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github.com/TheScienceElf/Blocks-TI-84
/ functions
Functions
65 in github.com/TheScienceElf/Blocks-TI-84
⨍
Functions
65
◇
Types & classes
2
↓ 31 callers
Method
fill_space
Inclusively fills the space within the provided bounds with the specified block
src/world.cpp:483
↓ 14 callers
Function
draw_left_triangle
Draws a left facing triangle
src/draw.cpp:98
↓ 14 callers
Function
draw_right_triangle
Draws a right facing triangle
src/draw.cpp:134
↓ 12 callers
Function
copy_tex_line
Copies pixels from a texture line into a VRAM line, applying a constant mask across all pixels In this case, the texture can be transparent, with blan
src/draw.cpp:25
↓ 10 callers
Method
move
src/player.h:11
↓ 10 callers
Method
scroll_to_contain
src/player.h:133
↓ 9 callers
Function
project_view_depth
src/world.h:29
↓ 6 callers
Method
add_tree
Adds a tree rooted at the provided position
src/world.cpp:494
↓ 6 callers
Function
max
src/draw.cpp:639
↓ 6 callers
Function
min
src/draw.cpp:643
↓ 6 callers
Method
project
On an infinite grid, we can increment each coordinate using these rules * Increment x: row++, idx++ * Increment y: row += 2, idx++ * Increment z: r
src/world.cpp:144
↓ 5 callers
Function
draw_tri_grid
src/draw.cpp:429
↓ 5 callers
Function
expand_draw_region
src/draw.cpp:655
↓ 4 callers
Function
progress_bar
Draws the outline of a progress bar and the label
src/ui.h:35
↓ 4 callers
Function
project_light_depth
src/world.h:33
↓ 3 callers
Method
draw
src/player.h:26
↓ 3 callers
Function
draw_left_triangle_clipped
Draws a left facing triangle and checks every pixel to ensure nothing gets drawn out of bounds
src/draw.cpp:48
↓ 3 callers
Function
draw_right_triangle_clipped
Draws a right facing triangle and checks every pixel to ensure nothing gets drawn out of bounds
src/draw.cpp:73
↓ 3 callers
Function
fill_progress_bar
Fills in the progress bar with the fraction of progress / total
src/ui.h:47
↓ 3 callers
Function
left_triangle
(isometric, palette, x0, y0)
src/convert_textures.py:131
↓ 3 callers
Method
remove_block
Removes the block at a given position from all world data structures and updates any blocks which become unshadowed
src/world.cpp:376
↓ 3 callers
Function
right_triangle
(isometric, palette, x0, y0)
src/convert_textures.py:114
↓ 2 callers
Function
empty_draw_region
src/draw.cpp:632
↓ 2 callers
Function
from_shadow_space
src/world.h:43
↓ 2 callers
Function
init_ui_palette
Add the colors needed to draw the UI elements to the palette
src/ui.h:23
↓ 2 callers
Function
menu
A generic menu implementation used in some of the save management GUI
src/ui.h:177
↓ 2 callers
Method
place_block
Inserts a block into the world data structures and updates any blocks which may be shadowed by it
src/world.cpp:318
↓ 2 callers
Method
set_water
Adds a water block to the world's data structures and applies the water mask where appropriate
src/world.cpp:262
↓ 2 callers
Function
to_shadow_space
src/world.h:37
↓ 1 callers
Function
block_select
The full block selection GUI. Dims the screen, draws the graphics, handles input and then returns the selected block. The previously selected block is
src/ui.h:91
↓ 1 callers
Method
clear_world
src/world.cpp:508
↓ 1 callers
Function
convert_isometric
(top, left, right)
src/convert_textures.py:8
↓ 1 callers
Function
dim_screen
src/draw.cpp:600
↓ 1 callers
Function
draw_block
src/draw.cpp:410
↓ 1 callers
Function
draw_block_select
Draws the block selection GUI during play-mode.
src/ui.h:53
↓ 1 callers
Function
erase
Deletes all related world files for a given ID
src/world_io.h:122
↓ 1 callers
Function
generate_demo
Makes ths demo world with a bunch of neat little structures
src/worldgen.h:144
↓ 1 callers
Function
generate_flat
Makes a flat world with a grass floor
src/worldgen.h:201
↓ 1 callers
Function
generate_natural
Makes a "natural" looking world with randomly generated terrain and trees
src/worldgen.h:13
↓ 1 callers
Function
get_closest_in_palette
(palette, color)
src/convert_textures.py:62
↓ 1 callers
Function
get_palette
(texture_map)
src/convert_textures.py:50
↓ 1 callers
Function
get_palette16
(palette)
src/convert_textures.py:89
↓ 1 callers
Function
init
src/main.cpp:338
↓ 1 callers
Function
init_palette
Populate the palette with our texture palette defined in this file
src/textures.cpp:80
↓ 1 callers
Function
init_play
src/main.cpp:12
↓ 1 callers
Method
init_tri_grid
Populates the LUTs for indexing into the trigrid */
src/world.cpp:20
↓ 1 callers
Function
load
Attempts to load a world in from a given ID. Returns true or false depending on if this was successful
src/world_io.h:65
↓ 1 callers
Function
play
src/main.cpp:82
↓ 1 callers
Function
rearrange_palette
(palette, target_colors)
src/convert_textures.py:76
↓ 1 callers
Function
save
Saves a world and player position details to a set of files. (world_id should be 1-5 though that limit is only imposed by the UI)
src/world_io.h:10
↓ 1 callers
Method
scroll_to_center
src/player.h:125
↓ 1 callers
Function
scroll_view
src/draw.cpp:511
↓ 1 callers
Method
set_block
Adds this block to the world's data structures and applies any necessary masks
src/world.cpp:165
↓ 1 callers
Method
set_block_shadow
Updates the shadow map with a solid block at the given position
src/world.cpp:300
↓ 1 callers
Function
world_select
src/main.cpp:239
Method
compute_left_shadow
Sweep through the world from a certain point to see if if the left side * of the block is in shadow. Returns the proper flags for that face */
src/world.cpp:109
Method
compute_top_shadow
Sweep through the world from a certain point to see if if the top of * the block is in shadow. Returns the proper flags for that face */
src/world.cpp:84
Function
draw_num
src/draw.cpp:613
Function
main
src/main.cpp:356
Method
refresh_shadows
Recomputes which shadow masks should be used for the block at the given position
src/world.cpp:218
Method
scan_shadow
Search along a triangle in shadow-space for the first solid block under it
src/world.cpp:363
Method
scan_tri
Search along a triangle in screen-space for the first solid block under it Use skip = WATER for strictly solid blocks and skip = AIR for all non-empty
src/world.cpp:353
Method
sweep_ray
Sweeps through blocks in the world starting from (x, y, z) and apply steps of * (dx, dy, dz) to offset the search. Return true if we find a solid bloc
src/world.cpp:68
Method
undraw
src/player.h:119
Method
unproject
src/world.cpp:150