Snake: Difference between revisions

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my $nompiece_srcrect = SDL_Rect.new(:w(64), :h(64), :x(64));
my $nompiece_srcrect = SDL_Rect.new(:w(64), :h(64), :x(64));


my $start = now;
my $event = SDL_Event.new;
my $event = SDL_Event.new;



Revision as of 14:23, 30 October 2016

Snake is a draft programming task. It is not yet considered ready to be promoted as a complete task, for reasons that should be found in its talk page.
This page uses content from Wikipedia. The original article was at Snake_(video_game). The list of authors can be seen in the page history. As with Rosetta Code, the text of Wikipedia is available under the GNU FDL. (See links for details on variance)

Snake is a game where the player maneuvers a line which grows in length every time the snake reaches a food source.

Task

Implement a variant of the Snake game, in any interactive environment, in which a sole player attempts to eat items by running into them with the head of the snake. Each item eaten makes the snake longer and a new item is randomly generated somewhere else on the plane. The game ends when the snake attempts to eat himself.

C++

Simple Windows console implementation.

<lang cpp>

  1. include <windows.h>
  2. include <ctime>
  3. include <iostream>
  4. include <string>

const int WID = 60, HEI = 30, MAX_LEN = 600; enum DIR { NORTH, EAST, SOUTH, WEST };

class snake { public:

   snake() {
       console = GetStdHandle( STD_OUTPUT_HANDLE ); SetConsoleTitle( "Snake" ); 
       COORD coord = { WID + 1, HEI + 2 }; SetConsoleScreenBufferSize( console, coord );
       SMALL_RECT rc = { 0, 0, WID, HEI + 1 }; SetConsoleWindowInfo( console, TRUE, &rc );
       CONSOLE_CURSOR_INFO ci = { 1, false }; SetConsoleCursorInfo( console, &ci );
   }
   void play() {
       std::string a;
       while( 1 ) {
           createField(); alive = true;
           while( alive ) { drawField(); readKey(); moveSnake(); Sleep( 50 ); }
           COORD c = { 0, HEI + 1 }; SetConsoleCursorPosition( console, c );
           SetConsoleTextAttribute( console, 0x000b );
           std::cout << "Play again [Y/N]? "; std::cin >> a;
           if( a.at( 0 ) != 'Y' && a.at( 0 ) != 'y' ) return;
       }
   }

private:

   void createField() {
       COORD coord = { 0, 0 }; DWORD c;
       FillConsoleOutputCharacter( console, ' ', ( HEI + 2 ) * 80, coord, &c );
       FillConsoleOutputAttribute( console, 0x0000, ( HEI + 2 ) * 80, coord, &c );
       SetConsoleCursorPosition( console, coord );
       int x = 0, y = 1; for( ; x < WID * HEI; x++ ) brd[x] = 0;
       for( x = 0; x < WID; x++ ) {
           brd[x] = brd[x + WID * ( HEI - 1 )] = '+';
       }
       for( ; y < HEI; y++ ) {
           brd[0 + WID * y] = brd[WID - 1 + WID * y] = '+';
       }
       do {
           x = rand() % WID; y = rand() % ( HEI >> 1 ) + ( HEI >> 1 );
       } while( brd[x + WID * y] );
       brd[x + WID * y] = '@';
       tailIdx = 0; headIdx = 4; x = 3; y = 2;
       for( int c = tailIdx; c < headIdx; c++ ) {
           brd[x + WID * y] = '#';
           snk[c].X = 3 + c; snk[c].Y = 2;
       }
       head = snk[3]; dir = EAST; points = 0;
   }
   void readKey() {
       if( GetAsyncKeyState( 39 ) & 0x8000 ) dir = EAST;
       if( GetAsyncKeyState( 37 ) & 0x8000 ) dir = WEST;
       if( GetAsyncKeyState( 38 ) & 0x8000 ) dir = NORTH;
       if( GetAsyncKeyState( 40 ) & 0x8000 ) dir = SOUTH;
   }
   void drawField() {
       COORD coord; char t;
       for( int y = 0; y < HEI; y++ ) {
           coord.Y = y;
           for( int x = 0; x < WID; x++ ) {
               t = brd[x + WID * y]; if( !t ) continue;
               coord.X = x; SetConsoleCursorPosition( console, coord );
               if( coord.X == head.X && coord.Y == head.Y ) {
                   SetConsoleTextAttribute( console, 0x002e );
                   std::cout << 'O'; SetConsoleTextAttribute( console, 0x0000 );
                   continue;
               }
               switch( t ) {
                   case '#': SetConsoleTextAttribute( console, 0x002a ); break;
                   case '+': SetConsoleTextAttribute( console, 0x0019 ); break;
                   case '@': SetConsoleTextAttribute( console, 0x004c ); break;
               }
               std::cout << t; SetConsoleTextAttribute( console, 0x0000 );
           }
       }
       std::cout << t; SetConsoleTextAttribute( console, 0x0007 );
       COORD c = { 0, HEI }; SetConsoleCursorPosition( console, c );
       std::cout << "Points: " << points;
   }
   void moveSnake() {
       switch( dir ) {
           case NORTH: head.Y--; break;
           case EAST: head.X++; break;
           case SOUTH: head.Y++; break;
           case WEST: head.X--; break;
       }
       char t = brd[head.X + WID * head.Y];
       if( t && t != '@' ) { alive = false; return; }
       brd[head.X + WID * head.Y] = '#';
       snk[headIdx].X = head.X; snk[headIdx].Y = head.Y;
       if( ++headIdx >= MAX_LEN ) headIdx = 0;
       if( t == '@' ) {
           points++; int x, y;
           do {
               x = rand() % WID; y = rand() % ( HEI >> 1 ) + ( HEI >> 1 );
           } while( brd[x + WID * y] );
           brd[x + WID * y] = '@'; return;
       }
       SetConsoleCursorPosition( console, snk[tailIdx] ); std::cout << ' ';
       brd[snk[tailIdx].X + WID * snk[tailIdx].Y] = 0;
       if( ++tailIdx >= MAX_LEN ) tailIdx = 0;
   }
   bool alive; char brd[WID * HEI]; 
   HANDLE console; DIR dir; COORD snk[MAX_LEN];
   COORD head; int tailIdx, headIdx, points;

}; int main( int argc, char* argv[] ) {

   srand( static_cast<unsigned>( time( NULL ) ) );
   snake s; s.play(); return 0;

} </lang>

Java

See Snake/Java.

Haskell

<lang haskell>{-# LANGUAGE TemplateHaskell #-} import Control.Monad.Random (getRandomRs) import Graphics.Gloss.Interface.Pure.Game import Lens.Micro ((%~), (^.), (&), set) import Lens.Micro.TH (makeLenses)


-- all data types

data Snake = Snake { _body :: [Point], _direction :: Point } makeLenses Snake

data World = World { _snake :: Snake , _food :: [Point]

                  , _score :: Int , _maxScore :: Int }

makeLenses World


-- everything snake can do

moves (Snake b d) = Snake (step b d : init b) d eats (Snake b d) = Snake (step b d : b) d bites (Snake b _) = any (== head b) step ((x,y):_) (a,b) = (x+a, y+b)

turn (x',y') (Snake b (x,y)) | (x+x',y+y') == (0,0) = Snake b (x,y)

                            | otherwise             = Snake b (x',y')

-- all randomness

createWorld = do xs <- map fromIntegral <$> getRandomRs (2, 38 :: Int)

                ys <- map fromIntegral <$> getRandomRs (2, 38 :: Int)
                return (Ok, World snake (zip xs ys) 0 0)
                where
                  snake = Snake [(20, 20)] (1,0)
                

-- A tyny DSL for declarative description of business logic

data Status = Ok | Fail | Stop

continue = \x -> (Ok, x) stop = \x -> (Stop, x) f >>> g = \x -> case f x of { (Ok, y) -> g y; b -> b } -- chain composition f <|> g = \x -> case f x of { (Fail, _) -> g x; b -> b } -- alternative p ==> f = \x -> if p x then f x else (Fail, x) -- condition l .& f = continue . (l %~ f) -- modification l .= y = continue . set l y -- setting


-- all business logic

updateWorld _ = id >>> (snakeEats <|> snakeMoves)

 where
   snakeEats  = (snakeFindsFood ==> (snake .& eats)) >>>
                (score .& (+1)) >>> (food .& tail)
   snakeMoves = (snakeBitesTail ==> stop) <|>
                (snakeHitsWall ==> stop) <|>
                (snake .& moves)
   snakeFindsFood w = (w^.snake & moves) `bites` (w^.food & take 1)
   snakeBitesTail w = (w^.snake) `bites` (w^.snake.body & tail)
   snakeHitsWall w  = (w^.snake.body) & head & isOutside
   isOutside (x,y) = or [x <= 0, 40 <= x, y <= 0, 40 <= y]

-- all event handing

handleEvents e (s,w) = f w

 where f = case s of
         Ok -> case e of
           EventKey (SpecialKey k) _ _ _ -> case k of
             KeyRight -> snake .& turn (1,0)
             KeyLeft  -> snake .& turn (-1,0)
             KeyUp    -> snake .& turn (0,1)
             KeyDown  -> snake .& turn (0,-1)
             _-> continue
           _-> continue
         _-> \w -> w & ((snake.body) .= [(20,20)]) >>>
                        (maxScore .& max (w^.score)) >>> (score .= 0)
                        

-- all graphics

renderWorld (s, w) = pictures [frame, color c drawSnake, drawFood, showScore]

 where c = case s of { Ok -> orange; _-> red }
       drawSnake = foldMap (rectangleSolid 10 10 `at`) (w^.snake.body)
       drawFood = color blue $ circleSolid 5 `at` (w^.food & head)
       frame = color black $ rectangleWire 400 400
       showScore = color orange $ scale 0.2 0.2 $ txt `at` (-80,130)
       txt = Text $ mconcat ["Score: ", w^.score & show
                            ,"   Maximal score: ", w^.maxScore & show]
       at p (x,y) = Translate (10*x-200) (10*y-200) p

main = do world <- createWorld

         play inW white 7 world renderWorld handleEvents updateWorld
 where inW = InWindow "The Snake" (400, 400) (10, 10)</lang>

Extra credit

It is easy to make snake to seek food automatically. Just change the first line of the updateWorld definition:

<lang haskell>updateWorld _ = id >>> snakeSeeksFood >>> (snakeEats <|> snakeMoves) </lang>

and add local definition:

<lang haskell> snakeSeeksFood w = w & snake .& turns optimalDirection

     where
       optimalDirection = minimumBy (comparing distanceToFood) safeTurns
       
       safeTurns = filter safe [(x,y),(-y,x),(y,-x)] `ifEmpty` [(x,y)]
         where (x,y) = w^.snake.direction
               safe d = let w = w & snake %~ moves . turns d
                        in not (snakeBitesTail w || snakeHitsWall w)
               lst `ifEmpty` x = if null lst then x else lst
       
       distanceToFood d = let (a,b) = w^.snake & turns d & moves & (^.body) & head
                              (x,y) = w^.food & head
                          in (a-x)^2 + (b-y)^2</lang>

Perl

<lang perl>use utf8; use Time::HiRes qw(sleep); use Term::ANSIColor qw(colored); use Term::ReadKey qw(ReadMode ReadLine);

binmode(STDOUT, ':utf8');

use constant {

             VOID => 0,
             HEAD => 1,
             BODY => 2,
             TAIL => 3,
             FOOD => 4,
            };

use constant {

             LEFT  => [+0, -1],
             RIGHT => [+0, +1],
             UP    => [-1, +0],
             DOWN  => [+1, +0],
            };

use constant {

             BG_COLOR  => "on_black",
             SLEEP_SEC => 0.05,
            };

use constant {

             SNAKE_COLOR => ('bold green' . ' ' . BG_COLOR),
             FOOD_COLOR  => ('red'        . ' ' . BG_COLOR),
            };

use constant {

   U_HEAD => colored('▲', SNAKE_COLOR),
   D_HEAD => colored('▼', SNAKE_COLOR),
   L_HEAD => colored('◀', SNAKE_COLOR),
   R_HEAD => colored('▶', SNAKE_COLOR),
   U_BODY => colored('╹', SNAKE_COLOR),
   D_BODY => colored('╻', SNAKE_COLOR),
   L_BODY => colored('╴', SNAKE_COLOR),
   R_BODY => colored('╶', SNAKE_COLOR),
   U_TAIL => colored('╽', SNAKE_COLOR),
   D_TAIL => colored('╿', SNAKE_COLOR),
   L_TAIL => colored('╼', SNAKE_COLOR),
   R_TAIL => colored('╾', SNAKE_COLOR),
   A_VOID => colored(' ',   BG_COLOR),
   A_FOOD => colored('❇', FOOD_COLOR),
            };

local $| = 1;

my $w = eval { `tput cols` } || 80; my $h = eval { `tput lines` } || 24; my $r = "\033[H";

my @grid = map {

   [map { [VOID] } 1 .. $w]

} 1 .. $h;

my $dir = LEFT; my @head_pos = ($h / 2, $w / 2); my @tail_pos = ($head_pos[0], $head_pos[1] + 1);

$grid[$head_pos[0]][$head_pos[1]] = [HEAD, $dir]; # head $grid[$tail_pos[0]][$tail_pos[1]] = [TAIL, $dir]; # tail

sub create_food {

   my ($food_x, $food_y);
   do {
       $food_x = rand($w);
       $food_y = rand($h);
   } while ($grid[$food_y][$food_x][0] != VOID);
   $grid[$food_y][$food_x][0] = FOOD;

}

create_food();

sub display {

   my $i = 0;
   print $r, join("\n",
       map {
           join("",
               map {
                   my $t = $_->[0];
                   if ($t != FOOD and $t != VOID) {
                       my $p = $_->[1];
                       $i =
                           $p eq UP   ? 0
                         : $p eq DOWN ? 1
                         : $p eq LEFT ? 2
                         :              3;
                   }
                       $t == HEAD ? (U_HEAD, D_HEAD, L_HEAD, R_HEAD)[$i]
                     : $t == BODY ? (U_BODY, D_BODY, L_BODY, R_BODY)[$i]
                     : $t == TAIL ? (U_TAIL, D_TAIL, L_TAIL, R_TAIL)[$i]
                     : $t == FOOD ? (A_FOOD)
                     :              (A_VOID);
                 } @{$_}
               )
         } @grid
   );

}

sub move {

   my $grew = 0;
   # Move the head
   {
       my ($y, $x) = @head_pos;
       my $new_y = ($y + $dir->[0]) % $h;
       my $new_x = ($x + $dir->[1]) % $w;
       my $cell = $grid[$new_y][$new_x];
       my $t    = $cell->[0];
       if ($t == BODY or $t == TAIL) {
           die "Game over!\n";
       }
       elsif ($t == FOOD) {
           create_food();
           $grew = 1;
       }
       # Create a new head
       $grid[$new_y][$new_x] = [HEAD, $dir];
       # Replace the current head with body
       $grid[$y][$x] = [BODY, $dir];
       # Save the position of the head
       @head_pos = ($new_y, $new_x);
   }
   # Move the tail
   if (not $grew) {
       my ($y, $x) = @tail_pos;
       my $pos   = $grid[$y][$x][1];
       my $new_y = ($y + $pos->[0]) % $h;
       my $new_x = ($x + $pos->[1]) % $w;
       $grid[$y][$x][0]         = VOID;    # erase the current tail
       $grid[$new_y][$new_x][0] = TAIL;    # create a new tail
       # Save the position of the tail
       @tail_pos = ($new_y, $new_x);
   }

}

ReadMode(3); while (1) {

   my $key;
   until (defined($key = ReadLine(-1))) {
       move();
       display();
       sleep(SLEEP_SEC);
   }
   if    ($key eq "\e[A" and $dir ne DOWN ) { $dir = UP    }
   elsif ($key eq "\e[B" and $dir ne UP   ) { $dir = DOWN  }
   elsif ($key eq "\e[C" and $dir ne LEFT ) { $dir = RIGHT }
   elsif ($key eq "\e[D" and $dir ne RIGHT) { $dir = LEFT  }

}</lang>

Perl 6

Works with: Rakudo version 2016.08

This is a variation of a demo script included in the examples folder for the Perl 6 SDL2::Raw library bindings.

<lang perl6>use SDL2::Raw; use Cairo;

constant W = 1280; constant H = 960;

constant FIELDW = W div 32; constant FIELDH = H div 32;

SDL_Init(VIDEO);

my $window = SDL_CreateWindow(

   'Snake',
   SDL_WINDOWPOS_CENTERED_MASK,
   SDL_WINDOWPOS_CENTERED_MASK,
   W, H,
   OPENGL

);

my $render = SDL_CreateRenderer($window, -1, ACCELERATED +| PRESENTVSYNC);

my $snake_image = Cairo::Image.record(

   -> $_ {
       .save;
       .rectangle: 0, 0, 64, 64;
       .clip;
       .rgb: 0, 1, 0;
       .rectangle: 0, 0, 64, 64;
       .fill :preserve;
       .rgb: 0, 0, 0;
       .stroke;
       .restore;
       .save;
       .translate: 64, 0;
       .rectangle: 0, 0, 64, 64;
       .clip;
       .rgb: 1, 0, 0;
       .arc: 32, 32, 30, 0, 2 * pi;
       .fill :preserve;
       .rgb: 0, 0, 0;
       .stroke;
       .restore;
   }, 128, 128, Cairo::FORMAT_ARGB32);

my $snake_texture = SDL_CreateTexture(

   $render,
   %PIXELFORMAT<ARGB8888>,
   STATIC,
   128,
   128

);

SDL_UpdateTexture(

   $snake_texture,
   SDL_Rect.new(
       :x(0),
       :y(0),
       :w(128),
       :h(128)
   ),
   $snake_image.data,
   $snake_image.stride // 128 * 4

);

SDL_SetTextureBlendMode($snake_texture, 1);

SDL_SetRenderDrawBlendMode($render, 1);

my $snakepiece_srcrect = SDL_Rect.new(:w(64), :h(64)); my $nompiece_srcrect = SDL_Rect.new(:w(64), :h(64), :x(64));

my $event = SDL_Event.new;

enum GAME_KEYS (

   K_UP    => 82,
   K_DOWN  => 81,
   K_LEFT  => 80,
   K_RIGHT => 79,

);

my Complex @snakepieces = 10+10i; my Complex @noms; my Complex $snakedir = 1+0i; my $nomspawn = 0; my $snakespeed = 0.1; my $snakestep = 0; my $nom = 4;

my $last_frame_start = now; main: loop {

   my $start = now;
   my $dt = $start - $last_frame_start // 0.00001;
   while SDL_PollEvent($event) {
       my $casted_event = SDL_CastEvent($event);
       given $casted_event {
           when *.type == QUIT    { last main }
           when *.type == KEYDOWN {
               if GAME_KEYS(.scancode) -> $comm {
                   given $comm {
                       when 'K_LEFT'  { $snakedir = -1+0i unless $snakedir ==  1+0i }
                       when 'K_RIGHT' { $snakedir =  1+0i unless $snakedir == -1+0i }
                       when 'K_UP'    { $snakedir =  0-1i unless $snakedir ==  0+1i }
                       when 'K_DOWN'  { $snakedir =  0+1i unless $snakedir ==  0-1i }
                   }
               }
           }
       }
   }
   if ($nomspawn -= $dt) < 0 {
       $nomspawn += 1;
       @noms.push: (^FIELDW).pick + (^FIELDH).pick * i unless @noms > 3;
       @noms.pop if @noms[*-1] == any(@snakepieces);
   }
   if ($snakestep -= $dt) < 0 {
       $snakestep += $snakespeed;
       @snakepieces.unshift: do given @snakepieces[0] {
           ($_.re + $snakedir.re) % FIELDW
           + (($_.im + $snakedir.im) % FIELDH) * i
       }
       if @snakepieces[2..*].first( * == @snakepieces[0], :k ) -> $idx {
           @snakepieces = @snakepieces[0..($idx + 1)];
       }
       @noms .= grep(
           { $^piece == @snakepieces[0] ?? ($nom += 1) && False !! True }
       );
       if $nom == 0 {
           @snakepieces.pop;
       } else {
           $nom = $nom - 1;
       }
   }
   for @snakepieces {
       SDL_SetTextureColorMod(
           $snake_texture,
           255,
           (cos((++$) / 2) * 100 + 155).round,
           255
       );
       SDL_RenderCopy(
           $render,
           $snake_texture,
           $snakepiece_srcrect,
           SDL_Rect.new(.re * 32, .im * 32, 32, 32)
       );
   }
   SDL_SetTextureColorMod($snake_texture, 255, 255, 255);
   for @noms {
       SDL_RenderCopy(
           $render,
           $snake_texture,
           $nompiece_srcrect,
           SDL_Rect.new(.re * 32, .im * 32, 32, 32)
       )
   }
   SDL_RenderPresent($render);
   SDL_SetRenderDrawColor($render, 0, 0, 0, 0);
   SDL_RenderClear($render);
   $last_frame_start = $start;
   sleep(1 / 50);

}

SDL_Quit();</lang>

Sidef

<lang ruby>class SnakeGame(w, h) {

   const readkey = frequire('Term::ReadKey')
   const ansi    = frequire('Term::ANSIColor')
   enum (VOID, HEAD, BODY, TAIL, FOOD)
   define (
       LEFT  = [+0, -1],
       RIGHT = [+0, +1],
       UP    = [-1, +0],
       DOWN  = [+1, +0],
   )
   define BG_COLOR    = "on_black"
   define FOOD_COLOR  = ("red"        + " " + BG_COLOR)
   define SNAKE_COLOR = ("bold green" + " " + BG_COLOR)
   define SLEEP_SEC   = 0.02
   const (
       A_VOID  = ansi.colored(' ', BG_COLOR),
       A_FOOD  = ansi.colored('❇', FOOD_COLOR),
       A_BLOCK = ansi.colored('■', SNAKE_COLOR),
   )
   has dir = LEFT
   has grid = [[]]
   has head_pos = [0, 0]
   has tail_pos = [0, 0]
   method init {
       grid = h.of { w.of { [VOID] } }
       head_pos = [h//2, w//2]
       tail_pos = [head_pos[0], head_pos[1]+1]
       grid[head_pos[0]][head_pos[1]] = [HEAD, dir]    # head
       grid[tail_pos[0]][tail_pos[1]] = [TAIL, dir]    # tail
       self.make_food()
   }
   method make_food {
       var (food_x, food_y)
       do {
           food_x = w.rand.int
           food_y = h.rand.int
       } while (grid[food_y][food_x][0] != VOID)
       grid[food_y][food_x][0] = FOOD
   }
   method display {
       print("\033[H", grid.map { |row|
           row.map { |cell|
               given (cell[0]) {
                   when (VOID) { A_VOID }
                   when (FOOD) { A_FOOD }
                   default     { A_BLOCK }
               }
             }.join()
           }.join("\n")
       )
   }
   method move {
       var grew = false
       # Move the head
       var (y, x) = head_pos...
       var new_y = (y+dir[0] % h)
       var new_x = (x+dir[1] % w)
       var cell = grid[new_y][new_x]
       given (cell[0]) {
           when (BODY) { die "\nYou just bit your own body!\n" }
           when (TAIL) { die "\nYou just bit your own tail!\n" }
           when (FOOD) { grew = true; self.make_food()         }
       }
       # Create a new head
       grid[new_y][new_x] = [HEAD, dir]
       # Replace the current head with body
       grid[y][x] = [BODY, dir]
       # Update the head position
       head_pos = [new_y, new_x]
       # Move the tail
       if (!grew) {
           var (y, x) = tail_pos...
           var pos   = grid[y][x][1]
           var new_y = (y+pos[0] % h)
           var new_x = (x+pos[1] % w)
           grid[y][x][0]         = VOID    # erase the current tail
           grid[new_y][new_x][0] = TAIL    # create a new tail
           tail_pos = [new_y, new_x]
       }
   }
   method play {
       STDOUT.autoflush(true)
       readkey.ReadMode(3)
       try {
           loop {
               var key
               while (!defined(key = readkey.ReadLine(-1))) {
                   self.move()
                   self.display()
                   Sys.sleep(SLEEP_SEC)
               }
               given (key) {
                   when ("\e[A") { if (dir != DOWN ) { dir = UP    } }
                   when ("\e[B") { if (dir != UP   ) { dir = DOWN  } }
                   when ("\e[C") { if (dir != LEFT ) { dir = RIGHT } }
                   when ("\e[D") { if (dir != RIGHT) { dir = LEFT  } }
               }
           }
       }
       catch {
           readkey.ReadMode(0)
       }
   }

}

var w = `tput cols`.to_i var h = `tput lines`.to_i

SnakeGame(w || 80, h || 24).play</lang>