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// Copyright © 2018 Inanc Gumus
// Learn Go Programming Course
// License: https://creativecommons.org/licenses/by-nc-sa/4.0/
//
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// For more tutorials : https://learngoprogramming.com
// In-person training : https://www.linkedin.com/in/inancgumus/
// Follow me on twitter: https://twitter.com/inancgumus
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package main
import (
"fmt"
"time"
"github.com/inancgumus/screen"
"github.com/mattn/go-runewidth"
)
// ---------------------------------------------------------
// EXERCISE: Single Dimensional
//
// In this exercise you will understand why I use
// a multi-dimensional board slice instead of a
// single-dimensional one.
//
// 1. Remove this:
// board := make([][]bool, width)
//
// 2. Use this:
// board := make([]bool, width*height)
//
// 3. Adjust the rest of the operations in the code to work
// with this single-dimensional slice.
//
// You'll see how hard it becomes to work with it.
//
// ---------------------------------------------------------
func main() {
const (
cellEmpty = ' '
cellBall = '⚾'
maxFrames = 1200
speed = time.Second / 20
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// initial velocities
ivx, ivy = 5, 2
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)
var (
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px, py int // ball position
ppx, ppy int // previous ball position
vx, vy = ivx, ivy // velocities
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cell rune // current cell (for caching)
)
// you can get the width and height using the screen package easily:
width, height := screen.Size()
// get the rune width of the ball emoji
ballWidth := runewidth.RuneWidth(cellBall)
// adjust the width and height
width /= ballWidth
height-- // there is a 1 pixel border in my terminal
// create the board
board := make([][]bool, width)
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for column := range board {
board[column] = make([]bool, height)
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}
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// drawing buffer length
// *2 for extra spaces
// +1 for newlines
bufLen := (width*2 + 1) * height
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// create a drawing buffer
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buf := make([]rune, 0, bufLen)
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// clear the screen once
screen.Clear()
for i := 0; i < maxFrames; i++ {
// calculate the next ball position
px += vx
py += vy
// when the ball hits a border reverse its direction
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if px <= 0 || px >= width-ivx {
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vx *= -1
}
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if py <= 0 || py >= height-ivy {
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vy *= -1
}
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// remove the previous ball and put the new ball
board[px][py], board[ppx][ppy] = true, false
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// save the previous positions
ppx, ppy = px, py
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// rewind the buffer (allow appending from the beginning)
buf = buf[:0]
// draw the board into the buffer
for y := range board[0] {
for x := range board {
cell = cellEmpty
if board[x][y] {
cell = cellBall
}
buf = append(buf, cell, ' ')
}
buf = append(buf, '\n')
}
// print the buffer
screen.MoveTopLeft()
fmt.Print(string(buf))
// slow down the animation
time.Sleep(speed)
}
}