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
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23
x-tba/tictactoe/06-if-switch/board_test.go
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x-tba/tictactoe/06-if-switch/board_test.go
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package main
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// Examples are normally used for showing how to use your package.
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// But you can also use them as output testing.
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func ExamplePrintBoard() {
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// let the printBoard function print an output
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printBoard()
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// the output should exactly match the following (after Output:)
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// Output:
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// TIC~TAC~TOE
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//
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// /---+---+---\
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// | | | |
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// +---+---+---+
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// | | | |
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// +---+---+---+
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// | | | |
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// \---+---+---/
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}
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87
x-tba/tictactoe/06-if-switch/main.go
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x-tba/tictactoe/06-if-switch/main.go
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package main
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import "fmt"
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/*
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~ TICTACTOE GAME IN GO ~
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+ This example uses the very basics of the Go language.
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+ The goal is learning all the basics.
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*/
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const (
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banner = `
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TIC~TAC~TOE
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/---+---+---\
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+---+---+---+
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+---+---+---+
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\---+---+---/`
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maxTurns = 9
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)
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var (
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won bool
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turn int
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)
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func main() {
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// you need to call the other functions but the main
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printBoard()
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printStatus()
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printEnding()
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}
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// printBoard cannot use the banner
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func printBoard() {
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// it can only use the package-level names (identifiers)
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fmt.Println(banner)
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}
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// printStatus prints the current status of the game
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// it cannot access to the names (vars, consts, etc) inside any other func
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func printStatus() {
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fmt.Println()
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progress := (1 - (float64(turn) / maxTurns)) * 100
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fmt.Printf("Current Turn : %d\n", turn)
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fmt.Printf("Is there a winner : %t\n", won)
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fmt.Printf("Turns left : %.1f%%\n", progress)
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}
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func printEnding() {
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fmt.Println()
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// creates a new variable that belongs to printEnding()
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// current player
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player := "X"
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// accesses to the package-level vars: won, turn
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// won = true
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// turn = maxTurns
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// if won {
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// fmt.Printf(">>> WINNER: %s\n", player)
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// } else if turn == maxTurns { // != >= <= < >
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// fmt.Println(">>> TIE!")
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// } else {
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// fmt.Println(">> NEXT TURN!")
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// }
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switch {
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case won:
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// player := "X"
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fmt.Printf(">>> WINNER: %s\n", player)
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case turn == maxTurns:
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fmt.Println(">>> TIE!")
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default:
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fmt.Println(">> NEXT TURN!", player)
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}
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// invalid if the player is within the scope of the switch:
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// fmt.Println(">> Current Player: ", player)
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}
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