Primary collision tests are successfull !!
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5 changed files with 102 additions and 52 deletions
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@ -110,6 +110,9 @@
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height: 68px;
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}
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#element_0 {
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border:2px solid green;
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}
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/* Ennemies */
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/*#game .ennemy { border: 1px solid blue; } */
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@ -1,5 +1,5 @@
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// Init Global vars
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var FPS = 30;
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var FPS = 10;
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var Stages = {} ;
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var Level = 1 ;
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var Layouts = {} ;
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@ -72,51 +72,11 @@ app.prototype.log = function(txt) {
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}
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// -- Call all canvas updates if declared as 'running'
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app.prototype.loopAnimation = function() {
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// -- Build an active elements list
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this.activeEls = [] ;
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// -- Detect collisions
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console.log('-------------------' ) ;
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for ( var i in Layouts ) {
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var _layout = Layouts[i] ;
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if ( _layout && _layout.running ) {
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for ( var j in _layout.els ) {
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var el = _layout.els[j],
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type = el.name ;
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// -- Make some clean
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if (el.deleteAfter ) {
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delete Layouts[i].els[j] ;
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}
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// -- Detect only defined types
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else {
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if ( type == 'ennemy' || type == 'bullet' || type == 'ship' || type == 'ship' ) {
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var pos = {
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x: el.x,
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y: el.y,
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xX: el.x + el.with,
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yY: el.x + el.with
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}
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// -- Test if in viewport
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//if ( pos )
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//console.log(type, coords) ;
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}
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}
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}
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}
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}
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app.prototype.loopAnimation = function() {
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// -- Search for elements that have to be updated
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console.log('-------------------' ) ;
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for ( var i in Layouts ) {
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var _layout = Layouts[i] ;
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if ( _layout && _layout.running ) {
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@ -124,13 +84,13 @@ app.prototype.loopAnimation = function() {
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}
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}
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// -- Create ennemies
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// -- Create ennemies if needed
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var numEnnemies = 0 ;
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for ( var i in Layouts.Ennemies.els ) {
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var _el = Layouts.Ennemies.els[i] ;
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if ( ! _el.deleteAfter ) numEnnemies++ ;
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}
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for ( var i = numEnnemies-1 ; i < Level + 3 ; i++ ) {
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for ( var i = numEnnemies-1 ; i < Level + 0 ; i++ ) {
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Layouts.Ennemies.createRandom() ;
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}
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@ -170,10 +170,6 @@ Layout.prototype.createObj = function(opts) {
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this.lastSprite++ ;
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if ( typeof this.settings.sprites[this.lastSprite] == 'undefined' ) this.lastSprite = 0 ;
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this.box.css({'backgroundPosition': -1*this.settings.sprites[this.lastSprite]*this.settings.width+'px 0'}) ;
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//if ( this.id == 'ship' )
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// console.log(this.settings.sprites, -1*this.settings.sprites[this.lastSprite]*this.settings.width+'px 0') ;
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}
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// -- Move div
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@ -189,13 +185,98 @@ Layout.prototype.createObj = function(opts) {
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} ;
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// -- Animate the Framebuffer into the scene
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Obj.prototype.animate = function() {
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Obj.prototype.animate = function() {
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// -- Execute custom animate function if specified
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if ( $.isFunction(this.settings.animate) ) {
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this.parent = self ;
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this.settings.animate(this) ;
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}
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// -- Detect collision
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this.detectCollision() ;
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// -- Apply effects
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if ( ! this.nodraw ) this.draw() ;
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}
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} ;
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// -- Detect collision
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Obj.prototype.detectCollision = function() {
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// -- Build an active elements list
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this.activeEls = [] ;
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// -- Detect collisions
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for ( var i in Layouts ) {
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var _layout = Layouts[i] ;
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if ( _layout && _layout.running ) {
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for ( var j in _layout.els ) {
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var el = _layout.els[j],
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type = el.name ;
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// -- Make some clean
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if (el.deleteAfter) {
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delete Layouts[i].els[j] ;
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}
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// -- Detect only defined types
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else {
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if ( type == 'ennemy' || type == 'bullet' || type == 'ship' || type == 'ship' ) {
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var A = {
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x: this.x,
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y: this.y,
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xX: this.x+this.width,
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yY: this.y+this.height
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} ;
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var B = {
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x: el.x,
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y: el.y,
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xX: el.x + el.width,
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yY: el.y + el.height
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} ;
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// -- Test if in viewport
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if ( (type != this.name) && (this.name != 'default') && (el.settings.type != this.settings.type) ) {
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var touchTopRight = (
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( B.x <= A.xX && B.x >= A.x )
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&&
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( B.yY >= A.y) && ( B.yY <= A.yY )
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) ? true : false ;
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var touchTopLeft = (
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( B.x >= A.x && B.x <= A.xX )
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&&
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( B.yY >= A.y) && ( B.yY <= A.yY )
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) ? true : false ;
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var touchBottomRight = (
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( B.x >= A.x && B.x <= A.xX )
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&&
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( B.y >= A.yY) && ( B.y <= A.y )
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) ? true : false ;
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var touchBottomLeft = (
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( B.xX >= A.x && B.xX <= A.xX )
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&&
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( B.y >= A.yY) && ( B.y <= A.y )
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) ? true : false ;
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if ( touchTopRight || touchTopLeft || touchBottomRight || touchBottomLeft ) {
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console.log('█▬█ █ ▀█▀') ;
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}
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}
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}
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}
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}
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}
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}
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} ;
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// -- Remove object
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Obj.prototype.deleteObj = function() {
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@ -19,6 +19,7 @@ Layouts.Ennemies.createRandom = function(opts) {
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var self = this ;
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var bulletConf = {
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name: 'ennemy',
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type: 'alien',
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width: 60,
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height: 60,
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power: 40,
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@ -27,6 +28,9 @@ Layouts.Ennemies.createRandom = function(opts) {
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speed: Math.round(Math.max(10, Math.random()*20)),
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direction: 1,
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origin: {x:Math.round(Math.random()*self.width), y:Math.round(-Math.random()*self.height)},
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explode: function(obj) {
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},
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animate: function (obj) {
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obj.y += obj.settings.speed*obj.settings.direction ;
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if ( obj.y > obj.parent.height+obj.height ) {
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@ -8,6 +8,7 @@ Layouts.Player = new Layout({
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name: 'ship',
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width: 160,
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height: 160,
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type: 'human',
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sprites: [0,1],
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origin: {
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x: Wyrian.width/2 - 80,
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@ -74,6 +75,7 @@ Layouts.Player.bulletLib = function(obj, bulletType) {
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sprites: [0,1,2],
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speed: 40,
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direction: -1,
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type: 'human',
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name: 'bullet',
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origin: {x:0, y:0}
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} ;
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