![]() ![]() Hint: We can do () in the inner for loop, and do () at the end of the outer for loop so that it starts a new line after each row has been printed. Hint: If we do (), then all of the positions are on one line. Hint: If we do (), then each position is on a new line. Inside our function, we need to print out each position on our board. We don’t need to return anything since the function is simply printing out the board. Hint: We need to pass in the board 2D array in order for the function to be able to print it. In order for our function to draw the board and print it out, do we need to pass a parameter into the function? Do we need to return anything? Step 3: Create a function that draws the board and prints it out like a 3×3 square. We store their input in a String called p1.ĭo the same for p2. Next, we print out a message asking the user to type in their name using (). Step 2: Ask the users for their names.įirst, we import the Scanner to help us get input from the user, by adding import to the top of our program. Inside both for loops, we can set board equal to a dash. Hint: We can use a nested for loop to iterate through each position on our board. Now we have to fill our board with dashes. Hint: We can use the following line of code to make a 3×3 array of chars: char board = new char We need to make a 2D array of characters, which can be x, o, or. How do we do each of these steps? Step 1: Create a 3×3 array to represent the tic tac toe board and fill it with dashes. Create a function that checks if either player has won.Set the right position on the board to the proper symbol. ![]() Keep asking the user to enter a row and col until they are valid.Keep track of the player’s turn and what symbol they are using.Create a function that draws the board like a square.Create a Tic Tac Toe board and fill it with dashes.Once the player wins by getting 3 in a row, column, or diagonal, the program prints that player 1 or 2 has won and prints out the final board.If the position the player entered is “off the board” or already has an x or o on it, then our program notifies the player, who is prompted to enter another row and col.Each turn it asks either player 1 or player 2 to enter a row and col index which is where they want to place their x and o, and then the board is printed again with the x or o in the right spot.After asking us for our names, the program prints out a 3×3 board filled with dashes, signifying empty spots. ![]() You can also view my project solution code if you get stuck. Without further ado, let’s get started! Project DemoĬlick run to play the Tic Tac Toe Java game yourself below! Moreover, we learn how we can turn a commonly played game into code by learning to think like a programmer. Just using these core concepts, we can create a whole game of Tic Tac Toe from start to finish. I was actually planning to release a tutorial for Tic-Tac-Toe game logic and designing it into this 4 tier structure - but haven't had the time to work on it yet.Learning Outcomes Core concepts practiced: There is no ability to separate the display logic (view) from game logic there because SpriteKit physics engine is required. ![]() Sometimes the coupling is required like a game that uses SpriteKit physics. Now you don't have to always design every game so you can swap out the view. Your code as currently written has merged the ViewModel, GameEngine and GameData all into one. In this project you have implemented the View and the Model, but the Model is also fulfilling the role of the ViewModel. Views are support to reflect the state of the data. For example, if you were to switch the UI to use SpriteKit you shouldn't have to change anything in the GameEngine or GameData to support that UI change. The idea is that you can take the design of the GameEngine and GameData over to another platform or framework and keep the code the same. It might be overkill for this game, but I prefer to build a structure that separates concerns even further: Using data driven design, your views pass in actions to the ViewModel and the ViewModel updates the data, then the views are redrawn because the data is changed. Your View also should not be resetting the game except through the resetGrid() action such as in the switchGameModeButton. I did find a few things that do not belong in the View and the first is the resetGrid() action. The code is still a little too tightly coupled/intertwined. I think you did a pretty good job overall but I have to go back to my first impression somewhat. If you ask the ViewModel what the message it should display then you don't need any of the switch logic there in ContentView.displayedMessage. You could split it up the Views a bit more but most of it would be non-functional pieces like the message. ![]()
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