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

↓ 1 callersFunctiondrawSlopeTrack
( ctx: CanvasRenderingContext2D, startX: number, startY: number, direction: TrackDirection, startHei
src/components/coaster/tracks/trackDrawing.ts:599
↓ 1 callersFunctiondrawSmallBridge
* Draw a small bridge (wooden/stone)
src/components/game/bridgeSystem.ts:362
↓ 1 callersFunctiondrawSoccerPlayer
* Draw a soccer player
src/components/game/drawPedestrians.ts:621
↓ 1 callersFunctiondrawSocializingPerson
* Draw a socializing person (facing another person)
src/components/game/drawPedestrians.ts:1186
↓ 1 callersFunctiondrawSpectator
* Draw a spectator watching a game
src/components/game/drawPedestrians.ts:1113
↓ 1 callersFunctiondrawSuspensionBridge
* Draw a suspension bridge
src/components/game/bridgeSystem.ts:665
↓ 1 callersFunctiondrawSuspensionBridgeOverlay
( ctx: CanvasRenderingContext2D, x: number, y: number, building: Building, currentZoom: number )
src/components/game/bridgeDrawing.ts:890
↓ 1 callersFunctiondrawSwimmer
* Draw a swimmer
src/components/game/drawPedestrians.ts:746
↓ 1 callersFunctiondrawTankCar
* Draw tank car (freight)
src/components/game/trainSystem.ts:1393
↓ 1 callersFunctiondrawTennisPlayer
* Draw a tennis player
src/components/game/drawPedestrians.ts:551
↓ 1 callersFunctiondrawTies
* Draw rail ties (sleepers) for DOUBLE tracks
src/components/game/railSystem.ts:516
↓ 1 callersFunctiondrawTrackSegment
( ctx: CanvasRenderingContext2D, trackPiece: Tile['trackPiece'], x: number, y: number, tick: number,
src/components/coaster/CoasterGrid.tsx:1553
↓ 1 callersFunctiondrawTrainSmoke
* Draw smoke particles for a freight train
src/components/game/trainSystem.ts:1547
↓ 1 callersFunctiondrawTrains
( ctx: CanvasRenderingContext2D, trains: Train[], offset: { x: number; y: number }, zoom: number, ca
src/components/game/trainSystem.ts:1488
↓ 1 callersFunctiondrawWaterChannel
* Draw animated water channel around track for water coasters * Creates a trough of water that the boat rides through
src/components/coaster/tracks/trackDrawing.ts:135
↓ 1 callersFunctiondrawWaterTile
( ctx: CanvasRenderingContext2D, x: number, y: number, gridX: number, gridY: number, grid: Tile[][
src/components/coaster/CoasterGrid.tsx:199
↓ 1 callersFunctiondrawWoodSupport
* Draw a wooden support structure - dense timber frame with X-cross bracing * Classic wooden coaster aesthetic with lots of beams and crosses
src/components/coaster/tracks/trackDrawing.ts:838
↓ 1 callersFunctionevolveBuilding
(grid: Tile[][], x: number, y: number, services: ServiceCoverage, demand?: { residential: number; commercial:
src/lib/simulation.ts:1476
↓ 1 callersFunctionexpandGrid
( currentGrid: Tile[][], currentSize: number, expansion: number = 15 )
src/lib/simulation.ts:3660
↓ 1 callersFunctionexpandTile
(min: MinTile, x: number, y: number)
src/lib/shareState.ts:73
↓ 1 callersFunctionfetchOGData
()
src/app/thumbnail/page.tsx:110
↓ 1 callersFunctionfilterBackgroundColor
(img: HTMLImageElement, threshold: number = COLOR_THRESHOLD)
src/components/game/imageLoader.ts:160
↓ 1 callersFunctionfilterBackgroundColor
(img: HTMLImageElement)
src/components/coaster/CoasterGrid.tsx:97
↓ 1 callersFunctionfilterBackgroundColor
(img: HTMLImageElement)
src/app/page.tsx:25
↓ 1 callersFunctionfilterBackgroundColor
(img: HTMLImageElement)
src/app/coaster/page.tsx:27
↓ 1 callersFunctionfindAdjacentBridgeTiles
* Check if a road tile at (x, y) is adjacent to a bridge start/end tile. * If so, return all the bridge tiles that should be deleted.
src/lib/simulation.ts:2985
↓ 1 callersFunctionfindAdjacentRailToStation
* Find adjacent rail tile to a station
src/components/game/trainSystem.ts:402
↓ 1 callersFunctionfindAdjacentWaterTileForMarina
( grid: Tile[][], gridSize: number, marinaX: number, marinaY: number )
src/components/game/gridFinders.ts:566
↓ 1 callersFunctionfindAirports
( grid: Tile[][], gridSize: number )
src/components/game/gridFinders.ts:293
↓ 1 callersFunctionfindBays
( grid: Tile[][], gridSize: number, minSize: number = 15 )
src/components/game/gridFinders.ts:823
↓ 1 callersFunctionfindBeachTiles
( grid: Tile[][], gridSize: number )
src/components/game/pedestrianSystem.ts:1102
↓ 1 callersFunctionfindBusStops
( grid: Tile[][], gridSize: number )
src/components/game/gridFinders.ts:253
↓ 1 callersFunctionfindConnectedWaterTiles
( grid: Tile[][], gridSize: number, startTileX: number, startTileY: number, maxTiles: number = 200 )
src/components/game/gridFinders.ts:690
↓ 1 callersFunctionfindDocksInBay
( docks: DockInfo[], bayWaterTiles: { x: number; y: number }[], grid: import('@/types/game').Tile[][],
src/components/game/seaplaneSystem.ts:46
↓ 1 callersFunctionfindEnterableBuildings
( grid: Tile[][], gridSize: number )
src/components/game/gridFinders.ts:176
↓ 1 callersFunctionfindFires
( grid: Tile[][], gridSize: number )
src/components/game/gridFinders.ts:273
↓ 1 callersFunctionfindFireworkBuildings
( grid: Tile[][], gridSize: number, fireworkBuildingTypes: BuildingType[] )
src/components/game/gridFinders.ts:611
↓ 1 callersFunctionfindFootprintIncludingTile
( grid: Tile[][], x: number, y: number, width: number, height: number, zone: ZoneType, gridSize:
src/lib/simulation.ts:2627
↓ 1 callersFunctionfindHeliports
( grid: Tile[][], gridSize: number )
src/components/game/gridFinders.ts:313
↓ 1 callersFunctionfindNearbyPedestrianFast
* Find a nearby pedestrian for socializing - optimized version * Only checks a limited number of pedestrians to avoid O(n²) behavior * Prefers adjac
src/components/game/pedestrianSystem.ts:769
↓ 1 callersFunctionfindNearestRoadLegacy
( gridData: Tile[][], gridSizeValue: number, buildingX: number, buildingY: number )
src/components/game/utils.ts:195
↓ 1 callersFunctionfindOceanConnectedMarinas
( grid: Tile[][], gridSize: number )
src/components/game/gridFinders.ts:370
↓ 1 callersFunctionfindOceanSpawnPoints
( grid: Tile[][], gridSize: number )
src/components/game/gridFinders.ts:475
↓ 1 callersFunctionfindPath
( grid: Tile[][], startX: number, startY: number, targetX: number, targetY: number, maxSteps: numb
src/components/coaster/guests/guestSystem.ts:268
↓ 1 callersFunctionfindPathOnRoadsLegacy
( gridData: Tile[][], gridSizeValue: number, startRoad: { x: number; y: number }, targetRoad: { x: num
src/components/game/utils.ts:344
↓ 1 callersFunctionfindPedestrianDestinations
( grid: Tile[][], gridSize: number )
src/components/game/gridFinders.ts:121
↓ 1 callersFunctionfindRailStations
( grid: Tile[][], gridSize: number )
src/components/game/railSystem.ts:1742
↓ 1 callersFunctionfindRandomRailTile
* Find a random rail tile for spawning
src/components/game/trainSystem.ts:449
↓ 1 callersFunctionfindRecreationAreas
( grid: Tile[][], gridSize: number )
src/components/game/gridFinders.ts:148
↓ 1 callersFunctionfindResidentialBuildings
( grid: Tile[][], gridSize: number )
src/components/game/gridFinders.ts:101
↓ 1 callersFunctionfindSmogFactories
( grid: Tile[][], gridSize: number )
src/components/game/gridFinders.ts:640
↓ 1 callersFunctionfindStations
( grid: Tile[][], gridSize: number, type: 'fire_station' | 'police_station' )
src/components/game/gridFinders.ts:232
↓ 1 callersFunctionfootprintAvailable
( grid: Tile[][], originX: number, originY: number, width: number, height: number, zone: ZoneType,
src/lib/simulation.ts:2570
↓ 1 callersFunctionformatDate
(timestamp: number)
src/components/game/panels/SettingsPanel.tsx:78
↓ 1 callersFunctionformatMoney
(money: number)
src/components/game/panels/SettingsPanel.tsx:124
↓ 1 callersFunctionformatPopulation
(pop: number)
src/components/game/panels/SettingsPanel.tsx:90
↓ 1 callersFunctiongenerateAdjacentCities
()
src/lib/simulation.ts:399
↓ 1 callersFunctiongenerateAdvisorMessages
(stats: Stats, services: ServiceCoverage, grid: Tile[][])
src/lib/simulation.ts:1975
↓ 1 callersFunctiongenerateCityId
()
src/lib/cityManager.ts:19
↓ 1 callersFunctiongenerateCityName
()
src/lib/names.ts:48
↓ 1 callersFunctiongenerateGuestName
()
src/games/coaster/types/economy.ts:440
↓ 1 callersFunctiongenerateLakes
(grid: Tile[][], size: number, seed: number)
src/lib/simulation.ts:103
↓ 1 callersFunctiongenerateOceans
(grid: Tile[][], size: number, seed: number)
src/lib/simulation.ts:272
↓ 1 callersFunctiongeneratePlayerColor
()
src/lib/multiplayer/types.ts:116
↓ 1 callersFunctiongeneratePlayerId
()
src/lib/multiplayer/types.ts:141
↓ 1 callersFunctiongeneratePlayerName
()
src/lib/multiplayer/types.ts:109
↓ 1 callersFunctiongenerateRandomAdvancedCity
(size: number = DEFAULT_GRID_SIZE, cityName: string = 'Metropolis')
src/lib/simulation.ts:3174
↓ 1 callersFunctiongenerateRoomCode
()
src/context/MultiplayerContext.tsx:26
↓ 1 callersFunctiongenerateTerrain
(size: number)
src/lib/simulation.ts:500
↓ 1 callersFunctiongenerateUUID
()
src/components/coaster/guests/guestSystem.ts:28
↓ 1 callersFunctiongenerateUUID
()
src/context/GameContext.tsx:553
↓ 1 callersFunctiongetAmbientColor
(hour: number)
src/components/game/lightingSystem.ts:31
↓ 1 callersFunctiongetAmbientColor
(hour: number)
src/components/coaster/lightingSystem.ts:38
↓ 1 callersFunctiongetBridgeColors
(bridgeType: BridgeType, variant: number)
src/components/game/bridgeSystem.ts:291
↓ 1 callersFunctiongetBridgeStyle
(bridgeType: string, variant: number)
src/components/game/bridgeDrawing.ts:77
↓ 1 callersFunctiongetBridgeTypeForSpan
(span: number)
src/components/game/bridgeSystem.ts:193
↓ 1 callersFunctiongetBridgeTypeForSpan
Get the appropriate bridge type for a given span
src/lib/simulation.ts:760
↓ 1 callersFunctiongetBridgeVariant
Generate a deterministic variant based on position
src/lib/simulation.ts:776
↓ 1 callersFunctiongetBridgeWidthRatio
(isRailBridge: boolean)
src/components/game/bridgeDrawing.ts:150
↓ 1 callersFunctiongetCarTravelDirection
* Get the actual travel direction for a car at parameter t along a track piece. * Uses the ordered track tiles to determine entry/exit directions so
src/components/coaster/CoasterGrid.tsx:1774
↓ 1 callersMethodgetCellKey
(x: number, y: number)
src/lib/performanceUtils.ts:24
↓ 1 callersMethodgetChunk
* Get or create a chunk for the given tile coordinates
src/lib/performanceUtils.ts:394
↓ 1 callersFunctiongetCityAtTile
( x: number, y: number, cities: City[], gridSize: number )
src/lib/cityManager.ts:81
↓ 1 callersFunctiongetCloudGradientStops
(cloudType: CloudType, portion: 'base' | 'top' | undefined, puffOpacity: number)
src/components/game/effectsSystems.ts:901
↓ 1 callersFunctiongetCloudGradientStops
(cloudType: CloudType, puffOpacity: number)
src/components/coaster/cloudSystem.ts:353
↓ 1 callersFunctiongetContentBounds
(src: string, img: HTMLImageElement)
src/components/game/imageLoader.ts:416
↓ 1 callersFunctiongetCrimeDescription
(crimeType: CrimeType)
src/components/game/incidentData.ts:648
↓ 1 callersFunctiongetCrimeDuration
(crimeType: CrimeType)
src/components/game/incidentData.ts:652
↓ 1 callersFunctiongetCrimeName
(crimeType: CrimeType)
src/components/game/incidentData.ts:644
↓ 1 callersFunctiongetCrossingRailOrientation
( grid: Tile[][], gridSize: number, x: number, y: number )
src/components/game/railSystem.ts:1462
↓ 1 callersFunctiongetCurveGeometry
Get curve endpoints and control point for a curve track type
src/components/game/trainSystem.ts:50
↓ 1 callersFunctiongetCurveTraversalDirection
* Determine curve traversal info based on the exit direction (where train is heading). * The carriage.direction is the EXIT direction - where the tra
src/components/game/trainSystem.ts:90
↓ 1 callersFunctiongetDarkness
(hour: number)
src/components/game/lightingSystem.ts:20
↓ 1 callersFunctiongetDarkness
(hour: number)
src/components/coaster/lightingSystem.ts:26
↓ 1 callersFunctiongetDestTypeForBuilding
* Get destination type for a building type
src/components/game/pedestrianSystem.ts:919
↓ 1 callersFunctiongetDirectionToTile
* Get direction from one tile to the next
src/components/game/trainSystem.ts:665
↓ 1 callersFunctiongetDistanceFromOriginalBoundary
(newX: number, newY: number)
src/lib/simulation.ts:3743
↓ 1 callersFunctiongetDistanceToTrainAhead
* Calculate distance from train1's front to train2's rear along the track * Returns positive value if train2 is ahead of train1 * Returns Infinity i
src/components/game/trainSystem.ts:518
↓ 1 callersFunctiongetEdgeWaterInfo
(newX: number, newY: number, sampleRadius: number = 10)
src/lib/simulation.ts:3760
↓ 1 callersFunctiongetFireDescriptionForTile
(x: number, y: number)
src/components/game/incidentData.ts:665
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