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

↓ 1 callersFunctiongetPlatformName
()
src/js/core/utils.js:32
↓ 1 callersMethodgetPreviewSprite
* @param {number} rotationVariant * @param {string} variant
src/js/game/buildings/underground_belt.js:131
↓ 1 callersMethodgetPromiseForBareGame
()
src/js/core/background_resources_loader.js:85
↓ 1 callersMethodgetPuzzlesForCategory
* * @param {*} category * @returns {Promise<import("../savegame/savegame_typedefs").PuzzleMetadata[]>}
src/js/states/puzzle_menu.js:469
↓ 1 callersMethodgetReaderClass
* @returns {typeof BaseSavegameInterface}
src/js/savegame/savegame.js:65
↓ 1 callersMethodgetRealLastUpdate
* Returns the *real* last update of the savegame, not the one of the metadata * which could also be the servers one
src/js/savegame/savegame.js:211
↓ 1 callersMethodgetRemainingGracePeriodSeconds
* Returns how many seconds we are in the grace period * @returns {number}
src/js/game/time/game_time.js:69
↓ 1 callersMethodgetRenderPins
()
src/js/game/buildings/analyzer.js:46
↓ 1 callersMethodgetRequiredSecondsPerItem
()
src/js/game/components/goal_acceptor.js:53
↓ 1 callersFunctiongetRomanNumber
(number)
src/js/core/utils.js:721
↓ 1 callersMethodgetRotateAutomaticallyWhilePlacing
()
src/js/game/buildings/wire.js:109
↓ 1 callersMethodgetSaveData
()
src/js/game/modes/puzzle.js:48
↓ 1 callersFunctiongetSavegameInterface
(savegame)
src/js/savegame/savegame_interface_registry.js:37
↓ 1 callersMethodgetSchemaUncached
* Returns the uncached json schema * @returns {object}
src/js/savegame/savegame_interface.js:27
↓ 1 callersMethodgetScrollWheelSensitivity
()
src/js/profile/application_settings.js:407
↓ 1 callersMethodgetSettingsHtml
()
src/js/states/settings.js:83
↓ 1 callersMethodgetShowWiresLayerPreview
* Whether to show a preview of the wires layer when placing the building
src/js/game/meta_building.js:110
↓ 1 callersMethodgetShowWiresLayerPreview
()
src/js/game/buildings/lever.js:43
↓ 1 callersMethodgetSlotTargetLocalTile
* Returns where this slot ejects to * @param {ItemEjectorSlot} slot * @returns {Vector}
src/js/game/components/item_ejector.js:85
↓ 1 callersMethodgetSpriteSetAndOpacityForWire
* Returns the given tileset and opacity * @param {WireComponent} wireComp * @returns {{ spriteSet: Object<enumWireType, import("../../core
src/js/game/systems/wire.js:575
↓ 1 callersMethodgetStateHeaderTitle
()
src/js/states/puzzle_menu.js:46
↓ 1 callersMethodgetStateHeaderTitle
()
src/js/states/mods.js:11
↓ 1 callersMethodgetStats
* Returns the buffer stats
src/js/core/buffer_maintainer.js:37
↓ 1 callersMethodgetSupportsKeyboard
* Whether this platform supports a keyboard
src/js/platform/wrapper.js:132
↓ 1 callersMethodgetTextWidth
* Returns how long a text will be rendered * @param {string} text * @returns {number}
src/js/game/hud/parts/waypoints.js:166
↓ 1 callersMethodgetThemeMusic
* Should return the theme music for this state * @returns {string|null}
src/js/core/game_state.js:233
↓ 1 callersMethodgetTileContentFromWorldCoords
* 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:371
↓ 1 callersMethodgetTimeMultiplier
* Returns the time multiplier
src/js/game/time/base_game_speed.js:39
↓ 1 callersMethodgetTouchPanStrength
* Returns the strength of touch pans with the mouse
src/js/platform/wrapper.js:35
↓ 1 callersMethodgetUiScale
* Returns the UI scale, called on every resize * @returns {number}
src/js/platform/wrapper.js:22
↓ 1 callersMethodgetValidator
()
src/js/savegame/savegame_interface.js:31
↓ 1 callersMethodgetValue
@returns {any}
src/js/core/modal_dialog_forms.js:44
↓ 1 callersMethodgetViewportBottom
* Returns effective world space viewport bottom
src/js/game/camera.js:276
↓ 1 callersMethodgetViewportRight
* Returns effective world space viewport right
src/js/game/camera.js:262
↓ 1 callersFunctionglobalDebug
(context, ...args)
src/js/core/logging.js:138
↓ 1 callersFunctionglobalError
(context, ...args)
src/js/core/logging.js:154
↓ 1 callersFunctionglobalLog
(context, ...args)
src/js/core/logging.js:144
↓ 1 callersMethodgoToKeybindings
* Goes back to the settings state
src/js/states/ingame.js:186
↓ 1 callersMethodgoToSettings
()
src/js/game/hud/parts/settings_menu.js:67
↓ 1 callersMethodhandleAnimationFrame
(time)
src/js/core/animation_frame.js:47
↓ 1 callersMethodhandleDefinitionDelivered
* Handles the given definition, by either accounting it towards the * goal or otherwise granting some points * @param {ShapeDefinition} de
src/js/game/hub_goals.js:212
↓ 1 callersMethodhandleGameResumed
* Handles a resumed game
src/js/platform/game_analytics.js:29
↓ 1 callersMethodhandleGameStarted
* Handles a new game which was started
src/js/platform/game_analytics.js:24
↓ 1 callersMethodhandleLevelCompleted
* Handles the given level completed * @param {number} level
src/js/platform/game_analytics.js:35
↓ 1 callersMethodhandleReceiver
* * @param {Entity} entity * @param {number} now
src/js/game/systems/underground_belt.js:335
↓ 1 callersMethodhandleSender
* * @param {Entity} entity
src/js/game/systems/underground_belt.js:295
↓ 1 callersMethodhandleUpgradeUnlocked
* Handles the given upgrade completed * @param {string} id * @param {number} level
src/js/platform/game_analytics.js:42
↓ 1 callersMethodhasAllUpgradesAtLeastAtTier
(tier)
src/js/platform/achievement_provider.js:401
↓ 1 callersMethodhasAnyInvalid
()
src/js/core/modal_dialog_elements.js:442
↓ 1 callersMethodhasHub
@returns {boolean}
src/js/game/game_mode.js:106
↓ 1 callersMethodhasResources
()
src/js/game/modes/puzzle.js:68
↓ 1 callersMethodhide
()
src/js/core/modal_dialog_elements.js:244
↓ 1 callersMethodimportSavegame
* Attempts to import a savegame * @param {object} data
src/js/savegame/savegame_manager.js:167
↓ 1 callersMethodinit
()
src/js/platform/achievement_provider.js:151
↓ 1 callersFunctioninitAssert
()
src/js/core/assert.js:7
↓ 1 callersFunctioninitBuildingCodesAfterResourcesLoaded
()
src/js/game/meta_building_registry.js:116
↓ 1 callersMethodinitCategoryButtons
()
src/js/states/settings.js:193
↓ 1 callersFunctioninitComponentRegistry
()
src/js/game/component_registry.js:24
↓ 1 callersFunctioninitDrawUtils
()
src/js/core/draw_utils.js:12
↓ 1 callersMethodinitElement
()
src/js/game/hud/parts/statistics_handle.js:42
↓ 1 callersMethodinitExistingGame
* Inits an existing game by loading the raw savegame data and deserializing it. * Also runs basic validity checks.
src/js/game/core.js:198
↓ 1 callersFunctioninitExtensions
()
src/js/core/polyfills.js:92
↓ 1 callersFunctioninitGameModeRegistry
()
src/js/game/game_mode_registry.js:6
↓ 1 callersFunctioninitGameSpeedRegistry
()
src/js/game/game_speed_registry.js:4
↓ 1 callersFunctioninitItemRegistry
()
src/js/game/item_registry.js:6
↓ 1 callersFunctioninitMetaBuildingRegistry
()
src/js/game/meta_building_registry.js:55
↓ 1 callersMethodinitMods
()
src/js/mods/modloader.js:138
↓ 1 callersMethodinitNewGame
* Initializes a new game, this means creating a new map and centering on the * playerbase *
src/js/game/core.js:172
↓ 1 callersMethodinitPlatformDependentInstances
* Initializes all platform instances
src/js/application.js:178
↓ 1 callersFunctioninitPolyfills
()
src/js/core/polyfills.js:86
↓ 1 callersMethodinitSettings
()
src/js/states/settings.js:173
↓ 1 callersMethodinitialize
()
src/js/game/achievement_proxy.js:54
↓ 1 callersMethodinitialize
()
src/js/platform/electron/wrapper.js:11
↓ 1 callersMethodinitialize
@returns {Promise<void>}
src/js/platform/electron/steam_achievement_provider.js:101
↓ 1 callersMethodinitializeAchievementProvider
()
src/js/platform/browser/wrapper.js:194
↓ 1 callersMethodinitializeAchievementProvider
()
src/js/platform/electron/wrapper.js:64
↓ 1 callersMethodinitializeAdProvider
()
src/js/platform/browser/wrapper.js:172
↓ 1 callersMethodinitializeBindings
* Initializes all bindings
src/js/game/hud/parts/building_placer_logic.js:109
↓ 1 callersMethodinitializeCanvas
* (re) initializes the canvas
src/js/game/hud/parts/layer_preview.js:23
↓ 1 callersMethodinitializeDlcStatus
()
src/js/platform/electron/wrapper.js:72
↓ 1 callersMethodinitializeRoot
* Initializes the root object which stores all game related data. The state * is required as a back reference (used sometimes) * @param {i
src/js/game/core.js:86
↓ 1 callersFunctioninitializeSettings
@returns {Array<BaseSetting>}
src/js/profile/application_settings.js:137
↓ 1 callersMethodinstallFilter
* Attaches a new filter which can filter and reject events * @param {function(any): boolean} filter
src/js/core/input_distributor.js:38
↓ 1 callersMethodinternalAddDeltaToBudget
* Internal method to generate new logic time budget * @param {number} deltaMs
src/js/game/time/game_time.js:85
↓ 1 callersMethodinternalAddHint
* Adds a random hint * @param {HTMLElement} element
src/js/game/game_loading_overlay.js:65
↓ 1 callersMethodinternalAddSpinnerAndText
* Adds a text with 'loading' and a spinner * @param {HTMLElement} element
src/js/game/game_loading_overlay.js:55
↓ 1 callersMethodinternalAttach
* Internal method to attach the element
src/js/game/hud/dynamic_dom_attach.js:56
↓ 1 callersMethodinternalBindTo
* Binds the click detector to an element * @param {HTMLElement} element
src/js/core/click_detector.js:178
↓ 1 callersFunctioninternalBuildStringFromArgs
* @param {Array<any>} args
src/js/core/logging.js:178
↓ 1 callersMethodinternalEnterCallback
* Internal callback when entering the state. Do not override! * @param {any} payload Arbitrary data passed from the state which we are transferri
src/js/core/game_state.js:257
↓ 1 callersMethodinternalGenerateColorPatch
* Generates a color patch * @param {RandomNumberGenerator} rng * @param {number} colorPatchSize * @param {number} distanceToOriginInChu
src/js/game/map_chunk.js:171
↓ 1 callersMethodinternalGenerateShapePatch
* Generates a shape patch * @param {RandomNumberGenerator} rng * @param {number} shapePatchSize * @param {number} distanceToOriginInChu
src/js/game/map_chunk.js:186
↓ 1 callersMethodinternalGetFadeInOutTime
* Internal method to compute the time to fade in / out * @returns {number} time to fade in / out in ms
src/js/core/game_state.js:335
↓ 1 callersMethodinternalGetFullHtml
* Internal method to get the HTML of the game state. * @returns {string}
src/js/core/game_state.js:327
↓ 1 callersMethodinternalInitCanvas
* Initializes the render canvas
src/js/game/core.js:219
↓ 1 callersMethodinternalInitEvents
* Attaches all event listeners
src/js/game/camera.js:300
↓ 1 callersMethodinternalInitSystems
* Initializes all systems
src/js/game/game_system_manager.js:131
↓ 1 callersMethodinternalInitializeCachedBackgroundCanvases
* Initializes all canvases used for background rendering
src/js/game/map_view.js:101
↓ 1 callersMethodinternalIsDomElementAttached
* Returns if the bound element is currently in the DOM.
src/js/core/click_detector.js:217
↓ 1 callersMethodinternalLeaveCallback
* Internal callback when the state is left. Do not override!
src/js/core/game_state.js:281
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