目录
前言
某一天,一个想法从我的大脑诞生了:我想学一下python,于是以为年轻的大学生开始掉入了这个大坑之中,有时津津乐道,有时为之焦头烂额的。
其实我是想实现一些大脑中的简单想法才进的python的门,专注于某件事的时候,你会发现自己隐藏的力量,慢慢引导出来,你将会得到改变,正所谓:你的能量超乎你想象(信则有不信则无)。
本程序的不同之处:外星人入侵的制作结束后,我进行了一些改善,本篇改善的是飞船可以前后左右的进行移动(原来的程序只能左右,虽说改进很简单的,不过还请支持一下创作,谢谢!);我还正在尝试加入外星人释放子弹,但是还未成功,本文会有少些这个的代码,但是不影响程序执行(我把外星人的子弹数目调成了0,怎么可能见到子弹放出来)。
好的,开始我们的正题吧。
(友情提示:如果不熟悉的人建议购买《python编程:从入门到实践》进行学习,而且尽量自己打代码)
一、alien_invasion.py
大家学了都知道的,这就是这个游戏的主程序,不得不说语法简单,不过建议写代码还是加上空行和注释吧(如果我不会的时候去看别人的代码是一团没有注释的字母,我根本就看不懂那些写的是什么东西,而且本人英语不好,感觉就是天书)。
一起看一下这个伪天书的代码吧:
import pygame
from pygame.sprite import Group
from settings import Settings
from ship import Ship
from alien import Alien
from game_stats import GameStats
from button import Button
from scorebroad import Scoreboard
import game_function as gf
def run_game():
# 初始化pygame、设置和屏幕对象
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode(
(ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
# 创建Play按钮
play_button = Button(ai_settings, screen, "Play")
# 创建一个用于存储游戏统计信息的实例
stats = GameStats(ai_settings)
# 创建存储游戏统计信息的实例,并创建记分牌
sb = Scoreboard(ai_settings, screen, stats)
# 创建一艘飞船
ship = Ship(ai_settings, screen)
# 创建一个用于存储子弹的编组
bullets = Group()
al_bullets = Group()
# 创建一个用于存储外星人的编组
aliens = Group()
# 创建外星人群
gf.create_fleet(ai_settings, screen, ship, aliens)
# 创建一个外星人
alien = Alien(ai_settings, screen)
# 开始游戏的主循环
while True:
gf.check_events(ai_settings, screen, stats, sb, play_button, ship,
aliens, bullets)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens,
bullets,al_bullets,alien)
gf.update_aliens(ai_settings, screen, stats, sb, ship, aliens,
bullets)
gf.update_screen(ai_settings, screen, stats, sb, ship, aliens,
bullets, play_button,al_bullets)
run_game()
二、game_function.py
功能实在有点多(我读的书少),我们直接上程序:
import sys
import pygame
import random
from time import sleep
from bullet import Bullet
from alien import Alien
from alien_bullet import Alien_Bullet
def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
"""响应按键和鼠标事件"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event, ship)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings, screen, stats, sb, play_button,
ship, aliens, bullets, mouse_x, mouse_y)
def check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens,
bullets, mouse_x, mouse_y):
"""玩家在单击Play的时候开始游戏"""
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
# 重置游戏设置
ai_settings.initialize_dynamic_settings()
# 隐藏光标
pygame.mouse.set_visible(False)
# 重置游戏统计信息
stats.reset_stats()
stats.game_active = True
# 重置记分牌图像
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
# 清空外星人列表和子弹列表
aliens.empty()
bullets.empty()
# 创建一群新的外星人,并将飞船放到屏幕底端中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button,al_bullets):
"""更新屏幕上的图像,并切换到新屏幕"""
# 每次循环时都重绘屏幕
screen.fill(ai_settings.bg_color)
# 在飞船和外星人后面重绘所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
for alien_bullet in al_bullets.sprites():
alien_bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
# 显示得分
sb.show_score()
# 如果游戏处于非活动状态,就绘制Play按钮
if not stats.game_active:
play_button.draw_button()
# 让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets,al_bullets,alien):
"""更新子弹的位置,并删除已消失的子弹"""
# 外星人开火
random_num = random.randint(1, 300)
if random_num == 8:
fire_al_bullet(ai_settings, screen, alien, al_bullets)
# 更新子弹的位置
bullets.update()
al_bullets.update()
# 删除已消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
for alien_bullet in al_bullets.copy():
if alien_bullet.rect.bottom >= ship.screen_rect.bottom:
al_bullets.remove(alien_bullet)
check_bullet_alien_collisions(ai_settings, screen, stats, sb
, ship, aliens, bullets)
def check_bullet_alien_collisions(ai_settings, screen, stats, sb,
ship, aliens, bullets):
"""响应子弹和外星人的碰撞"""
# 检查是否有子弹击中了外星人
# 如果是,就删除对应的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
for aliens in collisions.values():
stats.score += ai_settings.alien_points* len(aliens)
sb.prep_score()
check_high_score(stats, sb)
if len(aliens) == 0:
# 删除现有的子弹并创建一群外星人
bullets.empty()
ai_settings.increase_speed()
# 提高等级
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
def check_keydown_events(event, ai_settings, screen, ship, bullets):
"""响应按键"""
if event.key == pygame.K_RIGHT:
# 向右向左移动飞船
ship.moving_right = True
elif event.key == pygame.K_LEFT:
ship.moving_left = True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
#向上向下移动飞船
elif event.key == pygame.K_UP:
ship.moving_up = True
elif event.key == pygame.K_DOWN:
ship.moving_down = True
def check_keyup_events(event, ship):
"""响应松开"""
if event.key == pygame.K_RIGHT:
# 松开右键或左键时不移动飞船
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
elif event.key == pygame.K_UP:
ship.moving_up = False
elif event.key == pygame.K_DOWN:
ship.moving_down = False
def fire_bullet(ai_settings, screen, ship, bullets):
"""如果还没有到达限制,就发射一颗子弹"""
# 创建新子弹,并将其加入到编组bullet中
if len(bullets) < ai_settings.bullet_allowed:
# 创建一颗子弹,并将其加入到编组bullets中
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
#创建外星人的子弹
def fire_al_bullet(ai_settings,screen,alien,al_bullets):
"""如果还没有到达限制,就发射一颗子弹"""
# 创建新子弹,并将其加入到编组al_bullet中
if len(al_bullets) < ai_settings.al_bullet_allowed:
new_al_bullet = Alien_Bullet(ai_settings,screen,alien)
al_bullets.add(new_al_bullet)
def check_high_score(stats, sb):
"""检查是否诞生了最高得分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
###############################aliens#####################################
def create_fleet(ai_settings, screen, ship, aliens):
"""创建一个外星人群"""
# 创建一个外星人,并计算一行可以容纳多少个外星人
# 外星人间距为外星人宽度
alien = Alien(ai_settings, screen)
number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width)
number_rows = get_number_rows(ai_settings, ship.rect.height,
alien.rect.height)
# 创建外星人群
for row_number in range(number_rows):
# 创建第一行外星人
for alien_number in range(number_aliens_x):
# 创建一个外星人并加入当前行
create_alien(ai_settings, screen, aliens, alien_number,
row_number)
def get_number_aliens_x(ai_settings, alien_width):
"""计算每行可以容纳多少个外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_aliens_x = int(available_space_x / (2 * alien_width))
return number_aliens_x
def create_alien(ai_settings, screen, aliens, alien_number, row_number):
"""创建一个外星人并将其放在当前行"""
alien = Alien(ai_settings, screen)
alien_width = alien.rect.width
alien.x = alien_width + 2 * alien_width * alien_number
alien.rect.x = alien.x
alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
aliens.add(alien)
def get_number_rows(ai_settings, ship_height, alien_height):
"""计算屏幕可以容纳多少行外星人"""
available_space_y = (ai_settings.screen_height -
(3 * alien_height) - ship_height)
number_rows = int(available_space_y / (2 * alien_height))
return 1
def check_fleet_edges(ai_settings, aliens):
"""有外星人到达边缘时采取相应的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
"""将整个外星人下移,并改变它们的方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""
检查是否有外星人位于屏幕边缘,并更新整群外星人的位置
"""
check_fleet_edges(ai_settings, aliens)
aliens.update()
# 检查外星人和飞船之间的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
# 检查是否有外星人到达屏幕底部
check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""响应被外星人撞到的飞船"""
if stats.ships_left > 0:
# 将ships_left减1
stats.ships_left -= 1
# 更新记分牌
sb.prep_ships()
else:
stats.game_active = False
pygame.mouse.set_visible(True)
# 清空外星人列表和子弹列表
aliens.empty()
bullets.empty()
# 创建一群新的外星人,并将飞船放到屏幕底端中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# 暂停
sleep(2)
def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""检查是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# 像飞船被撞到一样进行处理
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
break
三、settings.py
创建游戏设置模块,看书,我觉得我说的肯定比不上书里的,代码看这里:
class Settings():
"""存储《外星人入侵》的所有设置的类"""
def __init__(self):
"""初始化游戏的设置"""
# 屏幕设置
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230)
# 飞船的位置
self.ship_speed_factor = 1.5
self.ship_limit = 3
# 子弹设置
self.bullet_speed_factor = 10 # 子弹速度
self.bullet_width = 3 # 子弹宽度
self.bullet_height = 15 # 子弹高度
self.bullet_color = (60, 60, 60) # 子弹颜色
self.bullet_allowed = 8 # 允许子弹最大数量
# 外星人设置
self.alien_speed_factor = 1
self.fleet_drop_speed = 10
# fleet_direction为1表示向右移动,为-1表示向左移动
self.fleet_direction = 1
#外星人的子弹
self.al_bullet_speed_factor = 1 # 子弹速度
self.al_bullet_width = 3 # 子弹宽度
self.al_bullet_height = 15 # 子弹高度
self.al_bullet_color = (255, 0, 0 ) # 子弹颜色
self.al_bullet_allowed = 0 # 允许子弹最大数量
# 以什么样的速度加快游戏节奏
self.speedup_scale = 1.1
# 外星人点数的提高速度
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
"""初始化随游戏进行而变化的设置"""
self.ship_speed_factor = 1
self.bullet_speed_factor = 3
self.alien_speed_factor = 1
# fleet_direction为1表示向右,为-1表示向左
self.fleet_direction = 1
# 计分
self.alien_points = 50
def increase_speed(self):
"""提高速度设置"""
self.ship_speed_factor *= self.speedup_scale
self.bullet_speed_factor *= self.speedup_scale
self.alien_speed_factor *= self.speedup_scale
self.alien_points = int(self.alien_points * self.score_scale)
四、bullet.py
创建飞船子弹模块,看书,我觉得我说的肯定比不上书里的,代码看这里:
class Bullet(Sprite):
"""对飞船发射的子弹进行管理的类"""
def __init__(self, ai_settings, screen, ship):
"""在飞船所处的位置创建一个子弹对象"""
super(Bullet, self).__init__()
self.screen = screen
# 在(0,0)处创建一个表示子弹的矩形,在设置正确的位置
self.rect = pygame.Rect(0, 0, ai_settings.bullet_width,
ai_settings.bullet_height)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
# 存储用小数表示的子弹位置
self.y = float(self.rect.y)
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
"""向上移动子弹"""
# 更新表示子弹位置的小数值
self.y -= self.speed_factor
# 更新表示子弹的rect位置
self.rect.y = self.y
def draw_bullet(self):
"""在屏幕上绘制子弹"""
pygame.draw.rect(self.screen, self.color, self.rect)
五、alien_bullet.py
创建外星人的子弹模块,改进中,虽然不正确,但也不是错的,看代码:
import pygame
from pygame.sprite import Sprite
class Alien_Bullet(Sprite):
"""对飞船发射的子弹进行管理的类"""
def __init__(self, ai_settings, screen, alien):
"""在飞船所处的位置创建一个子弹对象"""
super(Alien_Bullet, self).__init__()
self.screen = screen
# 在(0,0)处创建一个表示子弹的矩形,在设置正确的位置
self.rect = pygame.Rect(0, 0, ai_settings.al_bullet_width,
ai_settings.al_bullet_height)
self.rect.centerx = alien.rect.x
self.rect.centery = alien.rect.y
# 存储用小数表示的子弹位置
self.y = float(self.rect.y)
self.color = ai_settings.al_bullet_color
self.speed_factor = ai_settings.al_bullet_speed_factor
def update(self):
"""向上移动子弹"""
# 更新表示子弹位置的小数值
self.y += self.speed_factor
# 更新表示子弹的rect位置
self.rect.y = self.y
def draw_bullet(self):
"""在屏幕上绘制子弹"""
pygame.draw.rect(self.screen, self.color, self.rect)
六、ship.py
创建飞船模块,看书,我觉得我说的肯定比不上书里的,代码看这里:
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
def __init__(self, ai_settings, screen):
"""初始化飞船并设置其初始位置"""
super(Ship, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# 加载宇宙飞船图像并获取其外接矩形
self.image0 = pygame.image.load('pic1.jpg')
self.image = pygame.transform.scale(self.image0, (100, 80))
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
# 将每搜新飞船放在屏幕底部中央
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
self.rect.centery = self.screen_rect.centery
# 在飞船的属性center中存储最小值
self.centerx = float(self.rect.centerx)
self.centery = float(self.rect.centery)
# 移动标志
self.moving_right = False
self.moving_left = False
self.moving_up = False
self.moving_down = False
def update(self):
"""根据移动标志调整飞船的位置"""
# 更新飞船center值,而不是rect
if self.moving_right and self.rect.right < self.screen_rect.right:
self.centerx += self.ai_settings.ship_speed_factor
if self.moving_left and self.rect.left > 0:
self.centerx -= self.ai_settings.ship_speed_factor
if self.moving_up and self.rect.top > 0:
self.centery -= self.ai_settings.ship_speed_factor
if self.moving_down and self.rect.bottom < self.screen_rect.bottom:
self.centery += self.ai_settings.ship_speed_factor
# 根据self.center更新rect对象
self.rect.centerx = self.centerx
self.rect.centery = self.centery
def blitme(self):
"""在指定位置绘制飞船"""
self.screen.blit(self.image, self.rect)
def center_ship(self):
"""让飞船在屏幕居中"""
self.center = self.screen_rect.centerx
七、alien.py
创建外星人模块,看书,我觉得我说的肯定比不上书里的,代码看这里:
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
"""表示单个外星人的类"""
def __init__(self, ai_settings, screen):
"""初始化外星人并设置其起始位置"""
super(Alien, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# 加载外星人图像,并设置其rect属性
self.image0 = pygame.image.load('pic2.jpg')
self.image = pygame.transform.scale(self.image0, (100, 80))
self.rect = self.image.get_rect()
# 每个外星人最初都在屏幕左上角附近
self.rect.x = self.rect.width
self.rect.y = self.rect.height
# 存储外星人的准确位置
self.x = float(self.rect.x)
self.y = float(self.rect.y)
def blitme(self):
"""在指定位置绘制外星人"""
self.screen.blit(self.image, self.rect)
def update(self):
"""向左或向右移动外星人"""
self.x += (self.ai_settings.alien_speed_factor *
self.ai_settings.fleet_direction)
self.rect.x = self.x
def check_edges(self):
"""如果外星人位于屏幕边缘,就返回True"""
screen_rect = self.screen.get_rect()
if self.rect.right >= screen_rect.right:
return True
elif self.rect.left <= 0:
return True
八、button.py
这里有一个开始的按钮,开始后就会进入游戏的界面:
import pygame.font
class Button():
def __init__(self, ai_settings, screen, msg):
"""初始化按钮的属性"""
self.screen = screen
self.screen_rect = screen.get_rect()
# 设置按钮的尺寸和其他属性
self.width, self.height = 200, 50
self.button_color = (0, 255, 0)
self.text_color = (255, 255, 255)
self.font = pygame.font.SysFont("arial", 40)
# 创建按钮的rect对象,并使其居中
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center
# 按钮的标签只需要创建一次
self.prep_msg(msg)
def prep_msg(self, msg):
"""将msg渲染为图像,并使其在按钮上居中"""
self.msg_image = self.font.render(msg, True, self.text_color,
self.button_color)
self.msg_image_rect = self.msg_image.get_rect()
self.msg_image_rect.center = self.rect.center
def draw_button(self):
# 绘制一个用颜色填充的按钮,在绘制文本
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
九、socrebroad.py
计分板,一个计分板也有点讲究的,像小时候玩的坦克大战的计分板我就觉得很有意思,也再尝试可不可以做成那样,当然了,这里的不是。
这里的代码有一点需要注意,原文的字体引用的是:None,而我则是用了系统自带的字体:arial,这两者之间可能没什么区别,但有时也可能是导致黑屏的原因之一。(第八条里面的字体也改了,由于是后面开始编辑的,就懒得改了)
引入一段其他的代码(pygame获取系统里有哪些字体):
import pygame
fonts = pygame.font.get_fonts()
with open('font.txt', 'w', encoding = 'utf-8') as file:
for font in fonts:
file.write(font)
file.write('\n')
计分板的代码如下:
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
"""显示得分信息的分类"""
def __init__(self, ai_settings, screen, stats):
"""初始化显示得分涉及的属性"""
self.screen = screen
self.screen_rect = screen.get_rect()
self.ai_settings = ai_settings
self.stats = stats
# 显示得分信息时使用的字体设置
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont("arial", 30)
# 准备初始得分图像
self.prep_score()
# 准备包含最高得分图像
self.prep_high_score()
# 显示当前等级
self.prep_level()
# 显示飞船编组
self.prep_ships()
def prep_score(self):
"""将得分转换为一幅渲染的图像"""
rounded_score = int(round(self.stats.score, -1))
score_str = "{:,}".format(rounded_score)
self.score_image = self.font.render(score_str, True, self.text_color,
self.ai_settings.bg_color)
# 将得分放在右上角
self.score_rect = self.score_image.get_rect()
self.score_rect.right = self.screen_rect.right - 20
self.score_rect.top = 20
def prep_high_score(self):
"""将最高得分转换为一幅渲染的图像"""
high_score = int(round(self.stats.high_score, -1))
high_score_str = "{:,}".format(high_score)
self.high_score_image = self.font.render(high_score_str, True,
self.text_color, self.ai_settings.bg_color)
# 将最高得分放在屏幕顶部中央
self.high_score_rect = self.high_score_image.get_rect()
self.high_score_rect.centerx = self.screen_rect.centerx
self.high_score_rect.top = self.score_rect.top
def prep_level(self):
"""将等级转换为一幅渲染的图像"""
self.level_image = self.font.render(str(self.stats.level), True,
self.text_color, self.ai_settings.bg_color)
# 将等级放在得分下方
self.level_rect = self.level_image.get_rect()
self.level_rect.right = self.score_rect.right
self.level_rect.top = self.score_rect.bottom + 10
def prep_ships(self):
"""显示还剩下多少艘飞船"""
self.ships = Group()
for ship_number in range(self.stats.ships_left):
ship = Ship(self.ai_settings, self.screen)
ship.rect.x = 10 + ship_number * ship.rect.width
ship.rect.y = 10
self.ships.add(ship)
def show_score(self):
"""在屏幕上显示得分"""
self.screen.blit(self.score_image, self.score_rect)
# 在屏幕上显示最高得分
self.screen.blit(self.high_score_image, self.high_score_rect)
# 显示等级
self.screen.blit(self.level_image, self.level_rect)
# 绘制飞船
self.ships.draw(self.screen)
十、game_stats.py
游戏开始,这个好像没啥难的,见代码:
class GameStats():
"""跟踪游戏的统计信息"""
def __init__(self, ai_settings):
"""初始化统计信息"""
self.ai_settings = ai_settings
self.reset_stats()
# 游戏启动时处于非活动状态
self.game_active = False
# 在任何情况下都不应该重置最高得分
self.high_score = 0
def reset_stats(self):
"""初始化在游戏运行期间可能变化的统计信息"""
self.ships_left = self.ai_settings.ship_limit
self.score = 0
self.level = 1
总结
到这里相信读者会问一句:图片呢?作者就知道我们有图片吗?不给图片的话就不点赞、不收藏了!
大哥莫急,图片这就来了:
如果发现了错误麻烦及时联系进行删改,还有,如果有哪位大神会加入外星人的子弹不妨赐教的话就麻烦留言赐教,非常感谢!