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Class HUDStats

Hierarchy

Index

Constructors

constructor

Methods

cleanup

  • cleanup(): void
  • Cleans up the hud element, if overridden make sure to call super.cleanups

    Returns void

close

  • close(): void
  • Should close the element, in case its supported

    Returns void

closeOnBackgroundClick

  • closeOnBackgroundClick(element: any, closeMethod?: any): void
  • Closes this element when its background is clicked

    Parameters

    • element: any
    • Default value closeMethod: any = null

    Returns void

closeOnOverlayOpen

  • closeOnOverlayOpen(closeMethod?: any): void
  • Calls closeMethod if an overlay is opened

    Parameters

    • Default value closeMethod: any = null

    Returns void

createElements

  • createElements(parent: any): any

draw

  • draw(parameters: any): void
  • Should draw the hud

    Parameters

    • parameters: any

    Returns void

drawOverlays

  • drawOverlays(parameters: any): void
  • Should draw any overlays (screen space)

    Parameters

    • parameters: any

    Returns void

forwardGameSpeedKeybindings

  • forwardGameSpeedKeybindings(sourceMapper: any): void
  • Forwards the game speed keybindings so you can toggle pause / Fastforward in the building tooltip and such

    Parameters

    • sourceMapper: any

    Returns void

forwardMapMovementKeybindings

  • forwardMapMovementKeybindings(sourceMapper: any): void
  • Forwards the map movement keybindings so you can move the map with the arrow keys

    Parameters

    • sourceMapper: any

    Returns void

forwardSidebarKeybindings

  • forwardSidebarKeybindings(sourceMapper: any): void
  • Forwards the game speed keybindings so you can toggle pause / Fastforward in the building tooltip and such

    Parameters

    • sourceMapper: any

    Returns void

getCrystalsElement

  • getCrystalsElement(): any
  • Returns any

getElementPos

  • getElementPos(elem: any): Vector
  • Parameters

    • elem: any

    Returns Vector

getScreenSpaceCrystalsPosition

  • getScreenSpaceCrystalsPosition(): any
  • Returns any

getScreenSpaceDiamondsPosition

  • getScreenSpaceDiamondsPosition(): any
  • Returns any

getScreenSpaceHeadsPosition

  • getScreenSpaceHeadsPosition(): any
  • Returns any

initialize

  • initialize(): void

invalidateCaches

  • invalidateCaches(): void
  • Returns void

isBlockingOverlay

  • isBlockingOverlay(): boolean
  • Should return true if this overlay is open and currently blocking any user interaction

    Returns boolean

openEssencePurchaseDialog

  • openEssencePurchaseDialog(): void
  • Returns void

openPurchaseDialog

  • openPurchaseDialog(): void
  • Returns void

registerClickDetector

  • registerClickDetector(detector: any): void
  • Registers a new click detector

    Parameters

    • detector: any

    Returns void

renderCrystals

  • renderCrystals(amount: any): void
  • Parameters

    • amount: any

    Returns void

renderDiamonds

  • renderDiamonds(amount: any): void
  • Parameters

    • amount: any

    Returns void

renderHeads

  • renderHeads(amount: any): void
  • Parameters

    • amount: any

    Returns void

rerenderCrystalsClassNegative

  • rerenderCrystalsClassNegative(isNegative: any): void
  • Parameters

    • isNegative: any

    Returns void

shouldPauseGame

  • shouldPauseGame(): any

shouldPauseRendering

  • shouldPauseRendering(): boolean
  • Should return true if the widget has a modal dialog opened and thus the game does not need to update / redraw

    Returns boolean

trackClicks

  • trackClicks(element: any, handler: any, args?: object): void
  • Helper method to construct a new click detector

    Parameters

    • element: any

      The element to listen on

    • handler: any

      The handler to call on this object

    • Default value args: object = {}

      Click detector arguments

    Returns void

update

  • update(): void