#include using namespace std; std::string ZSContents = R"( //////////////////////////////////////////////////////////////////////////////// // BUILTIN //////////////////////////////////////////////////////////////////////////////// // Default variables, can be overwritten // if re-initialized or changed float PI = 3.14159265358979323846264338 float EulersNumber = 2.71828183 // This variable tells the interpreter if it should close the console window when the program has finished running. bool EXIT_WHEN_DONE = true // Trigonometric function Sin func Sin(input) { float out = ZS.Math.Sin(input) return out } // Trigonometric function Cos func Cos(input) { float out = ZS.Math.Cos(input) return out } // Trigonometric function Tan func Tan(input) { float out = ZS.Math.Tan(input) return out } // Sigmoid activation function func Sigmoid(input) { float out = 1 / (1 + EulersNumber ^ -input) return out } // Hyperbolic tangent activation function func Tanh(input) { float out = ((EulersNumber ^ input) - (EulersNumber ^ -input)) / ((EulersNumber ^ input) + (EulersNumber ^ -input)) return out } // Rounds input to nearest integer value func Round(input) { float out = ZS.Math.Round(input) return out } // Linearly interpolates between a and b by t func Lerp(a, b, t) { float out = ZS.Math.Lerp(a, b, t) return out } // Get absolute value of x func Abs(x) { float out = ZS.Math.Abs(x) return out } // Convert radians to degrees func RadToDeg(x) { float out = (x * PI) / 180 return out } // Convert degrees to radians func DegToRad(x) { float out = (x * 180) / PI return out } // Clamps input between min and max func Clamp(input, min, max) { if input < min { return min } if input > max { return max } return input } // Sets color of pixel to RGB value func SetPixel(x, y, r, g, b) { string out = ZS.Graphics.SetPixel(x, y, r, g, b) return out } // Prints input value to console func Print(strToPrint) { ZS.System.Print(strToPrint) } // Prints input value to console with appended newline '\n' func Printl(strToPrint) { ZS.System.PrintLine(strToPrint) } // Creates new sprite class func NSprite(path, x, y, r) { Sprite s = ZS.Graphics.Sprite(path, x, y, r) return s } // Draws sprite to window func Draw(spr) { ZS.Graphics.Draw(spr) } // Creates new Vector2 class func NVec2(x, y) { Vec2 v = ZS.System.Vec2(x, y) return v } // Gets if key is down func GetKey(keyName) { bool b = ZS.Input.GetKey(keyName) return b } //////////////////////////// // ↓ MADE BY KAPUTCHINO ↓ // //////////////////////////// // Return the number of combinations func Comb(n, r) { return Perm(n, r) / Fac(r) } // Return the factorial of a number func Fac(x) { int r = 1 while x > 1 { r = r * x x = x - 1 } return r } // Return exp(x) by using the taylor method, not extremly accurate func TaylorExp(x) { float sum = 0 float term = 1 int i = 1 float sumterm = 1 while sum != sumterm { sum = sumterm term = term * x / i i = i + 1 sumterm = sumterm + term } return sum } // Return the number of permutations func Perm(n, r) { if n < 0 { ZS.System.PrintLine("n must be superior or equal to 0") return -1 } if r < 0 { ZS.System.PrintLine("r must be superior or equal to 0") return -1 } if r > n { ZS.System.PrintLine("r must be inferior or equal to n") return -1 } return Fac(n) / Fac(n - r) } ////////////////////////////////////////// // ↓ MADE BY CONCHETUMARE_PRODUCTIONS ↓ // ////////////////////////////////////////// func GetPercent(value, percent) { float temp = value * percent / 100 return temp } //gets 100% of number func PercentToHundred(value, percent) { float temp = value * 100 / percent return temp } )" ;