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diff --git a/docs/LICENSE b/docs/LICENSE
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--- a/docs/LICENSE
+++ /dev/null
@@ -1,661 +0,0 @@
-                    GNU AFFERO GENERAL PUBLIC LICENSE
-                       Version 3, 19 November 2007
-
- Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
- Everyone is permitted to copy and distribute verbatim copies
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-contain the covered work, unless you entered into that arrangement,
-or that patent license was granted, prior to 28 March 2007.
-
-  Nothing in this License shall be construed as excluding or limiting
-any implied license or other defenses to infringement that may
-otherwise be available to you under applicable patent law.
-
-  12. No Surrender of Others' Freedom.
-
-  If conditions are imposed on you (whether by court order, agreement or
-otherwise) that contradict the conditions of this License, they do not
-excuse you from the conditions of this License.  If you cannot convey a
-covered work so as to satisfy simultaneously your obligations under this
-License and any other pertinent obligations, then as a consequence you may
-not convey it at all.  For example, if you agree to terms that obligate you
-to collect a royalty for further conveying from those to whom you convey
-the Program, the only way you could satisfy both those terms and this
-License would be to refrain entirely from conveying the Program.
-
-  13. Remote Network Interaction; Use with the GNU General Public License.
-
-  Notwithstanding any other provision of this License, if you modify the
-Program, your modified version must prominently offer all users
-interacting with it remotely through a computer network (if your version
-supports such interaction) an opportunity to receive the Corresponding
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-from a network server at no charge, through some standard or customary
-means of facilitating copying of software.  This Corresponding Source
-shall include the Corresponding Source for any work covered by version 3
-of the GNU General Public License that is incorporated pursuant to the
-following paragraph.
-
-  Notwithstanding any other provision of this License, you have
-permission to link or combine any covered work with a work licensed
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-combined work, and to convey the resulting work.  The terms of this
-License will continue to apply to the part which is the covered work,
-but the work with which it is combined will remain governed by version
-3 of the GNU General Public License.
-
-  14. Revised Versions of this License.
-
-  The Free Software Foundation may publish revised and/or new versions of
-the GNU Affero General Public License from time to time.  Such new versions
-will be similar in spirit to the present version, but may differ in detail to
-address new problems or concerns.
-
-  Each version is given a distinguishing version number.  If the
-Program specifies that a certain numbered version of the GNU Affero General
-Public License "or any later version" applies to it, you have the
-option of following the terms and conditions either of that numbered
-version or of any later version published by the Free Software
-Foundation.  If the Program does not specify a version number of the
-GNU Affero General Public License, you may choose any version ever published
-by the Free Software Foundation.
-
-  If the Program specifies that a proxy can decide which future
-versions of the GNU Affero General Public License can be used, that proxy's
-public statement of acceptance of a version permanently authorizes you
-to choose that version for the Program.
-
-  Later license versions may give you additional or different
-permissions.  However, no additional obligations are imposed on any
-author or copyright holder as a result of your choosing to follow a
-later version.
-
-  15. Disclaimer of Warranty.
-
-  THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
-APPLICABLE LAW.  EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
-HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
-OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
-THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
-PURPOSE.  THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
-IS WITH YOU.  SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
-ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
-
-  16. Limitation of Liability.
-
-  IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
-WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
-THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
-GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
-USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
-DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
-PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
-EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
-SUCH DAMAGES.
-
-  17. Interpretation of Sections 15 and 16.
-
-  If the disclaimer of warranty and limitation of liability provided
-above cannot be given local legal effect according to their terms,
-reviewing courts shall apply local law that most closely approximates
-an absolute waiver of all civil liability in connection with the
-Program, unless a warranty or assumption of liability accompanies a
-copy of the Program in return for a fee.
-
-                     END OF TERMS AND CONDITIONS
-
-            How to Apply These Terms to Your New Programs
-
-  If you develop a new program, and you want it to be of the greatest
-possible use to the public, the best way to achieve this is to make it
-free software which everyone can redistribute and change under these terms.
-
-  To do so, attach the following notices to the program.  It is safest
-to attach them to the start of each source file to most effectively
-state the exclusion of warranty; and each file should have at least
-the "copyright" line and a pointer to where the full notice is found.
-
-    <one line to give the program's name and a brief idea of what it does.>
-    Copyright (C) <year>  <name of author>
-
-    This program is free software: you can redistribute it and/or modify
-    it under the terms of the GNU Affero General Public License as published
-    by the Free Software Foundation, either version 3 of the License, or
-    (at your option) any later version.
-
-    This program is distributed in the hope that it will be useful,
-    but WITHOUT ANY WARRANTY; without even the implied warranty of
-    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-    GNU Affero General Public License for more details.
-
-    You should have received a copy of the GNU Affero General Public License
-    along with this program.  If not, see <http://www.gnu.org/licenses/>.
-
-Also add information on how to contact you by electronic and paper mail.
-
-  If your software can interact with users remotely through a computer
-network, you should also make sure that it provides a way for users to
-get its source.  For example, if your program is a web application, its
-interface could display a "Source" link that leads users to an archive
-of the code.  There are many ways you could offer source, and different
-solutions will be better for different programs; see section 13 for the
-specific requirements.
-
-  You should also get your employer (if you work as a programmer) or school,
-if any, to sign a "copyright disclaimer" for the program, if necessary.
-For more information on this, and how to apply and follow the GNU AGPL, see
-<http://www.gnu.org/licenses/>.
diff --git a/docs/Makefile b/docs/Makefile
new file mode 100644
index 0000000..d0c3cbf
--- /dev/null
+++ b/docs/Makefile
@@ -0,0 +1,20 @@
+# Minimal makefile for Sphinx documentation
+#
+
+# You can set these variables from the command line, and also
+# from the environment for the first two.
+SPHINXOPTS    ?=
+SPHINXBUILD   ?= sphinx-build
+SOURCEDIR     = source
+BUILDDIR      = build
+
+# Put it first so that "make" without argument is like "make help".
+help:
+	@$(SPHINXBUILD) -M help "$(SOURCEDIR)" "$(BUILDDIR)" $(SPHINXOPTS) $(O)
+
+.PHONY: help Makefile
+
+# Catch-all target: route all unknown targets to Sphinx using the new
+# "make mode" option.  $(O) is meant as a shortcut for $(SPHINXOPTS).
+%: Makefile
+	@$(SPHINXBUILD) -M $@ "$(SOURCEDIR)" "$(BUILDDIR)" $(SPHINXOPTS) $(O)
diff --git a/docs/README.md b/docs/README.md
deleted file mode 100644
index dadc38f..0000000
--- a/docs/README.md
+++ /dev/null
@@ -1,7 +0,0 @@
-# Brutal Maze record player
-
-Either game played by human or client script can be recorded to JSON format.
-This can be enabled by setting the output directory to a non-empty string via
-command-line option `--record-dir` or `Directory` in configuration file's
-`Record` section.  Recordings can be played on
-[the repo's Github Page](https://McSinyx.github.io/brutalmaze/).
diff --git a/docs/make.bat b/docs/make.bat
new file mode 100644
index 0000000..6247f7e
--- /dev/null
+++ b/docs/make.bat
@@ -0,0 +1,35 @@
+@ECHO OFF

+

+pushd %~dp0

+

+REM Command file for Sphinx documentation

+

+if "%SPHINXBUILD%" == "" (

+	set SPHINXBUILD=sphinx-build

+)

+set SOURCEDIR=source

+set BUILDDIR=build

+

+if "%1" == "" goto help

+

+%SPHINXBUILD% >NUL 2>NUL

+if errorlevel 9009 (

+	echo.

+	echo.The 'sphinx-build' command was not found. Make sure you have Sphinx

+	echo.installed, then set the SPHINXBUILD environment variable to point

+	echo.to the full path of the 'sphinx-build' executable. Alternatively you

+	echo.may add the Sphinx directory to PATH.

+	echo.

+	echo.If you don't have Sphinx installed, grab it from

+	echo.http://sphinx-doc.org/

+	exit /b 1

+)

+

+%SPHINXBUILD% -M %1 %SOURCEDIR% %BUILDDIR% %SPHINXOPTS% %O%

+goto end

+

+:help

+%SPHINXBUILD% -M help %SOURCEDIR% %BUILDDIR% %SPHINXOPTS% %O%

+

+:end

+popd

diff --git a/docs/brutalma.js b/docs/source/_static/brutalma.js
index 4b694e1..4b694e1 100644
--- a/docs/brutalma.js
+++ b/docs/source/_static/brutalma.js
diff --git a/docs/style.css b/docs/source/_static/recplayer.css
index f32bb6b..f32bb6b 100644
--- a/docs/style.css
+++ b/docs/source/_static/recplayer.css
diff --git a/docs/index.html b/docs/source/_templates/recplayer.html
index b7f164b..59df55a 100644
--- a/docs/index.html
+++ b/docs/source/_templates/recplayer.html
@@ -2,12 +2,12 @@
 <html>
 <meta charset='utf-8'>
 <title>Brutal Maze record player</title>
-<link rel='stylesheet' type='text/css' href='style.css'>
-<script src='brutalma.js'></script>
+<link rel='stylesheet' type='text/css' href='_static/recplayer.css'>
+<script src='_static/brutalma.js'></script>
 
 <body>
 <div id='input'>
-  <input id='record' type='text' name='record' value='example.json'>
+  <input id='record' type='text' name='record' value='record.json'>
   <input id='button' type='button' value='Play JSON record'>
 </div>
 <canvas id='canvas' width='640' height='480'></canvas>
diff --git a/docs/source/conf.py b/docs/source/conf.py
new file mode 100644
index 0000000..b3b20a4
--- /dev/null
+++ b/docs/source/conf.py
@@ -0,0 +1,61 @@
+# Configuration file for the Sphinx documentation builder.
+#
+# This file only contains a selection of the most common options. For a full
+# list see the documentation:
+# https://www.sphinx-doc.org/en/master/usage/configuration.html
+
+# -- Path setup --------------------------------------------------------------
+
+# If extensions (or modules to document with autodoc) are in another directory,
+# add these directories to sys.path here. If the directory is relative to the
+# documentation root, use os.path.abspath to make it absolute, like shown here.
+#
+# import os
+# import sys
+# sys.path.insert(0, os.path.abspath('.'))
+
+
+# -- Project information -----------------------------------------------------
+
+project = 'Brutal Maze'
+copyright = '2020, Nguyễn Gia Phong'
+author = 'Nguyễn Gia Phong'
+
+# The full version, including alpha/beta/rc tags
+release = '0.9.2'
+
+
+# -- General configuration ---------------------------------------------------
+
+# Add any Sphinx extension module names here, as strings. They can be
+# extensions coming with Sphinx (named 'sphinx.ext.*') or your custom
+# ones.
+extensions = []
+
+# Add any paths that contain templates here, relative to this directory.
+templates_path = ['_templates']
+
+# List of patterns, relative to source directory, that match files and
+# directories to ignore when looking for source files.
+# This pattern also affects html_static_path and html_extra_path.
+exclude_patterns = []
+
+
+# -- Options for HTML output -------------------------------------------------
+
+# The theme to use for HTML and HTML Help pages.  See the documentation for
+# a list of builtin themes.
+#
+html_theme = 'alabaster'
+html_theme_options = {'fixed_sidebar': True, 'show_relbars': True}
+
+html_logo = 'icon.svg'
+html_favicon = 'favicon.ico'
+html_extra_path = ['record.json']
+html_additional_pages = {'recplayer': 'recplayer.html'}
+
+
+# Add any paths that contain custom static files (such as style sheets) here,
+# relative to this directory. They are copied after the builtin static files,
+# so a file named "default.css" will overwrite the builtin "default.css".
+html_static_path = ['_static']
diff --git a/docs/source/config.rst b/docs/source/config.rst
new file mode 100644
index 0000000..d3aed3f
--- /dev/null
+++ b/docs/source/config.rst
@@ -0,0 +1,129 @@
+Configuration
+=============
+
+Configuration Files
+-------------------
+
+At the time of writing, this is the default configuration file:
+
+.. code-block:: ini
+
+   [Graphics]
+   Screen width: 640
+   Screen height: 480
+   # FPS should not be greater than refresh rate.
+   Maximum FPS: 60
+
+   [Sound]
+   Muted: no
+   # Volume must be between 0.0 and 1.0.
+   Music volume: 1.0
+   # Use space music background, which sounds cold and creepy.
+   Space theme: no
+
+   [Control]
+   # Touch-friendly control
+   Touch: no
+   # Input values should be either from Mouse1 to Mouse3 or a keyboard key
+   # and they are case-insensitively read.
+   # Aliases for special keys are listed here (without the K_ part):
+   # http://www.pygame.org/docs/ref/key.html
+   # Key combinations are not supported.
+   New game: F2
+   Toggle pause: p
+   Toggle mute: m
+   Move left: a
+   Move right: d
+   Move up: w
+   Move down: s
+   Long-range attack: Mouse1
+   Close-range attack: Mouse3
+
+   [Record]
+   # Directory to write record of game states, leave blank to disable.
+   Directory:
+   # Number of snapshots per second. This is preferably from 3 to 60.
+   Frequency: 30
+
+   [Server]
+   # Enabling remote control will disable control via keyboard and mouse.
+   Enable: no
+   Host: localhost
+   Port: 42069
+   # Timeout on blocking socket operations, in seconds.
+   Timeout: 1.0
+   # Disable graphics and sound (only if socket server is enabled).
+   Headless: no
+
+By default, Brutal Maze also then tries to read site (system-wide)
+and user configuration.
+
+Site Config File Location
+^^^^^^^^^^^^^^^^^^^^^^^^^
+
+* Apple macOS: ``/Library/Application Support/brutalmaze/settings.ini``
+* Other Unix-like: ``$XDG_CONFIG_DIRS/brutalmaze/settings.ini`` or
+  ``/etc/xdg/brutalmaze/settings.ini``
+* Microsoft Windows:
+
+    * XP: ``C:\Documents and Settings\All Users\Application Data\brutalmaze\settings.ini``
+    * Vista: Fail! (``C:\ProgramData`` is a hidden *system* directory,
+      however if you use Windows Vista, please file an issue telling us
+      which error you receive)
+    * 7 and above: ``C:\ProgramData\brutalmaze\settings.ini``
+
+User Config File Location
+^^^^^^^^^^^^^^^^^^^^^^^^^
+
+* Apple macOS: ``~/Library/Application Support/brutalmaze/settings.ini``
+* Other Unix-like: ``$XDG_CONFIG_HOME/brutalmaze/settings.ini`` or
+  ``~/.config/brutalmaze/settings.ini``
+* Microsoft Windows (roaming is not supported until someone requests):
+
+    * XP: ``C:\Documents and Settings\<username>\Application Data\brutalmaze\settings.ini``
+    * Vista and above: ``C:\Users\<username>\AppData\Local\brutalmaze\settings.ini``
+
+Command-Line Arguments
+----------------------
+
+.. code-block:: console
+
+   $ brutalmaze --help
+   usage: brutalmaze [options]
+
+   optional arguments:
+     -h, --help            show this help message and exit
+     -v, --version         show program's version number and exit
+     --write-config [PATH]
+                           write default config and exit, if PATH not specified use stdout
+     -c PATH, --config PATH
+                           location of the configuration file
+     -s X Y, --size X Y    the desired screen size
+     -f FPS, --max-fps FPS
+                           the desired maximum FPS
+     --mute, -m            mute all sounds
+     --unmute              unmute sound
+     --music-volume VOL    between 0.0 and 1.0
+     --space-music         use space music background
+     --default-music       use default music background
+     --touch               enable touch-friendly control
+     --no-touch            disable touch-friendly control
+     --record-dir DIR      directory to write game records
+     --record-rate SPF     snapshots of game state per second
+     --server              enable server
+     --no-server           disable server
+     --host HOST           host to bind server to
+     --port PORT           port for server to listen on
+     -t TIMEOUT, --timeout TIMEOUT
+                           socket operations timeout in seconds
+     --head                run server with graphics and sound
+     --headless            run server without graphics or sound
+
+First, Brutal Mazes read the default settings, then it try to read site and
+user config whose locations are shown above.  These files are listed as fallback
+of the ``--config`` option and their contents are fallback for other options
+(if they are absent default values are used instead).  We don't support control
+configuration via CLI because that is unarguably ugly.
+
+If ``--config`` option is set, Brutal Maze parse it before other command-line
+options.  Later-read preferences will override previous ones.
diff --git a/docs/source/credits.rst b/docs/source/credits.rst
new file mode 100644
index 0000000..f4ec6a7
--- /dev/null
+++ b/docs/source/credits.rst
@@ -0,0 +1,112 @@
+Credits
+=======
+
+This listing is our best-faith, hard-work effort at accurate attribution,
+sources, and licenses for everything in Brutal Maze.  If you discover
+an asset/contribution that is incorrectly attributed or licensed,
+please contact us immediately.  We are happy to do everything we can
+to fix or remove the issue.
+
+License
+-------
+
+Brutal Maze's source code and its icon are released under GNU Affero General
+Public License version 3 or later.  This means if you run a modified program on
+a server and let other users communicate with it there, your server must also
+allow them to download the source code corresponding to the modified version
+running there.
+
+.. image:: https://www.gnu.org/graphics/agplv3-155x51.png
+   :target: https://www.gnu.org/licenses/agpl.html
+
+Other creative works retain their original licenses as listed below.
+
+Tango Color Palette
+-------------------
+
+Brutal Maze uses the Tango color palette by `the Tango desktop project`_
+to draw all of its graphics.  The palette is released to the Public Domain.
+
+Sound Effects
+-------------
+
+Sound Effects Artist |---| Tobiasz 'unfa_' Karoń
+
+* License: `CC BY 3.0`_
+* brutalmaze/soundfx/heart.ogg (original__)
+
+__ https://freesound.org/s/217456
+
+Sound Effects Artist |---| HappyParakeet_
+
+* License: `CC0 1.0`_
+* brutalmaze/soundfx/lose.ogg (original__)
+
+__ https://freesound.org/s/398068
+
+Sound Effects Artist |---| jameswrowles_
+
+* License: `CC0 1.0`_
+* brutalmaze/soundfx/missed.ogg (original__)
+
+__ https://freesound.org/s/380641
+
+Sound Effects Artist |---| MrPork_
+
+* License: `CC0 1.0`_
+* brutalmaze/soundfx/noise.ogg (original__)
+
+__ https://freesound.org/s/257449
+
+Sound Effects Artist |---| suspensiondigital_
+
+* License: `CC0 1.0`_
+* brutalmaze/soundfx/shot-enemy.ogg (original__)
+
+__ https://freesound.org/s/389704
+
+Sound Effects Artist |---| gusgus26_
+
+* License: `CC0 1.0`_
+* brutalmaze/soundfx/shot-hero.ogg (original__)
+
+__ https://freesound.org/s/121188
+
+Sound Effects Artist |---| braqoon_
+
+* License: `CC0 1.0`_
+* brutalmaze/soundfx/slash-enemy.ogg (original__)
+
+__ https://freesound.org/s/161098
+
+Sound Effects Artist |---| Qat_
+
+* License: `CC0 1.0`_
+* brutalmaze/soundfx/slash-hero.ogg (original__)
+
+__ https://freesound.org/s/108333
+
+Sound Effects Artist |---| pepingrillin_
+
+* License: `CC0 1.0`_
+* brutalmaze/soundfx/spawn.ogg (original__)
+
+__ https://freesound.org/s/252083
+
+.. _CC BY 3.0: https://creativecommons.org/licenses/by/3.0/legalcode
+.. _CC0 1.0: https://creativecommons.org/publicdomain/zero/1.0/legalcode
+.. _CC BY-SA 3.0: https://creativecommons.org/licenses/by-sa/3.0/legalcode
+
+.. _the Tango desktop project: http://tango-project.org/
+.. _unfa: https://freesound.org/people/unfa/
+.. _HappyParakeet: https://freesound.org/people/HappyParakeet/
+.. _jameswrowles: https://freesound.org/people/jameswrowles/
+.. _MrPork: https://freesound.org/people/MrPork/
+.. _suspensiondigital: https://freesound.org/people/suspensiondigital/
+.. _gusgus26: https://freesound.org/people/gusgus26/
+.. _braqoon: https://freesound.org/people/braqoon/
+.. _Qat: https://freesound.org/people/Qat/
+.. _pepingrillin: https://freesound.org/people/pepingrillin/
+
+.. |---| unicode:: U+2014
+   :trim:
diff --git a/docs/favicon.ico b/docs/source/favicon.ico
index 3c76548..3c76548 100644
--- a/docs/favicon.ico
+++ b/docs/source/favicon.ico
Binary files differdiff --git a/docs/source/gameplay.rst b/docs/source/gameplay.rst
new file mode 100644
index 0000000..eed3a05
--- /dev/null
+++ b/docs/source/gameplay.rst
@@ -0,0 +1,114 @@
+Gameplay
+========
+
+Brutal Maze is a fast-paced hack and slash game which aims to bring players
+a frustrating, horror-like experience.  It tries to mimic real-life logic in
+a way that truly represents our loneliness, mortality and helplessness
+in the universe.
+
+The game features a solitary hero in a trigon shape who got lost in world of
+squares.  Unlucky for per, the squares have no intention to let their visitor
+leave in peace.  Together, they form a greater being called The Maze.
+Naturally, The Maze is dynamically and infinitely generated.  As our poor hero
+tries to find a way out, it releases its minions (we will call them *enemies*
+from here) to stop per.  Since The Maze *sees it all* and *knows it all*,
+it keeps creating more and more enemies for the hero to fight.  It also
+keeps track of which type of squares can do most damages to our trigon,
+in order to send out the most effective belligerents.
+
+Your mission is to help the hero go the furthest distance possible,
+while fighting those aggressive enemies.  Extra information below will
+give you a better understanding of what you fight and how you fight them.
+
+Hero
+----
+
+The hero is a regular trigon_ in Aluminium color (from `the Tango palette`_).
+Perse has the ability to attack and move (both horizontally and vertically)
+simultaneously.  However, close- and long-range attacks can't be stricken
+at the same time.  When swinging per blade, our hero may also avoid getting
+damages caused by per enemies' bullets.
+
+Like heroes in other hack and slash games, the trigon can heal too, but irony,
+per HP recovery rate decreases as perse gets wounded.  Been warned you have,
+bravery will only give you regrets.
+
+Enemies
+-------
+
+Enemies are put into hibernation and blend into The Maze at the time of their
+creation.  When the hero comes across, they become awake and show their
+(physical) colors.  Enemy of each color has an unique power as described below:
+
+Butter
+   May strike critical hits.
+
+Orange (also known as *Agent Orange*)
+   May prevent the hero from healing or blocking bullets.
+   Poisoned hero will be drawn as a square.
+
+Chocolate (a.k.a. *MDMA in Disguise*):
+   May make the hero high and shoot uncontrollably.
+   Still, Chocolate is good for your health (and so is MDMA).
+
+Chameleon
+   Invisible, only shows itself when attacking or being attacked.
+
+Sky Blue (a.k.a. *Lightning Sky*)
+   May immobilize the hero.  If this happen our hero can only see the enemies,
+   including Chameleons, on a blank background.  What a blessing in disguise!
+
+Plum (a.k.a. *Plum Wine*)
+   May replicate.  Very quickly.
+
+Scarlet Red (a.k.a. *Vampire's Eye*)
+   Moves faster and drains hero's HP.
+
+The possibility that an enemy attack with its special power increases when it's
+able to prove its effectiveness to The Maze.  In other words, the more a kind
+of enemy hit the hero, the more chance they *may* use their unique abilities.
+Lucky for you, squares are unitasking so they have to stop moving to perform
+attacks.  This slows them down a bit, however the ones which fall off the
+display will respawn elsewhere in The Maze.
+
+Attacks
+-------
+
+In this game, attack's damage is contingent on the distance between the
+attacker and its target.  The closer they are, the more damage is caused.
+There is at least an one-third-second delay between two attacks stricken
+by any character.
+
+Long-range Attacks
+^^^^^^^^^^^^^^^^^^
+
+While projectiles are often called *bullets* in the code and the documentation,
+they are more similar to stones propelled by slingshots, as they don't fly very
+far (about 6 times the width of an enemy).  Those fired by enemies can fly
+though walls but the ones shot by the hero turn the grid into a new enemy.
+A bullet is counted as hitting the target when the distance between the center
+of the two object is less than the circumradius of a cell.
+
+Close-range Attacks
+^^^^^^^^^^^^^^^^^^^
+
+It is needless to explain any further on how this kind of attack works, so we
+only provide the size of the characters for you to calculate when the strike
+can wound the target.  To do so, the attacker must *touch* its opponents, or
+simplistically, the distance between the central points of the two characters
+must not be any greater than the sum of their circumradiuses.  Do the
+calculations yourself, a square's side is a fifth of the walls', and covers the
+same area as a trigon.
+
+Specially, hero's closed-range attacks also block opponents' bullets.
+If this happens, the hero won't be able to attack in the next turn.
+
+Manual slashing
+^^^^^^^^^^^^^^^
+
+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
diff --git a/docs/source/icon.svg b/docs/source/icon.svg
new file mode 100644
index 0000000..f70e1c5
--- /dev/null
+++ b/docs/source/icon.svg
@@ -0,0 +1,24 @@
+<?xml version="1.0" standalone="no"?>
+<!--
+  This work is licensed under the Creative Commons Attribution-ShareAlike 4.0
+  International License. To view a copy of this license, visit
+  http://creativecommons.org/licenses/by-sa/4.0/ or send a letter
+  to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA.
+  -->
+<svg xmlns="http://www.w3.org/2000/svg"
+     width="576" height="576" viewBox="-288 -288 576 576">
+<title>Brutal Maze icon in Scalable Vector Graphics</title>
+<path fill="#2e3436"
+      d="M 0 288
+         C 126.2 288, 196.3563 288, 242.1782 242.1782
+         C 288 196.3563, 288 126.2, 288 0
+         C 288 -126.2, 288 -196.3563, 242.1782 -242.1782
+         C 196.3563 -288, 126.2,-288, 0 -288
+         C -126.2 -288, -196.3563 -288, -242.1782 -242.1782
+         C -288 -196.3563, -288 -126.2, -288 0
+         C -288 126.2, -288 196.3563, -242.1782 242.1782
+         C -196.3563 288, -126.2 288, 0 288
+         Z"/>
+<polygon points="-119.1174 -119.1174, 162.7174 -43.6, -43.6 162.7174"
+         style="fill:#eeeeec"/>
+</svg>
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+../../../screenshot.png
\ No newline at end of file
diff --git a/docs/source/images/unit-circle.png b/docs/source/images/unit-circle.png
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+Overview
+========
+
+Table of Contents
+-----------------
+
+.. toctree::
+   :maxdepth: 2
+
+   install
+   config
+   gameplay
+   remote
+   credits
+
+Indices and tables
+------------------
+
+* :ref:`genindex`
+* :ref:`modindex`
+* :ref:`search`
diff --git a/docs/source/install.rst b/docs/source/install.rst
new file mode 100644
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+++ b/docs/source/install.rst
@@ -0,0 +1,38 @@
+Installation
+============
+
+Brutal Maze should run on Python version 3.6 and above.
+If you're using an Unix-like operating system, you're likely
+to have Python installed on your computer.  Otherwise, you can
+download it from python.org_.
+
+The game also uses multiple third-party libraries, which is recommended to
+be installed using ``pip``.  There is a detailed documentation about getting
+this package manager on pypa.io_.
+
+Install from PyPI
+-----------------
+
+For convenience reasons, every release of Brutal Maze is uploaded to the Python
+Package Index.  To either install or upgrade, open your terminal (on Windows:
+Command Prompt or PowerShell) and run::
+
+   pip install --user --upgrade brutalmaze
+
+This requires the `the user scheme`_ scripts directory to be
+in your environmental variable ``$PATH``.
+
+Install from Source
+-------------------
+
+If you want to tweak the game or contribute, clone the git repository::
+
+   git clone https://git.disroot.org/McSinyx/brutalmaze.git
+
+Then install it using ``pip``, like so::
+
+   pip install --user brutalmaze/
+
+.. _python.org: https://www.python.org/downloads/
+.. _pypa.io: https://pip.pypa.io/en/latest/installing/
+.. _the user scheme: https://docs.python.org/3/install/index.html#alternate-installation-the-user-scheme
diff --git a/docs/example.json b/docs/source/record.json
index 5b6a11a..5b6a11a 100644
--- a/docs/example.json
+++ b/docs/source/record.json
diff --git a/docs/source/remote.rst b/docs/source/remote.rst
new file mode 100644
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--- /dev/null
+++ b/docs/source/remote.rst
@@ -0,0 +1,244 @@
+Remote Control
+==============
+
+Brutal Maze provides a INET (i.e. IPv4), STREAM (i.e. TCP) socket server which
+can be enabled in the config file or by adding the ``--server`` CLI flag.
+After binding to the given host and port, it will wait for a client to connect.
+Then, in each cycle of the loop, the server will send current details of
+each object (hero, walls, enemies and bullets), wait for the client to process
+the data and return instruction for the hero to follow.  Since there is no EOT
+(End of Transfer) on a socket, messages sent and received between server
+and client must must be strictly formatted as explained below.
+
+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.
+
+Below is the meta structure of the data::
+
+   <Map height (nh)> <Number of enemies (ne)> <Number of bullets (nb)> <Score>
+   <nh lines describing visible part of the maze>
+   <One line describing the hero>
+   <ne lines describing ne enemies>
+   <nb lines describing nb bullets>
+
+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.
+
+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 Hero
+^^^^^^^^
+
+6 properties of the hero are exported in one line,
+separated by 1 space, in the following order:
+
+:Hero's 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*].
+:Y-coordinate:
+   An integer in the range of [0, 100 *nh*].
+   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:
+   0 for *no* and 1 for *yes*.
+:Flag showing if the hero can heal:
+   0 for *no* and 1 for *yes*.
+
+.. image:: images/unit-circle.png
+
+The Enemies
+^^^^^^^^^^^
+
+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*].
+:Y-coordinate:
+   An integer in the range of [0, 100 *nh*].
+: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|
+===========  ========  ========  ========  ========  ========  ========
+
+Flying bullets
+^^^^^^^^^^^^^^
+
+Bullets also export 4 properties like enemies:
+
+:Color:
+   The type and potential damage of the bullet (from 0.0 to 1.0),
+   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*].
+:Y-coordinate:
+   An integer in the range of [0, 100 *nh*].
+:Angle:
+   The bullet's flying direction in degrees,
+   cast to a nonnegative integer.
+
+Example
+^^^^^^^
+
+.. image:: images/screenshot.png
+
+Above snapshot of the game is exported as:
+
+.. code-block:: text
+
+   19 5 3 180
+   00000000000000000vvvv0000
+   v0000000000000000vvvv0000
+   v0000000000000000vvvv0000
+   v0000000000000000vvvv0000
+   vvvvvvvvvvvvvvvvvvvvv0000
+   vvvvvvvvvvvvvvvvvvvvv000v
+   vvvvvvvvvvvvvvvvvvvvv000v
+   vvvvvvvvvvvvvvvvvvvv00000
+   0000000000000000000000000
+   0000000000000000000000000
+   0000000000000000000000000
+   v000000000000000000000000
+   v000000000000000000000000
+   v000000000000000000000000
+   v000vvvvvvv000vvv0vvv0000
+   v000vvvvvvv000vvvvvvv0000
+   v000vvvvvvv000vvvvvvv0000
+   v000vvvvvvv000vvvvvvv0000
+   v000000vvvv000000vvvv0000
+   v 1267 975 47 0 1
+   p 1817 1050 45
+   g 1550 1217 45
+   a 2250 1194 45
+   p 2050 1017 45
+   e 1850 950 358
+   x 2126 1189 361
+   e 1541 1020 167
+   v 1356 1075 49
+
+Client Output Format
+--------------------
+
+Every loop, the server receives no more than 7 bytes in the format of
+``<Movement> <Angle> <Attack>``.  Again, these values need to be
+specially encoded.
+
+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:
+
+=========  ====  ===  =====
+Direction  Left  Nil  Right
+=========  ====  ===  =====
+**Up**        0    1      2
+**Nil**       3    4      5
+**Down**      6    7      8
+=========  ====  ===  =====
+
+Angle
+^^^^^
+
+Direction to point to hero to, might be useful to aim or to perform
+a close-range attack manually.  This value should also be converted
+to degrees and casted to a nonnegative integer.
+
+Attack
+^^^^^^
+
+Attack can be either of the three values:
+
+0. Do nothing
+1. Long-range attack
+2. Close-range attack
+
+Simple, huh?  Though be aware that this won't have any effect if the hero
+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
+#. Receive the data
+#. Process the data
+#. Send instruction for the hero to the server and go back to step 3
+
+Your AI should try to not only reach the highest score possible, but also in
+the smallest amount of time.  For convenience purpose, the server will
+log these values to stdout.
+
+There are samples of client implementations in different languages in
+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
+.. |5c3566| image:: images/5c3566.png
+.. |729fcf| image:: images/729fcf.png
+.. |73d216| image:: images/73d216.png
+.. |75507b| image:: images/75507b.png
+.. |888a85| image:: images/888a85.png
+.. |8ae234| image:: images/8ae234.png
+.. |8f5902| image:: images/8f5902.png
+.. |a40000| image:: images/a40000.png
+.. |ad7f8a| image:: images/ad7f8a.png
+.. |babdb6| image:: images/babdb6.png
+.. |c17d11| image:: images/c17d11.png
+.. |c4a000| image:: images/c4a000.png
+.. |cc0000| image:: images/cc0000.png
+.. |ce5c00| image:: images/ce5c00.png
+.. |d3d7cf| image:: images/d3d7cf.png
+.. |e9b96e| image:: images/e9b96e.png
+.. |edd400| image:: images/edd400.png
+.. |eeeeec| image:: images/eeeeec.png
+.. |ef2929| image:: images/ef2929.png
+.. |f57900| image:: images/f57900.png
+.. |fcaf3e| image:: images/fcaf3e.png
+.. |fce94f| image:: images/fce94f.png