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

View File

@@ -0,0 +1,124 @@
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 maxTurns = 9
var (
won, tie bool // is there any winner or a tie?
turn int // total valid turns played
player = player1 // current player
cells [maxTurns]string // used to draw the board: contains the players' moves
lastPos int // last played position
wrongMove bool // was the last move wrong?
)
//
// VERSION 2: HELPER FUNC
//
func main() {
printBoard()
wait()
for nextTurn() {
wait()
}
// loop forever until the game ends (tie or win)
// for {
// // wait()
// if !nextTurn() {
// break
// }
// }
}
func nextTurn() bool {
play()
printBoard()
fmt.Printf("\n>>> PLAYER %q PLAYS to %d\n", player, lastPos+1)
// the switch below is about winning and tie conditions.
// so it is good have checkWinOrTie() as a simple statement.
// totally optional.
switch checkWinOrTie(); {
default:
switchPlayer()
printStatus()
case wrongMove:
fmt.Printf(">>> CELL IS OCCUPIED: PLAY AGAIN!\n")
wrongMove = false // reset for the next turn
case won, tie:
if won {
fmt.Println(">>> WINNER:", player)
} else {
fmt.Println(">>> TIE!")
}
return false
}
return true
}
//
// VERSION 1: LABELED BREAK
//
// func main() {
// printBoard()
// // this a label: it can be used by break, continue and goto
// theGameLoop:
// // loop forever until game ends (tie or win)
// for {
// // wait()
// play()
// printBoard()
// fmt.Printf("\n>>> PLAYER %q PLAYS to %d\n", player, lastPos+1)
// // the switch below is about winning and tie conditions.
// // so it is good have checkWinOrTie() as a simple statement.
// // totally optional.
// switch checkWinOrTie(); {
// default:
// printStatus()
// case wrongMove:
// fmt.Printf(">>> CELL IS OCCUPIED: PLAY AGAIN!\n")
// wrongMove = false // reset for the next turn
// case won, tie:
// if won {
// fmt.Println(">>> WINNER:", player)
// } else {
// fmt.Println(">>> TIE!")
// }
// break theGameLoop
// }
// }
// }
func wait() {
fmt.Println()
fmt.Scanln()
}
// 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)
}