Use when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbers
Scanned 6/3/2026
Install to Claude Code
npx -y skills add jame581/GodotPrompter --skill hud-system --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Hud System?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/jame581-hud-system)More formats (shields.io, HTML) on the badges page.
---
name: hud-system
description: Use when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbers
---
# 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.
---
## 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
```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#
```csharp
// 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
```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#
```csharp
// 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:**
```gdscript
# autoloads/event_bus.gd
signal score_changed(new_score: int)
```
```csharp
// EventBus.cs (partial — score signal)
[Signal] public delegate void ScoreChangedEventHandler(int newScore);
```
Emit from wherever points are awarded:
```gdscript
# Inside a collectible or enemy death handler
EventBus.score_changed.emit(GameState.score)
```
```csharp
// 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
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!