add rules, guidelines, fix HTML code, move compressed tarball in inventory
By changing the _inventory_order_ of the compressed tarball from
**100000** to **1415926535**, the compressed tarball will land at
the top of the secondary file list and remain still easy to find.
Updated the `manifest.numbers` spreadsheet and rebuilt
the `.entry.json` files.
Added `next/` directory to hold the next IOCCC rules and guidelines.
Added `next/README.md` that `bin/gen-top-html.sh` uses to form
the `next/index.html` file.
Added _Rules and Guidelines_ link to the sidenav bar to link to the
`next/index.html` file.
Added _IOCCC Rules_ as `next/rules.md` that `bin/gen-top-html.sh`
uses to form the `next/rules.html` file.
Added _IOCCC Guidelines_ as `next/guidelines.md` that `bin/gen-top-html.sh`
uses to form the `next/guidelines.html` file.
Changed `bin/gen-top-html.sh` VERSION from "1.2.4 2024-04-13"
to "1.3 2024-04-14".
Prevent `pandoc(1)` from interpreting the commented out language
of a markdown code block as a code class. So a markdown such as:
````
``` <!---sh-->
...
```
````
that produced HTML of the form:
```html
<pre class="<!---sh-->"><code>...</code></pre>
```
will now produce HTML of the form:
```html
<pre><code>...</code></pre>
```
NOTE: Before when the language of a markdown code block
was not commented, the HTML produced by `pandoc(1)` was
oddly indented with extra whitespace on the first line
of the code block. While commenting out the language
of the code block removed some of the odd intending,
it left a weird class in the HTML pre block that
surrounded the HTML code block. This hack prevents
`pandoc(1)` from assigning a class to the HTML pre block.
Changed `in/md2html.sh` VERSION from "1.2.1 2024-04-13"
to "1.3 2024-04-14".
Added `make gen_sitemap` to end of both `make www` and `make
quick_www` in top level Makefile.
Ram `make www` to test under macOS and to perform the above.
**IMPORTANT NOTE**: The current `next/rules.md` and `next/guidelines.md`
are simply the 2020 IOCCC Rules and Guidelines converted into
markdown form. There are **NOT** the Rules and Guidelines that
will be used the IOCCC MOCK, nor the next IOCCC.
TODO: Improve the `bin/gen-status.sh` tool to modify the top of the
`next/rules.md` and `next/guidelines.md` files to keep them
in sync with the _contest_status_ as found in `status.json`.
TODO: Improve the look and feel of the `next/rules.md` and
`next/guidelines.md` markdown files.
This commit is contained in:
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@@ -83,6 +83,7 @@
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<div class="sidenav">
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<a href="../../news.html">IOCCC News</a>
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<a href="../../status.html">Contest status</a>
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<a href="../../next/index.html">Rules and Guidelines</a>
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<a href="../../faq.html#submit">How to enter the IOCCC</a>
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<a href="../../faq.html">FAQ</a>
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</div>
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@@ -451,7 +452,7 @@ setting the max size to a smaller value than the size you specify (or the
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default) or setting the size to higher than the default (or < 0 which will end
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up being > the max size though I suppose there might be some value that makes it
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less than again - I’m not going to try and figure that out however). Anyway:</p>
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<pre class="<!---sh-->"><code> SIZE=-1 ./prog
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<pre><code> SIZE=-1 ./prog
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YOU WIN!
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X:24/49 Y:8/16 S:658/658 B:0</code></pre>
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<p>Observe that the size isn’t the default 997: because the screen size is too
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@@ -499,22 +500,22 @@ you have any form of epilepsy. Thank you.</strong></p>
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<p>If you want to draw the snake wherever you like on the screen you can do this by
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modifying the wait time (for input) to -1 (or any value < 0): then the snake
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does not move until you press a movement key. For example:</p>
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<pre class="<!---sh-->"><code> WAIT=-1 ./prog</code></pre>
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<pre><code> WAIT=-1 ./prog</code></pre>
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<p>When you eat a bug the snake will grow and you can draw more. If you want to
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make it so you can go through yourself:</p>
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<pre class="<!---sh-->"><code> WAIT=-1 CANNIBAL=1 ./prog</code></pre>
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<pre><code> WAIT=-1 CANNIBAL=1 ./prog</code></pre>
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<p>If you don’t want to start out so small (i.e. you want to be able to draw more
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quickly) you can just set the size to a bigger number (and you could do the same
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with growth and moult/shed):</p>
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<pre class="<!---sh-->"><code> SIZE=50 CANNIBAL=1 WAIT=-1 ./prog</code></pre>
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<pre><code> SIZE=50 CANNIBAL=1 WAIT=-1 ./prog</code></pre>
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<p>Do note that although you’re a bigger size you still grow one movement at a
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time.</p>
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<p>Okay but then if you get too many bugs the drawing will be over. If this proves
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to be a problem simply do:</p>
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<pre class="<!---sh-->"><code> SIZE=100 CANNIBAL=1 WAIT=-1 GROW=0 ./prog</code></pre>
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<pre><code> SIZE=100 CANNIBAL=1 WAIT=-1 GROW=0 ./prog</code></pre>
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<p>Or something like that (maybe make the size bigger but that’s up to you). You
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could also set the max size to be the highest possible by saying</p>
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<pre class="<!---sh-->"><code> MAXSIZE=-1</code></pre>
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<pre><code> MAXSIZE=-1</code></pre>
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<p>Which I’ve done in the <a href="play.sh">play.sh</a> script.</p>
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<p>I discuss how this mode works in [spoilers.markdown][].</p>
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<p>Here’s an example run where I spelt ‘SNAKE’. As you can see it’s far from
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@@ -536,7 +537,7 @@ different colours and depending on the exact parameters you specify it could
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easily be in the trigger range for epilepsy but potentially stimulation overload
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too.</p>
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<p>If you’re still here you can create this effect like:</p>
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<pre class="<!---sh-->"><code> WAIT=0 WALLS=1 CANNIBAL=1 ./prog</code></pre>
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<pre><code> WAIT=0 WALLS=1 CANNIBAL=1 ./prog</code></pre>
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<p>As long as the bug evades you’ll find that the snake is growing because it’s
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actually eating bugs; the computer is actually playing the game by itself! You
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can still move the snake though it won’t seem like you have much control over
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@@ -553,14 +554,14 @@ happen because the bug has to find a X and Y coordinate that’s not occupied an
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so with fewer available it has a harder time finding a place in that one line.</p>
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<h3 id="computer-player-variations"><a name="auto-variations" href="#toc">Computer player variations</a></h3>
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<p>Here’s how to make the bug move every time the snake moves:</p>
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<pre class="<!---sh-->"><code> CANNIBAL=1 WALLS=1 WAIT=0 EVADE=1 ./prog</code></pre>
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<pre><code> CANNIBAL=1 WALLS=1 WAIT=0 EVADE=1 ./prog</code></pre>
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<h4 id="help-the-computer-win-fairly-quickly">Help the computer win fairly quickly</h4>
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<p>If you want to see the game ‘win’ try something like:</p>
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<pre class="<!---sh-->"><code> CANNIBAL=1 WALLS=1 WAIT=0 EVADE=1 MAXSIZE=10 ./prog</code></pre>
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<pre><code> CANNIBAL=1 WALLS=1 WAIT=0 EVADE=1 MAXSIZE=10 ./prog</code></pre>
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<h4 id="negative-growth-shrink-automatic-mode">Negative growth (Shrink) Automatic mode</h4>
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<p>Here’s a fun one I just thought of (a long time after these other modes were
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thought of):</p>
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<pre class="<!---sh-->"><code> WAIT=0 EVADE=1 GROW=-1 SIZE=9 MAXSIZE=10 CANNIBAL=1 ./prog</code></pre>
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<pre><code> WAIT=0 EVADE=1 GROW=-1 SIZE=9 MAXSIZE=10 CANNIBAL=1 ./prog</code></pre>
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<p>What you’ll see is that first the snake will get to the size of 9 - whether it
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shows to be 10 characters depends on whether or not it gets a bug before it can
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get to that length - and then it’ll start shrinking until it’s just the head
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@@ -568,7 +569,7 @@ then the head again (i.e. 1 then 0 in size) and then win! This is also in the
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<a href="play.sh">play.sh</a> script.</p>
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<h4 id="adjusting-the-timespeed">Adjusting the time/speed</h4>
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<p>Of course you can also do something like:</p>
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<pre class="<!---sh-->"><code> WAIT=5 WALLS=1 CANNIBAL=1 ./prog</code></pre>
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<pre><code> WAIT=5 WALLS=1 CANNIBAL=1 ./prog</code></pre>
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<p>Which although might not seem like it is significantly slower.</p>
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<h4 id="moving-the-snake-about-to-create-patterns">Moving the snake about to create patterns</h4>
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<p>If you press different direction keys in some pattern you will see a pattern
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@@ -578,7 +579,7 @@ suppose also how much the bug moves and the chance of being eaten also).</p>
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<p>Here’s an idea: how many moves is needed to make it possible to have some sort
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of success in catching bugs? Obviously the dimensions will affect this value.</p>
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<p>How long will it take for the snake to run into itself? For instance by doing:</p>
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<pre class="<!---sh-->"><code> WAIT=0 ./prog</code></pre>
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<pre><code> WAIT=0 ./prog</code></pre>
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<p>On my 13” MacBook Pro (replaced later by a 16”) at the default settings going
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horizontally the snake ran into itself at:</p>
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<pre><code> OW!
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@@ -592,7 +593,7 @@ or growing to the full size directly. This is how it works:</p>
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<p>You have a negative shedding growth and a positive growth size: negative and
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positive winning. Depending on the parameters specified it might go one way over
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the other. Try:</p>
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<pre class="<!---sh-->"><code> SIZE=150 SHEDS=-5 GROW=10 SHED=50 MAXSIZE=250 ./prog</code></pre>
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<pre><code> SIZE=150 SHEDS=-5 GROW=10 SHED=50 MAXSIZE=250 ./prog</code></pre>
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<p>What this does is set the size to 150 (to make it not go down so quickly) and
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then for each bug you eat it adds 5 to the size; for every 50 moves (that you
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don’t get the bug) you shrink by 5. You will find that at times you might only
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@@ -608,7 +609,7 @@ dumps with this idea.</p>
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<p>You could also have it so that eating a bug makes you shrink and moving so many
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moves you grow. I tried this and for me it was far more fun. The <a href="play.sh">play.sh</a>
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also has this mode:</p>
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<pre class="<!---sh-->"><code> SIZE=100 SHEDS=5 GROW=-10 SHED=50 MAXSIZE=250 ./prog</code></pre>
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<pre><code> SIZE=100 SHEDS=5 GROW=-10 SHED=50 MAXSIZE=250 ./prog</code></pre>
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<p>Obviously there are many other variations. The <a href="play.sh">play.sh</a> script has some
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of them (the above is option 5; others are 4, 15 and 16 but only options 4 and 5
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are called Grow / Shrink).</p>
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@@ -622,7 +623,7 @@ typical range of seizures is 3 to 30 flashes per seconds (but can be higher) and
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that means that at <strong>EVADE=1</strong> every 231ms there will be a flash in addition to the
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snake moving too.</p>
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<p>Anyway this might sound absurd but it can be somewhat hypnotic by doing:</p>
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<pre class="<!---sh-->"><code> EVADE=1 CANNIBAL=1 ./prog</code></pre>
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<pre><code> EVADE=1 CANNIBAL=1 ./prog</code></pre>
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<p>And just moving the snake about not trying to catch any bugs - just let whatever
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happens happen.</p>
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<h2 id="gameplay-mode-stimulation-calming-mode"><a name="stim" href="#toc">Gameplay mode: Stimulation / Calming mode</a></h2>
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@@ -631,7 +632,7 @@ want to play a game without having to worry about winning or losing you can set
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the growth size to 0 and then just move the snake round and round eating bugs
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until you want to quit. You can enable cannibalism so that you don’t have to
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worry about even running into yourself and losing:</p>
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<pre class="<!---sh-->"><code> GROW=0 CANNIBAL=1 ./prog</code></pre>
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<pre><code> GROW=0 CANNIBAL=1 ./prog</code></pre>
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<h2 id="gameplay-mode-expansibility"><a name="expansibility" href="#toc">Gameplay mode: Expansibility</a></h2>
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<p>As I was writing this document and the game modes I have thought of other game
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modes (they were added) and I have come back to this document to add more modes.
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@@ -650,9 +651,9 @@ reason as well as I simply enjoy it and thinking up new modes.</p>
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this file discusses as well as allowing to easily change the colours.</p>
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<h2 id="colours-selection-snake-colours"><a name="colours" href="#toc">Colours selection: snake-colours</a></h2>
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<p>To do this use the <a href="snake-colours">snake-colours</a> script like so:</p>
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<pre class="<!---sh-->"><code> ./snake-colours</code></pre>
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<pre><code> ./snake-colours</code></pre>
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<p>If you want to pass in specific variables you can do that too e.g.:</p>
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<pre class="<!---sh-->"><code> CANNIBAL=1 ./snake-colours</code></pre>
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<pre><code> CANNIBAL=1 ./snake-colours</code></pre>
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<p>The script will prompt you for the colour of the walls, snake head, body and the
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bug.</p>
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<h2 id="automate-the-above-gameplay-modes"><a name="preset" href="#toc">Automate the above gameplay modes</a></h2>
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@@ -664,9 +665,9 @@ snake-colours above) and then gives you a list of game modes to play. You can
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pass in the game variables but note that if you pass in a variable that the mode
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you choose uses then the script will override what you pass in.</p>
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<p>To use you can do something like:</p>
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<pre class="<!---sh-->"><code> ./play.sh</code></pre>
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<pre><code> ./play.sh</code></pre>
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<p>Or to make it so walls are an obstacle:</p>
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<pre class="<!---sh-->"><code> WALLS=0 ./play.sh</code></pre>
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<pre><code> WALLS=0 ./play.sh</code></pre>
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<h1 id="notes-about-some-of-the-game-variables">6. <a name="variables" href="#toc">Notes about some of the game variables</a></h1>
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<p>The game variables can be used for a variety of things including different
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gameplay modes (as shown above) but here are some general notes about a few of them.</p>
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