Build a TicTacToe class for two players, X and O, on a 3 by 3 board. One object is one game: it remembers the board and whose turn it is, lets the players take turns, and tells who has won.
The board: rows and columns are numbered 0, 1 and 2. Cell (0, 0) is the top-left corner, (0, 2) the top-right, (2, 0) the bottom-left and (2, 2) the bottom-right. A cell holds 'X', 'O' or '.' when it is still empty.
Build:
- A new game. Go has no constructors, so
func newTicTacToe() *TicTacToereturns a new game: the struct has aboard [3][3]runefilled with'.'by two nested loops and aplayer runeset to'X'. All nine cells are empty and X moves first. func (game *TicTacToe) move(row int, col int)plays one turn at the given row and column (always between 0 and 2, so you do not need to check the range).- If the cell is not empty, ignore the call: nothing changes and it is still the same player's turn.
- Otherwise put the current player's mark in the cell, then give the turn to the other player (X becomes O, O becomes X).
func (game TicTacToe) winner() runereturns the winner as arune:'X','O'or'.'.- A player wins by having the same mark in all three cells of a row, a column, or one of the two diagonals ((0,0), (1,1), (2,2) and (0,2), (1,1), (2,0)). Three empty cells in a line are not a win.
- If nobody has three in a row, return
'.'. That covers a game still in progress, an empty board and a draw.
You start with this code, which plays six games and prints the result of each one:
func mainFunction() {
game := newTicTacToe()
game.move(0, 0)
game.move(1, 0)
game.move(0, 1)
game.move(1, 1)
game.move(0, 2)
fmt.Printf("%c wins!\n", game.winner())
game = newTicTacToe()
game.move(0, 0)
game.move(0, 1)
game.move(0, 0)
game.move(1, 0)
game.move(1, 1)
game.move(2, 2)
game.move(2, 1)
fmt.Printf("%c wins!\n", game.winner())
game = newTicTacToe()
game.move(0, 0)
game.move(0, 1)
game.move(1, 1)
game.move(0, 2)
game.move(2, 2)
fmt.Printf("%c wins!\n", game.winner())
game = newTicTacToe()
game.move(0, 2)
game.move(0, 0)
game.move(1, 1)
game.move(0, 1)
game.move(2, 0)
fmt.Printf("%c wins!\n", game.winner())
game = newTicTacToe()
game.move(0, 0)
game.move(0, 1)
game.move(0, 2)
game.move(1, 1)
game.move(1, 0)
game.move(1, 2)
game.move(2, 1)
game.move(2, 0)
game.move(2, 2)
fmt.Printf("No winner: %c\n", game.winner())
game = newTicTacToe()
fmt.Printf("No winner: %c\n", game.winner())
}
Games played: X fills the top row; then a game where X tries to play on a cell that is already taken (ignored, and still X's turn) and O wins the middle column; X on the main diagonal; X on the other diagonal; a full board with no three in a row; and a brand-new game.
Expected output:
X wins! O wins! X wins! X wins! No winner: . No winner: .
There are eight winning lines: three rows, three columns and two diagonals. A loop over
i from 0 to 2 can check row i and column i together; the two diagonals come after the loop. Skip a line whose first cell is empty.
Check for a taken cell first and leave the move method before touching the board or the turn. Only a successful move passes the turn to the other player.
type TicTacToe struct {
board [3][3]rune
player rune
}
func newTicTacToe() *TicTacToe {
game := &TicTacToe{player: 'X'}
for row := range game.board {
for col := range game.board[row] {
game.board[row][col] = '.'
}
}
return game
}
func (game *TicTacToe) move(row int, col int) {
if game.board[row][col] != '.' {
return
}
game.board[row][col] = game.player
if game.player == 'X' {
game.player = 'O'
} else {
game.player = 'X'
}
}
func (game TicTacToe) winner() rune {
for i := 0; i < 3; i++ {
if game.board[i][0] != '.' && game.board[i][0] == game.board[i][1] && game.board[i][1] == game.board[i][2] {
return game.board[i][0]
}
if game.board[0][i] != '.' && game.board[0][i] == game.board[1][i] && game.board[1][i] == game.board[2][i] {
return game.board[0][i]
}
}
if game.board[0][0] != '.' && game.board[0][0] == game.board[1][1] && game.board[1][1] == game.board[2][2] {
return game.board[0][0]
}
if game.board[0][2] != '.' && game.board[0][2] == game.board[1][1] && game.board[1][1] == game.board[2][0] {
return game.board[0][2]
}
return '.'
}
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