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board.go
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/
board.go
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package main
import (
"errors"
"fmt"
"github.com/veandco/go-sdl2/sdl"
)
const (
defaultpattern string = ""
)
// Board object aka Game object representing one's game
type Board struct {
texture *sdl.Texture
white Player
black Player
turn int32
// for the sake of math, board will be represented in a 1D array
status chan string
}
func newBoard(renderer *sdl.Renderer, u, c string, s int32) (Board, error) {
b := Board{}
// Initialize board texture
// Call *Board.Init() to initialize the texture. . .
// Initialize two players
user, err := newPlayer(renderer, u, s)
if err != nil {
return Board{}, fmt.Errorf("creating new user object: %v", err)
}
cpu, err := newPlayer(renderer, c, s)
if err != nil {
return Board{}, fmt.Errorf("creating new cpu object: %v", err)
}
if u == "white" && c == "black" {
b.white = user
b.black = cpu
} else if u == "black" && c == "white" {
b.black = user
b.white = cpu
} else {
return Board{}, fmt.Errorf("invalid teams: %v", errors.New("check team colors"))
}
// turn default 0
b.turn = 0
// blocking channel to take any move
// and log it
b.status = make(chan string, 0)
return b, nil
}
// func (b *Board) Init(renderer *sdl.Renderer, size int32, pattern ...string) (err error) {
// if len(pattern) == 0 {
// def := defaultpattern
// }
// return nil
// }