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
46 lines
879 B
Go
46 lines
879 B
Go
package main
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import (
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"fmt"
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"time"
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)
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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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maxTurns = 9
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defaultGameSpeed = time.Second * 2 // time between plays
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)
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var (
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won, tie bool // is there any winner or a tie?
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turn int // total valid turns played
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cells [maxTurns]string // used to draw the board: contains the players' moves
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lastPos int // last played position
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wrongMove bool // was the last move wrong?
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player = player1 // current player
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gameSpeed = defaultGameSpeed // sets the default game speed
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)
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// main is only responsible for the game loop, that's it.
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func main() {
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setGameSpeed()
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printBoard()
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wait()
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for nextTurn() {
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wait()
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}
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}
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func wait() {
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fmt.Println()
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time.Sleep(gameSpeed) // player thinks...
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}
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