add: bouncing ball exercise #3
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							| @@ -0,0 +1,121 @@ | |||||||
|  | // For more tutorials: https://blog.learngoprogramming.com | ||||||
|  | // | ||||||
|  | // Copyright © 2018 Inanc Gumus | ||||||
|  | // Learn Go Programming Course | ||||||
|  | // License: https://creativecommons.org/licenses/by-nc-sa/4.0/ | ||||||
|  | // | ||||||
|  |  | ||||||
|  | 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 | ||||||
|  | 	) | ||||||
|  |  | ||||||
|  | 	var ( | ||||||
|  | 		px, py   int    // ball position | ||||||
|  | 		ppx, ppy int    // previous ball position | ||||||
|  | 		vx, vy   = 5, 2 // velocities | ||||||
|  |  | ||||||
|  | 		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) | ||||||
|  | 	for row := range board { | ||||||
|  | 		board[row] = make([]bool, height) | ||||||
|  | 	} | ||||||
|  |  | ||||||
|  | 	// create a drawing buffer | ||||||
|  | 	buf := make([]rune, 0, width*height) | ||||||
|  |  | ||||||
|  | 	// 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 | ||||||
|  | 		if px <= 0 || px >= width-1 { | ||||||
|  | 			vx *= -1 | ||||||
|  | 		} | ||||||
|  | 		if py <= 0 || py >= height-1 { | ||||||
|  | 			vy *= -1 | ||||||
|  | 		} | ||||||
|  |  | ||||||
|  | 		// check whether the ball goes beyond the borders | ||||||
|  | 		if px < width && py < height { | ||||||
|  | 			// remove the previous ball and put the new ball | ||||||
|  | 			board[px][py], board[ppx][ppy] = true, false | ||||||
|  |  | ||||||
|  | 			// save the previous positions | ||||||
|  | 			ppx, ppy = px, py | ||||||
|  | 		} | ||||||
|  |  | ||||||
|  | 		// 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) | ||||||
|  | 	} | ||||||
|  | } | ||||||
| @@ -0,0 +1,104 @@ | |||||||
|  | // For more tutorials: https://blog.learngoprogramming.com | ||||||
|  | // | ||||||
|  | // Copyright © 2018 Inanc Gumus | ||||||
|  | // Learn Go Programming Course | ||||||
|  | // License: https://creativecommons.org/licenses/by-nc-sa/4.0/ | ||||||
|  | // | ||||||
|  |  | ||||||
|  | package main | ||||||
|  |  | ||||||
|  | import ( | ||||||
|  | 	"fmt" | ||||||
|  | 	"time" | ||||||
|  |  | ||||||
|  | 	"github.com/inancgumus/screen" | ||||||
|  | 	"github.com/mattn/go-runewidth" | ||||||
|  | ) | ||||||
|  |  | ||||||
|  | func main() { | ||||||
|  | 	const ( | ||||||
|  | 		cellEmpty = ' ' | ||||||
|  | 		cellBall  = '⚾' | ||||||
|  |  | ||||||
|  | 		maxFrames = 1200 | ||||||
|  | 		speed     = time.Second / 20 | ||||||
|  | 	) | ||||||
|  |  | ||||||
|  | 	var ( | ||||||
|  | 		px, py   int    // ball position | ||||||
|  | 		ppx, ppy int    // previous ball position | ||||||
|  | 		vx, vy   = 5, 2 // velocities | ||||||
|  |  | ||||||
|  | 		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 a single-dimensional board | ||||||
|  | 	board := make([]bool, width*height) | ||||||
|  |  | ||||||
|  | 	// create a drawing buffer | ||||||
|  | 	buf := make([]rune, 0, width*height) | ||||||
|  |  | ||||||
|  | 	// 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 | ||||||
|  | 		if px <= 0 || px >= width-1 { | ||||||
|  | 			vx *= -1 | ||||||
|  | 		} | ||||||
|  | 		if py <= 0 || py >= height-1 { | ||||||
|  | 			vy *= -1 | ||||||
|  | 		} | ||||||
|  |  | ||||||
|  | 		// check whether the ball goes beyond the borders | ||||||
|  | 		if px < width && py < height { | ||||||
|  | 			// calculate the new and the previous ball positions | ||||||
|  | 			pos := py*width + px | ||||||
|  | 			ppos := ppy*width + ppx | ||||||
|  |  | ||||||
|  | 			// remove the previous ball and put the new ball | ||||||
|  | 			board[pos], board[ppos] = true, false | ||||||
|  |  | ||||||
|  | 			// save the previous positions | ||||||
|  | 			ppx, ppy = px, py | ||||||
|  | 		} | ||||||
|  |  | ||||||
|  | 		// rewind the buffer (allow appending from the beginning) | ||||||
|  | 		buf = buf[:0] | ||||||
|  |  | ||||||
|  | 		// draw the board into the buffer | ||||||
|  | 		for y := 0; y < height; y++ { | ||||||
|  | 			for x := 0; x < width; x++ { | ||||||
|  | 				cell = cellEmpty | ||||||
|  |  | ||||||
|  | 				if board[y*width+x] { | ||||||
|  | 					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) | ||||||
|  | 	} | ||||||
|  | } | ||||||
| @@ -8,3 +8,6 @@ | |||||||
|  |  | ||||||
|     Let's optimize the program once more. This time you're going to optimize the clearing off the previous positions. |     Let's optimize the program once more. This time you're going to optimize the clearing off the previous positions. | ||||||
|  |  | ||||||
|  | 3. **[Use a single dimensional slice]()** | ||||||
|  |  | ||||||
|  |     For the board slice, instead of using a multi-dimensional slice, let's use a single-dimensional slice. In this exercise, you'll understand and deeply internalize why I've used a multi-dimensional board slice. | ||||||
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