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
38 lines
763 B
Go
38 lines
763 B
Go
package main
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import (
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"fmt"
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"math/rand"
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"os"
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"strconv"
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"time"
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)
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// init is another special function
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// Go calls it before the main function
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func init() {
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rand.Seed(time.Now().UnixNano())
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initCells()
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}
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// initCells initialize the played cells to empty
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func initCells() {
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for i := range cells {
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cells[i] = emptyCell
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}
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}
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func setGameSpeed() {
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// args can be used within the if block
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// gs and err can be used in the else if and else branches
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if args := os.Args; len(args) == 1 {
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fmt.Println("Setting game speed to default.")
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} else if gs, err := strconv.Atoi(args[1]); err != nil {
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fmt.Println("Wrong game speed. Provide an integer.")
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} else {
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gameSpeed = time.Duration(gs) * time.Second
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}
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fmt.Printf("Game speed is %q.\n", gameSpeed)
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}
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