diff --git a/game.go b/game.go index 36a9e9f..126507a 100644 --- a/game.go +++ b/game.go @@ -41,41 +41,12 @@ func fillShips(tiles int) { } func game() { - fillShips(10) - // PLAYER1_REAL_MATRIX := [][]string{ - // {"x", "x", "x", "x", "x", "x"}, - // {"x", "x", "x", "x", "x", "x"}, - // {"x", "x", "x", "x", "x", "x"}, - // {"x", "x", "x", "x", "x", "x"}, - // {"x", "x", "x", "x", "x", "x"}, - // {"x", "x", "x", "x", "x", "x"}, - // } - // Holy hell this is a MUCH better way to initialize matrixes - // PLAYER1_REAL_MATRIX := make([][]string, 5) - // for i := 0; i < 5; i++ { - // PLAYER1_REAL_MATRIX[i] = make([]string, 5) - // } - //PLAYER1_HIDDEN_MATRIX := PLAYER1_REAL_MATRIX - // PLAYER1_HIDDEN_MATRIX := make([][]string, len(PLAYER1_REAL_MATRIX)) - // copy(PLAYER1_HIDDEN_MATRIX, PLAYER1_REAL_MATRIX) + fmt.Printf("How many rows/columns would you like to have?\nChoice: ") + var shipNum int + fmt.Scanln(&shipNum) + clear() + fillShips(shipNum) - // PLAYER2_REAL_MATRIX := [][]string{ - // {"x", "x", "x", "x", "x", "x"}, - // {"x", "x", "x", "x", "x", "x"}, - // {"x", "x", "x", "x", "x", "x"}, - // {"x", "x", "x", "x", "x", "x"}, - // {"x", "x", "x", "x", "x", "x"}, - // {"x", "x", "x", "x", "x", "x"}, - // } - // - // PLAYER2_HIDDEN_MATRIX := PLAYER2_REAL_MATRIX - - // Forget it, I'm just going to implement a single player for now - - // for { - // - // fmt.Scanln() - // } fmt.Println("Player 1 (You):") //fillMatrix(PLAYER1_REAL_MATRIX) showMatrix(revealedShips1) @@ -86,21 +57,6 @@ func game() { } -// func gameStatus(player1 [][]string, player2 [][]string) { -// fmt.Println("Player 1 (You):") -// fillMatrix(PLAYER1_REAL_MATRIX) -// showMatrix(PLAYER1_REAL_MATRIX) -// fmt.Println() -// showMatrix(PLAYER1_HIDDEN_MATRIX) -// fmt.Printf("\n\n") -// fmt.Println("Player 2:") -// fillMatrix(PLAYER2_REAL_MATRIX) -// showMatrix(PLAYER2_REAL_MATRIX) -// fmt.Println() -// showMatrix(PLAYER2_HIDDEN_MATRIX) -// -// } - func showMatrix(mat [][]string) { for i := 0; i < len(mat); i++ { for _, v := range mat[i] { @@ -122,3 +78,54 @@ func fillMatrix(mat [][]string) { } } } + +// Trash zone: +// func gameStatus(player1 [][]string, player2 [][]string) { +// fmt.Println("Player 1 (You):") +// fillMatrix(PLAYER1_REAL_MATRIX) +// showMatrix(PLAYER1_REAL_MATRIX) +// fmt.Println() +// showMatrix(PLAYER1_HIDDEN_MATRIX) +// fmt.Printf("\n\n") +// fmt.Println("Player 2:") +// fillMatrix(PLAYER2_REAL_MATRIX) +// showMatrix(PLAYER2_REAL_MATRIX) +// fmt.Println() +// showMatrix(PLAYER2_HIDDEN_MATRIX) +// +// } + +// PLAYER1_REAL_MATRIX := [][]string{ +// {"x", "x", "x", "x", "x", "x"}, +// {"x", "x", "x", "x", "x", "x"}, +// {"x", "x", "x", "x", "x", "x"}, +// {"x", "x", "x", "x", "x", "x"}, +// {"x", "x", "x", "x", "x", "x"}, +// {"x", "x", "x", "x", "x", "x"}, +// } +// Holy hell this is a MUCH better way to initialize matrixes +// PLAYER1_REAL_MATRIX := make([][]string, 5) +// for i := 0; i < 5; i++ { +// PLAYER1_REAL_MATRIX[i] = make([]string, 5) +// } +//PLAYER1_HIDDEN_MATRIX := PLAYER1_REAL_MATRIX +// PLAYER1_HIDDEN_MATRIX := make([][]string, len(PLAYER1_REAL_MATRIX)) +// copy(PLAYER1_HIDDEN_MATRIX, PLAYER1_REAL_MATRIX) + +// PLAYER2_REAL_MATRIX := [][]string{ +// {"x", "x", "x", "x", "x", "x"}, +// {"x", "x", "x", "x", "x", "x"}, +// {"x", "x", "x", "x", "x", "x"}, +// {"x", "x", "x", "x", "x", "x"}, +// {"x", "x", "x", "x", "x", "x"}, +// {"x", "x", "x", "x", "x", "x"}, +// } +// +// PLAYER2_HIDDEN_MATRIX := PLAYER2_REAL_MATRIX + +// Forget it, I'm just going to implement a single player for now + +// for { +// +// fmt.Scanln() +// }