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8 changes: 4 additions & 4 deletions exercises/concept/pacman-rules/.docs/hints.md
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Expand Up @@ -7,20 +7,20 @@

## 1. Define if pac-man can eat a ghost

- The function must return a `Boolean` value.
- The function must return a `Bool` value.
- You can use the boolean operator `&&` to combine the arguments for a result.

## 2. Define if pac-man scores

- The function must return a `Boolean` value.
- The function must return a `Bool` value.
- You can use the boolean operator `||` to combine the arguments for a result.

## 3. Define if pac-man loses

- The function must return a `Boolean` value.
- The function must return a `Bool` value.
- You can use the boolean operators `&&` and `not` to combine the arguments for a result.

## 4. Define if pac-man wins

- The function must return a `Boolean` value.
- The function must return a `Bool` value.
- You can use the boolean operators `&&` and `not` to combine the arguments and the result of one of the previously implemented functions.
8 changes: 4 additions & 4 deletions exercises/concept/pacman-rules/.docs/instructions.md
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Expand Up @@ -8,7 +8,7 @@ You have four rules to translate, all related to the game states.

## 1. Define if Pac-Man eats a ghost

Define the `eatsGhost` function that takes two arguments (_whether Pac-Man has a power pellet active_ and _Pac-Man is touching a ghost_) and returns a `Boolean` value when Pac-Man is able to eat the ghost.
Define the `eatsGhost` function that takes two arguments (_whether Pac-Man has a power pellet active_ and _Pac-Man is touching a ghost_) and returns a `Bool` value when Pac-Man is able to eat the ghost.
The function should return `True` only when Pac-Man has a power pellet active and is touching a ghost.

```Haskell
Expand All @@ -18,7 +18,7 @@ eatsGhost False True

## 2. Define if Pac-Man scores

Define the `scores` function that takes two arguments (_whether Pac-Man is touching a power pellet_ and _Pac-Man is touching a dot_) and returns a `Boolean` value if Pac-Man scored.
Define the `scores` function that takes two arguments (_whether Pac-Man is touching a power pellet_ and _Pac-Man is touching a dot_) and returns a `Bool` value if Pac-Man scored.
The function should return `True` when Pac-Man is touching a power pellet or a dot.

```Haskell
Expand All @@ -28,7 +28,7 @@ scores True True

## 3. Define if Pac-Man loses

Define the `loses` function that takes two arguments (_whether Pac-Man has a power pellet active_ and _Pac-Man is touching a ghost_) and returns a `Boolean` value if Pac-Man loses.
Define the `loses` function that takes two arguments (_whether Pac-Man has a power pellet active_ and _Pac-Man is touching a ghost_) and returns a `Bool` value if Pac-Man loses.
The function should return `True` when Pac-Man is touching a ghost and does not have a power pellet active.

```Haskell
Expand All @@ -38,7 +38,7 @@ loses False True

## 4. Define if Pac-Man wins

Define the `wins` function that takes three arguments (_whether Pac-Man has eaten all of the dots_, _Pac-Man has a power pellet active_, and _Pac-Man is touching a ghost_) and returns a `Boolean` value if Pac-Man wins.
Define the `wins` function that takes three arguments (_whether Pac-Man has eaten all of the dots_, _Pac-Man has a power pellet active_, and _Pac-Man is touching a ghost_) and returns a `Bool` value if Pac-Man wins.
The function should return `True` when Pac-Man has eaten all of the dots _and_ has not lost based on the arguments defined in part 3.

```Haskell
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Expand Up @@ -56,9 +56,9 @@ Once we know if the year is a multiple of 100, we know which further test to per

- need an expression that
- chooses between exactly two options
- depending on a single `Boolean`.
- depending on a single `Bool`.

When you have something other than a `Boolean`, use `case` instead.
When you have something other than a `Bool`, use `case` instead.

When you do not strictly need an expression, an alternative is to [use guards][guards].

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