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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Landon Curt Noll committed 2024-03-19 21:09:09 -07:00
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@@ -28,59 +28,59 @@ and non-zero).
### Variables:
* **`WAIT`**\
* **WAIT**\
positive or negative integer that changes how long to wait for
a key press prior to moving again. < 0 blocks which allows
for complete control over movement at your own pace. Default
231; you can move faster by holding down or rapidly pressing an
arrow key.
* **`WALLS`**\
* **WALLS**\
whether the walls are passable or impassable. Default passable,
1; 0 makes walls impassable where you die if you hit a wall.
* **`EVADE`**\
* **EVADE**\
how many movements the Snake moves before the bug (well
insect; see notes below about why bugs) will move to
another location in the field. Default 300; 0 disables.
* **`SIZE`**\
* **SIZE**\
initial size of the Snake. Note that it grows by one per
move so at the default 5 it will not initially be 5
characters long! < 0 is likely an immediate win.
* **`MAXSIZE`**\
* **MAXSIZE**\
the maximum size the Snake can become before the game is
won. < 0 is the maximum size based on terminal dimensions;
any other size will be capped based on the terminal
dimensions to prevent problems. Note that when **`SIZE+GROW >=
MAXSIZE`** you win _before_ you grow to the full size!
dimensions to prevent problems. Note that when **SIZE+GROW >=
MAXSIZE** you win _before_ you grow to the full size!
* **`GROW`**\
* **GROW**\
size to grow every time you eat a bug. Default 5; negative
values are allowed. 'Negativity' creates for fun gameplay modes with
enough creativity. See [gameplay.html](gameplay.html)
GitHub) as well as [play.sh](play.sh) for some examples.
* **`SHED`**\
every **`SHED`** movements you will grow (> 0), shrink (< 0) or
stay the same length (0) by the **`SHEDS`** (below) value. Again
* **SHED**\
every **SHED** movements you will grow (> 0), shrink (< 0) or
stay the same length (0) by the **SHEDS** (below) value. Again
with creativity you can create some fun gameplay modes. NOTE:
the concept of shedding in this game is a misnomer; see notes
below.
* **`SHEDS`**\
every **`SHED`** movements will impact what this value means: grow
* **SHEDS**\
every **SHED** movements will impact what this value means: grow
(> 0), shrink (< 0) or not at all (0). Exception: if the snake
eats a bug the counter isn't incremented. Again with creativity
you can create some fun gameplay modes here. For instance you
can grow upon eating a bug but shrink every **`SHED`** movements
and then it's a battle of whether you win by **`SIZE < 0`** or
**`SIZE >= MAXSIZE`**. See [play.sh](play.sh) for examples.
can grow upon eating a bug but shrink every **SHED** movements
and then it's a battle of whether you win by **SIZE < 0** or
**SIZE >= MAXSIZE**. See [play.sh](play.sh) for examples.
NOTE: the concept of shedding in this game is a misnomer; see
notes below.
* **`CANNIBAL`**\
* **CANNIBAL**\
whether you can go through the Snake or not. Default is 0
(cannot - die if you try).
@@ -158,17 +158,17 @@ file modify the behaviour of Snake.
Here are some other features of the game:
* A drawing/practising mode (**`WAIT`** < 0 makes `timeout()` block).
* A drawing/practising mode (**WAIT** < 0 makes `timeout()` block).
* Computer plays the game (**WAIT=0**).\
- **EPILEPSY/STIMULATION OVERLOAD WARNING** included in the relevant
section (this goes for a low **`EVADE`** value too).
section (this goes for a low **EVADE** value too).
* Grow-Shrink mode (Positive and Negative Winning) mode (see
[gameplay.html](gameplay.html) for more details).
* The dimensions of the game (this is actually a terminal thing but I document
how to do this and its potential pitfalls) (**`LINES`** , **`COLUMNS`**).
how to do this and its potential pitfalls) (**LINES** , **COLUMNS**).
There are no complicated command line invocations; it's just a matter of passing
into the game descriptively named variables and I include a script that sets up
@@ -432,7 +432,7 @@ a pun and every pun deserves to be shed).
They grow through a process called moulting - shedding their skin (other
creatures also moult). This takes place over some days and unlike humans snakes
never stop growing (though growth slows down as they mature). I chose the
variables **`SHED`** and **`SHEDS`** for simplicity and because the words are
variables **SHED** and **SHEDS** for simplicity and because the words are
shorter. I don't like the words because it's rather a misnomer but what I had
chosen before was longer - STRETCH and STRETCHES.
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@@ -7,9 +7,9 @@ to distinguish what is what.
# Examples
In the below game dumps I have replaced the bug with **`B`**, the head with
**`H`** and where it is known, the tail with **`T`**, in order to help
distinguish where they are. Since the head is replaced with **`H`** I have noted
In the below game dumps I have replaced the bug with **B**, the head with
**H** and where it is known, the tail with **T**, in order to help
distinguish where they are. Since the head is replaced with **H** I have noted
the direction it was moving above each dump as well as at the right of the line;
each line with a bug, the head or tail is marked with upper case text at the
right to make it easier to find.
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@@ -423,14 +423,14 @@ inside itself.
# <a name="shedding" href="#toc">Gameplay: Shedding (stretching)</a>
This feature will make you grow by the value of **`SHEDS`** for every **`SHED`**
This feature will make you grow by the value of **SHEDS** for every **SHED**
movements (the counter isn't incremented when you eat a bug). Basically growing
without eating a bug (stretching would be better name here).
# <a name="winning" href="#toc">Gameplay: Winning</a>
If you ever get to the **`MAXSIZE`** the game is won. You can force a win by
If you ever get to the **MAXSIZE** the game is won. You can force a win by
setting the max size to a smaller value than the size you specify (or the
default) or setting the size to higher than the default (or < 0 which will end
up being > the max size though I suppose there might be some value that makes it
@@ -492,7 +492,7 @@ the modes below.
## <a name="warning" href="#toc">Photosensitive epilepsy/Stimulation overload trigger warnings</a>
If you have **photosensitive epilepsy please be careful** especially with low values
for both **`WAIT`** and **`EVADE`**. It appears that the [number of hertz (flashes)
for both **WAIT** and **EVADE**. It appears that the [number of hertz (flashes)
per second triggering seizures][] is wide but depending on the variables it
easily can be in the range.
@@ -824,7 +824,7 @@ snake to move slower you have to increase the wait time!
## <a name="evade" href="#toc">EVADE: Bug evasion frequency</a>
For every **`EVADE`** snake movements the bug will try and find a new place to
For every **EVADE** snake movements the bug will try and find a new place to
occupy. It might be very close to it and I do not ensure it's a new place at
all.
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@@ -75,8 +75,8 @@ will take to win the game. The max bugs in the `bugs` line is approximately
`max_snake_size / growth_size` i.e. how many bugs it'll take to win at the
maximum (capped) snake size.
If I pass in any of the variables **`GROW`**, **`MAXSIZE`**, **`SIZE`** and/or
**`LINES`** or **`COLUMNS`** it bases its calculations on those variables. For
If I pass in any of the variables **GROW**, **MAXSIZE**, **SIZE** and/or
**LINES** or **COLUMNS** it bases its calculations on those variables. For
example:
```sh
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@@ -432,7 +432,7 @@ X:0/157 Y:0/42 S:3/18446744073709551614 B:0
```
BTW: There are two arrays that have to be **`MAXSIZE`** (technically + 1).
BTW: There are two arrays that have to be **MAXSIZE** (technically + 1).
Is it possible that some value specified by the user could mess this up? I do
not know but what I do know is that because it's unsigned it can't be negative;