100;
        reg [6:0] paddleY = 7'b1110101;




        reg [7:0]topLeft_X, topRight_X;
        reg [6:0]topLeft_Y, bottomLeft_Y;
        reg [3:0] blockCol, blockRow;
        reg [14:0] blockAddr;
        reg collision = 1'b0;
		  reg [3:0] state;
		  reg [5:0] blockIndex = 0;
		  reg gameStarted = 0;
		reg [boxesPerRow*numRows-1:0] brickLayout = 'b11111111111111111111;
		
	always@(*)
	begin
		
	end


parameter 	STATE_GAMESTART = 4'b0000,	
				STATE_INITIALIZE = 4'b0001,
				STATE_RESET = 4'b0010,
				STATE_DRAWBLOCKS = 4'b0011,
				STATE_DRAWBALL = 4'b0100,
				STATE_DRAWPADDLE = 4'b0101,
				STATE_IDLE = 4'b0110,
				STATE_START = 4'b0111;
				
parameter maxBlockIndex = 'd2;
								

always @ (posedge clk) begin
	case (state)
		STATE_GAMESTART : begin
			if (gameStarted == 0) begin
				gameStarted <= 1;
				state <= STATE_INITIALIZE;
			end else begin
				if (userStart) begin
					state <= STATE_INITIALIZE;
					count <= 0;
				end
			end
		end
		
		STATE_INITIALIZE : begin

			state <= STATE_RESET;
		end
		
		STATE_RESET : begin

			if (count == 0) begin
				count <= count + 1;
				newX = 0;
				newY = 0;
				oldX = 0;
				oldY = 0;
				sizeX = maxX + 1;
				sizeY = maxY + 1;
				object = noObj;
				startPlot <= 1;

			end else if (count == 'd50000) begin
				state <= STATE_DRAWBLOCKS;
				count <= 0;
				blockCol <= 0;
				blockRow <= 0;
			end else begin
				count <= count + 1'b1;
				startPlot <= 0;
			end
			
		end
		
		STATE_DRAWBLOCKS : begin



				if (count == 0) begin
					count <= count + 1;
					newX = boxLength * (blockCol);
					newY = boxHeight * (blockRow);
					oldX = boxLength * (blockCol);
					oldY = boxHeight * (blockRow);
					sizeX = boxLength;
					sizeY = boxHeight;
					if (brickLayout[blockCol + (blockRow * boxesPerRow)] == 1'b1)
						object = blockObj;
					else
						object = noObj;
					startPlot <= 1;
				end else if (count == 'd1000) begin
					if (blockCol == 9) begin
						blockCol = 0;
						if (blockRow == 1)
							state <= STATE_DRAWBALL;
						else
							blockRow = blockRow + 1;
					end
					else
						blockCol = blockCol + 1;
					count <= 0;
				end else begin
					count <= count + 1;
					startPlot <= 0;
				end

		end
		
		STATE_DRAWBALL : begin
			if (count == 0) begin
				 object = ballObj;
				 newX = newPosX;
				 newY = newPosY;
				 oldX = oldPosX;
				 oldY = oldPosY;
				 sizeX = 2 * ball_Radius;
				 sizeY = 2 * ball_Radius;
				 startPlot <= 1;
				count <= count + 1;
			end else if (count == 'd100) begin
				state <= STATE_DRAWPADDLE;
				count <= 0;
			end else begin
				count <= count + 1;
				startPlot <= 0;
			end	
		end
		
		STATE_DRAWPADDLE : begin
			if (count == 0) begin
				 newX = paddleX;
				 newY = paddleY;
				 oldX = oldPaddleX;
				 oldY = paddleY;
				 sizeX = paddleLength;
				 sizeY = paddleHeight;
				 object = paddleObj;
				 startPlot <= 1;
				count <= count + 1;
			end else if (count == 'd200) begin
				state <= STATE_IDLE;
				count <= 0;
			end else
				count <= count + 1;
				startPlot <= 0;
		end
		
		STATE_IDLE: begin
			if (userStart) begin
				state <= STATE_START;
				count <= 0;
			end
		end
		
		STATE_START: begin
			
			if (gameOver || userReset) begin
				state <= STATE_GAMESTART;
				count <= 0;
			end else begin
			
			
			if(count == ballCyclesToUpdate) 
			begin
				object = ballObj;

				count = count + 1;
				if((newPosX) >= (maxX - (2*ball_Radius + V_x - 1)-1))
					RIGHT <= 1'b0;
				if((newPosX) <= V_x)
					RIGHT <= 1'b1;
					
				if((newPosY) == (paddleY-1-(2*ball_Radius))) begin
					if ( (newPosX >= paddleX + paddleSpeedZone) && ((newPosX + 2*ball_Radius) < (paddleX + paddleLength-paddleSpeedZone))) 
					begin
						DOWN <= 1'b0;
						V_x = 8'd1;
					end
					else if((newPosX + 2*ball_Radius) >= paddleX-1 && newPosX < (paddleX + paddleSpeedZone))
					begin
						DOWN <= 1'b0;
						RIGHT <= 1'b0;
						V_x = 8'd1;
					end
					else if((newPosX + 2*ball_Radius) >= (paddleX + paddleLength - paddleSpeedZone) && newPosX <= (paddleX + paddleLength))
					begin
						DOWN <= 1'b0;
						RIGHT <= 1'b1;
						V_x = 8'd1;
					end
				end
				
				if((newPosY) <= V_y+1)
					DOWN <= 1'b1;
				
				if(RIGHT) begin
					oldPosX <= newPosX;
					newPosX <= newPosX + V_x;


				end else begin
					oldPosX <= newPosX;
					newPosX <= newPosX - V_x;


				end if(DOWN) begin
					oldPosY <= newPosY;
					newPosY <= newPosY + V_y;


				end else begin
					oldPosY <= newPosY;
					newPosY <= newPosY - V_y;


				end
				
				startPlot <= 1'b1;
			end
							 
		else if (count == paddleCyclesToUpdate)
			begin
			  count = 0;
			  object = paddleObj;



			  
			  if (moveLeft) begin
						 if (!(paddleX < 1)) begin
									oldPaddleX <= paddleX;
									paddleX <= paddleX - V_x;

						 end
			  end else if (moveRight) begin 
						 if ((maxX >= (paddleX + paddleLength) ) ) begin
									oldPaddleX <= paddleX;
									paddleX <= paddleX + V_x;

						 end
			  end
			  startPlot <= 1'b1;		  
			end
			
			else if (count == brickCyclesToUpdate)
			begin
				count = count + 1;
				object = noObj;

				topLeft_X = newPosX;
				topRight_X = newPosX + (2*ball_Radius) - 1;
				topLeft_Y = newPosY;
				bottomLeft_Y = newPosY + (2*ball_Radius) - 1;

				if((newPosY >= 7'd0 && newPosY <= 7'd20)) 
				begin
					blockCol = newPosX[7:4];
					if(newPosY < 7'd10)
					begin
						blockRow = 4'd0;
					end
					else if(newPosY >= 7'd10 && newPosY < 7'd20)
					begin
						blockRow = 4'd1;

					end
					else
						blockRow = 4'd2;
						
					blockAddr = (boxesPerRow * blockRow) + blockCol;


					case(RIGHT)
						1'b1: begin

							if(topRight_X == (16*(blockCol+1)-1)  && ~(blockCol == 4'd9) && brickLayout[blockAddr+1] == 1'b1)
							begin

								RIGHT = 1'b0;
								blockCol = blockCol+1;
								brickLayout[blockAddr+1] = 1'b0;

								startPlot <= 1'b1;
							end
						end
						1'b0: begin
							if(topLeft_X == 16*(blockCol) && ~(blockCol == 4'd0) && brickLayout[blockAddr-1] == 1'b1)
							begin

								RIGHT = 1'b1;
								blockCol = blockCol-1;
								brickLayout[blockAddr-1] = 1'b0;
								startPlot <= 1'b1;
							end
						end
					endcase


					case(DOWN)
						1'b1: begin
							 if(bottomLeft_Y == (10*(blockRow+1)-1) && ~(blockRow == 4'd2) && brickLayout[blockAddr+boxesPerRow] == 1'b1)
							 begin

								 DOWN = 1'b0;
								 blockRow = blockRow+1;
								 brickLayout[blockAddr+boxesPerRow] = 1'b0;
								 startPlot <= 1'b1;
							 end
						end
						1'b0: begin
						 if(topLeft_Y == 10*(blockRow) && ~(blockRow == 4'd0) && brickLayout[blockAddr-boxesPerRow] == 1'b1)
						 begin

							 DOWN = 1'b1;
							 blockRow = blockRow-1;
							 brickLayout[blockAddr-boxesPerRow] = 1'b0;
							 startPlot <= 1'b1;
						 end
					end
					endcase
				end
			end	
		else 
			begin
				startPlot <= 1'b0;

				count = count + 1;
			end		
		
		if (object == ballObj) begin
			 newX = newPosX;
			 newY = newPosY;
			 oldX = oldPosX;
			 oldY = oldPosY;
			 sizeX = 2 * ball_Radius;
			 sizeY = 2 * ball_Radius;
		end else if (object == paddleObj) begin
			 newX = paddleX;
			 newY = paddleY;
			 oldX = oldPaddleX;
			 oldY = paddleY;
			 sizeX = paddleLength;
			 sizeY = paddleHeight;
		end else if (object == noObj) begin		






			newX = boxLength * (blockCol);
			newY = boxHeight * (blockRow);
			oldX = boxLength * (blockCol);
			oldY = boxHeight * (blockRow);
			sizeX = boxLength;
			sizeY = boxHeight;
		end	
							
		end
	
end
		
	endcase
end

endmodule