code wiki / _hdl_build / nx_game_render_gate.nx
nx_game_render_gate.nx
buildroot/runtime/_hdl_build/nx_game_render_gate.nx
about
nx_game_render_gate.nx -- GATE: the GAME loop closed. Teach a temp catalog the game emitters, RUN the level
through the deterministic spec->runtime, and assert: the world is built from the catalog (coins/foes/exit/
tilemap), the mechanic PHYSICS is consumed (two different gravities -> two different jump apexes = not a
hardcode), the traversal actually PLAYS (every declared coin collected, every patroller cleared, damage =
foes*hp, exit reached), GROW->consume (a newly-taught level plays with NO code change), a NEGATIVE CONTROL
(an unknown level id REFUSES instead of fabricating a run), and SOVEREIGNTY (the transcript carries 0
third-party JS and the detector still FIRES on a planted tag). Emits a preview to
knowledge/staging/game/run_1-1.txt. license_tier: ORIGINAL
dependencies 4 imports · 0 importers
imports: nx_game_render.nxnx_nishi_builder.nxnx_ad_serve.nxnx_syscalls.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
| 14 | const GG_PATH: *u8 = "/tmp/nishi_game_gate.tsv" |
functions
| 16 | func g_p(s: *u8) -> i64 { var n: i64 = 0; while s[n] != (0 as u8) { n = n + 1 } sys_write(1, s, n); return 0 } |
| 17 | func g_i(v: i64) -> i64 { let t: *u8 = sys_mmap(24); var m: i64 = v; var k: i64 = 0; if m == 0 { t[0]=48 as u8; k=1 } while m>0 { t[k]=(48+(m%10)) as u8; m=m/10; k=k+1 } let o: *u8=sys_mmap(24); var w: i64=0; var q: i64=k-1; while q>=0 { o[w]=t[q]; w=w+1; q=q-1 } sys_write(1,o,w); return 0 } |
| 19 | func main(argc: i64, argv: *i64) -> i64 |