Verilog problems / Fun & Games
What you must build
Detect whether a bullet hits an alien: a classic range-overlap check dressed up as retro arcade collision logic.
Engineers use “Space Invaders Collision Detector” as a building block in fun & games. Interviewers ask for the same ports and the same corner cases this judge covers. Completing it in the browser is the same skill as writing synthesizable RTL at work, minus the EDA license.
alien_x up to (but not including) alien_x+alien_width; the bullet hits when its position falls anywhere in that half-open range: hit = (bullet_x>=alien_x) && (bullet_x<alien_x+alien_width);. Using <= instead of < for the upper bound is a classic off-by-one in collision detection — it counts one extra cell just past the alien's actual right edge as a hit, so a bullet that should whiff right next to the alien registers a phantom collision instead.Port contract
The judge instantiates exactly these ports. Extra ports or a different module name fail to elaborate.
| Name | Dir | Width | Description |
|---|---|---|---|
| bullet_x | input | 4 | Bullet's horizontal position (0-15) |
| alien_x | input | 4 | Alien's leftmost cell position |
| alien_width | input | 3 | How many cells wide the alien is |
| hit | output | 1 | 1 if bullet_x falls within the alien's occupied cells |
How to approach this kata
This is an introductory kata. Prefer a clear continuous assignment or a small combinational always block. Name the module top_module and keep the port list identical to the table — the hidden testbench instantiates that name.
Hidden tests instantiate top_module, drive the ports, and compare every sample against a golden model. They do not grade coding style. They do grade X/Z, off-by-one counters, and ignoring enables. Sign in only when you want the run saved on the leaderboard — the specification below is public.
Starter shape
Copy this skeleton into the editor (or press Reset starter). Fill the body; do not rename the module.
module top_module( input [3:0] bullet_x, input [3:0] alien_x, input [2:0] alien_width, output hit ); // Your code here — hit if alien_x <= bullet_x < alien_x + alien_width. endmodule
Why this shows up in interviews
Space Invaders Collision Detector sits under Fun & Games (combinational, comparator). Concept: The alien occupies a run of cells from alien_x up to (but not including) alien_x+alien_width ; the bullet hits when its position falls anywhere in that half-open range: hit = (bullet_x>=alien_x) && (bullet_x<alien_x+alien_width); . Using <= instead of < for the upper bound is a classic off-by-one in collision detection — it counts one extra cell just past the alien's actual right edge as a hit, so a bullet that should whiff right next to the alien registers a phantom collision instead.
A passing solution is synthesizable intent: no delays in the DUT, no initial blocks inside top_module, and no reference to testbench tasks. Use blocking assignments only in combinational always blocks; use non-blocking for registers clocked by clk.
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FAQ
What does this problem require?
What does the Space Invaders Collision Detector problem ask for? Detect whether a bullet hits an alien: a classic range-overlap check dressed up as retro arcade collision logic. Implement it as Verilog module top_module with the listed ports.
Combinational or sequential?
Is Space Invaders Collision Detector combinational or sequential? Tags: combinational, comparator. Follow the clock/reset ports if they appear in the table; if there is no clock, use continuous assignment or combinational always @(*).
How does the auto-grader work?
How is Space Invaders Collision Detector graded? A hidden SystemVerilog/Verilog testbench in the EcrioniX judge simulates your module in the browser. You pass when every directed vector matches, including the waveform contract shown on this page.