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

↓ 1 callersMethoddrawWiresChunk
* Draws the static wire entities * @param {DrawParameters} parameters * @param {MapChunkView} chunk
src/js/game/systems/static_map_entity.js:57
↓ 1 callersMethoddrawWiresForegroundLayer
* Draws the wires foreground * @param {DrawParameters} parameters
src/js/game/map_view.js:206
↓ 1 callersMethodeditKeybinding
(id)
src/js/states/keybindings.js:87
↓ 1 callersMethodequalsImpl
* Override for custom comparison * @param {BaseItem} other * @returns {boolean} * @abstract
src/js/game/base_item.js:57
↓ 1 callersMethodexecuteDirectionLockedPlacement
* Performs the direction locked placement between two points after * releasing the mouse
src/js/game/hud/parts/building_placer_logic.js:531
↓ 1 callersMethodexposeExports
()
src/js/mods/modloader.js:107
↓ 1 callersMethodextendByPath
* Extends the path by the given other path * @param {BeltPath} otherPath
src/js/game/belt_path.js:1033
↓ 1 callersMethodextendOnBeginning
* Extends the path with the given entity on the beginning * @param {Entity} entity
src/js/game/belt_path.js:575
↓ 1 callersMethodextendOnEnd
* Extends the belt path by the given belt * @param {Entity} entity
src/js/game/belt_path.js:529
↓ 1 callersFunctionextractHandleContext
(handle)
src/js/core/logging.js:212
↓ 1 callersMethodfindConnectedMiners
* Finds all connected miners to the given entity * @param {Entity} entity * @param {Set<number>} seenUids Which entities have already been
src/js/game/hud/parts/miner_highlight.js:134
↓ 1 callersMethodfindCurrentIntersectedWaypoint
* Finds the currently intersected waypoint on the map overview under * the cursor. * * @returns {Waypoint | null}
src/js/game/hud/parts/waypoints.js:477
↓ 1 callersMethodfindInitialZoom
* Finds a good initial zoom level
src/js/game/camera.js:170
↓ 1 callersMethodfindItemAtTile
* SLOW / Tries to find the item closest to the given tile * @param {Vector} tile * @returns {BaseItem|null}
src/js/game/belt_path.js:163
↓ 1 callersMethodfindNetworkForEjector
* Finds the network for the given slot * @param {Entity} initialEntity * @param {import("../components/wired_pins").WirePinSlot} slot
src/js/game/systems/wire.js:207
↓ 1 callersFunctionfindNiceValue
(num)
src/js/core/utils.js:205
↓ 1 callersMethodfindRecieverForSender
* Finds the receiver for a given sender * @param {Entity} entity * @returns {import("../components/underground_belt").LinkedUndergroundBel
src/js/game/systems/underground_belt.js:246
↓ 1 callersMethodfindSurroundingWireTargets
* Finds surrounding entities which are not yet assigned to a network * @param {Vector} initialTile * @param {Array<enumDirection>} directi
src/js/game/systems/wire.js:372
↓ 1 callersFunctionformatSeconds
(secs)
src/js/core/utils.js:527
↓ 1 callersMethodfromSerialized
* Creates a path from a serialized object * @param {GameRoot} root * @param {Object} data * @returns {BeltPath|string}
src/js/game/belt_path.js:43
↓ 1 callersMethodgarbargeCollect
* Goes to the next buffer iteration, clearing all buffers which were not used * for a few iterations
src/js/core/buffer_maintainer.js:61
↓ 1 callersMethodgenerateDumpFromGameRoot
* Serializes the game root into a dump * @param {GameRoot} root * @returns {import("./savegame_typedefs").PuzzleGameData}
src/js/savegame/puzzle_serializer.js:28
↓ 1 callersMethodgenerateDumpFromGameRoot
* Serializes the game root into a dump * @param {GameRoot} root * @param {boolean=} sanityChecks Whether to check for validity * @re
src/js/savegame/savegame_serializer.js:31
↓ 1 callersFunctiongenerateFileDownload
(filename, text)
src/js/core/utils.js:686
↓ 1 callersMethodgenerateGameDump
* Generates a game dump * @param {GameRoot} root
src/js/platform/browser/game_analytics.js:245
↓ 1 callersMethodgenerateInternalId
* Helper method to generate a new internal savegame id
src/js/savegame/savegame_manager.js:230
↓ 1 callersFunctiongenerateLevelDefinitions
(limitedVersion = false)
src/js/game/modes/regular.js:301
↓ 1 callersMethodgenerateLowerLayer
* Generates the lower layer "terrain"
src/js/game/map_chunk.js:276
↓ 1 callersMethodgeneratePatches
* * @param {object} param0 * @param {RandomNumberGenerator} param0.rng * @param {Vector} param0.chunkCenter * @param {number} para
src/js/game/map_chunk.js:296
↓ 1 callersMethodgeneratePredefined
* Checks if this chunk has predefined contents, and if so returns true and generates the * predefined contents * @param {RandomNumberGenerat
src/js/game/map_chunk.js:319
↓ 1 callersMethodgenerateRandomColorSet
* Picks random colors which are close to each other * @param {RandomNumberGenerator} rng
src/js/game/hub_goals.js:363
↓ 1 callersMethodgenerateTilePattern
* Generates the background pattern for the wires overlay
src/js/game/hud/parts/wires_overlay.js:50
↓ 1 callersMethodgenerateUid
* Generates a new uid * @returns {number}
src/js/game/entity_manager.js:99
↓ 1 callersFunctiongenerateUpgrades
* Generates all upgrades * @returns {Object<string, UpgradeTiers>}
src/js/game/modes/regular.js:77
↓ 1 callersFunctiongenerate_blueprint_sprite
(infilename, outfilename)
res_raw/sprites/create_blueprint_previews.py:72
↓ 1 callersMethodgetAdditionalStatistics
* @param {GameRoot} root * @param {string} variant * @returns {Array<[string, string]>}
src/js/game/buildings/belt.js:77
↓ 1 callersMethodgetAggregateForChunk
* Returns the chunk aggregate containing a given chunk * @param {number} chunkX * @param {number} chunkY
src/js/game/map.js:69
↓ 1 callersMethodgetAllVariantCombinations
* Should return all possible variants of this building, no matter * if they are already available or will be unlocked later on * * @
src/js/game/meta_building.js:27
↓ 1 callersMethodgetAllVariantCombinations
()
src/js/mods/mod_interface.js:627
↓ 1 callersMethodgetAsJsonSchemaUncached
* INTERNAL Should return the json schema representation * @abstract
src/js/savegame/serialization_data_types.js:99
↓ 1 callersMethodgetAutosaveIntervalSeconds
()
src/js/profile/application_settings.js:429
↓ 1 callersMethodgetAvailableUpgradeCount
* Returns the number of available upgrades * @returns {number}
src/js/game/hub_goals.js:310
↓ 1 callersFunctiongetBaseValue
(alphabet, character)
src/js/core/lzstring.js:17
↓ 1 callersMethodgetBindingById
* Returns a given keybinding * @param {string} id * @returns {Keybinding}
src/js/game/key_action_mapper.js:563
↓ 1 callersMethodgetBlueprintSprite
()
src/js/game/buildings/hub.js:35
↓ 1 callersFunctiongetBufferStats
()
src/js/core/buffer_utils.js:71
↓ 1 callersMethodgetBuildableZones
@returns {undefined|Rectangle[]}
src/js/game/game_mode.js:96
↓ 1 callersMethodgetCacheKey
* Should return a cacheable key * @abstract
src/js/savegame/serialization_data_types.js:139
↓ 1 callersMethodgetCategoryButtonsHtml
()
src/js/states/settings.js:69
↓ 1 callersMethodgetCurrentShapeRatesRaw
* Returns the rates of all shapes * @param {enumAnalyticsDataSource} dataSource
src/js/game/production_analytics.js:111
↓ 1 callersMethodgetCurrentVersion
()
src/js/core/restriction_manager.js:39
↓ 1 callersMethodgetDefaultData
()
src/js/core/restriction_manager.js:30
↓ 1 callersMethodgetDefaultData
* Returns the savegames default data * @returns {SavegameData}
src/js/savegame/savegame.js:98
↓ 1 callersMethodgetDefaultData
* @returns {SavegamesData}
src/js/savegame/savegame_manager.js:32
↓ 1 callersMethodgetDefaultPreviousState
* Returns the default state to go back to
src/js/core/textual_game_state.js:58
↓ 1 callersMethodgetDefinitionFromSimpleShapes
* * @param {[enumSubShape, enumSubShape, enumSubShape, enumSubShape]} subShapes * @returns {ShapeDefinition}
src/js/game/shape_definition_manager.js:263
↓ 1 callersMethodgetDisplayItem
* Returns the color / value a display should show * @param {BaseItem} value * @returns {BaseItem}
src/js/game/systems/display.js:39
↓ 1 callersMethodgetEjectorsAndAcceptorsAtTile
* Returns the acceptors and ejectors which affect the current tile * @param {Vector} tile * @returns {AcceptorsAndEjectorsAffectingTile}
src/js/game/logic.js:391
↓ 1 callersMethodgetEndpoint
()
src/js/platform/api.js:25
↓ 1 callersMethodgetEntityWireNetworks
* Returns all wire networks this entity participates in on the given tile * @param {Entity} entity * @param {Vector} tile * @returns {A
src/js/game/logic.js:306
↓ 1 callersMethodgetFixedTickrate
@returns {number | undefined}
src/js/game/game_mode.js:190
↓ 1 callersMethodgetFixedTickrate
()
src/js/game/modes/puzzle.js:96
↓ 1 callersMethodgetFlipOrientationAfterPlacement
()
src/js/game/buildings/underground_belt.js:72
↓ 1 callersMethodgetForKeyOrNullNoUpdate
* @param {object} param0 * @param {string} param0.key * @param {string} param0.subKey * @returns {HTMLCanvasElement?} *
src/js/core/buffer_maintainer.js:178
↓ 1 callersMethodgetFrozenUidSearchMap
* Returns a map which gives a mapping from UID to Entity. * This map is not updated. * * @returns {Map<number, Entity>}
src/js/game/entity_manager.js:164
↓ 1 callersMethodgetFullSourcePath
()
src/js/core/atlas_definitions.js:38
↓ 1 callersMethodgetGameMetaDataByInternalId
* Returns a given games metadata by id * @param {string} id * @returns {SavegameMetadata}
src/js/savegame/savegame_manager.js:128
↓ 1 callersMethodgetHasAnyLegacySavegames
* Returns if this manager has any savegame of a 1.1.19 version, which * enables all levels
src/js/savegame/savegame_manager.js:96
↓ 1 callersMethodgetHasExtendedUpgrades
* Returns if all upgrades are available * @returns {boolean}
src/js/core/restriction_manager.js:143
↓ 1 callersMethodgetHasFadeIn
* Should return whether to fade in the game state. This will then apply the right css classes * for the fadein. * @returns {boolean}
src/js/core/game_state.js:190
↓ 1 callersMethodgetHasFadeOut
* Should return whether to fade out the game state. This will then apply the right css classes * for the fadeout and wait the delay before moving
src/js/core/game_state.js:199
↓ 1 callersMethodgetHasFreeCopyPaste
@returns {boolean}
src/js/game/game_mode.js:170
↓ 1 callersMethodgetHasUnloadConfirmation
* Returns if the state has an unload confirmation, this is the * "Are you sure you want to leave the page" message.
src/js/core/game_state.js:225
↓ 1 callersMethodgetHtml
()
src/js/core/modal_dialog_forms.js:24
↓ 1 callersMethodgetHtml
* Returns the HTML for this setting * @param {Application} app * @abstract
src/js/profile/setting_types.js:69
↓ 1 callersMethodgetId
@returns {string}
src/js/game/game_mode.js:27
↓ 1 callersMethodgetId
()
src/js/savegame/serialization.js:160
↓ 1 callersMethodgetId
@returns {string}
src/js/platform/wrapper.js:14
↓ 1 callersMethodgetInOutFadeTime
* Should return how many mulliseconds to fade in / out the state. Not recommended to override! * @returns {number} Time in milliseconds to fade o
src/js/core/game_state.js:178
↓ 1 callersMethodgetInnerHTML
* Should return the html code of the state. * @returns {string} * @abstract
src/js/core/game_state.js:216
↓ 1 callersMethodgetInnerHTML
* Should return the states inner html. If not overriden, will create a scrollable container * with the content of getMainContentHTML() * @re
src/js/core/textual_game_state.js:17
↓ 1 callersMethodgetInterfaceScaleId
()
src/js/profile/application_settings.js:384
↓ 1 callersMethodgetInterfaceScaleValue
()
src/js/profile/application_settings.js:396
↓ 1 callersMethodgetIsDeterministic
()
src/js/game/modes/puzzle.js:100
↓ 1 callersMethodgetIsEditor
@returns {boolean}
src/js/game/game_mode.js:180
↓ 1 callersMethodgetIsEntityIntersectedWithMatrix
* Returns if the entities tile *and* his overlay matrix is intersected * @param {Entity} entity * @param {Vector} worldPos
src/js/game/logic.js:356
↓ 1 callersMethodgetIsExportingScreenshotsPossible
* Returns if exporting the base as a screenshot is possible * @returns {boolean}
src/js/core/restriction_manager.js:111
↓ 1 callersMethodgetIsFull
* Returns whether the storage is full * @returns {boolean}
src/js/game/components/storage.js:89
↓ 1 callersMethodgetIsFullScreen
()
src/js/profile/application_settings.js:440
↓ 1 callersMethodgetIsPaused
()
src/js/game/time/game_time.js:172
↓ 1 callersMethodgetIsRemovable
* Returns whether this building is removable * @param {GameRoot} root * @returns {boolean}
src/js/game/meta_building.js:127
↓ 1 callersMethodgetIsRotateable
* Returns whether this building is rotateable * @returns {boolean}
src/js/game/meta_building.js:176
↓ 1 callersMethodgetIsSaveable
@returns {boolean}
src/js/game/game_mode.js:165
↓ 1 callersMethodgetLayer
* Returns the edit layer of the building * @returns {Layer}
src/js/game/meta_building.js:42
↓ 1 callersMethodgetLayersContentsMultipleFromWorldCoords
* Returns the contents of this chunk from the given world space coordinates * @param {number} worldX * @param {number} worldY * @return
src/js/game/map_chunk.js:407
↓ 1 callersMethodgetLowerLayerFromWorldCoords
* * @param {number} worldX * @param {number} worldY * @returns {BaseItem=}
src/js/game/map_chunk.js:355
↓ 1 callersMethodgetMainContentHTML
* Should return the states HTML content.
src/js/core/textual_game_state.js:28
↓ 1 callersMethodgetMaxLogicStepsInQueue
* Returns how many logic steps there may be queued
src/js/game/time/base_game_speed.js:46
↓ 1 callersMethodgetMaximumWaypoints
* Returns the maximum number of supported waypoints * @returns {number}
src/js/core/restriction_manager.js:119
↓ 1 callersMethodgetPastShapeRate
* Returns the rate of a given shape, <historyOffset> frames ago * @param {enumAnalyticsDataSource} dataSource * @param {ShapeDefinition} def
src/js/game/production_analytics.js:97
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