ui.HUD
ui.HUD
Inherits from: ui.Process
Fields
| Name | Type | |
|---|---|---|
bossLifebar | ui.hud.LifeBar | |
isHidden | Bool | |
ppool | libs.heaps.ParticlePool | |
pbatchBack | libs.heaps.slib.HSpriteBatch | |
pbatchFront | libs.heaps.slib.HSpriteBatch | |
tmpPoint | h2d.col.Point | |
leftFlow | h2d.Flow | |
leftFlowT | h2d.Flow | |
leftFlowB | h2d.Flow | |
skillPotion | ui.hud.Skill | |
skillWeapons | hl.types.ArrayObj | |
skillPowers | hl.types.ArrayObj | |
skillBackpack | ui.hud.Skill | |
skills | hl.types.ArrayObj | |
heartCounter | ui.hud.HeartCounter | |
tierBar | ui.hud.TierBar | |
heroLifeBar | ui.hud.LifeBar | |
customWeaponsFg | h2d.Bitmap | |
topRightFlow | h2d.Flow | |
topRightFlowT | h2d.Flow | |
rightFlow | h2d.Flow | |
rightFlowR | h2d.Flow | |
aboveMapFlow | h2d.Flow | |
rightFlowL | h2d.Flow | |
moneyFlowL | h2d.Flow | |
minimapCont | h2d.Layers | |
curSeed | ui.Text | |
bmpMod | h2d.Bitmap | |
bmpCG | h2d.Bitmap | |
bmpSM | h2d.Bitmap | |
gameTime | ui.Text | |
bossCellBG | ui.UIBox | |
bossCellCount | ui.hud.Count | |
moneyCount | ui.hud.Count | |
goldCombo | ui.hud.Count | |
debtCount | ui.hud.Count | |
killCount | ui.hud.Count | |
cellsCount | ui.hud.Count | |
comboCount | ui.hud.ComboCount | |
keyStock | h2d.Flow | |
perkStock | h2d.Flow | |
aspectStock | h2d.Flow | |
speedrunTimer | ui.FlowBox | |
speedrunLastTime | ui.Text | |
minimap | ui.hud.MiniMap | |
scoringInfo | ui.ScoringInfo | |
currentBoss | en.Mob | |
additionnalBoss | hl.types.ArrayObj | |
game | pr.Game | |
alpha | F64 | |
leftUIIsSemiHidden | Bool | |
rightUIIsSemiHidden | Bool | |
| static | ME | ui.HUD |
Protos
f@5291get_hudSize(ui.HUD) → F64f@5293get_maxAlpha(ui.HUD) → F64f@5294initHero(ui.HUD) → Voidf@5295initLeftFlowT(ui.HUD) → Voidf@5296initSpeedrunPanel(ui.HUD) → Voidf@5297backpackAlphaUpdate(ui.HUD, F64) → Voidf@5298hudAlphaUpdate(ui.HUD, F64) → Voidf@5299hudSizeUpdate(ui.HUD, F64) → Voidf@5300createPart(ui.HUD, h2d.Tile, Null, Null, Null) → libs.heaps.HParticlef@5301hide(ui.HUD, Null) → Voidf@5302hideRight(ui.HUD, Null) → Voidf@5303showCanBeEquippedHighlightFor(ui.HUD, tool.InventItem) → Voidf@5304hideCanBeEquippedHighlight(ui.HUD) → Voidf@5305showBuffFor(ui.HUD, en.Hero, String) → Voidf@5306hideBuffs(ui.HUD) → Voidf@5307hideRightAndPerks(ui.HUD, Null) → Voidf@5308hideScore(ui.HUD, Null) → Voidf@5309show(ui.HUD, Null) → Voidf@5310showRight(ui.HUD, Null) → Voidf@5311showRightAndPerks(ui.HUD, Null) → Voidf@5312hasBossBar(ui.HUD) → Boolf@5313showBossBar(ui.HUD) → Voidf@5314initBossBar(ui.HUD, en.Mob, hl.types.ArrayObj) → Voidf@5315hideBossBar(ui.HUD, Ref) → Voidf@5316setSkillFade(ui.HUD, tool.InventItem, Bool) → Voidf@5317setWeaponFade(ui.HUD, I32, Bool) → Voidf@5318setPowerFade(ui.HUD, I32, Bool) → Voidf@5319updateAmmo(ui.HUD, tool.InventItem) → Voidf@5320updateIcon(ui.HUD, tool.InventItem, h2d.Tile) → Voidf@5321highlightItem(ui.HUD, tool.InventItem) → Voidf@5322setCustomWeaponsFg(ui.HUD, h2d.Tile) → Voidf@5323setGoldComboVisibility(ui.HUD, Ref) → Voidf@5324setDebtCountVisibility(ui.HUD, Ref) → Voidf@5325updateLifeSize(ui.HUD, Null) → Voidf@5326updateSkillBgs(ui.HUD) → Voidf@5327updateRichPresence(ui.HUD) → Voidf@5328setHealings(ui.HUD, I32, I32) → Voidf@5329setSurvivalTier(ui.HUD, I32, Ref) → Voidf@5330setBrutalityTier(ui.HUD, I32, Ref) → Voidf@5331setTacticTier(ui.HUD, I32, Ref) → Voidf@5332refreshItems(ui.HUD) → Voidf@5333initItems(ui.HUD, en.Hero) → Voidf@5334setBossCells(ui.HUD) → Voidf@5335updateInfection(ui.HUD, F64, F64, I32) → Voidf@5336initMap(ui.HUD, pr.Level, haxe.io.Bytes) → ui.hud.MiniMapf@5337fullscreenMap(ui.HUD, Bool, Ref) → Boolf@5338onBlueprintPick(ui.HUD, String, F64, F64) → Voidf@5339onItemPick(ui.HUD, tool.InventItem, F64, F64) → Voidf@5340toggleVisibilityLeftUI(ui.HUD, Bool) → Voidf@5341toggleVisibilityRightUI(ui.HUD, Bool) → Voidf@5342shouldDisplaySeed(ui.HUD) → Boolf@5343onResize(ui.HUD) → Voidf@5344update(ui.HUD) → Voidf@5345postUpdate(ui.HUD) → Voidf@5346onDispose(ui.HUD) → Voidf@5347refresh(ui.HUD) → Void
Bindings
f@5292get_pixelScale(ui.HUD) → F64- static
f@5460__constructor__(ui.HUD, pr.Game) → Void