anchor.diff:    SetTimer(hWnd, IDT_TIMER2, 20, nullptr);
   }
   
  -void gameover_update_complete() {
  +void gameOverUpdateComplete() {
     KillTimer(hWnd, IDT_TIMER2);
     resetGame();
   }
  
positive.code:   final ptr = Pointer<Uint8>.fromAddress(bitmapMemory.address);
    var rowOffset = 0;
  
    for (var y = 0; y < bitmapHeight; ++y) {
      var pixelOffset = rowOffset;
  
      for (var x = 0; x < bitmapWidth; ++x) {
        if ((x >= rectX && y >= rectY) &&
            (x <= (rectX + width) && y <= (rectY + height))) {
          ptr.elementAt(pixelOffset).value = blue;
  
negative.code:       if (direction.x == 1) {
          // right
          snakePoints[i].x += 1;
          if (snakePoints[i].x >= (bitmapWidth / 10).floor()) {
            snakePoints[i].x = 0;
          }
        } else if (direction.x == -1) {
  