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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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技能内容

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 in a fixed screen-space layer that is completely independent of any Camera2D or Camera3D transform. Without it, HUD nodes attached to the scene root still move with the camera when you pan or zoom. Wrapping all HUD nodes in a CanvasLayer (layer ≥ 1) ensures the HUD always stays in place regardless of camera movement.

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_screen_transform() to convert world positions to screen positions.

2. Health Bar

ProgressBar vs TextureProgressBar

| Node | When to use |

|---|---|

| ProgressBar | Prototyping, plain-colour bars |

| TextureProgressBar | Pixel-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 integer steps.

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()
    {
        EventBus.Instance.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
EventBus.Instance.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](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](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](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](references/interaction-prompts.md) for the full GDScript and C# prompt + Interactable Area2D pair.


8. Checklist

  • [ ] All HUD nodes are children of a CanvasLayer with layer >= 1 so they are unaffected by camera transforms
  • [ ] ProgressBar.step is set to 0.0 for smooth tween animation rather than integer snapping
  • [ ] 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 cull mask are configured so only the intended 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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