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12 Commits
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|---|---|---|---|
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| 274404b9ea | |||
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| 64de5fb732 | |||
| 4a4e6e40a9 | |||
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| d90785a61a | |||
| 227c603ffe | |||
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| f3fe1b783b | |||
| 570cee0f62 | |||
| 5b6fd34a6f |
15
Cargo.lock
generated
@@ -2,13 +2,6 @@
|
||||
# It is not intended for manual editing.
|
||||
version = 3
|
||||
|
||||
[[package]]
|
||||
name = "Pac-Man"
|
||||
version = "0.1.0"
|
||||
dependencies = [
|
||||
"sdl2",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "bitflags"
|
||||
version = "1.3.2"
|
||||
@@ -33,6 +26,14 @@ version = "0.2.147"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "b4668fb0ea861c1df094127ac5f1da3409a82116a4ba74fca2e58ef927159bb3"
|
||||
|
||||
[[package]]
|
||||
name = "pacman"
|
||||
version = "0.1.0"
|
||||
dependencies = [
|
||||
"lazy_static",
|
||||
"sdl2",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "sdl2"
|
||||
version = "0.35.2"
|
||||
|
||||
@@ -1,9 +1,10 @@
|
||||
[package]
|
||||
name = "Pac-Man"
|
||||
name = "pacman"
|
||||
version = "0.1.0"
|
||||
edition = "2021"
|
||||
|
||||
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
|
||||
|
||||
[dependencies]
|
||||
lazy_static = "1.4.0"
|
||||
sdl2 = { version = "0.35", features = ["image", "ttf", "mixer"] }
|
||||
|
||||
35
IMPLEMENTATION.md
Normal file
@@ -0,0 +1,35 @@
|
||||
# Implementation
|
||||
|
||||
A document detailing the implementation the project from rendering, to game logic, to build systems.
|
||||
|
||||
## Rendering
|
||||
|
||||
1. Map
|
||||
- May require procedural text generation later on (cacheable?)
|
||||
2. Pacman
|
||||
3. Ghosts
|
||||
- Requires colors
|
||||
4. Items
|
||||
5. Interface
|
||||
- Requires fonts
|
||||
|
||||
## Grid System
|
||||
|
||||
1. How does the grid system work?
|
||||
|
||||
The grid is 28 x 36 (although, the map texture is 28 x 37), and each cell is 24x24 (pixels).
|
||||
Many of the walls in the map texture only occupy a portion of the cell, so some items are able to render across multiple cells.
|
||||
24x24 assets include pellets, the energizer, and the map itself ()
|
||||
|
||||
2. What constraints must be enforced on Ghosts and PacMan?
|
||||
|
||||
3. How do movement transitions work?
|
||||
|
||||
All entities store a precise position, and a direction. This position is only used for animation, rendering, and collision purposes. Otherwise, a separate 'cell position' (which is 24 times less precise, owing to the fact that it is based on the entity's position within the grid).
|
||||
|
||||
When an entity is transitioning between cells, movement directions are acknowledged, but won't take effect until the next cell has been entered completely.
|
||||
|
||||
4. Between transitions, how does collision detection work?
|
||||
|
||||
It appears the original implementation used cell-level detection.
|
||||
I worry this may be prone to division errors. Make sure to use rounding (50% >=).
|
||||
56
README.md
@@ -2,7 +2,7 @@
|
||||
|
||||
If the title doesn't clue you in, I'm remaking Pac-Man with SDL and Rust.
|
||||
|
||||
The project is *extremely* early in development, but check back in a week, and maybe I'll have something cool to look
|
||||
The project is _extremely_ early in development, but check back in a week, and maybe I'll have something cool to look
|
||||
at.
|
||||
|
||||
## Feature Targets
|
||||
@@ -10,3 +10,57 @@ at.
|
||||
- Near-perfect replication of logic, scoring, graphics, sound, and behaviors.
|
||||
- Written in Rust, buildable on Windows, Linux, Mac and WebAssembly.
|
||||
- Online demo, playable in a browser.
|
||||
- Automatic build system, with releases for Windows, Linux, and Mac & Web-Assembly.
|
||||
- Debug tooling
|
||||
- Game state visualization
|
||||
- Game speed controls + pausing
|
||||
- Log tracing
|
||||
- Performance details
|
||||
|
||||
## Experimental Ideas
|
||||
|
||||
- Perfected Ghost Algorithms
|
||||
- More than 4 ghosts
|
||||
- Custom Level Generation
|
||||
- Multi-map tunnelling
|
||||
|
||||
## Installation
|
||||
|
||||
Besides SDL2, the following extensions are required: Image, Mixer, and TTF.
|
||||
|
||||
### Ubuntu
|
||||
|
||||
On Ubuntu, you can install the required packages with the following command:
|
||||
|
||||
```
|
||||
sudo apt install libsdl2-dev libsdl2-image-dev libsdl2-mixer-dev libsdl2-ttf-dev
|
||||
```
|
||||
|
||||
### Windows
|
||||
|
||||
On Windows, installation requires either building from source (not covered), or downloading the pre-built binaries.
|
||||
|
||||
The latest releases can be found here:
|
||||
|
||||
- [SDL2](https://github.com/libsdl-org/SDL/releases/latest/)
|
||||
- [SDL2_image](https://github.com/libsdl-org/SDL_image/releases/latest/)
|
||||
- [SDL2_mixer](https://github.com/libsdl-org/SDL_mixer/releases/latest/)
|
||||
- [SDL2_ttf](https://github.com/libsdl-org/SDL_ttf/releases/latest/)
|
||||
|
||||
Download each for your architecture, and locate the appropriately named DLL within. Move said DLL to root of this project.
|
||||
|
||||
## Building
|
||||
|
||||
To build the project, run the following command:
|
||||
|
||||
```
|
||||
cargo build
|
||||
```
|
||||
|
||||
During development, you can easily run the project with:
|
||||
|
||||
```
|
||||
cargo run
|
||||
cargo run -q # Quiet mode, no logging
|
||||
cargo run --release # Release mode, optimized
|
||||
```
|
||||
BIN
SDL2_image.dll
BIN
SDL2_mixer.dll
BIN
SDL2_ttf.dll
BIN
assets/24/energizer.png
Normal file
|
After Width: | Height: | Size: 174 B |
BIN
assets/24/pellet.png
Normal file
|
After Width: | Height: | Size: 158 B |
BIN
assets/32/fruit.png
Normal file
|
After Width: | Height: | Size: 1.5 KiB |
BIN
assets/32/game_over.png
Normal file
|
After Width: | Height: | Size: 1.2 KiB |
BIN
assets/32/ghost_body.png
Normal file
|
After Width: | Height: | Size: 528 B |
BIN
assets/32/ghost_eyes.png
Normal file
|
After Width: | Height: | Size: 394 B |
BIN
assets/32/life.png
Normal file
|
After Width: | Height: | Size: 228 B |
BIN
assets/32/pacman.png
Normal file
|
After Width: | Height: | Size: 370 B |
BIN
assets/door.png
Normal file
|
After Width: | Height: | Size: 90 B |
53
src/animation.rs
Normal file
@@ -0,0 +1,53 @@
|
||||
use sdl2::{
|
||||
rect::Rect,
|
||||
render::{Canvas, Texture},
|
||||
video::Window,
|
||||
};
|
||||
|
||||
pub struct AnimatedTexture<'a> {
|
||||
raw_texture: &'a Texture<'a>,
|
||||
current_frame: u32,
|
||||
frame_count: u32,
|
||||
frame_width: u32,
|
||||
frame_height: u32,
|
||||
}
|
||||
|
||||
impl<'a> AnimatedTexture<'a> {
|
||||
pub fn new(
|
||||
texture: &'a Texture<'a>,
|
||||
frame_count: u32,
|
||||
frame_width: u32,
|
||||
frame_height: u32,
|
||||
) -> Self {
|
||||
AnimatedTexture {
|
||||
raw_texture: texture,
|
||||
current_frame: 0,
|
||||
frame_count,
|
||||
frame_width,
|
||||
frame_height,
|
||||
}
|
||||
}
|
||||
|
||||
fn next_frame(&mut self) {
|
||||
self.current_frame = (self.current_frame + 1) % self.frame_count;
|
||||
}
|
||||
|
||||
fn get_frame_rect(&self) -> Rect {
|
||||
Rect::new(
|
||||
(self.current_frame * self.frame_width) as i32,
|
||||
0,
|
||||
self.frame_width,
|
||||
self.frame_height,
|
||||
)
|
||||
}
|
||||
|
||||
pub fn render(&mut self, canvas: &mut Canvas<Window>, position: (i32, i32)) {
|
||||
let frame_rect = self.get_frame_rect();
|
||||
let position_rect = Rect::new(position.0, position.1, self.frame_width, self.frame_height);
|
||||
canvas
|
||||
.copy(&self.raw_texture, frame_rect, position_rect)
|
||||
.expect("Could not render sprite on canvas");
|
||||
|
||||
self.next_frame();
|
||||
}
|
||||
}
|
||||
127
src/constants.rs
@@ -1,44 +1,95 @@
|
||||
use lazy_static::lazy_static;
|
||||
|
||||
pub const BOARD_WIDTH: u32 = 28;
|
||||
pub const BOARD_HEIGHT: u32 = 36;
|
||||
pub const BLOCK_SIZE_24: u32 = 24;
|
||||
pub const BLOCK_SIZE_32: u32 = 32;
|
||||
pub const BOARD_HEIGHT: u32 = 37; // Adjusted to fit map texture?
|
||||
pub const CELL_SIZE: u32 = 24;
|
||||
|
||||
pub const WINDOW_WIDTH: u32 = BLOCK_SIZE_24 * BOARD_WIDTH;
|
||||
pub const WINDOW_HEIGHT: u32 = BLOCK_SIZE_24 * BOARD_HEIGHT;
|
||||
pub const WINDOW_WIDTH: u32 = CELL_SIZE * BOARD_WIDTH;
|
||||
pub const WINDOW_HEIGHT: u32 = CELL_SIZE * BOARD_HEIGHT;
|
||||
|
||||
pub const RAW_BOARD: &str = r###"
|
||||
#[derive(Debug, Copy, Clone, PartialEq)]
|
||||
pub enum MapTile {
|
||||
Empty,
|
||||
Wall,
|
||||
Pellet,
|
||||
PowerPellet,
|
||||
StartingPosition(u8),
|
||||
}
|
||||
|
||||
pub const RAW_BOARD: [&str; BOARD_HEIGHT as usize] = [
|
||||
" ",
|
||||
" ",
|
||||
" ",
|
||||
"############################",
|
||||
"#............##............#",
|
||||
"#.####.#####.##.#####.####.#",
|
||||
"#o####.#####.##.#####.####o#",
|
||||
"#.####.#####.##.#####.####.#",
|
||||
"#..........................#",
|
||||
"#.####.##.########.##.####.#",
|
||||
"#.####.##.########.##.####.#",
|
||||
"#......##....##....##......#",
|
||||
"######.##### ## #####.######",
|
||||
" #.##### ## #####.# ",
|
||||
" #.## 1 ##.# ",
|
||||
" #.## ###==### ##.# ",
|
||||
"######.## # # ##.######",
|
||||
" . #2 3 4 # . ",
|
||||
"######.## # # ##.######",
|
||||
" #.## ######## ##.# ",
|
||||
" #.## ##.# ",
|
||||
" #.## ######## ##.# ",
|
||||
"######.## ######## ##.######",
|
||||
"#............##............#",
|
||||
"#.####.#####.##.#####.####.#",
|
||||
"#.####.#####.##.#####.####.#",
|
||||
"#o..##.......0 .......##..o#",
|
||||
"###.##.##.########.##.##.###",
|
||||
"###.##.##.########.##.##.###",
|
||||
"#......##....##....##......#",
|
||||
"#.##########.##.##########.#",
|
||||
"#.##########.##.##########.#",
|
||||
"#..........................#",
|
||||
"############################",
|
||||
" ",
|
||||
" ",
|
||||
" ",
|
||||
];
|
||||
|
||||
############################
|
||||
#............##............#
|
||||
#.####.#####.##.#####.####.#
|
||||
#o####.#####.##.#####.####o#
|
||||
#.####.#####.##.#####.####.#
|
||||
#..........................#
|
||||
#.####.##.########.##.####.#
|
||||
#.####.##.########.##.####.#
|
||||
#......##....##....##......#
|
||||
######.##### ## #####.######
|
||||
#.##### ## #####.#
|
||||
#.## 1 ##.#
|
||||
#.## ###==### ##.#
|
||||
######.## # # ##.######
|
||||
. #2 3 4 # .
|
||||
######.## # # ##.######
|
||||
#.## ######## ##.#
|
||||
#.## ##.#
|
||||
#.## ######## ##.#
|
||||
######.## ######## ##.######
|
||||
#............##............#
|
||||
#.####.#####.##.#####.####.#
|
||||
#.####.#####.##.#####.####.#
|
||||
#o..##.......0 .......##..o#
|
||||
###.##.##.########.##.##.###
|
||||
###.##.##.########.##.##.###
|
||||
#......##....##....##......#
|
||||
#.##########.##.##########.#
|
||||
#.##########.##.##########.#
|
||||
#..........................#
|
||||
############################
|
||||
lazy_static! {
|
||||
pub static ref BOARD: [[MapTile; BOARD_HEIGHT as usize]; BOARD_HEIGHT as usize] = {
|
||||
let mut board = [[MapTile::Empty; BOARD_HEIGHT as usize]; BOARD_HEIGHT as usize];
|
||||
|
||||
"###;
|
||||
for y in 0..BOARD_HEIGHT as usize {
|
||||
let line = RAW_BOARD[y];
|
||||
|
||||
for x in 0..BOARD_WIDTH as usize {
|
||||
if x >= line.len() {
|
||||
break;
|
||||
}
|
||||
|
||||
let i = (y * (BOARD_WIDTH as usize) + x) as usize;
|
||||
let character = line
|
||||
.chars()
|
||||
.nth(x as usize)
|
||||
.unwrap_or_else(|| panic!("Could not get character at {} = ({}, {})", i, x, y));
|
||||
|
||||
let tile = match character {
|
||||
'#' => MapTile::Wall,
|
||||
'.' => MapTile::Pellet,
|
||||
'o' => MapTile::PowerPellet,
|
||||
' ' => MapTile::Empty,
|
||||
c @ '0' | c @ '1' | c @ '2' | c @ '3' | c @ '4' => {
|
||||
MapTile::StartingPosition(c.to_digit(10).unwrap() as u8)
|
||||
},
|
||||
'=' => MapTile::Empty,
|
||||
_ => panic!("Unknown character in board: {}", character),
|
||||
};
|
||||
|
||||
board[x as usize][y as usize] = tile;
|
||||
}
|
||||
}
|
||||
|
||||
board
|
||||
};
|
||||
}
|
||||
|
||||
6
src/direction.rs
Normal file
@@ -0,0 +1,6 @@
|
||||
pub enum Direction {
|
||||
Up,
|
||||
Down,
|
||||
Left,
|
||||
Right,
|
||||
}
|
||||
8
src/entity.rs
Normal file
@@ -0,0 +1,8 @@
|
||||
pub trait Entity {
|
||||
// Returns true if the entity is colliding with the other entity
|
||||
fn is_colliding(&self, other: &dyn Entity) -> bool;
|
||||
// Returns the absolute position of the entity
|
||||
fn position(&self) -> (i32, i32);
|
||||
// Returns the cell position of the entity (XY position within the grid)
|
||||
fn cell_position(&self) -> (u32, u32);
|
||||
}
|
||||
64
src/game.rs
@@ -1,11 +1,63 @@
|
||||
pub struct Game {}
|
||||
use sdl2::{pixels::Color, render::Canvas, video::Window};
|
||||
|
||||
impl Game {
|
||||
pub fn new() -> Game {
|
||||
Game {}
|
||||
use crate::constants::{MapTile, BOARD, BOARD_HEIGHT, BOARD_WIDTH};
|
||||
use crate::pacman::Pacman;
|
||||
use crate::textures::TextureManager;
|
||||
|
||||
pub struct Game<'a> {
|
||||
pub textures: TextureManager<'a>,
|
||||
canvas: &'a mut Canvas<Window>,
|
||||
pacman: Pacman<'a>,
|
||||
debug: bool,
|
||||
}
|
||||
|
||||
pub fn tick() {}
|
||||
impl Game<'_> {
|
||||
pub fn new<'a>(
|
||||
canvas: &'a mut Canvas<Window>,
|
||||
texture_manager: TextureManager<'a>,
|
||||
) -> Game<'a> {
|
||||
let pacman = Pacman::new(None, &texture_manager.pacman);
|
||||
|
||||
pub fn draw() {}
|
||||
Game {
|
||||
canvas,
|
||||
textures: texture_manager,
|
||||
pacman: pacman,
|
||||
debug: true,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn tick(&mut self) {}
|
||||
|
||||
pub fn draw(&mut self) {
|
||||
// Clear the screen (black)
|
||||
self.canvas.set_draw_color(Color::RGB(0, 0, 0));
|
||||
self.canvas.clear();
|
||||
|
||||
self.canvas
|
||||
.copy(&self.textures.map, None, None)
|
||||
.expect("Could not render texture on canvas");
|
||||
|
||||
// Draw a grid
|
||||
for x in 0..BOARD_WIDTH {
|
||||
for y in 0..BOARD_HEIGHT {
|
||||
let tile = BOARD[x as usize][y as usize];
|
||||
let color = match tile {
|
||||
MapTile::Empty => None,
|
||||
MapTile::Wall => Some(Color::BLUE),
|
||||
MapTile::Pellet => Some(Color::RED),
|
||||
MapTile::PowerPellet => Some(Color::MAGENTA),
|
||||
MapTile::StartingPosition(_) => Some(Color::GREEN),
|
||||
};
|
||||
|
||||
if let Some(color) = color {
|
||||
self.canvas.set_draw_color(color);
|
||||
self.canvas
|
||||
.draw_rect(sdl2::rect::Rect::new(x as i32 * 24, y as i32 * 24, 24, 24))
|
||||
.expect("Could not draw rectangle");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
self.canvas.present();
|
||||
}
|
||||
}
|
||||
87
src/main.rs
@@ -1,38 +1,69 @@
|
||||
use crate::constants::{WINDOW_HEIGHT, WINDOW_WIDTH};
|
||||
use crate::game::Game;
|
||||
use crate::textures::TextureManager;
|
||||
use sdl2::event::{Event};
|
||||
use sdl2::keyboard::Keycode;
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::event::Event;
|
||||
use sdl2::image::LoadTexture;
|
||||
use sdl2::keyboard::{Keycode, Mod};
|
||||
use std::time::Duration;
|
||||
use crate::constants::{WINDOW_WIDTH, WINDOW_HEIGHT};
|
||||
use sdl2::render::{Canvas, Texture};
|
||||
use std::time::{Duration, Instant};
|
||||
|
||||
#[cfg(target_os = "emscripten")]
|
||||
pub mod emscripten;
|
||||
|
||||
mod constants;
|
||||
mod board;
|
||||
mod direction;
|
||||
mod game;
|
||||
mod pacman;
|
||||
mod textures;
|
||||
mod entity;
|
||||
mod animation;
|
||||
|
||||
fn redraw(canvas: &mut Canvas<sdl2::video::Window>, tex: &Texture, i: u8) {
|
||||
canvas.set_draw_color(Color::RGB(i, i, i));
|
||||
canvas.clear();
|
||||
canvas
|
||||
.copy(tex, None, None)
|
||||
.expect("Could not render texture on canvas");
|
||||
}
|
||||
|
||||
pub fn main() {
|
||||
let sdl_context = sdl2::init().unwrap();
|
||||
let video_subsystem = sdl_context.video().unwrap();
|
||||
|
||||
let window = video_subsystem.window("Pac-Man", WINDOW_WIDTH, WINDOW_HEIGHT)
|
||||
let window = video_subsystem
|
||||
.window("Pac-Man", WINDOW_WIDTH, WINDOW_HEIGHT)
|
||||
.position_centered()
|
||||
.build()
|
||||
.expect("Could not initialize window");
|
||||
|
||||
let mut canvas = window.into_canvas().build().expect("Could not build canvas");
|
||||
let mut canvas = window
|
||||
.into_canvas()
|
||||
.build()
|
||||
.expect("Could not build canvas");
|
||||
|
||||
canvas
|
||||
.set_logical_size(WINDOW_WIDTH, WINDOW_HEIGHT)
|
||||
.expect("Could not set logical size");
|
||||
|
||||
let texture_creator = canvas.texture_creator();
|
||||
let mut game = Game::new(&mut canvas, TextureManager::new(&texture_creator));
|
||||
|
||||
let map_texture = texture_creator.load_texture("assets/map.png").expect("Could not load pacman texture");
|
||||
canvas.copy(&map_texture, None, None).expect("Could not render texture on canvas");
|
||||
let mut event_pump = sdl_context
|
||||
.event_pump()
|
||||
.expect("Could not get SDL EventPump");
|
||||
|
||||
game.draw();
|
||||
game.tick();
|
||||
|
||||
let mut event_pump = sdl_context.event_pump().expect("Could not get SDL EventPump");
|
||||
let mut main_loop = || {
|
||||
for event in event_pump.poll_iter() {
|
||||
match event {
|
||||
Event::Quit { .. } |
|
||||
Event::KeyDown { keycode: Some(Keycode::Q), .. } => break,
|
||||
// Handle quitting keys or window close
|
||||
Event::Quit { .. }
|
||||
| Event::KeyDown {
|
||||
keycode: Some(Keycode::Escape) | Some(Keycode::Q),
|
||||
..
|
||||
} => return false,
|
||||
event @ Event::KeyDown { .. } => {
|
||||
println!("{:?}", event);
|
||||
}
|
||||
@@ -40,16 +71,40 @@ pub fn main() {
|
||||
}
|
||||
}
|
||||
|
||||
canvas.present();
|
||||
let tick_time = {
|
||||
let start = Instant::now();
|
||||
game.tick();
|
||||
start.elapsed()
|
||||
};
|
||||
|
||||
let draw_time = {
|
||||
let start = Instant::now();
|
||||
game.draw();
|
||||
start.elapsed()
|
||||
};
|
||||
|
||||
// Alert if tick time exceeds 10ms
|
||||
if tick_time > Duration::from_millis(3) {
|
||||
println!("Tick took: {:?}", tick_time);
|
||||
}
|
||||
if draw_time > Duration::from_millis(3) {
|
||||
println!("Draw took: {:?}", draw_time);
|
||||
}
|
||||
|
||||
::std::thread::sleep(Duration::from_millis(10));
|
||||
true
|
||||
};
|
||||
|
||||
#[cfg(target_os = "emscripten")]
|
||||
use emscripten::{emscripten};
|
||||
use emscripten::emscripten;
|
||||
|
||||
#[cfg(target_os = "emscripten")]
|
||||
emscripten::set_main_loop_callback(main_loop);
|
||||
|
||||
#[cfg(not(target_os = "emscripten"))]
|
||||
loop { main_loop(); }
|
||||
loop {
|
||||
if !main_loop() {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
29
src/textures.rs
Normal file
@@ -0,0 +1,29 @@
|
||||
|
||||
use sdl2::{
|
||||
image::LoadTexture,
|
||||
render::{Texture, TextureCreator},
|
||||
video::WindowContext,
|
||||
};
|
||||
|
||||
pub struct TextureManager<'a> {
|
||||
pub map: Texture<'a>,
|
||||
pub pacman: Texture<'a>,
|
||||
}
|
||||
|
||||
impl<'a> TextureManager<'a> {
|
||||
pub fn new(texture_creator: &'a TextureCreator<WindowContext>) -> Self {
|
||||
let map_texture = texture_creator
|
||||
.load_texture("assets/map.png")
|
||||
.expect("Could not load pacman texture");
|
||||
|
||||
let pacman_atlas = texture_creator
|
||||
.load_texture("assets/pacman.png")
|
||||
.expect("Could not load pacman texture");
|
||||
|
||||
|
||||
TextureManager {
|
||||
map: map_texture,
|
||||
pacman: pacman_atlas,
|
||||
}
|
||||
}
|
||||
}
|
||||