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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54
x-tba/tictactoe/07-loop/board.go
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54
x-tba/tictactoe/07-loop/board.go
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package main
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import "fmt"
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// printBoard prints the board
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func printBoard() {
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// ~~~~~~~~~~~~~~~
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// TIC~TAC~TOE
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// ~~~~~~~~~~~~~~~
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//
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// /---+---+---\
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// | X | O | X |
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// +---+---+---+
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// | O | X | O |
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// +---+---+---+
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// | X | O | X |
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// \---+---+---/
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const cellsPerLine = 3
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// Prevents the Println '\n' warning
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fmt.Printf("%s\n\n", banner)
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fmt.Printf("%s\n", sepHeader)
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for i := 0; i < maxTurns; i++ {
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lineStarts := i%cellsPerLine == 0
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lineEnds := (i+1)%cellsPerLine == 0
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lastLine := (i + 1) == maxTurns
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if lineStarts {
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fmt.Print(sepCell)
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}
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switchPlayer()
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fmt.Printf(" %s ", player)
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if lineEnds {
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fmt.Println(sepCell)
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}
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if lineEnds && !lastLine {
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fmt.Println(sepLine)
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}
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if lineEnds {
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continue // prevents printing the sepCell below
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}
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// print the cell separator until 3 cells per line
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fmt.Print(sepCell)
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}
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fmt.Printf("%s\n", sepFooter)
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}
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