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
1.1 KiB
Go
46 lines
1.1 KiB
Go
package main
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import "fmt"
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// nextTurn prints the board for the next turn and checks for the winning conditions.
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// if win or tie: returns false, otherwise true.
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func nextTurn() bool {
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play()
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printBoard()
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fmt.Printf("\n>>> PLAYER %q PLAYS to %d\n", player, lastPos+1)
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// the switch below is about winning and tie conditions.
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// so it is good have checkWinOrTie() as a simple statement.
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// totally optional.
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switch checkWinOrTie(); {
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default:
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switchPlayer()
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printStatus()
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case wrongMove:
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fmt.Printf(">>> CELL IS OCCUPIED: PLAY AGAIN!\n")
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wrongMove = false // reset for the next turn
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case won, tie:
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if won {
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fmt.Println(">>> WINNER:", player)
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} else {
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fmt.Println(">>> TIE!")
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}
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return false
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}
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return true
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}
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// printStatus prints the current status of the game
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// it cannot access to the names (vars, consts, etc) inside any other func
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func printStatus() {
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fmt.Println()
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progress := (1 - (float64(turn) / maxTurns)) * 100
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fmt.Printf("Current Turn : %d\n", turn)
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fmt.Printf("Is there a winner : %t\n", won)
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fmt.Printf("Turns left : %.1f%%\n", progress)
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}
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