add: bouncing ball exercise #3

This commit is contained in:
Inanc Gumus
2019-03-14 22:12:12 +03:00
parent cc32a31c1b
commit 6d9c3d7fe3
3 changed files with 228 additions and 0 deletions

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// 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)
}
}

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// 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)
}
}

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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.