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Functions895 in github.com/blendi-remade/isometric-city-fal

↓ 4 callersFunctiondrawCableArc
(fromX: number, fromY: number, toX: number, toY: number)
src/components/game/bridgeDrawing.ts:1035
↓ 4 callersFunctiondrawCrosswalk
( edgeX: number, edgeY: number, dirDx: number, dirDy: number, // Direction toward edge (traffic flow)
src/components/game/trafficSystem.ts:973
↓ 4 callersFunctiondrawEdgeBarriers
( dirDx: number, dirDy: number, edgeX: number, edgeY: number )
src/components/coaster/CoasterGrid.tsx:1189
↓ 4 callersFunctiondrawPathEdges
( dirDx: number, dirDy: number, edgeX: number, edgeY: number )
src/components/coaster/CoasterGrid.tsx:941
↓ 4 callersFunctiondrawPillar
* Draw a support pillar
src/components/game/bridgeSystem.ts:799
↓ 4 callersFunctiondrawSidewalkEdge
( startX: number, startY: number, endX: number, endY: number, inwardDx: number, inwardDy: number,
src/components/game/roadDrawing.ts:149
↓ 4 callersFunctiondrawSupport
* Draw a support column - dispatches to wood or metal style
src/components/coaster/tracks/trackDrawing.ts:1077
↓ 4 callersFunctiondrawWoodenCrossBracing
* Draw enhanced wooden cross-bracing for wooden coasters * Creates the classic lattice structure of wooden coaster supports
src/components/coaster/tracks/trackDrawing.ts:227
↓ 4 callersFunctionensureAllTracksHaveCoasters
* Find all disconnected track components on the grid and ensure each has its own coaster. * This fixes cases where multiple separate tracks share the
src/context/CoasterContext.tsx:860
↓ 4 callersFunctionexpandServiceGrid
(oldGrid: number[][])
src/context/GameContext.tsx:1336
↓ 4 callersFunctiongenerateOceanEdge
( isHorizontal: boolean, edgePosition: number, // 0 for north/west, size-1 for south/east inwardDi
src/lib/simulation.ts:288
↓ 4 callersFunctiongenerateWaterName
(type: 'lake' | 'ocean')
src/lib/names.ts:65
↓ 4 callersFunctiongetActivityForBuilding
(buildingType: BuildingType)
src/components/game/pedestrianSystem.ts:133
↓ 4 callersFunctiongetDiamondCorners
(x: number, y: number, w = TILE_WIDTH, h = TILE_HEIGHT)
src/components/game/drawing.ts:99
↓ 4 callersFunctiongetPerp
(dx: number, dy: number)
src/components/game/roadDrawing.ts:115
↓ 4 callersFunctiongetRailDirectionOptions
( grid: Tile[][], gridSize: number, x: number, y: number )
src/components/game/railSystem.ts:1725
↓ 4 callersFunctiongetShortenedInnerEndpoint
* Calculate the inner endpoint of a shortened edge (for corner pieces).
src/components/game/drawing.ts:370
↓ 4 callersFunctiongetSidewalkYOffset
* Get Y offset to keep pedestrians visually on the sidewalk based on direction and side * In isometric view, the sidewalk position varies based on wh
src/components/game/drawPedestrians.ts:24
↓ 4 callersFunctiongetSpritePack
(id: string)
src/lib/renderConfig.ts:759
↓ 4 callersFunctiongetTrackType
(connections: RailConnection)
src/components/game/railSystem.ts:229
↓ 4 callersFunctiongridToScreen
(gridX: number, gridY: number)
src/components/coaster/guests/guestSystem.ts:136
↓ 4 callersFunctionhasMarinaPier
(gridX: number, gridY: number)
src/components/game/CanvasIsometricGrid.tsx:1102
↓ 4 callersFunctionhasQueue
(gx: number, gy: number)
src/components/coaster/CoasterGrid.tsx:1018
↓ 4 callersFunctionhasRailAt
(checkX: number, checkY: number)
src/components/game/railSystem.ts:1080
↓ 4 callersFunctionhasVisitableBuilding
(gx: number, gy: number)
src/components/coaster/CoasterGrid.tsx:799
↓ 4 callersFunctionisAdjIntersection
(adjX: number, adjY: number)
src/components/game/roadDrawing.ts:530
↓ 4 callersFunctionisAdjacentIntersection
(adjX: number, adjY: number)
src/components/game/trafficSystem.ts:938
↓ 4 callersFunctionisBridge
(gridX: number, gridY: number)
src/components/game/CanvasIsometricGrid.tsx:1095
↓ 4 callersFunctionisOverWater
( grid: Tile[][], gridSize: number, screenX: number, screenY: number )
src/components/game/gridFinders.ts:668
↓ 4 callersFunctionisWater
(gridX: number, gridY: number)
src/components/game/CanvasIsometricGrid.tsx:1082
↓ 4 callersMethodnotifyPlayersChange
()
src/lib/multiplayer/supabaseProvider.ts:296
↓ 4 callersFunctionplaceMultiTileBuilding
(x: number, y: number, type: BuildingType, zone: ZoneType = 'none')
src/lib/simulation.ts:3232
↓ 4 callersFunctionrandomFromArray
(arr: T[])
src/components/coaster/guests/guestSystem.ts:36
↓ 4 callersFunctionrequiresWaterAdjacency
(buildingType: BuildingType)
src/lib/simulation.ts:563
↓ 4 callersFunctionscanForBridgeInDirection
* Scan for a bridge opportunity in a specific direction
src/components/game/bridgeSystem.ts:99
↓ 4 callersFunctionscanForBridgeInDirection
Scan for a bridge opportunity in a specific direction
src/lib/simulation.ts:840
↓ 4 callersFunctionscreenToGrid
(screenX: number, screenY: number)
src/components/coaster/MiniMap.tsx:88
↓ 4 callersFunctionscreenToGridForMinimap
(screenX: number, screenY: number)
src/components/game/MiniMap.tsx:116
↓ 4 callersFunctionseededRandom
* Simple seeded random number generator for consistent randomness per train
src/components/game/trainSystem.ts:1194
↓ 4 callersFunctionserializeAndCompressAsync
(state: unknown)
src/lib/saveWorkerManager.ts:83
↓ 4 callersFunctionshouldStopAtCrossing
( trains: { tileX: number; tileY: number; direction: CarDirection; progress: number;
src/components/game/railSystem.ts:1887
↓ 4 callersFunctionshrinkServiceGrid
(oldGrid: number[][])
src/context/GameContext.tsx:1435
↓ 4 callersFunctionsmoothNoise
(x: number, y: number, seed: number)
src/lib/simulation.ts:60
↓ 4 callersFunctionstretchX
()
src/components/game/effectsSystems.ts:658
↓ 4 callersFunctionstretchY
()
src/components/game/effectsSystems.ts:659
↓ 4 callersFunctionwriteSavedParksIndex
(parks: SavedParkMeta[])
src/games/coaster/saveUtils.ts:49
↓ 3 callersFunctionapplyBuildingFootprint
( grid: Tile[][], originX: number, originY: number, buildingType: BuildingType, zone: ZoneType, le
src/lib/simulation.ts:2656
↓ 3 callersFunctionbuildSavedParkMeta
(state: GameState, savedAt: number = Date.now())
src/games/coaster/saveUtils.ts:22
↓ 3 callersFunctionbulldozeTile
(state: GameState, x: number, y: number)
src/lib/simulation.ts:3017
↓ 3 callersFunctioncalculateServiceCoverage
(grid: Tile[][], size: number)
src/lib/simulation.ts:1213
↓ 3 callersFunctioncanProceedThroughIntersection
( direction: CarDirection, lightState: TrafficLightState )
src/components/game/trafficSystem.ts:348
↓ 3 callersFunctioncountWaterNeighbors
(cx: number, cy: number, radius: number = 1)
src/lib/simulation.ts:3916
↓ 3 callersFunctioncreateCity
( name: string, minX: number, minY: number, maxX: number, maxY: number, color?: string )
src/lib/cityManager.ts:26
↓ 3 callersFunctioncreateDefaultCoaster
( id: string, startTile: { x: number; y: number }, trackLength: number = 0, coasterType: CoasterType
src/context/CoasterContext.tsx:1135
↓ 3 callersFunctiondeleteSavedCity
(city: SavedCityMeta)
src/app/page.tsx:387
↓ 3 callersFunctiondrawBarrier
(x1: number, y1: number, x2: number, y2: number)
src/components/coaster/CoasterGrid.tsx:1144
↓ 3 callersFunctiondrawGrassTile
(ctx: CanvasRenderingContext2D, x: number, y: number, zoom: number = 1)
src/components/coaster/CoasterGrid.tsx:171
↓ 3 callersFunctiondrawWalkingPedestrian
* Draw a standard walking pedestrian - OPTIMIZED
src/components/game/drawPedestrians.ts:414
↓ 3 callersFunctionfindAdjacentWaterTile
( grid: Tile[][], gridSize: number, dockX: number, dockY: number )
src/components/game/gridFinders.ts:540
↓ 3 callersFunctionfindBuildingDestination
( grid: Tile[][], guest: Guest, predicate: (type: string) => boolean, preferQueue: boolean )
src/components/coaster/guests/guestSystem.ts:349
↓ 3 callersFunctionfindFoodDestination
(grid: Tile[][], guest: Guest)
src/components/coaster/guests/guestSystem.ts:401
↓ 3 callersFunctionfindMarinasAndPiers
( grid: Tile[][], gridSize: number )
src/components/game/gridFinders.ts:345
↓ 3 callersFunctionfindShopDestination
(grid: Tile[][], guest: Guest)
src/components/coaster/guests/guestSystem.ts:405
↓ 3 callersFunctiongetAdjacentRail
( grid: Tile[][], gridSize: number, x: number, y: number )
src/components/game/railSystem.ts:212
↓ 3 callersFunctiongetAdjacentRailForOverlay
( grid: Tile[][], gridSize: number, x: number, y: number )
src/components/game/railSystem.ts:1074
↓ 3 callersMethodgetChunkKey
(chunkX: number, chunkY: number)
src/lib/performanceUtils.ts:365
↓ 3 callersFunctiongetCrossingStateForTile
( trains: { tileX: number; tileY: number; direction: CarDirection; progress: number;
src/components/game/railSystem.ts:1861
↓ 3 callersFunctiongetDirectionOffset
* Get the grid offset to the next tile based on direction. * In our isometric grid: * - North: x-1, y unchanged (moving up-left visually) * - South
src/context/CoasterContext.tsx:593
↓ 3 callersFunctiongetExitDirection
* Get the exit direction for a track piece. * For straight pieces, exit direction = entry direction. * For curves, exit direction is rotated based o
src/context/CoasterContext.tsx:562
↓ 3 callersFunctiongetLoopPoint
(t: number, railSide: number = 0)
src/components/coaster/tracks/trackDrawing.ts:1155
↓ 3 callersFunctiongetStrutStyleForCoasterType
(coasterType: CoasterType)
src/games/coaster/types/tracks.ts:94
↓ 3 callersFunctiongetTrackSide
(direction: CarDirection)
src/components/game/railSystem.ts:151
↓ 3 callersFunctiongridToScreen
* Convert grid coordinates to screen position
src/components/coaster/lightingSystem.ts:73
↓ 3 callersFunctioninitWorker
* Initialize the save worker using Next.js worker bundling * @returns true if worker was created, false if workers not supported
src/lib/saveWorkerManager.ts:22
↓ 3 callersFunctionisStarterBuilding
(x: number, y: number, buildingType: string)
src/lib/simulation.ts:45
↓ 3 callersFunctionkey
(x: number, y: number)
src/components/coaster/guests/guestSystem.ts:284
↓ 3 callersFunctionloadSavedCities
()
src/app/page.tsx:99
↓ 3 callersFunctionloadSavedCity
(city: SavedCityMeta)
src/app/page.tsx:365
↓ 3 callersFunctionnormalizeLoadedState
(state: GameState)
src/context/CoasterContext.tsx:450
↓ 3 callersFunctionplaceRoad
(x: number, y: number)
src/lib/simulation.ts:3191
↓ 3 callersFunctionpseudoRandom
(seed: number, n: number)
src/components/game/lightingSystem.ts:58
↓ 3 callersFunctionsaveSavedCitiesIndex
(cities: SavedCityMeta[])
src/context/GameContext.tsx:583
↓ 3 callersMethodsaveStateToDatabase
(state: GameState)
src/lib/multiplayer/supabaseProvider.ts:278
↓ 3 callersFunctionscreenToGrid
(screenX: number, screenY: number, offsetX: number, offsetY: number)
src/components/game/utils.ts:412
↓ 3 callersFunctionstretchX
()
src/components/coaster/cloudSystem.ts:153
↓ 3 callersFunctionstretchY
()
src/components/coaster/cloudSystem.ts:154
↓ 3 callersMethodupdateConnectionStatus
()
src/lib/multiplayer/supabaseProvider.ts:290
↓ 3 callersFunctionupdateExistingSmoke
* Update existing smoke particles (movement, aging, culling)
src/components/game/trainSystem.ts:995
↓ 3 callersFunctionupsertSavedParkMeta
(meta: SavedParkMeta, parks?: SavedParkMeta[])
src/games/coaster/saveUtils.ts:58
↓ 3 callersFunctionuseMobile
()
src/hooks/useMobile.ts:17
↓ 3 callersFunctionuseMultiplayerOptional
()
src/context/MultiplayerContext.tsx:279
↓ 2 callersFunctionadjustColorBrightness
* Adjust color brightness
src/components/game/drawPedestrians.ts:1702
↓ 2 callersFunctionanalyzeMergedRoad
( grid: Tile[][], gridSize: number, x: number, y: number )
src/components/game/trafficSystem.ts:133
↓ 2 callersFunctionangleToDirection
* Convert an angle (radians) to one of 8 compass directions * Uses hysteresis to prevent rapid direction flips
src/components/game/drawAircraft.ts:40
↓ 2 callersFunctionareCoasterTypesCompatible
(type1: CoasterType, type2: CoasterType)
src/games/coaster/types/tracks.ts:190
↓ 2 callersFunctioncalculateSpriteCoords
( buildingType: BuildingType, source: SpriteSourceResult, sheetWidth: number, sheetHeight: number, a
src/components/game/buildingSprite.ts:280
↓ 2 callersFunctioncalculateSpriteOffsets
( buildingType: BuildingType, source: SpriteSourceResult, building: Building, activePack: SpritePack =
src/components/game/buildingSprite.ts:631
↓ 2 callersFunctioncalculateSpriteScale
( buildingType: BuildingType, source: SpriteSourceResult, building: Building, activePack: SpritePack =
src/components/game/buildingSprite.ts:514
↓ 2 callersFunctioncanPedestrianEnterBuilding
(buildingType: BuildingType)
src/components/game/pedestrianSystem.ts:151
↓ 2 callersFunctioncanSpawnMultiTileBuilding
( grid: Tile[][], x: number, y: number, width: number, height: number, zone: ZoneType, gridSize:
src/lib/simulation.ts:1364
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