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Class "HUD"⚓︎

Info

You can get this class by using the following function:

Example Code

Game():GetHUD()

Functions⚓︎

Assign·Player·HUDs ()⚓︎

void AssignPlayerHUDs ( )⚓︎

Refreshes the HUD (e.g. Characters that have Parent specified no longer show their health in the main HUD).


Flash·Charge·Bar ()⚓︎

void FlashChargeBar ( EntityPlayer Player, ActiveSlot ActiveSlot )⚓︎

Causes the charge bar of the active item in the specified slot to blink as if it had gained charges


Invalidate·Active·Item ()⚓︎

void InvalidateActiveItem ( EntityPlayer Player, ActiveSlot ActiveSlot )⚓︎

Forces the specified active item slot to update, this might be useful for functions that modify an active item slot without directly giving or removing items


Invalidate·Crafting·Item ()⚓︎

void InvalidateCraftingItem ( EntityPlayer Player )⚓︎

Forces the crafting output from Bag of Crafting to update (this might become useful in the future)


Is·Visible ()⚓︎

boolean IsVisible ( )⚓︎

Returns false if HUD is invisible and true otherwise.


Post·Update ()⚓︎

void PostUpdate ( )⚓︎


Render ()⚓︎

void Render ( )⚓︎


Set·Visible ()⚓︎

void SetVisible ( boolean Visible = false )⚓︎

Turns the HUD on or off.


Show·Fortune·Text ()⚓︎

void ShowFortuneText ( string MainString, string SecondaryString, ... )⚓︎

Allows to display fortune streak with text. Accepts unlimited amount of arguments.


Show·Item·Text ()⚓︎

void ShowItemText ( string MainString, string SecondaryString, boolean IsCurseDisplay = false )⚓︎

Displays "streak text". You can use this to simulate the player picking up an item without them actually picking anything up. The name of the method is misleading, as you can generate any arbitrary text - it does not necessarily have to do with an item.

This method is overloaded, meaning that you can use two different sets of parameters, depending on your needs. (See the subsequent section.)

For example:

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local function showHelpText()
  local game = Game()
  local hud = game:GetHUD()

  hud:ShowItemText("Don't touch the spikes!", "It will drain your mana.")
end

Show·Item·Text ()⚓︎

void ShowItemText ( EntityPlayer Player, ItemConfigItem Item)⚓︎

Displays "streak text". You can use this to simulate the player picking up an item without them actually picking anything up.

This method is overloaded, meaning that you can use two different sets of parameters, depending on your needs. (See the previous section.)

For example:

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local function showSadOnionText()
  local game = Game()
  local hud = game:GetHUD()
  local itemConfig = Isaac.GetItemConfig()

  local player = Isaac.GetPlayer()
  local itemConfigItem = itemConfig:GetCollectible(CollectibleType.COLLECTIBLE_SAD_ONION)
  hud:ShowItemText(player, itemConfigItem)
end

Update ()⚓︎

void Update ( )⚓︎


Last update: April 26, 2024