functions

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point
point
gradient
bm_fullscreen
bm_render
bm_2d
noise_vec
from_red
mul_fb
new
new
new
from_green
chessboard
chessboard
new
from_green
chessboard
chessboard
mandelbrot
from_red
mandelbrot
from_red
to_grayscale_color
chessboard
array_ml
array_ml
quake_ml2
run_window
point
gradient
bm_fullscreen
bm_render
bm_2d
noise_vec
from_red
mul_fb
new
new
new
from_green
chessboard
chessboard
new
from_green
chessboard
chessboard
mandelbrot
from_red
mandelbrot
from_red
to_grayscale_color
chessboard
array_ml
array_ml
quake_ml2
run_window
PT I1=ev.point_api.point(0.0,0.0,0.0);
PT I2=ev.point_api.point(0,256,0);
BM I3=ev.bitmap_api.gradient(I1,I2,ff223388,ff2244ff,256,256);
BM I4=ev.bitmap_api.scale_bitmap_fullscreen(ev,I3);
ML I5=ev.sprite_api.vertex_array_render(ev,I4);
ML I6=ev.sprite_api.turn_to_2d(ev,I5,0.0,0.0,800.0,600.0);
ML I7=ev.mainloop_api.bind_obj_type(ev,https://meshpage.org/assets/objtype.txt);
ML I8=ev.mainloop_api.read_obj_pos(https://meshpage.org/assets/objpos.txt);
BM I9=ev.bitmap_api.noise_vectors(256,256);
FB I10=ev.float_bitmap_api.from_red(I9);
FB I11=ev.bitmap_api.mul_fb(I10,0.2);
BM I12=ev.bitmap_api.newbitmap(128,128,ff00ff00);
BM I13=ev.bitmap_api.newbitmap(100,100,ff008800);
ML I14=ev.mainloop_api.parse_areatype(ev,https://meshpage.org/assets/areatype_grass.txt,I11,I12,I13);
BM I15=ev.bitmap_api.newbitmap(128,128,00000000);
FB I16=ev.float_bitmap_api.from_green(I15);
BM I17=ev.bitmap_api.chessboard(16,16,8,8,ffff8800,ff884400);
BM I18=ev.bitmap_api.chessboard(16,16,1,1,ffff8800,ff884400);
ML I19=ev.mainloop_api.parse_areatype(ev,https://meshpage.org/assets/areatype_empty.txt,I16,I17,I18);
BM I20=ev.bitmap_api.newbitmap(128,128,00000000);
FB I21=ev.float_bitmap_api.from_green(I20);
BM I22=ev.bitmap_api.chessboard(16,16,8,8,ffff8800,ff884400);
BM I23=ev.bitmap_api.chessboard(16,16,1,1,ffff8800,ff884400);
ML I24=ev.mainloop_api.parse_areatype(ev,https://meshpage.org/assets/areatype_empty2.txt,I21,I22,I23);
BM I25=ev.bitmap_api.mandelbrot(false,-2,1,-1,1,0,0,256,256,64);
FB I26=ev.float_bitmap_api.from_red(I25);
BM I27=ev.bitmap_api.mandelbrot(false,-2,1,-1,1,0,0,256,256,64);
FB I28=ev.float_bitmap_api.from_red(I27);
BM I29=ev.float_bitmap_api.to_grayscale_color(I28,255,128,0,255,128,64,0,255);
BM I30=ev.bitmap_api.chessboard(16,16,1,1,ffff8800,ff884400);
ML I31=ev.mainloop_api.parse_areatype(ev,https://meshpage.org/assets/areatype.txt,I26,I29,I30);
ML I32=ev.mainloop_api.create_landscape(ev,https://meshpage.org/assets/landscape.txt);
ML I33=ev.mainloop_api.create_objs(ev,0);
ML I34=ev.mainloop_api.array_ml(ev,std::vector<ML>{I7,I8,I14,I19,I24,I31,I32,I33});
ML I35=ev.mainloop_api.array_ml(ev,std::vector<ML>{I6,I34});
ML I36=ev.move_api.quake_ml2(ev,I35,5,0.02);
RUN I37=ev.blocker_api.game_window2(ev,I36,false,false,0.0,100000.0);
=..(
PT I2=ev.point_api.point(0,256,0);
BM I3=ev.bitmap_api.gradient(I1,I2,ff223388,ff2244ff,256,256);
BM I4=ev.bitmap_api.scale_bitmap_fullscreen(ev,I3);
ML I5=ev.sprite_api.vertex_array_render(ev,I4);
ML I6=ev.sprite_api.turn_to_2d(ev,I5,0.0,0.0,800.0,600.0);
ML I7=ev.mainloop_api.bind_obj_type(ev,https://meshpage.org/assets/objtype.txt);
ML I8=ev.mainloop_api.read_obj_pos(https://meshpage.org/assets/objpos.txt);
BM I9=ev.bitmap_api.noise_vectors(256,256);
FB I10=ev.float_bitmap_api.from_red(I9);
FB I11=ev.bitmap_api.mul_fb(I10,0.2);
BM I12=ev.bitmap_api.newbitmap(128,128,ff00ff00);
BM I13=ev.bitmap_api.newbitmap(100,100,ff008800);
ML I14=ev.mainloop_api.parse_areatype(ev,https://meshpage.org/assets/areatype_grass.txt,I11,I12,I13);
BM I15=ev.bitmap_api.newbitmap(128,128,00000000);
FB I16=ev.float_bitmap_api.from_green(I15);
BM I17=ev.bitmap_api.chessboard(16,16,8,8,ffff8800,ff884400);
BM I18=ev.bitmap_api.chessboard(16,16,1,1,ffff8800,ff884400);
ML I19=ev.mainloop_api.parse_areatype(ev,https://meshpage.org/assets/areatype_empty.txt,I16,I17,I18);
BM I20=ev.bitmap_api.newbitmap(128,128,00000000);
FB I21=ev.float_bitmap_api.from_green(I20);
BM I22=ev.bitmap_api.chessboard(16,16,8,8,ffff8800,ff884400);
BM I23=ev.bitmap_api.chessboard(16,16,1,1,ffff8800,ff884400);
ML I24=ev.mainloop_api.parse_areatype(ev,https://meshpage.org/assets/areatype_empty2.txt,I21,I22,I23);
BM I25=ev.bitmap_api.mandelbrot(false,-2,1,-1,1,0,0,256,256,64);
FB I26=ev.float_bitmap_api.from_red(I25);
BM I27=ev.bitmap_api.mandelbrot(false,-2,1,-1,1,0,0,256,256,64);
FB I28=ev.float_bitmap_api.from_red(I27);
BM I29=ev.float_bitmap_api.to_grayscale_color(I28,255,128,0,255,128,64,0,255);
BM I30=ev.bitmap_api.chessboard(16,16,1,1,ffff8800,ff884400);
ML I31=ev.mainloop_api.parse_areatype(ev,https://meshpage.org/assets/areatype.txt,I26,I29,I30);
ML I32=ev.mainloop_api.create_landscape(ev,https://meshpage.org/assets/landscape.txt);
ML I33=ev.mainloop_api.create_objs(ev,0);
ML I34=ev.mainloop_api.array_ml(ev,std::vector<ML>{I7,I8,I14,I19,I24,I31,I32,I33});
ML I35=ev.mainloop_api.array_ml(ev,std::vector<ML>{I6,I34});
ML I36=ev.move_api.quake_ml2(ev,I35,5,0.02);
RUN I37=ev.blocker_api.game_window2(ev,I36,false,false,0.0,100000.0);
=..(