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11-09-2024, 07:48 AM
(This post was last modified: 11-09-2024, 11:16 AM by PhilOfPerth.)
(11-09-2024, 01:21 AM)bplus Wrote: bplus Plinko
Code: (Select All)
Option _Explicit
_Title "bplus Plinko" ' b+ 2024-11-08
' from
' Bonkers Symphony no 37.bas for QB64 fork (B+=MGA) trans 2017-09-15
' from: Bonkers Symphony Number 37.bas SmallBASIC 0.12.8 [B+=MGA] 2017-04-21
' looking at vince version I see I am almost there with this one!
Const XMax = 800
Const YMax = 720
Dim Shared BX, BY, BA, BCnt
Randomize Timer
Screen _NewImage(XMax, YMax, 32): _ScreenMove 250, 0
_PrintMode _KeepBackground
Dim gravity, br, speed, pR, maxRow, np, pxo, pyo, row, col
Dim pidx, i, r, j, dx, dy, slotSpace, slot, score
Dim slots(11), s$
gravity = 2.0
slotSpace = XMax / 12
br = 27: speed = 4 'balls
pR = 5: maxRow = 11: np = maxRow * (maxRow + 1) * .5 ' pins
pxo = XMax / (maxRow + 1) 'pin space along x
pyo = YMax / (maxRow + 1) 'pin spacing along y
Dim px(np), py(np)
For row = 3 To maxRow
For col = 1 To row
pidx = pidx + 1
px(pidx) = pxo * col + (maxRow - row) * .5 * pxo
py(pidx) = pyo * row
Next
Next
NewBall
While 1
Line (0, 0)-(_Width, _Height - 48), &HFF333366, BF
Line (0, _Height - 48)-(_Width, _Height), &HFF008833, BF
For i = 1 To np 'draw pins
For r = pR To 1 Step -1
FC3 px(i), py(i), r, _RGB32(r / pR * 255)
Next
Next
For j = 1 To np 'calc collsions
If Sqr((BX - px(j)) ^ 2 + (BY - py(j)) ^ 2) < br + pR Then
BA = _Atan2(BY - py(j), BX - px(j))
FC3 px(j), py(j), pR, &HFF000000
Sound 120 + (YMax - py(j)) / YMax * 1000, .25
Exit For
End If
Next
dx = Cos(BA) * speed: dy = Sin(BA) * speed + gravity ' update ball
BA = _Atan2(dy, dx)
BX = BX + Cos(BA) * speed: BY = BY + Sin(BA) * speed ' + 2 * Rnd - 1
If BX < br Or BX > XMax + br Or BY > YMax + br Then
slot = Int(BX / slotSpace): slots(slot) = slots(slot) + 1: NewBall
End If
For r = br To 1 Step -1
FC3 BX, BY, r, _RGB32(255 - (r / br) * 160, 0, 0)
Next
score = 0
For i = 0 To 11
Select Case i
Case 0: s$ = " "
Case 11: s$ = " "
Case 1: score = score + slots(1) * 100: s$ = "x100$"
Case 10: score = score + slots(10) * 100: s$ = "x100$"
Case 2: score = score + slots(2) * 10: s$ = "x10$"
Case 9: score = score + slots(9) * 10: s$ = "x10$"
Case 3: score = score + slots(3) * 2: s$ = "x2$"
Case 8: score = score + slots(8) * 2: s$ = "x2$"
Case 4: score = score + slots(4) * 0: s$ = "x0$"
Case 7: score = score + slots(7) * 0: s$ = "x0$"
Case 5: score = score + slots(5) * -1: s$ = "x-1$"
Case 6: score = score + slots(6) * -1: s$ = "x-1$"
End Select
_PrintString (i * slotSpace + .5 * slotSpace - 16, _Height - 40), Str$(slots(i))
_PrintString (i * slotSpace + .5 * slotSpace - 16, _Height - 20), s$
Next
_PrintString (30, 30), "Balls:" + Str$(BCnt) + " Score: $" + _Trim$(Str$(score))
_Display: _Limit 30
Wend
Sub NewBall
BX = XMax / 2 + 10 * Rnd - 5: BY = 0 - Rnd * 20: BCnt = BCnt + 1
BA = _Pi(.5) + _Pi(2 / 90) * Rnd - _Pi(.9999 / 90)
End Sub
Sub FC3 (cx As Long, cy As Long, r As Long, clr~&)
Dim As Long r2, x, y ' for Option _Explicit
If r < 1 Then Exit Sub
Line (cx - r, cy)-(cx + r, cy), clr~&, BF
r2 = r * r
Do
y = y + 1: x = Sqr(r2 - y * y)
Line (cx - x, cy + y)-(cx + x, cy + y), clr~&, BF
Line (cx - x, cy - y)-(cx + x, cy - y), clr~&, BF
Loop Until y = r
End Sub
Another fascinating base for a game! Can't wait to see what you do with this one!
Edit: Sorry, Vince, missed your post earlier about this game.
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nice rewrite bplus, just need to adjust the bounce a little for realism. in the case of a ball hitting a pin dead on top, i went with a 5050 dice roll to decide in which direction to nudge it 0.1 radians and let the simulation take care of the rest. this is becoming the HHHHHT situation all over again
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11-09-2024, 03:53 PM
(This post was last modified: 11-09-2024, 03:55 PM by bplus.)
RE: vince comments on bounce
Yes the bounce is not completely satifactory, specially seen at the top pin and some first bounces are off. I am droppingf balls with slight angle which should reduce decisions at pin tops. Honestly I was happy to tweak it enough for the extreme slots to have some change of a ball passing through.
@PhilOfPerth game? this strikes me more as one of those screen savers that's hard to stop watching. Something about watching that ball make it's way down the board, you never can tell where it's going to end up.
This was a Christmas app at one point in time:
Code: (Select All) Option _Explicit
_Title "Bonkers Synphony #37 (2019 Xmas Update) press spacebar for different view"
'2019-11-24 complete overhall for Xmas 2019 B+ from
' Bonkers Symphony no 37.bas for QB64 fork (B+=MGA) trans 2017-09-15 from
' from: Bonkers Symphony Number 37.bas SmallBASIC 0.12.8 [B+=MGA] 2017-04-21
Const xmax = 1000, ymax = 740
Const nB = 12, gravity = 4, speed = 12
Const maxLRow = 9 'lights
Type ballType
x As Single
y As Single
r As Single
a As Single
c As Integer
rr As Integer
gg As Integer
bb As Integer
End Type
Dim Shared nL
ReDim Shared L(0) As ballType, B(0) As ballType
Randomize Timer
Screen _NewImage(xmax, ymax, 32)
_ScreenMove 300, 0
Dim lc, nx, i, j, clrMode, dx, dy 'screen and "tree"
ReDim B(1 To nB) As ballType
For i = 1 To nB
newBall i
Next
initLights
drawLandscape
clrMode = 0: nx = 1
While _KeyDown(27) = 0
lc = (lc + 1) Mod 24000
If _KeyHit = 32 Then
clrMode = 1 - clrMode
Cls
For i = 1 To nB
newBall i
Next
initLights
drawLandscape
nx = 0
End If
If clrMode Then Line (0, 0)-(xmax, ymax), _RGBA32(0, 0, 0, 5), BF
'draw lights
For i = 1 To nL
drawOrb L(i).x, L(i).y, L(i).r, L(i).rr, L(i).gg, L(i).bb, 0
Next
If lc Mod 100 = 0 Then nx = nx + 1
If nx > nB Then nx = nB
'calc collsions
For i = 1 To nx
For j = 1 To nL
If Sqr((B(i).x - L(j).x) ^ 2 + (B(i).y - L(j).y) ^ 2) < B(i).r + L(j).r Then
B(i).a = _Atan2(B(i).y - L(j).y, B(i).x - L(j).x)
L(j).c = L(j).c + 1
If L(j).c > 5 Then L(j).a = 1 - L(j).a: L(j).c = 0
snd L(j).y / ymax * maxLRow, L(j).x / xmax
If L(j).a = 0 Then
drawOrb L(j).x, L(j).y, L(j).r, L(j).rr, L(j).gg, L(j).bb, 1
Exit For
ElseIf L(j).a Then
drawOrb L(j).x, L(j).y, L(j).r, L(j).rr, L(j).gg, L(j).bb, 3
Exit For
End If
End If
Next
For j = i + 1 To nx
If j <> i And B(j).c <> 1 Then
If Sqr((B(i).x - B(j).x) ^ 2 + (B(i).y - B(j).y) ^ 2) < B(i).r + B(j).r Then
B(i).a = _Atan2(B(i).y - B(j).y, B(i).x - B(j).x)
B(j).a = _Atan2(B(j).y - B(i).y, B(j).x - B(i).x)
B(i).c = 1: B(j).c = 1
Exit For
End If
End If
Next
'update balls
dx = Cos(B(i).a) * speed
dy = Sin(B(i).a) * speed + gravity
B(i).a = _Atan2(dy, dx)
B(i).x = B(i).x + dx
B(i).y = B(i).y + dy
If B(i).x < 0 Or B(i).x > xmax Or B(i).y > ymax Then
newBall i
End If
'IF B(i).a > _PI(2) THEN B(i).a = B(i).a - _PI(2)
'IF B(i).a < 0 THEN B(i).a = B(i).a + _PI(2)
drawOrb B(i).x, B(i).y, B(i).r, B(i).rr, B(i).gg, B(i).bb, 2
B(i).c = 0
Next
_Display
_Limit 20
Wend
Sub newBall (i)
If Rnd < .5 Then B(i).x = irnd(xmax / 2 - 30, xmax / 2 - 5) Else B(i).x = irnd(xmax / 2 + 5, xmax / 2 + 30)
B(i).y = irnd(-100, -10)
B(i).r = irnd(3, 10)
B(i).a = _Pi(.5) + _Pi(1 / 90) * rdir
B(i).gg = irnd(60, 120)
B(i).rr = irnd(0, .5 * B(i).gg)
B(i).bb = irnd(0, .4 * B(i).gg)
End Sub
Sub initLights
Dim i, lxo, lyo, row, col, y
nL = maxLRow * (maxLRow + 1) * .5
lxo = xmax / (maxLRow + 1)
lyo = (ymax - 5 * (maxLRow + 1) * maxLRow / 2) / (maxLRow + 1) 'more space for lower rows
ReDim L(1 To nL) As ballType
i = 0: y = 0
For row = 1 To maxLRow
y = y + lyo + 5 * row 'more space for lower rows
For col = 1 To row
i = i + 1
L(i).x = lxo * col + (maxLRow - row) * .5 * lxo + irnd(-3 * row, 3 * row)
L(i).y = y + irnd(-15, 15)
L(i).r = 6 + irnd(row, row + 6) 'bigger for lower rows
L(i).rr = irnd(128, 255) 'red lights are great!
L(i).gg = irnd(128, 255) * irnd(0, 1) 'get rid of two many mixes
L(i).bb = irnd(128, 255) * irnd(0, 1)
Next
Next
End Sub
Sub drawOrb (x, y, r, red, green, blue, litMode) 'make sphere if lit or not
Dim rr
If litMode = 1 Then
fcirc x, y, r, _RGB32(red, green, blue)
For rr = 36 To 0 Step -2
fcirc x, y, rr, _RGBA32(255, 255, 255, 1)
Next
ElseIf litMode = 0 Then
For rr = r To 0 Step -1
fcirc x, y, rr, _RGB32(red - rr * 7, green - rr * 7, blue - rr * 7)
Next
ElseIf litMode = 2 Then
For rr = r To 0 Step -1
fcirc x, y, rr, _RGB32(red * (1 - rr / r), green * (1 - rr / r), blue * (1 - rr / r))
Next
ElseIf litMode = 3 Then
fcirc x, y, r, _RGB32(red, green, blue)
For rr = 36 To 0 Step -2
fcirc x, y, rr, _RGBA32(0, 0, 0, 2)
Next
End If
End Sub
Sub fcirc (CX As Integer, CY As Integer, R As Integer, C As _Unsigned Long)
Dim Radius As Integer, RadiusError As Integer
Dim X As Integer, Y As Integer
Radius = Abs(R): RadiusError = -Radius: X = Radius: Y = 0
If Radius = 0 Then PSet (CX, CY), C: Exit Sub
Line (CX - X, CY)-(CX + X, CY), C, BF
While X > Y
RadiusError = RadiusError + Y * 2 + 1
If RadiusError >= 0 Then
If X <> Y + 1 Then
Line (CX - Y, CY - X)-(CX + Y, CY - X), C, BF
Line (CX - Y, CY + X)-(CX + Y, CY + X), C, BF
End If
X = X - 1
RadiusError = RadiusError - X * 2
End If
Y = Y + 1
Line (CX - X, CY - Y)-(CX + X, CY - Y), C, BF
Line (CX - X, CY + Y)-(CX + X, CY + Y), C, BF
Wend
End Sub
Sub snd (frq, dur)
Sound 314.1592654 * (maxLRow - frq) + 220, dur + Rnd * .3
End Sub
Sub drawLandscape 'needs midInk, irnd
Dim i As Integer, startH As Single, rr As Integer, gg As Integer, bb As Integer
Dim mountain As Integer, Xright As Single, y As Single, upDown As Single, range As Single
Dim lastx As Single, X As Integer
'the sky
For i = 0 To ymax
midInk 0, 0, 25, 14, 0, 44, i / ymax
Line (0, i)-(xmax, i)
Next
'the land
startH = ymax - 400
rr = 40: gg = 50: bb = 60
For mountain = 1 To 6
Xright = 0
y = startH
While Xright < xmax
' upDown = local up / down over range, change along Y
' range = how far up / down, along X
upDown = (Rnd * .8 - .35) * (mountain * .5)
range = Xright + irnd(15, 25) * 2.5 / mountain
lastx = Xright - 1
For X = Xright To range
y = y + upDown
Color _RGB(rr, gg, bb)
Line (lastx, y)-(X, ymax), , BF 'just lines weren't filling right
lastx = X
Next
Xright = range
Wend
rr = irnd(rr - 15, rr): gg = irnd(gg - 15, gg): bb = irnd(bb - 25, bb)
If rr < 0 Then rr = 0
If gg < 0 Then gg = 0
If bb < 0 Then bb = 0
startH = startH + irnd(5, 20)
Next
End Sub
Sub midInk (r1%, g1%, b1%, r2%, g2%, b2%, fr##)
Color _RGB32(r1% + (r2% - r1%) * fr##, g1% + (g2% - g1%) * fr##, b1% + (b2% - b1%) * fr##)
End Sub
Function irnd (n1, n2) 'return random in interval
Dim l, h
If n1 > n2 Then l = n2: h = n1 Else l = n1: h = n2
irnd = Rnd * (h - l) + l
End Function
Function rdir ()
If Rnd < .5 Then rdir = -1 Else rdir = 1
End Function
I saw vince version of Plinko and realized I was almost there with it!
b = b + ...
Posts: 653
Threads: 96
Joined: Apr 2022
Reputation:
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(11-09-2024, 03:53 PM)bplus Wrote: RE: vince comments on bounce
Yes the bounce is not completely satifactory, specially seen at the top pin and some first bounces are off. I am droppingf balls with slight angle which should reduce decisions at pin tops. Honestly I was happy to tweak it enough for the extreme slots to have some change of a ball passing through.
@PhilOfPerth game? this strikes me more as one of those screen savers that's hard to stop watching. Something about watching that ball make it's way down the board, you never can tell where it's going to end up.
This was a Christmas app at one point in time:
Code: (Select All) Option _Explicit
_Title "Bonkers Synphony #37 (2019 Xmas Update) press spacebar for different view"
'2019-11-24 complete overhall for Xmas 2019 B+ from
' Bonkers Symphony no 37.bas for QB64 fork (B+=MGA) trans 2017-09-15 from
' from: Bonkers Symphony Number 37.bas SmallBASIC 0.12.8 [B+=MGA] 2017-04-21
Const xmax = 1000, ymax = 740
Const nB = 12, gravity = 4, speed = 12
Const maxLRow = 9 'lights
Type ballType
x As Single
y As Single
r As Single
a As Single
c As Integer
rr As Integer
gg As Integer
bb As Integer
End Type
Dim Shared nL
ReDim Shared L(0) As ballType, B(0) As ballType
Randomize Timer
Screen _NewImage(xmax, ymax, 32)
_ScreenMove 300, 0
Dim lc, nx, i, j, clrMode, dx, dy 'screen and "tree"
ReDim B(1 To nB) As ballType
For i = 1 To nB
newBall i
Next
initLights
drawLandscape
clrMode = 0: nx = 1
While _KeyDown(27) = 0
lc = (lc + 1) Mod 24000
If _KeyHit = 32 Then
clrMode = 1 - clrMode
Cls
For i = 1 To nB
newBall i
Next
initLights
drawLandscape
nx = 0
End If
If clrMode Then Line (0, 0)-(xmax, ymax), _RGBA32(0, 0, 0, 5), BF
'draw lights
For i = 1 To nL
drawOrb L(i).x, L(i).y, L(i).r, L(i).rr, L(i).gg, L(i).bb, 0
Next
If lc Mod 100 = 0 Then nx = nx + 1
If nx > nB Then nx = nB
'calc collsions
For i = 1 To nx
For j = 1 To nL
If Sqr((B(i).x - L(j).x) ^ 2 + (B(i).y - L(j).y) ^ 2) < B(i).r + L(j).r Then
B(i).a = _Atan2(B(i).y - L(j).y, B(i).x - L(j).x)
L(j).c = L(j).c + 1
If L(j).c > 5 Then L(j).a = 1 - L(j).a: L(j).c = 0
snd L(j).y / ymax * maxLRow, L(j).x / xmax
If L(j).a = 0 Then
drawOrb L(j).x, L(j).y, L(j).r, L(j).rr, L(j).gg, L(j).bb, 1
Exit For
ElseIf L(j).a Then
drawOrb L(j).x, L(j).y, L(j).r, L(j).rr, L(j).gg, L(j).bb, 3
Exit For
End If
End If
Next
For j = i + 1 To nx
If j <> i And B(j).c <> 1 Then
If Sqr((B(i).x - B(j).x) ^ 2 + (B(i).y - B(j).y) ^ 2) < B(i).r + B(j).r Then
B(i).a = _Atan2(B(i).y - B(j).y, B(i).x - B(j).x)
B(j).a = _Atan2(B(j).y - B(i).y, B(j).x - B(i).x)
B(i).c = 1: B(j).c = 1
Exit For
End If
End If
Next
'update balls
dx = Cos(B(i).a) * speed
dy = Sin(B(i).a) * speed + gravity
B(i).a = _Atan2(dy, dx)
B(i).x = B(i).x + dx
B(i).y = B(i).y + dy
If B(i).x < 0 Or B(i).x > xmax Or B(i).y > ymax Then
newBall i
End If
'IF B(i).a > _PI(2) THEN B(i).a = B(i).a - _PI(2)
'IF B(i).a < 0 THEN B(i).a = B(i).a + _PI(2)
drawOrb B(i).x, B(i).y, B(i).r, B(i).rr, B(i).gg, B(i).bb, 2
B(i).c = 0
Next
_Display
_Limit 20
Wend
Sub newBall (i)
If Rnd < .5 Then B(i).x = irnd(xmax / 2 - 30, xmax / 2 - 5) Else B(i).x = irnd(xmax / 2 + 5, xmax / 2 + 30)
B(i).y = irnd(-100, -10)
B(i).r = irnd(3, 10)
B(i).a = _Pi(.5) + _Pi(1 / 90) * rdir
B(i).gg = irnd(60, 120)
B(i).rr = irnd(0, .5 * B(i).gg)
B(i).bb = irnd(0, .4 * B(i).gg)
End Sub
Sub initLights
Dim i, lxo, lyo, row, col, y
nL = maxLRow * (maxLRow + 1) * .5
lxo = xmax / (maxLRow + 1)
lyo = (ymax - 5 * (maxLRow + 1) * maxLRow / 2) / (maxLRow + 1) 'more space for lower rows
ReDim L(1 To nL) As ballType
i = 0: y = 0
For row = 1 To maxLRow
y = y + lyo + 5 * row 'more space for lower rows
For col = 1 To row
i = i + 1
L(i).x = lxo * col + (maxLRow - row) * .5 * lxo + irnd(-3 * row, 3 * row)
L(i).y = y + irnd(-15, 15)
L(i).r = 6 + irnd(row, row + 6) 'bigger for lower rows
L(i).rr = irnd(128, 255) 'red lights are great!
L(i).gg = irnd(128, 255) * irnd(0, 1) 'get rid of two many mixes
L(i).bb = irnd(128, 255) * irnd(0, 1)
Next
Next
End Sub
Sub drawOrb (x, y, r, red, green, blue, litMode) 'make sphere if lit or not
Dim rr
If litMode = 1 Then
fcirc x, y, r, _RGB32(red, green, blue)
For rr = 36 To 0 Step -2
fcirc x, y, rr, _RGBA32(255, 255, 255, 1)
Next
ElseIf litMode = 0 Then
For rr = r To 0 Step -1
fcirc x, y, rr, _RGB32(red - rr * 7, green - rr * 7, blue - rr * 7)
Next
ElseIf litMode = 2 Then
For rr = r To 0 Step -1
fcirc x, y, rr, _RGB32(red * (1 - rr / r), green * (1 - rr / r), blue * (1 - rr / r))
Next
ElseIf litMode = 3 Then
fcirc x, y, r, _RGB32(red, green, blue)
For rr = 36 To 0 Step -2
fcirc x, y, rr, _RGBA32(0, 0, 0, 2)
Next
End If
End Sub
Sub fcirc (CX As Integer, CY As Integer, R As Integer, C As _Unsigned Long)
Dim Radius As Integer, RadiusError As Integer
Dim X As Integer, Y As Integer
Radius = Abs(R): RadiusError = -Radius: X = Radius: Y = 0
If Radius = 0 Then PSet (CX, CY), C: Exit Sub
Line (CX - X, CY)-(CX + X, CY), C, BF
While X > Y
RadiusError = RadiusError + Y * 2 + 1
If RadiusError >= 0 Then
If X <> Y + 1 Then
Line (CX - Y, CY - X)-(CX + Y, CY - X), C, BF
Line (CX - Y, CY + X)-(CX + Y, CY + X), C, BF
End If
X = X - 1
RadiusError = RadiusError - X * 2
End If
Y = Y + 1
Line (CX - X, CY - Y)-(CX + X, CY - Y), C, BF
Line (CX - X, CY + Y)-(CX + X, CY + Y), C, BF
Wend
End Sub
Sub snd (frq, dur)
Sound 314.1592654 * (maxLRow - frq) + 220, dur + Rnd * .3
End Sub
Sub drawLandscape 'needs midInk, irnd
Dim i As Integer, startH As Single, rr As Integer, gg As Integer, bb As Integer
Dim mountain As Integer, Xright As Single, y As Single, upDown As Single, range As Single
Dim lastx As Single, X As Integer
'the sky
For i = 0 To ymax
midInk 0, 0, 25, 14, 0, 44, i / ymax
Line (0, i)-(xmax, i)
Next
'the land
startH = ymax - 400
rr = 40: gg = 50: bb = 60
For mountain = 1 To 6
Xright = 0
y = startH
While Xright < xmax
' upDown = local up / down over range, change along Y
' range = how far up / down, along X
upDown = (Rnd * .8 - .35) * (mountain * .5)
range = Xright + irnd(15, 25) * 2.5 / mountain
lastx = Xright - 1
For X = Xright To range
y = y + upDown
Color _RGB(rr, gg, bb)
Line (lastx, y)-(X, ymax), , BF 'just lines weren't filling right
lastx = X
Next
Xright = range
Wend
rr = irnd(rr - 15, rr): gg = irnd(gg - 15, gg): bb = irnd(bb - 25, bb)
If rr < 0 Then rr = 0
If gg < 0 Then gg = 0
If bb < 0 Then bb = 0
startH = startH + irnd(5, 20)
Next
End Sub
Sub midInk (r1%, g1%, b1%, r2%, g2%, b2%, fr##)
Color _RGB32(r1% + (r2% - r1%) * fr##, g1% + (g2% - g1%) * fr##, b1% + (b2% - b1%) * fr##)
End Sub
Function irnd (n1, n2) 'return random in interval
Dim l, h
If n1 > n2 Then l = n2: h = n1 Else l = n1: h = n2
irnd = Rnd * (h - l) + l
End Function
Function rdir ()
If Rnd < .5 Then rdir = -1 Else rdir = 1
End Function
I saw vince version of Plinko and realized I was almost there with it!
Yes, that Christmas one is niice for a screen-saver. I thought the randomness was a bit off on the first run - it tended to favour the left side - but other runs proved me wrong. Nice one!
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