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Implemented TicTacToe feature #3
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,103 @@ | ||
| export class Game { | ||
| private _lastSymbol: string = ' '; | ||
| private _board: Board = new Board(); | ||
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| public Play(symbol: string, x: number, y: number) : void { | ||
| //if first move | ||
| if (this._lastSymbol == ' ') { | ||
| //if player is X | ||
| if (symbol == 'O') { | ||
| throw new Error("Invalid first player"); | ||
| } | ||
| } | ||
| //if not first move but player repeated | ||
| else if (symbol == this._lastSymbol) { | ||
| throw new Error("Invalid next player"); | ||
| } | ||
| //if not first move but play on an already played tile | ||
| else if (this._board.TileAt(x, y).Symbol != ' ') { | ||
| throw new Error("Invalid position"); | ||
| } | ||
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| // update game state | ||
| this._lastSymbol = symbol; | ||
| this._board.AddTileAt(symbol, x, y); | ||
| } | ||
|
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This function is breaking rule one of the SOLID Princple (single responsibility)
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. You can list the responsibilities with a name, you can never go bad with an apporach like that, I've came with this two, surely there can be better ones. Responsibilites in this class: |
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| public Winner() : string { | ||
| //if the positions in first row are taken | ||
| if (this._board.TileAt(0, 0)!.Symbol != ' ' && | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. content coupling here ^
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. The internal content is exposed so it can be modified by external classes We not only can access to the internals of the board but also we have to learn a protocol to interpret it. The convention |
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| this._board.TileAt(0, 1)!.Symbol != ' ' && | ||
| this._board.TileAt(0, 2)!.Symbol != ' ') { | ||
| //if first row is full with same symbol | ||
| if (this._board.TileAt(0, 0)!.Symbol == | ||
| this._board.TileAt(0, 1)!.Symbol && | ||
| this._board.TileAt(0, 2)!.Symbol == this._board.TileAt(0, 1)!.Symbol) { | ||
| return this._board.TileAt(0, 0)!.Symbol; | ||
| } | ||
| } | ||
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| //if the positions in first row are taken | ||
| if (this._board.TileAt(1, 0)!.Symbol != ' ' && | ||
| this._board.TileAt(1, 1)!.Symbol != ' ' && | ||
| this._board.TileAt(1, 2)!.Symbol != ' ') { | ||
| //if middle row is full with same symbol | ||
| if (this._board.TileAt(1, 0)!.Symbol == | ||
| this._board.TileAt(1, 1)!.Symbol && | ||
| this._board.TileAt(1, 2)!.Symbol == | ||
| this._board.TileAt(1, 1)!.Symbol) { | ||
| return this._board.TileAt(1, 0)!.Symbol; | ||
| } | ||
| } | ||
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| //if the positions in first row are taken | ||
| if (this._board.TileAt(2, 0)!.Symbol != ' ' && | ||
| this._board.TileAt(2, 1)!.Symbol != ' ' && | ||
| this._board.TileAt(2, 2)!.Symbol != ' ') { | ||
| //if middle row is full with same symbol | ||
| if (this._board.TileAt(2, 0)!.Symbol == | ||
| this._board.TileAt(2, 1)!.Symbol && | ||
| this._board.TileAt(2, 2)!.Symbol == | ||
| this._board.TileAt(2, 1)!.Symbol) { | ||
| return this._board.TileAt(2, 0)!.Symbol; | ||
| } | ||
| } | ||
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| return ' '; | ||
| } | ||
| } | ||
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| interface Tile | ||
| { | ||
| X: number; | ||
| Y: number; | ||
| Symbol: string; | ||
| } | ||
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| class Board | ||
| { | ||
| private _plays : Tile[] = []; | ||
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| constructor() | ||
| { | ||
| for (let i = 0; i < 3; i++) | ||
| { | ||
| for (let j = 0; j < 3; j++) | ||
| { | ||
| const tile : Tile = {X :i, Y:j, Symbol:" "}; | ||
| this._plays.push(tile); | ||
| } | ||
| } | ||
| } | ||
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| public TileAt(x: number, y: number): Tile { | ||
| return this._plays.find((t:Tile) => t.X == x && t.Y == y)! | ||
| } | ||
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| public AddTileAt(symbol: string, x: number, y: number) : void | ||
| { | ||
| const tile : Tile = {X :x, Y:y, Symbol:symbol}; | ||
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| this._plays.find((t:Tile) => t.X == x && t.Y == y)!.Symbol = symbol; | ||
| } | ||
| } | ||
There was a problem hiding this comment.
Choose a reason for hiding this comment
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this._board.TileAt(x, y).Symbolcontent coupling