Thanks. :)
That's probably what I would've ended up doing. For some reason I was
thinking I needed to keep track of exactly which pieces got killed. I
think mostly I was just overeager to send it out. :)
-Adam
On Feb 19, 2008, at 7:07 PM, Tieg Zaharia wrote:
Sugoi! That game looks really good. I didn't get too deep into the
code, but for the "undo" function, did you try keeping an array of
hashes or structs, and storing something like @history = {:board =>
@board, :white_points => @white_points, :black_points =>
@black_points}; then just doing something like a @history.pop on
every undo?
-tieg
On Feb 19, 2008 4:39 AM, Adam Bloom <[EMAIL PROTECTED]> wrote:
Hey all,
Here's a Go playing program I threw together in a few days. Pretty
straightforward.
The code's pretty ugly, but it's surprisingly bug-free (I think).
Currently it's not possible to undo a mistaken move, because I don't
have an easy way to "recollect" points from pieces that may've been
killed by the move.
-Adam