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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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godot-prompter
54157 skills9 agents1 hook
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$ npx -y skills add jame581/GodotPrompter --skill hud-system --agent claude-code

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How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/hud-system

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The summary Claude sees to decide when to auto-load this skill.

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

SKILL.md

hud-system.SKILL.md
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, **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 fro
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