remove bold code
Remove markdown where test is both bold and code. This double formatting produces undesirable effects in HTML. One should make something **bold** or something `code`. but not both. The stacking of these two options produces bad effects when rendered.
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@@ -28,59 +28,59 @@ and non-zero).
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### Variables:
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* **`WAIT`**\
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* **WAIT**\
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positive or negative integer that changes how long to wait for
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a key press prior to moving again. < 0 blocks which allows
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for complete control over movement at your own pace. Default
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231; you can move faster by holding down or rapidly pressing an
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arrow key.
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* **`WALLS`**\
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* **WALLS**\
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whether the walls are passable or impassable. Default passable,
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1; 0 makes walls impassable where you die if you hit a wall.
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* **`EVADE`**\
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* **EVADE**\
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how many movements the Snake moves before the bug (well
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insect; see notes below about why bugs) will move to
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another location in the field. Default 300; 0 disables.
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* **`SIZE`**\
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* **SIZE**\
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initial size of the Snake. Note that it grows by one per
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move so at the default 5 it will not initially be 5
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characters long! < 0 is likely an immediate win.
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* **`MAXSIZE`**\
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* **MAXSIZE**\
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the maximum size the Snake can become before the game is
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won. < 0 is the maximum size based on terminal dimensions;
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any other size will be capped based on the terminal
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dimensions to prevent problems. Note that when **`SIZE+GROW >=
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MAXSIZE`** you win _before_ you grow to the full size!
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dimensions to prevent problems. Note that when **SIZE+GROW >=
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MAXSIZE** you win _before_ you grow to the full size!
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* **`GROW`**\
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* **GROW**\
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size to grow every time you eat a bug. Default 5; negative
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values are allowed. 'Negativity' creates for fun gameplay modes with
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enough creativity. See [gameplay.html](gameplay.html)
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GitHub) as well as [play.sh](play.sh) for some examples.
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* **`SHED`**\
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every **`SHED`** movements you will grow (> 0), shrink (< 0) or
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stay the same length (0) by the **`SHEDS`** (below) value. Again
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* **SHED**\
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every **SHED** movements you will grow (> 0), shrink (< 0) or
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stay the same length (0) by the **SHEDS** (below) value. Again
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with creativity you can create some fun gameplay modes. NOTE:
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the concept of shedding in this game is a misnomer; see notes
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below.
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* **`SHEDS`**\
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every **`SHED`** movements will impact what this value means: grow
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* **SHEDS**\
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every **SHED** movements will impact what this value means: grow
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(> 0), shrink (< 0) or not at all (0). Exception: if the snake
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eats a bug the counter isn't incremented. Again with creativity
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you can create some fun gameplay modes here. For instance you
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can grow upon eating a bug but shrink every **`SHED`** movements
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and then it's a battle of whether you win by **`SIZE < 0`** or
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**`SIZE >= MAXSIZE`**. See [play.sh](play.sh) for examples.
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can grow upon eating a bug but shrink every **SHED** movements
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and then it's a battle of whether you win by **SIZE < 0** or
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**SIZE >= MAXSIZE**. See [play.sh](play.sh) for examples.
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NOTE: the concept of shedding in this game is a misnomer; see
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notes below.
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* **`CANNIBAL`**\
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* **CANNIBAL**\
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whether you can go through the Snake or not. Default is 0
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(cannot - die if you try).
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@@ -158,17 +158,17 @@ file modify the behaviour of Snake.
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Here are some other features of the game:
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* A drawing/practising mode (**`WAIT`** < 0 makes `timeout()` block).
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* A drawing/practising mode (**WAIT** < 0 makes `timeout()` block).
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* Computer plays the game (**WAIT=0**).\
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- **EPILEPSY/STIMULATION OVERLOAD WARNING** included in the relevant
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section (this goes for a low **`EVADE`** value too).
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section (this goes for a low **EVADE** value too).
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* Grow-Shrink mode (Positive and Negative Winning) mode (see
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[gameplay.html](gameplay.html) for more details).
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* The dimensions of the game (this is actually a terminal thing but I document
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how to do this and its potential pitfalls) (**`LINES`** , **`COLUMNS`**).
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how to do this and its potential pitfalls) (**LINES** , **COLUMNS**).
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There are no complicated command line invocations; it's just a matter of passing
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into the game descriptively named variables and I include a script that sets up
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@@ -432,7 +432,7 @@ a pun and every pun deserves to be shed).
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They grow through a process called moulting - shedding their skin (other
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creatures also moult). This takes place over some days and unlike humans snakes
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never stop growing (though growth slows down as they mature). I chose the
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variables **`SHED`** and **`SHEDS`** for simplicity and because the words are
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variables **SHED** and **SHEDS** for simplicity and because the words are
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shorter. I don't like the words because it's rather a misnomer but what I had
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chosen before was longer - STRETCH and STRETCHES.
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@@ -7,9 +7,9 @@ to distinguish what is what.
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# Examples
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In the below game dumps I have replaced the bug with **`B`**, the head with
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**`H`** and where it is known, the tail with **`T`**, in order to help
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distinguish where they are. Since the head is replaced with **`H`** I have noted
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In the below game dumps I have replaced the bug with **B**, the head with
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**H** and where it is known, the tail with **T**, in order to help
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distinguish where they are. Since the head is replaced with **H** I have noted
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the direction it was moving above each dump as well as at the right of the line;
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each line with a bug, the head or tail is marked with upper case text at the
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right to make it easier to find.
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@@ -423,14 +423,14 @@ inside itself.
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# <a name="shedding" href="#toc">Gameplay: Shedding (stretching)</a>
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This feature will make you grow by the value of **`SHEDS`** for every **`SHED`**
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This feature will make you grow by the value of **SHEDS** for every **SHED**
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movements (the counter isn't incremented when you eat a bug). Basically growing
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without eating a bug (stretching would be better name here).
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# <a name="winning" href="#toc">Gameplay: Winning</a>
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If you ever get to the **`MAXSIZE`** the game is won. You can force a win by
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If you ever get to the **MAXSIZE** the game is won. You can force a win by
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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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@@ -492,7 +492,7 @@ the modes below.
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## <a name="warning" href="#toc">Photosensitive epilepsy/Stimulation overload trigger warnings</a>
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If you have **photosensitive epilepsy please be careful** especially with low values
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for both **`WAIT`** and **`EVADE`**. It appears that the [number of hertz (flashes)
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for both **WAIT** and **EVADE**. It appears that the [number of hertz (flashes)
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per second triggering seizures][] is wide but depending on the variables it
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easily can be in the range.
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@@ -824,7 +824,7 @@ snake to move slower you have to increase the wait time!
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## <a name="evade" href="#toc">EVADE: Bug evasion frequency</a>
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For every **`EVADE`** snake movements the bug will try and find a new place to
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For every **EVADE** snake movements the bug will try and find a new place to
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occupy. It might be very close to it and I do not ensure it's a new place at
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all.
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@@ -75,8 +75,8 @@ will take to win the game. The max bugs in the `bugs` line is approximately
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`max_snake_size / growth_size` i.e. how many bugs it'll take to win at the
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maximum (capped) snake size.
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If I pass in any of the variables **`GROW`**, **`MAXSIZE`**, **`SIZE`** and/or
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**`LINES`** or **`COLUMNS`** it bases its calculations on those variables. For
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If I pass in any of the variables **GROW**, **MAXSIZE**, **SIZE** and/or
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**LINES** or **COLUMNS** it bases its calculations on those variables. For
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example:
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```sh
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@@ -432,7 +432,7 @@ X:0/157 Y:0/42 S:3/18446744073709551614 B:0
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```
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BTW: There are two arrays that have to be **`MAXSIZE`** (technically + 1).
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BTW: There are two arrays that have to be **MAXSIZE** (technically + 1).
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Is it possible that some value specified by the user could mess this up? I do
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not know but what I do know is that because it's unsigned it can't be negative;
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