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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26
x-tba/tictactoe/11-randomization/board.go
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26
x-tba/tictactoe/11-randomization/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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fmt.Printf("%s\n\n", banner)
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fmt.Printf("%s\n", sepHeader)
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for i, step := 0, 3; i < len(cells); i += step {
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fmt.Print(sepCell)
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for j := 0; j < step; j++ {
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move := cells[i+j]
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fmt.Printf(" %s %s", move, sepCell)
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}
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fmt.Println()
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if lastLine := (i + step); lastLine != len(cells) {
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fmt.Println(sepLine)
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}
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}
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fmt.Printf("%s\n", sepFooter)
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}
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