Fix readme formatting
Improve readme formatting
Merge pull request #1 from Daft-Freak/patch-1

Improve readme formatting
Updated readme.
Changed how items work in an inventory.

Items now tick when in the players' inventory or when equipped. Some
items may do things only when equipped, only when not equipped, or can
ignore equipped completely. Changed how the inventory is laid out so the
controls will be easier to use when navigating. Changed how lighting
works when it comes to light sources in tiles that aren't affected by
lighting (see torch wall), tiles now have givesLight and takesLight
instead of a single lightable function.
Implemented inventory item moving.

Added controls to move the cursor in inventory, select and move items,
and dispose of items. 4/5/6/8 moves cursor, 1 selects an item or swaps
with selected item, 2 disposes item. You are not allowed to
select/move/dispose cursed items while they are equipped.
Inventory update.

Changed the inventory background to an image a friend of mine (allyally)
made. Also changed items to have a render function instead of having
many things implement rendering them to allow for easier management of
icon animations. Changed inventory controls, swapped 2 and 3 around to
prevent accidental deletion when moving items. Added skeleton entity
(unfinished and doesn't spawn yet) to prepare for testing item use code.
Items that wear out now show a wear bar under them in the inventory and
show a percentage remaining at the top. Weapons now show their damage
range in the form of dice rolls and added constants (i.e. 3d4+5).
Current version will not run due to lack of images for items.
Updated images.

Added images for items (allyally again) and changed the colours on the
door render code slightly. Also moved chest item generation into a
function and added all key types to the starting chest. The necklace
image needs changing as it currently looks like a heart and not an
apple. Also allowed using entities on a door tile, previously the door
would complain about being blocked.
Updated readme.
Minor changes.

Changed the 'k' on the font image because it looked weird otherwise,
fixed a text issue in the inventory if moving an item to a slot occupied
by a weapon and changed doors to prevent entities from moving onto it or
being created on it when closed. (did not update game.jar)
Added combat mechanics.

Finished adding a skeleton for combat testing purposes. The test sword
has been renamed to badsword and temporarily deals acidic damage instead
of sharp damage to test skeleton deaths (0.2x damage for sharp on
skellies). Modified how the tex variable in the necklace/sword is
initialised in preperation of randomised sprites to prevent remembering
which sprite goes to which item. game.jar not updated because current
version crashes on skelly death.
Fixed combat mechanics.

Killing a skeleton no longer crashes the game, but instead drops a chest
like it should. Also reverted the badsword damage type to sharp and
removed the forced type of sharpened.