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authorNguyễn Gia Phong <mcsinyx@disroot.org>2020-07-24 20:54:56 +0700
committerNguyễn Gia Phong <mcsinyx@disroot.org>2020-07-24 20:54:56 +0700
commit754610a0954d42a233f0a76ad53470f1f91573bc (patch)
treec785bcaeaafd1e159fe95325f4306304394a30ec
parent328f6809f846486b206a2014a56e1fa764f5edcd (diff)
downloadbrutalmaze-754610a0954d42a233f0a76ad53470f1f91573bc.tar.gz
Render math correctly and clean up docs
-rw-r--r--docs/source/conf.py2
-rw-r--r--docs/source/gameplay.rst6
-rw-r--r--docs/source/images/2e3436.pngbin199 -> 0 bytes
-rw-r--r--docs/source/remote.rst88
4 files changed, 52 insertions, 44 deletions
diff --git a/docs/source/conf.py b/docs/source/conf.py
index b3b20a4..f8f1a8e 100644
--- a/docs/source/conf.py
+++ b/docs/source/conf.py
@@ -18,7 +18,7 @@
 # -- Project information -----------------------------------------------------
 
 project = 'Brutal Maze'
-copyright = '2020, Nguyễn Gia Phong'
+copyright = '2017-2020, Nguyễn Gia Phong'
 author = 'Nguyễn Gia Phong'
 
 # The full version, including alpha/beta/rc tags
diff --git a/docs/source/gameplay.rst b/docs/source/gameplay.rst
index eed3a05..8903bd7 100644
--- a/docs/source/gameplay.rst
+++ b/docs/source/gameplay.rst
@@ -110,5 +110,7 @@ As the hero always follow the mouse, perse perform close-range attack
 while doing so.  Unlike the automatic ones, there isn't any delay between
 two manual slashings.
 
-.. _trigon: https://www.pygame.org/docs/ref/gfxdraw.html#pygame.gfxdraw.aatrigon
-.. _the Tango palette: https://en.wikipedia.org/wiki/Tango_Desktop_Project#Palette
+.. _trigon:
+   https://www.pygame.org/docs/ref/gfxdraw.html#pygame.gfxdraw.aatrigon
+.. _the Tango palette:
+   https://en.wikipedia.org/wiki/Tango_Desktop_Project#Palette
diff --git a/docs/source/images/2e3436.png b/docs/source/images/2e3436.png
deleted file mode 100644
index 403caaf..0000000
--- a/docs/source/images/2e3436.png
+++ /dev/null
Binary files differdiff --git a/docs/source/remote.rst b/docs/source/remote.rst
index 7a92d55..ddca8db 100644
--- a/docs/source/remote.rst
+++ b/docs/source/remote.rst
@@ -14,9 +14,9 @@ Server Output
 -------------
 
 First, the game will export its data to a byte sequence (which in this case,
-is simply a ASCII string without null-termination) of the length *l*.
-Before sending the data to the client, the server would send the number *l*
-padded to 7 digits.
+is simply a ASCII string without null-termination) of the length :math:`l`.
+Before sending the data to the client, the server would send the number
+:math:`l` padded to 7 digits.
 
 Below is the meta structure of the data::
 
@@ -29,14 +29,15 @@ Below is the meta structure of the data::
 The Maze
 ^^^^^^^^
 
-Visible parts of the maze with the width *nw* and the height *nh* are exported
-as a byte map of *nh* lines and *nw* columns.  Any character other than 0
-represents a blocking *cell*, i.e. a wall.
+Visible parts of the maze with the width :math:`n_w` and the height :math:`n_h`
+are exported as a byte map of :math:`n_h` lines and :math:`n_w` columns.
+Any character other than 0 represents a blocking *cell*, i.e. a wall.
 
 To avoid floating point number in later description of other objects, each
 cell has the width (and height) of 100, which means the top left corner of
-the top left cell has the coordinates of (0, 0) and the bottom right vertex of
-the bottom right cell has the coordinates of (100 *nw*, 100 *nh*).
+the top left cell has the coordinates of :math:`(0, 0)` and the bottom right
+vertex of the bottom right cell has the coordinates of
+:math:`(100 n_w, 100 n_h)`.
 
 The Hero
 ^^^^^^^^
@@ -44,20 +45,20 @@ The Hero
 6 properties of the hero are exported in one line,
 separated by 1 space, in the following order:
 
-:Hero's color:
+:Color:
    The current HP of the hero, as shown in in the later section.
 :X-coordinate:
-   An integer in the range of [0, 100 *nw*].
+   An integer within :math:`[0, 100 n_w]`.
 :Y-coordinate:
-   An integer in the range of [0, 100 *nh*].
+   An integer within :math:`[0, 100 n_h]`.
    Note that the y-axis points up-side-down instead of pointing upward.
 :Angle:
    The direction the hero is pointing to in degrees,
    cast to an integer from 0 to 360.  Same note as above
    (the unit circle figure might help you understand this easier). 
-:Flag showing if the hero can strike an attack:
+:Can attack:
    0 for *no* and 1 for *yes*.
-:Flag showing if the hero can heal:
+:Can heal:
    0 for *no* and 1 for *yes*.
 
 .. image:: images/unit-circle.png
@@ -70,29 +71,34 @@ Each enemy exports these properties:
 :Color:
    The type and the current HP of the enemy, as shown in the table below.
 :X-coordinate:
-   An integer in the range of [0, 100 *nw*].
+   An integer within :math:`[0, 100 n_w]`.
 :Y-coordinate:
-   An integer in the range of [0, 100 *nh*].
+   An integer within :math:`[0, 100 n_h]`.
 :Angle:
    The direction the enemy is pointing to in degrees,
    cast to a nonnegative integer.
 
 To shorten the data, each color (in the Tango palette) is encoded to a
-lowercase letter or number 0.  Different shades of a same color indicating
-different HP of the characters.
-
-===========  ========  ========  ========  ========  ========  ========
-HP                  5         4         3         2         1         0
-===========  ========  ========  ========  ========  ========  ========
-Butter                           |fce94f|  |edd400|  |c4a000|  |2e3436|
-Orange                           |fcaf3e|  |f57900|  |ce5c00|  |2e3436|
-Chocolate                        |e9b96e|  |c17d11|  |8f5902|  |2e3436|
-Chameleon                        |8ae234|  |73d216|  |4e9a06|  |2e3436|
-Sky Blue                         |729fcf|  |3465a4|  |204a87|  |2e3436|
-Plum                             |ad7f8a|  |75507b|  |5c3566|  |2e3436|
-Scarlet Red                      |ef2929|  |cc0000|  |a40000|  |2e3436|
-Aluminium    |eeeeec|  |d3d7cf|  |babdb6|  |888a85|  |555753|  |2e3436|
-===========  ========  ========  ========  ========  ========  ========
+lowercase letter.  Different shades of a same color indicating different HP
+of the characters.
+
+===========  ========  ========  ========  ========  ========
+HP                  5         4         3         2         1
+===========  ========  ========  ========  ========  ========
+Butter                           |fce94f|  |edd400|  |c4a000|
+Orange                           |fcaf3e|  |f57900|  |ce5c00|
+Chocolate                        |e9b96e|  |c17d11|  |8f5902|
+Chameleon                        |8ae234|  |73d216|  |4e9a06|
+Sky Blue                         |729fcf|  |3465a4|  |204a87|
+Plum                             |ad7f8a|  |75507b|  |5c3566|
+Scarlet Red                      |ef2929|  |cc0000|  |a40000|
+Aluminium    |eeeeec|  |d3d7cf|  |babdb6|  |888a85|  |555753|
+===========  ========  ========  ========  ========  ========
+
+.. note::
+
+   If a character shows up with color ``0``, it is safe to ignore it
+   since it is a dead body yet to be cleaned up.
 
 Flying bullets
 ^^^^^^^^^^^^^^
@@ -104,9 +110,9 @@ Bullets also export 4 properties like enemies:
    encoded similarly to characters', except that aluminium bullets
    only have 4 colors ``v``, ``w``, ``x`` and ``0``.
 :X-coordinate:
-   An integer in the range of [0, 100 *nw*].
+   An integer within :math:`[0, 100 n_w]`.
 :Y-coordinate:
-   An integer in the range of [0, 100 *nh*].
+   An integer within :math:`[0, 100 n_h]`.
 :Angle:
    The bullet's flying direction in degrees,
    cast to a nonnegative integer.
@@ -163,10 +169,10 @@ Movement
 This is the most awkward one.  As we can all imagine, there are nine different
 directions for the hero to move.  Were they represented as two-dimensional
 vectors, at least three characters would be needed to describe such
-a simple thing, e.g. ``1 0`` for m = (1, 0), and in the worst-case scenario
-m = (-1, -1), we would need five: ``-1 -1``.  40 bits used to carry a four-bit
-piece of data, freaking insane, right?  So instead, we decided to *slightly*
-encode it like this:
+a simple thing, e.g. ``1 0`` for :math:`m = (1, 0)`, and in the worst-case
+scenario :math:`m = (-1, -1)`, we would need five: ``-1 -1``.  40 bits are used
+to carry a four-bit piece of data, freaking insane, right?  So instead,
+we decided to *slightly* encode it like this:
 
 =========  ====  ===  =====
 Direction  Left  Nil  Right
@@ -198,10 +204,10 @@ can yet strike an attack (as described in above section about `The Hero`_).
 Pseudo-Client
 -------------
 
-#. Create INET, STREAMing socket *s*
-#. Connect *s* to the address ``host:port`` which the server is bound to
-#. Receive length *l* of data
-#. If *l* > 0, close *s* and quit
+#. Create an INET, STREAMing socket ``sock``
+#. Connect ``sock`` to the address ``host:port`` which the server is bound to
+#. Receive length :math:`l` of data
+#. If :math:`l > 0`, close ``sock`` and quit
 #. Receive the data
 #. Process the data
 #. Send instruction for the hero to the server and go back to step 3
@@ -215,8 +221,8 @@ the client-examples_ directory (more are coming).
 
 .. _client-examples: 
    https://git.disroot.org/McSinyx/brutalmaze/src/branch/master/client-examples
+
 .. |204a87| image:: images/204a87.png
-.. |2e3436| image:: images/2e3436.png
 .. |3465a4| image:: images/3465a4.png
 .. |4e9a06| image:: images/4e9a06.png
 .. |555753| image:: images/555753.png