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Functions72 in github.com/TanTanDev/rusty_demon_attack

↓ 34 callersFunctiongetArray
(a,b,c)
utils/wasm/gl.js:1
↓ 18 callersFunctionassert
(a,b)
utils/wasm/gl.js:1
↓ 11 callersFunctionUTF8ToString
(i,j)
utils/wasm/gl.js:1
↓ 9 callersMethodplay_sound
(&self, identifier: SoundIdentifier, mixer: &mut SoundMixer, volume: Volume)
src/resources.rs:76
↓ 8 callersMethodload_sound
(&mut self, bytes: &[u8], identifier: SoundIdentifier)
src/resources.rs:71
↓ 8 callersMethodload_texture
( &mut self, file_name: &str, enemy_color: EnemyColor, enemy_type: EnemyType,
src/resources.rs:82
↓ 5 callersFunction_glGenObject
(g,h,d,e,f)
utils/wasm/gl.js:1
↓ 3 callersFunctiondpi_scale
()
utils/wasm/gl.js:1
↓ 3 callersMethoddraw
(&self, _resources: &Resources)
src/game.rs:323
↓ 3 callersMethoddraw_state_normal
(&self)
src/enemy.rs:450
↓ 3 callersFunctioninto_sapp_keycode
(a)
utils/wasm/gl.js:1
↓ 3 callersFunctionmouse_relative_position
(b,c)
utils/wasm/gl.js:1
↓ 3 callersMethodoverlaps
(&self, other_rect: &Rect)
src/enemy.rs:168
↓ 3 callersMethodprocess_command_optional
(&mut self, command_optional: Option<PlayerCommand>)
src/player.rs:114
↓ 3 callersFunctiontexture_size
(c,a,b)
utils/wasm/gl.js:1
↓ 3 callersFunctionu32_to_semver
(a)
utils/wasm/gl.js:1
↓ 3 callersFunctionvariant_eq
used to compare enums without having to match against it's values example what we avoid: emotion_enum == Emotion::Happy{happines_level: 0f32, visible_
src/main.rs:28
↓ 2 callersFunctionadd_missing_functions_stabs
(b)
utils/wasm/gl.js:1
↓ 2 callersFunctioninit_plugins
(b)
utils/wasm/gl.js:1
↓ 2 callersFunctioninto_sapp_mousebutton
(a)
utils/wasm/gl.js:1
↓ 2 callersMethodreset
(&mut self)
src/wave.rs:56
↓ 2 callersFunctionresize
(a,d)
utils/wasm/gl.js:1
↓ 2 callersFunctionspawn_enemy
construct an enemy with randomized features based on a blueprint
src/wave.rs:164
↓ 1 callersFunction_webglGet
(d,e,c)
utils/wasm/gl.js:1
↓ 1 callersFunctionacquireDisjointTimerQueryExtension
(a)
utils/wasm/gl.js:1
↓ 1 callersFunctionacquireInstancedArraysExtension
(a)
utils/wasm/gl.js:1
↓ 1 callersFunctionacquireVertexArrayObjectExtension
(a)
utils/wasm/gl.js:1
↓ 1 callersMethoddraw
(&mut self)
src/enemy.rs:489
↓ 1 callersFunctiondraw_lives
okay this is pretty hacky... if last kill was from player then a life should've been gained, so animate lives
src/game.rs:22
↓ 1 callersMethoddraw_state_invisible
(&self, time_left: &f32)
src/player.rs:162
↓ 1 callersMethoddraw_state_normal
(&self)
src/player.rs:131
↓ 1 callersMethoddraw_unscaled
(&self, resources: &Resources)
src/game.rs:325
↓ 1 callersMethodframe_sounds
(&mut self)
src/game.rs:481
↓ 1 callersFunctionload_resources
(game_render_target: RenderTarget)
src/resources.rs:138
↓ 1 callersFunctionminiquad_add_plugin
(a)
utils/wasm/gl.js:1
↓ 1 callersMethodon_enter
(&mut self, resources: &Resources, _payload_optional: Option<ChangeStatePayload>)
src/game.rs:132
↓ 1 callersMethodrand_enemy_mini
(&self, enemy_color: EnemyColor)
src/resources.rs:114
↓ 1 callersMethodrand_enemy_normal
(&self, enemy_color: EnemyColor)
src/resources.rs:105
↓ 1 callersMethodrandom
()
src/enemy.rs:44
↓ 1 callersFunctionregister_plugins
(a)
utils/wasm/gl.js:1
↓ 1 callersFunctionstringToUTF8
(f,c,b,g)
utils/wasm/gl.js:1
↓ 1 callersMethodupdate
( &mut self, dt: f32, enemies: &mut Vec<Enemy>, resources: &Resources,
src/wave.rs:76
Functionanimation
()
utils/wasm/gl.js:1
Methodclamp_in_view
(pos: &mut Vec2)
src/enemy.rs:172
Methoddraw
(&mut self)
src/bullet.rs:53
Methoddraw
(&self)
src/player.rs:124
Methoddraw_state_spawning
(state_shared: &EnemyStateShared, state_data: &EnemyStateSpawning)
src/enemy.rs:443
Methoddraw_state_spawning_mini
(state_shared: &EnemyStateShared, state_data: &EnemyStateSpawning)
src/enemy.rs:400
Methoddraw_state_spawning_normal
( state_shared: &EnemyStateShared, state_data: &EnemyStateSpawning, )
src/enemy.rs:352
FunctionfixAudioContext
(e)
utils/wasm/audio.js:23
Methodget_enemy_spawn_count
(time: &f32)
src/wave.rs:66
Functionload
(b)
utils/wasm/gl.js:1
Functionmain
()
src/main.rs:33
Methodnew
( demon_missile: Texture2D, player_missile: Texture2D, player: Texture2D, play
src/resources.rs:44
Methodnew
(resources: &Resources)
src/game.rs:109
Methodnew
(pos: Vec2, hurt_type: BulletHurtType, resources: &Resources)
src/bullet.rs:22
Methodnew
( pos: Vec2, texture: Texture2D, health: i32, death_method: EnemyDeathMethod,
src/enemy.rs:92
Methodnew
()
src/wave.rs:44
Methodnew
( pos: Vec2, texture: Texture2D, bullet_decoy_texture: Texture2D, texture_expl
src/player.rs:32
Methodoverlaps
(&self, other_rect: &Rect)
src/bullet.rs:49
Methodreset
(&mut self, resources: &Resources)
src/player.rs:49
Methodupdate
( &mut self, dt: f32, resources: &Resources, sound_mixer: &mut SoundMixer,
src/game.rs:141
Methodupdate
(&mut self, dt: f32)
src/bullet.rs:42
Methodupdate
( &mut self, dt: f32, bullets: &mut Vec<Bullet>, resources: &Resources,
src/enemy.rs:125
Methodupdate
( &mut self, dt: f32, bullets: &mut Vec<Bullet>, resources: &Resources,
src/player.rs:58
Methodupdate_state_battle
( enemies: &mut Vec<Enemy>, internal_time: &f32, )
src/wave.rs:116
Methodupdate_state_homing
( state_shared: &mut EnemyStateShared, dt: f32, player_pos: &Vec2, game_manage
src/enemy.rs:317
Methodupdate_state_normal
( state_shared: &mut EnemyStateShared, dt: f32, state_data: &mut EnemyStateNormal,
src/enemy.rs:209
Methodupdate_state_shooting
( state_shared: &mut EnemyStateShared, dt: f32, bullets: &mut Vec<Bullet>, res
src/enemy.rs:256
Methodupdate_state_spawning
( state_shared: &mut EnemyStateShared, dt: f32, state_data: &mut EnemyStateSpawning,
src/enemy.rs:188
Methodupdate_state_spawning
( game_state_spawning: &mut WaveManagerStateSpawning, dt: f32, enemies: &mut Vec<Enemy
src/wave.rs:132
Functionwindow_conf
()
src/main.rs:16