code wiki / _hdl_build / nx_char_scene.nx
nx_char_scene.nx
buildroot/runtime/_hdl_build/nx_char_scene.nx
about
nx_char_scene.nx -- the DIK-style move done sovereignly: composite a parametric CHARACTER into an ENVIRONMENT
as ONE 2D scene still (how Being a DIK etc. ship art -- a posed figure rendered over a background, not layered
sprites). Pure integer raster, our own PNG. Renders the character on a chroma-KEY canvas, then blits the
non-key (figure) pixels over a generated interior background. HONEST: stylized 2D, our first scene-still rung;
not photoreal 3D. license_tier: ORIGINAL expect_exit: 0
dependencies 4 imports · 0 importers
imports: nx_syscalls.nxnx_shade.nxnx_png.nxnx_zpng.nx
imported by: nobody (leaf or entry point)
call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown
structs
| none |
consts
| none |
functions
| 11 | func aw(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } |
| 12 | func an(v: i64) -> i64 { var m: i64=v; if m==0{sys_write(1,"0" as *u8,1);return 0} let t:*u8=sys_mmap(24); var k:i64=0; while m>0{t[k]=(48+(m%10)) as u8;m=m/10;k=k+1} let o:*u8=sys_mmap(24); var i:i64=0; while i<k{o[i]=t[k-1-i];i=i+1} sys_write(1,o,k); return 0 } |
| 13 | func frect(fb: *i64, w: i64, h: i64, x0: i64, y0: i64, x1: i64, y1: i64, c: i64) -> i64 |
| 18 | func efill(fb: *i64, w: i64, h: i64, cx: i64, cy: i64, rx: i64, ry: i64, c: i64) -> i64 called by 1: portrait_keyed |
| 27 | func portrait_keyed(fb: *i64, W: i64, H: i64, key: i64, skin: i64, hair: i64, hstyle: i64, eyec: i64, outfit: i64, expr: i64) -> i64 |
| 54 | func room_bg(fb: *i64, W: i64, H: i64) -> i64 |
| 78 | func blit_keyed(dst: *i64, W: i64, H: i64, src: *i64, CW: i64, CH: i64, ox: i64, oy: i64, key: i64) -> i64 called by 1: main |
| 86 | func main(argc: i64, argv: *i64) -> i64 |