add: new tictactoe game

add: testing to tictactoe

rename: tictactoe

add: tictactoe steps

refactor: tictactoe const names

refactor: tictactoe loop

add: tictactoe bad switch example (fallthrough)

refactor: tictactoe loop skin

remove: tictactoe changable skin

refactor: tictactoe all

remove: tictactoe unnecessary base dir

add: tictactoe slices

add: tictactoe slices

remove: tictactoe fallthrough

rename: tictactoe slices 10 -> 09

update: loops skin tictactoe

add: tictactoe randomization

add: tictactoe infinite loop and labeled break

refactor: tictactoe rand and infinite loop

add: tictactoe buggy winning algo

add: tictactoe more tests

rename: tictactoe wrongPlay to wrongMove

add: tictactoe even more tests

fix: tictactoe

rename: tictactoe waitForInput to wait

add: tictactoe os.args gameSpeed

remove: tictactoe unnecessary files

rename: tictactoe game messages

refactor: tictactoe main loop

add: types and arrays
This commit is contained in:
Inanc Gumus
2019-07-27 18:16:17 +03:00
parent e191567e1f
commit eb8f9987a8
97 changed files with 3457 additions and 3 deletions

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@ -0,0 +1,23 @@
package main
// Examples are normally used for showing how to use your package.
// But you can also use them as output testing.
func ExamplePrintBoard() {
// let the printBoard function print an output
printBoard()
// the output should exactly match the following (after Output:)
// Output:
// TIC~TAC~TOE
//
// /---+---+---\
// | | | |
// +---+---+---+
// | | | |
// +---+---+---+
// | | | |
// \---+---+---/
}

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package main
import "fmt"
/*
~ TICTACTOE GAME IN GO ~
+ This example uses the very basics of the Go language.
+ The goal is learning all the basics.
*/
const (
banner = `
TIC~TAC~TOE
/---+---+---\
| | | |
+---+---+---+
| | | |
+---+---+---+
| | | |
\---+---+---/`
maxTurns = 9
)
var (
won bool
turn int
)
func main() {
// you need to call the other functions but the main
printBoard()
printStatus()
printEnding()
}
// printBoard cannot use the banner
func printBoard() {
// it can only use the package-level names (identifiers)
fmt.Println(banner)
}
// printStatus prints the current status of the game
// it cannot access to the names (vars, consts, etc) inside any other func
func printStatus() {
fmt.Println()
progress := (1 - (float64(turn) / maxTurns)) * 100
fmt.Printf("Current Turn : %d\n", turn)
fmt.Printf("Is there a winner : %t\n", won)
fmt.Printf("Turns left : %.1f%%\n", progress)
}
func printEnding() {
fmt.Println()
// creates a new variable that belongs to printEnding()
// current player
player := "X"
// accesses to the package-level vars: won, turn
// won = true
// turn = maxTurns
// if won {
// fmt.Printf(">>> WINNER: %s\n", player)
// } else if turn == maxTurns { // != >= <= < >
// fmt.Println(">>> TIE!")
// } else {
// fmt.Println(">> NEXT TURN!")
// }
switch {
case won:
// player := "X"
fmt.Printf(">>> WINNER: %s\n", player)
case turn == maxTurns:
fmt.Println(">>> TIE!")
default:
fmt.Println(">> NEXT TURN!", player)
}
// invalid if the player is within the scope of the switch:
// fmt.Println(">> Current Player: ", player)
}