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hud-system

Use when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbers

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Files included (5)

  • SKILL.md11.5 KB
  • references/damage-numbers.md6.6 KB
  • references/interaction-prompts.md5.4 KB
  • references/minimap.md3.8 KB
  • references/notifications.md4.2 KB

SKILL.md (original)

Review the instructions the agent will receive before you install.

HUD Systems in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.

Related skills: godot-ui for Control node layout and themes, component-system for HealthComponent integration, event-bus for score/notification signals, inventory-system for inventory UI patterns, 2d-essentials for CanvasLayer setup and draw order, ability-system for cooldown bar and resource bar binding patterns.


1. HUD Architecture

Why CanvasLayer

A CanvasLayer renders its children with its own transform, independent of the Camera2D (unless follow_viewport_enabled is on); a Camera3D never moves 2D nodes. Without it, HUD nodes on the scene root's default canvas (layer 0) move with a Camera2D when you pan or zoom, because the camera sets that canvas's transform. Wrapping all HUD nodes in a CanvasLayer keeps the HUD in place; layer ≥ 1 (the default is 1) draws it above the world.

Scene Tree

World (Node2D / Node3D)
├── TileMapLayer          ← game world
├── Player (CharacterBody2D)
│   ├── Camera2D
│   ├── HealthComponent
│   └── HurtboxComponent
├── Enemies
└── HUD (CanvasLayer — layer: 1)
    ├── MarginContainer (anchor: Full Rect — provides edge padding)
    │   ├── TopBar (HBoxContainer)
    │   │   ├── HealthBarPanel (PanelContainer)
    │   │   │   └── HealthBar (TextureProgressBar or ProgressBar)
    │   │   └── ScoreLabel (Label)
    │   └── BottomBar (HBoxContainer)
    │       └── InteractionPrompt (Label — hidden by default)
    ├── DamageNumbersLayer (Node2D — world-space spawning point)
    ├── MinimapContainer (SubViewportContainer)
    │   └── MinimapViewport (SubViewport)
    │       ├── MinimapCamera (Camera2D)
    │       └── MinimapWorld (mirrors or references world nodes)
    └── NotificationStack (VBoxContainer — anchored top-right)

Key rules:

  • Keep all HUD scenes under a single CanvasLayer. Do not mix HUD nodes into the game world tree.
  • Use layer = 1 for the main HUD. Use higher values (e.g. 10) for overlays or pause menus that must appear above the HUD.
  • Damage numbers are an exception — they can live in a Node2D child of the CanvasLayer and use get_viewport().get_canvas_transform() to convert world positions to screen positions.

2. Health Bar

ProgressBar vs TextureProgressBar

NodeWhen to use
ProgressBarPrototyping, plain-colour bars
TextureProgressBarPixel-art or stylised bars using sprite sheets

Both expose min_value, max_value, and value. Set step = 0 so tweening produces a smooth animation rather than snapping to steps (TextureProgressBar defaults step to 1, ProgressBar to 0.01).

GDScript

## health_bar.gd — attach to a ProgressBar or TextureProgressBar
class_name HealthBar
extends ProgressBar

## Reference to the HealthComponent this bar tracks.
## Assign in the Inspector or connect programmatically from the HUD root.
@export var health_component: HealthComponent

## Duration (seconds) for the smooth tween on health change.
@export var tween_duration: float = 0.25

var _tween: Tween


func _ready() -> void:
    step = 0.0  # allow fractional values for smooth animation
    if health_component:
        _connect_component(health_component)


## Call this if the HealthComponent is not available at _ready time
## (e.g. the player spawns after the HUD).
func bind(component: HealthComponent) -> void:
    if health_component:
        health_component.health_changed.disconnect(_on_health_changed)
    health_component = component
    _connect_component(component)


func _connect_component(component: HealthComponent) -> void:
    max_value = component.max_health
    value     = component.current_health
    component.health_changed.connect(_on_health_changed)


func _on_health_changed(current: int, maximum: int) -> void:
    max_value = maximum
    _animate_to(current)


func _animate_to(target_value: float) -> void:
    if _tween:
        _tween.kill()
    _tween = create_tween()
    _tween.set_ease(Tween.EASE_OUT)
    _tween.set_trans(Tween.TRANS_QUAD)
    _tween.tween_property(self, "value", target_value, tween_duration)

C#

// HealthBar.cs — attach to a ProgressBar or TextureProgressBar
using Godot;

public partial class HealthBar : ProgressBar
{
    [Export] public HealthComponent HealthComponent { get; set; }
    [Export] public float TweenDuration { get; set; } = 0.25f;

    private Tween _tween;

    public override void _Ready()
    {
        Step = 0.0;
        if (HealthComponent != null)
            ConnectComponent(HealthComponent);
    }

    /// <summary>Call this when the HealthComponent is not available at _Ready time.</summary>
    public void Bind(HealthComponent component)
    {
        if (HealthComponent != null)
            HealthComponent.HealthChanged -= OnHealthChanged;
        HealthComponent = component;
        ConnectComponent(component);
    }

    private void ConnectComponent(HealthComponent component)
    {
        MaxValue = component.MaxHealth;
        Value    = component.CurrentHealth;
        component.HealthChanged += OnHealthChanged;
    }

    private void OnHealthChanged(int current, int maximum)
    {
        MaxValue = maximum;
        AnimateTo(current);
    }

    private void AnimateTo(float targetValue)
    {
        _tween?.Kill();
        _tween = CreateTween();
        _tween.SetEase(Tween.EaseType.Out);
        _tween.SetTrans(Tween.TransitionType.Quad);
        _tween.TweenProperty(this, "value", targetValue, TweenDuration);
    }
}

Tip: If you use TextureProgressBar, set fill_mode to FILL_LEFT_TO_RIGHT and assign your bar texture to texture_progress. The value / max_value ratio drives how much of the texture is revealed.


3. Score / Label Display

GDScript

## score_display.gd — attach to a Label
class_name ScoreDisplay
extends Label

## Duration (seconds) to count from old to new score value.
@export var count_duration: float = 0.4

var _displayed_score: int = 0
var _tween: Tween


func _ready() -> void:
    EventBus.score_changed.connect(_on_score_changed)
    text = "0"


func _on_score_changed(new_score: int) -> void:
    _animate_counter(_displayed_score, new_score)


func _animate_counter(from: int, to: int) -> void:
    if _tween:
        _tween.kill()

    _tween = create_tween()
    _tween.set_ease(Tween.EASE_OUT)
    _tween.set_trans(Tween.TRANS_QUAD)
    # Tween an intermediate float; update the label text each step.
    _tween.tween_method(_set_counter_value, float(from), float(to), count_duration)


func _set_counter_value(value: float) -> void:
    _displayed_score = int(value)
    text = str(_displayed_score)

C#

// ScoreDisplay.cs — attach to a Label
using Godot;

public partial class ScoreDisplay : Label
{
    [Export] public float CountDuration { get; set; } = 0.4f;

    private int _displayedScore = 0;
    private Tween _tween;

    public override void _Ready()
    {
        GetNode<EventBus>("/root/EventBus").ScoreChanged += OnScoreChanged;
        Text = "0";
    }

    private void OnScoreChanged(int newScore)
    {
        AnimateCounter(_displayedScore, newScore);
    }

    private void AnimateCounter(int from, int to)
    {
        _tween?.Kill();
        _tween = CreateTween();
        _tween.SetEase(Tween.EaseType.Out);
        _tween.SetTrans(Tween.TransitionType.Quad);
        _tween.TweenMethod(
            Callable.From<double>(SetCounterValue),
            (double)from,
            (double)to,
            CountDuration
        );
    }

    private void SetCounterValue(double value)
    {
        _displayedScore = (int)value;
        Text = _displayedScore.ToString();
    }
}

EventBus signals needed:

# autoloads/event_bus.gd
signal score_changed(new_score: int)
// EventBus.cs (partial — score signal)
[Signal] public delegate void ScoreChangedEventHandler(int newScore);

Emit from wherever points are awarded:

# Inside a collectible or enemy death handler
EventBus.score_changed.emit(GameState.score)
// Inside a collectible or enemy death handler
GetNode<EventBus>("/root/EventBus").EmitSignal(EventBus.SignalName.ScoreChanged, GameState.Score);

4. Damage Numbers

Floating "−25" labels that rise and fade above the hit point. Pooled in a HUD-side spawner; world position converted to screen via get_viewport().get_canvas_transform(). Optional crit colorization before spawn.

See references/damage-numbers.md for the full GDScript and C# DamageNumber scene + pooled spawner.


5. Notification System

Toast / notification stack — a VBoxContainer anchored top-right with max_visible clamping and queue-driven dismissal. New toasts wait for an old one to expire before showing.

See references/notifications.md for the full GDScript and C# stack with auto-dismiss timers.


6. Minimap Concept

Render a top-down view via a dedicated SubViewport + Camera2D that follows the player. Display the SubViewport texture in a TextureRect inside the HUD. Optional circular mask via ColorRect shader. Set render_target_update_mode = UPDATE_ALWAYS.

See references/minimap.md for the SubViewport setup, MinimapCamera GDScript + C#, and circular-mask shader.


7. Interaction Prompts

Screen-space "Press [E] to interact" prompt — a Label inside the HUD that follows an interactable's screen position each frame. Driven by body_entered / body_exited on the interactable's Area2D. Use InputMap.action_get_events(name) to display the correct key for the player's current binding.

See references/interaction-prompts.md for the full GDScript and C# prompt + Interactable Area2D pair.


8. Checklist

  • All HUD nodes are children of a CanvasLayer (unaffected by Camera2D) with layer >= 1 so they draw above the world
  • step is set to 0.0 for smooth tween animation (TextureProgressBar snaps to whole values by default)
  • Health bar binds to HealthComponent.health_changed signal — does not poll in _process
  • Tween is killed (_tween.kill()) before starting a new one so rapid damage does not stack animations
  • Score counter uses tween_method to interpolate the displayed integer — not a jump cut
  • Damage number positions are converted from world space to screen space using get_viewport().get_canvas_transform()
  • Damage number pool size is large enough that labels are not recycled before their tween completes
  • Notification stack enforces max_visible and re-checks the queue after each dismissal
  • Toast auto-dismiss uses a Timer node — not await get_tree().create_timer()
  • SubViewport for minimap has render_target_update_mode = UPDATE_ALWAYS
  • Minimap Camera2D zoom and the SubViewport's canvas_cull_mask are configured so only the intended visibility layers are visible
  • Interaction prompt converts the interactable's world position each frame — not cached at spawn time
  • InputMap.action_get_events() is used to display the correct key for the player's current binding
  • HUD nodes that do not need input set mouse_filter = MOUSE_FILTER_IGNORE to avoid blocking game clicks

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