code wiki / _hdl_build / nx_creature_demo.nx
nx_creature_demo.nx
buildroot/runtime/_hdl_build/nx_creature_demo.nx
about
nx_creature_demo.nx -- EMITS a real companion-game screen: a party of UNIQUE creatures (each rolled
from nx_game_companion traits, rendered by nx_creature_render) on a rich background, each on a card with
its name/type/level + an HP bar (mechanics VISIBLE). Writes a PNG and SCORES it with the hardened critic
so the emission's richness is MEASURED against the palette gap (my old games 220 vs real games 766-3336).
This is the horse: get rich graphics + mechanics emitting first. license_tier: ORIGINAL expect_exit: 0
dependencies 7 imports · 0 importers
imports: nx_syscalls.nxnx_game_companion.nxnx_creature_render.nxnx_game_art.nxnx_game_critic.nxnx_gamehud.nxnx_png_write.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
| 13 | const K_MAGIC_20260721: i64 = 20260721 |
| 15 | const FW: i64 = 480 |
| 16 | const FH: i64 = 300 |
functions
| 18 | func ww(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } |
| 19 | func wn(v: i64) -> i64 |
| 28 | func spec_name(s: i64) -> *u8 called by 1: main |
| 36 | func png_emit(fb: *i64, path: *u8) -> i64 |
| 44 | func main() -> i64 |