code wiki / _hdl_build / nx_gx7_game_gate.nx

nx_gx7_game_gate.nx

buildroot/runtime/_hdl_build/nx_gx7_game_gate.nx

16133 B287 linesdepth 9pulls 33 transitivereach 0 importersview sourcekind gate/proof
docsdependenciesstructsconstsfunctions

about

nx_gx7_game_gate.nx -- Gx-7: the first playable becomes an actual GAME. The walk gate proved locomotion; this adds the three things that make it a game rather than a camera demo: ENTITIES that exist in world state, COLLISION that changes that state, and a WIN CONDITION the player can actually reach. The full loop, every tick: input -> player state -> COLLISION RESOLVE (world state mutates) -> build the player-relative mesh (terrain bands + only the entities still alive) -> nx_swgpu -> HUD overlay -> canvas blit -> live browser repaint. The render is a PURE FUNCTION of game state, so "it vanished when I picked it up" is a rendering fact, not a separate animation to keep in sync. Still DETERMINISTIC end to end: the same script replays to byte-identical frames INCLUDING the collision outcomes. license_tier: ORIGINAL expect_exit: 0

dependencies 3 imports · 0 importers

nx_browser_render.nx nx_game_world.nx nx_frame_sanity.nx nx_gx7_game_gate.nx

imports: nx_browser_render.nxnx_game_world.nxnx_frame_sanity.nx

imported by: nobody (leaf or entry point)

call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown

main g7_puts br_slen br_layout br_slen ↻ sys_mmap rh_extract_styles sys_mmap ↻ nx_html_cursor_init nx_html_next_token _scan_name _is_name _is_void_element _lc nx_html_is_raw_text_tag _lc ↻ nx_html_consume_raw_text _lc ↻ _is_ws _lfd_name_eq _lfd_lc _rh_copy_css rh_filter_media sys_mmap ↻ rh_find rh_media_matches rh_find ↻ rh_num_after rh_digit cx_expand sys_mmap ↻ cx_collect cx_ch cx_is_ws cx_find cx_name_eq cx_emit_span cx_ch ↻ cx_is_ws ↻ cx_emit_name

structs

none

consts

14const G7_STEP: i64 = 8192 // forward step = 2 cells
15const G7_TURN: i64 = 3217 // ~45 degrees, rad*4096
16const G7_TICKS: i64 = 14
17const G7_N: i64 = 5 // beacons
18const G7_PICKR: i64 = 4915 // pickup radius = 1.2 cells (fx4096)
19const G7_EYE: i64 = 6600 // eye height above local ground (1.6 world units)
20const G7_HUD_H: i64 = 24 // HUD strip height, excluded from beacon pixel measurement

functions

22func g7_puts(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 }
called by 2: g7_runmain
23func g7_pn(v: i64) -> i64 { let b: *u8=sys_mmap(32) as *u8; var x: i64=v; var ng: i64=0; if x<0{ng=1;x=0-x} var i: i64=31; if x==0{b[i]=48 as u8;i=i-1} while x>0{b[i]=(48+x%10) as u8;x=x/10;i=i-1} if ng==1{b[i]=45 as u8;i=i-1} sys_write(1,(b as i64+i+1) as *u8,31-i); return 0 }
called by 2: g7_runmain
24func g7_now_ms() -> i64 { let ts: *i64=sys_mmap(16) as *i64; sys_clock_gettime_mono(ts); return ts[0]*1000 + ts[1]/1000000 }
called by 1: main calls 1: sys_clock_gettime_mono
27func g7_hud(dst: *u8, collected: i64, won: i64) -> i64
called by 1: g7_run
57func g7_render(base: i64, ex: *i64, ez: *i64, alive: *i64, ppx: i64, ppz: i64, yaw: i64, pitch: i64, eyey: i64, dst: *u8) -> i64
89func g7_gold(dst: *u8) -> i64
called by 1: main
108func g7_run(base: i64, fbuf: *u8, hist: *i64) -> i64
175func main() -> i64