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Functions2,842 in github.com/tobspr-games/shapez.io

↓ 1 callersMethodinternalParseAtlas
* * @param {AtlasDefinition} atlas * @param {HTMLImageElement} loadedImage
src/js/core/loader.js:160
↓ 1 callersMethodinternalPreloadCss
(name)
src/js/core/background_resources_loader.js:147
↓ 1 callersMethodinternalQueueJob
* Queues a new job * @param {string} job * @param {any} data * @returns {Promise<any>}
src/js/core/async_compression.js:101
↓ 1 callersMethodinternalRegisterCallback
* Internal callback from the manager. Do not override! * @param {StateManager} stateManager
src/js/core/game_state.js:245
↓ 1 callersMethodinternalShowNotification
* @param {string} message * @param {enumNotificationType} type
src/js/game/hud/parts/notifications.js:38
↓ 1 callersMethodinternalStartLoadingAdditionalGameAssets
()
src/js/core/background_resources_loader.js:133
↓ 1 callersMethodinternalStartLoadingEssentialsForBareGame
()
src/js/core/background_resources_loader.js:113
↓ 1 callersMethodinternalStartLoadingEssentialsForMainMenu
()
src/js/core/background_resources_loader.js:99
↓ 1 callersMethodinternalTrackAfkEvent
* Tracks an event so GA keeps track of the user
src/js/platform/browser/google_analytics.js:87
↓ 1 callersMethodinternalUpdateCentering
* Updates the non user interaction centering * @param {number} now Time now in seconds * @param {number} dt Delta time
src/js/game/camera.js:979
↓ 1 callersMethodinternalUpdateKeyboardForce
* Updates the keyboard forces * @param {number} now * @param {number} dt Delta time
src/js/game/camera.js:999
↓ 1 callersMethodinternalUpdateMousePanning
* Internal screen panning handler * @param {number} now * @param {number} dt
src/js/game/camera.js:888
↓ 1 callersMethodinternalUpdatePanning
* Internal pan handler * @param {number} now Time now in seconds * @param {number} dt Delta time
src/js/game/camera.js:844
↓ 1 callersMethodinternalUpdateShake
* Internal shake handler * @param {number} now Time now in seconds * @param {number} dt Delta time
src/js/game/camera.js:835
↓ 1 callersMethodinternalUpdateZooming
* Updates the non user interaction zooming * @param {number} now Time now in seconds * @param {number} dt Delta time
src/js/game/camera.js:953
↓ 1 callersMethodisActive
()
src/js/game/hud/parts/shape_tooltip.js:29
↓ 1 callersFunctionisAndroid
()
src/js/core/utils.js:9
↓ 1 callersMethodisAttached
* Returns if the loading overlay is attached
src/js/game/game_loading_overlay.js:35
↓ 1 callersMethodisBlockingOverlay
()
src/js/game/hud/parts/shop.js:250
↓ 1 callersMethodisCurrentlyInteracting
* Returns if the user is currently interacting with the camera * @returns {boolean} true if the user interacts
src/js/game/camera.js:205
↓ 1 callersMethodisEndEntity
* Returns if the given entity is the end entity of the path * @param {Entity} entity * @returns {boolean}
src/js/game/belt_path.js:608
↓ 1 callersMethodisInterestingShape
* Returns true if the shape is interesting * @param {GameRoot} root * @param {string} key
src/js/platform/browser/game_analytics.js:210
↓ 1 callersFunctionisIos
()
src/js/core/utils.js:21
↓ 1 callersMethodisPlaying
@returns {boolean}
src/js/platform/sound.js:86
↓ 1 callersMethodisSaveable
* Returns if this game can be saved on disc * @returns {boolean}
src/js/savegame/savegame.js:196
↓ 1 callersMethodisStartEntity
* Returns if the given entity is the start entity of the path * @param {Entity} entity * @returns {boolean}
src/js/game/belt_path.js:617
↓ 1 callersFunctionisSupportedBrowser
()
src/js/core/utils.js:450
↓ 1 callersFunctionisTrueItem
(item)
src/js/game/items/boolean_item.js:91
↓ 1 callersMethodisUnlocked
(root)
mod_examples/mirrored_cutter.js:39
↓ 1 callersMethodisValid
()
src/js/core/modal_dialog_forms.js:39
↓ 1 callersMethodisValid
()
src/js/core/modal_dialog_forms.js:123
↓ 1 callersMethodisValid
()
src/js/platform/achievement_provider.js:153
↓ 1 callersMethodisValidShortKeyInternal
* INTERNAL * Checks if a given string is a valid short key * @param {string} key * @returns {boolean}
src/js/game/shape_definition.js:192
↓ 1 callersMethodisWorldPointOnScreen
* Returns if a point is on screen * @param {Vector} point * @returns {boolean} true if its on screen
src/js/game/camera.js:390
↓ 1 callersMethoditerateUnit
* Chooses the next unit
src/js/game/hud/parts/statistics.js:105
↓ 1 callersMethodlengthSquare
* Returns the square length * @returns {number}
src/js/core/vector.js:164
↓ 1 callersMethodlinkAppAfterBoot
* @param {Application} app
src/js/core/loader.js:28
↓ 1 callersFunctionloadMods
()
electron/index.js:350
↓ 1 callersMethodloadPuzzle
()
src/js/states/puzzle_menu.js:554
↓ 1 callersMethodloadSound
* Pre-Loads the given sounds * @param {string} key * @returns {Promise<void>}
src/js/platform/sound.js:149
↓ 1 callersFunctionmakeButtonElement
(classes = [], innerHTML = "")
src/js/core/utils.js:413
↓ 1 callersMethodmakeLockIndicatorSprite
* Makes the lock indicator sprite for the given layer * @param {string} layer
src/js/game/hud/parts/building_placer.js:81
↓ 1 callersMethodmakeSpriteNotFoundCanvas
* Makes the canvas which shows the question mark, shown when a sprite was not found
src/js/core/loader.js:195
↓ 1 callersFunctionmapLanguageCodeToId
(languageKey)
src/js/translations.js:28
↓ 1 callersFunctionmapTranslations
src/js/translations.js:14
↓ 1 callersMethodmarkDirty
* Marks this chunk as dirty, rerendering all caches * @param {number} chunkX * @param {number} chunkY
src/js/game/map_chunk_aggregate.js:35
↓ 1 callersFunctionmatch
(originalObj, translatedObj, path = "/", ignorePlaceholderMismatch = false)
sync-translations.js:21
↓ 1 callersFunctionmathPolyfills
()
src/js/core/polyfills.js:1
↓ 1 callersMethodmigrate
@returns {ExplainedResult}
src/js/core/read_write_proxy.js:70
↓ 1 callersMethodmigrate
* * @param {SavegamesData} data
src/js/savegame/savegame_manager.js:52
↓ 1 callersMethodmigrate1000to1001
* @param {import("../savegame_typedefs.js").SavegameData} data
src/js/savegame/schemas/1001.js:22
↓ 1 callersMethodmigrate1001to1002
* @param {import("../savegame_typedefs.js").SavegameData} data
src/js/savegame/schemas/1002.js:20
↓ 1 callersMethodmigrate1002to1003
* @param {import("../savegame_typedefs.js").SavegameData} data
src/js/savegame/schemas/1003.js:19
↓ 1 callersMethodmigrate1003to1004
* @param {import("../savegame_typedefs.js").SavegameData} data
src/js/savegame/schemas/1004.js:19
↓ 1 callersMethodmigrate1004to1005
* @param {import("../savegame_typedefs.js").SavegameData} data
src/js/savegame/schemas/1005.js:19
↓ 1 callersMethodmigrate1005to1006
* @param {import("../savegame_typedefs.js").SavegameData} data
src/js/savegame/schemas/1006.js:141
↓ 1 callersMethodmigrate1006to1007
* @param {import("../savegame_typedefs.js").SavegameData} data
src/js/savegame/schemas/1007.js:19
↓ 1 callersMethodmigrate1007to1008
* @param {import("../savegame_typedefs.js").SavegameData} data
src/js/savegame/schemas/1008.js:19
↓ 1 callersMethodmigrate1008to1009
* @param {import("../savegame_typedefs.js").SavegameData} data
src/js/savegame/schemas/1009.js:20
↓ 1 callersMethodmigrate1009to1010
* @param {import("../savegame_typedefs.js").SavegameData} data
src/js/savegame/schemas/1010.js:19
↓ 1 callersMethodmigrateStaticComp1005to1006
* * @param {Entity} entity
src/js/savegame/schemas/1006.js:262
↓ 1 callersMethodmodScalar
* Returns x % f, y % f * @param {number} f * @returns {Vector} new vector
src/js/core/vector.js:296
↓ 1 callersMethodmodify
* Attempts to modify the setting * @abstract
src/js/profile/setting_types.js:90
↓ 1 callersMethodmodify
()
src/js/profile/setting_types.js:354
↓ 1 callersMethodmoveBy
* Moves the rectangle by the given parameters * @param {number} x * @param {number} y
src/js/core/rectangle.js:196
↓ 1 callersFunctionmultiExports
gulp/mod.js:9
↓ 1 callersMethodnextPuzzle
()
src/js/game/hud/parts/puzzle_complete_notification.js:102
↓ 1 callersFunctionobjectPolyfills
()
src/js/core/polyfills.js:51
↓ 1 callersMethodonBackgroundTick
()
src/js/states/login.js:99
↓ 1 callersMethodonFrameRendered
()
src/js/game/dynamic_tickrate.js:39
↓ 1 callersMethodonInitializationFailure
* Called when the game somehow failed to initialize. Resets everything to basic state and * then goes to the main menu, showing the error
src/js/states/ingame.js:225
↓ 1 callersMethodonLeave
* Callback when leaving the state
src/js/core/game_state.js:130
↓ 1 callersMethodonMouseMove
* mouse move pre handler * @param {Vector} pos
src/js/game/hud/parts/building_placer_logic.js:727
↓ 1 callersMethodonPageRenderableStateChanged
* Focus change handler, called by the pap * @param {boolean} pageIsVisible
src/js/platform/sound.js:214
↓ 1 callersMethodonPlayButtonClicked
()
src/js/states/main_menu.js:758
↓ 1 callersMethodonPuzzleModeButtonClicked
(force = false)
src/js/states/main_menu.js:428
↓ 1 callersMethodonRender
* Render callback * @param {number} dt
src/js/states/ingame.js:400
↓ 1 callersMethodonRender
()
src/js/states/login.js:95
↓ 1 callersMethodonSelectedPlacementBuildingChanged
* Called when the selected building got changed * @param {MetaBuilding} metaBuilding
src/js/game/hud/parts/base_toolbar.js:229
↓ 1 callersMethodonSurroundingsChanged
* Called by the belt system when the surroundings changed
src/js/game/belt_path.js:197
↓ 1 callersFunctiononeExport
gulp/mod.js:1
↓ 1 callersFunctionperformJob
(job, data)
src/js/webworkers/compression.worker.js:25
↓ 1 callersMethodpickEntity
()
src/js/game/hud/parts/entity_debugger.js:48
↓ 1 callersMethodplay3DSound
* * @param {string} key * @param {Vector} worldPosition * @param {GameRoot} root
src/js/platform/sound.js:244
↓ 1 callersMethodplayThemeMusic
* @param {string} key
src/js/platform/sound.js:269
↓ 1 callersMethodpostLoadHook
()
src/js/game/core.js:358
↓ 1 callersFunctionpostcssAssetsPlugin
gulp/css.js:7
↓ 1 callersMethodprePlacementCheck
* * @param {Entity} entity * @param {Vector | undefined} tile * @returns
src/js/game/systems/zone.js:32
↓ 1 callersMethodpreloadAtlas
* Preloads an atlas * @param {AtlasDefinition} atlas * @returns {Promise<void>}
src/js/core/loader.js:147
↓ 1 callersMethodpreloadCSSSprite
* Preloads a sprite * @param {string} key * @returns {Promise<void>}
src/js/core/loader.js:132
↓ 1 callersMethodprepareCanvasForPreview
* Prepares the canvas to render at the given worldPos and the given camera scale * * @param {Vector} worldPos * @param {number} scale 1
src/js/game/hud/parts/layer_preview.js:52
↓ 1 callersFunctionprepareHighDPIContext
(context, smooth = true)
src/js/core/dpi_manager.js:38
↓ 1 callersFunctionprepareObjectForLogging
(obj, maxDepth = 1)
src/js/core/logging.js:38
↓ 1 callersFunctionprocess_image
(data, outfilename, src_image)
res_raw/sprites/create_blueprint_previews.py:23
↓ 1 callersMethodpropertyToHTML
* * @param {string} name * @param {any} val * @param {number} indent * @param {Array} recursion
src/js/game/hud/parts/entity_debugger.js:70
↓ 1 callersFunctionrandomDelay
()
src/js/platform/browser/storage.js:9
↓ 1 callersFunctionrandomInt
(start, end)
src/js/core/utils.js:71
↓ 1 callersMethodreadFileAsync
(filename)
src/js/platform/browser/storage.js:61
↓ 1 callersMethodrecomputeAllBeltPaths
* Recomputes the belt path network. Only required for old savegames
src/js/game/systems/belt.js:423
↓ 1 callersMethodrecomputeWiresNetwork
* Recomputes the whole wires network
src/js/game/systems/wire.js:155
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