Heads up display
The final piece our game needs is a User Interface (UI) to display things like score, a “game over” message, and a restart button.
Create a new scene, click the “Other Node” button and add a CanvasLayer node named HUD
. “HUD” stands for “heads-up display”, an informational display that appears as an overlay on top of the game view.
The CanvasLayer node lets us draw our UI elements on a layer above the rest of the game, so that the information it displays isn’t covered up by any game elements like the player or mobs.
The HUD needs to display the following information:
Score, changed by
ScoreTimer
.A message, such as “Game Over” or “Get Ready!”
A “Start” button to begin the game.
The basic node for UI elements is Control. To create our UI, we’ll use two types of Control nodes: Label and Button.
Create the following as children of the HUD
node:
Click on the ScoreLabel
and type a number into the Text
field in the Inspector. The default font for Control
nodes is small and doesn’t scale well. There is a font file included in the game assets called “Xolonium-Regular.ttf”. To use this font, do the following:
Under “Theme Overrides > Fonts”, choose “Load” and select the “Xolonium-Regular.ttf” file.
The font size is still too small, increase it to 64
under “Theme Overrides > Font Sizes”. Once you’ve done this with the ScoreLabel
, repeat the changes for the Message
and StartButton
nodes.
Note
Anchors: Control
nodes have a position and size, but they also have anchors. Anchors define the origin - the reference point for the edges of the node.
Arrange the nodes as shown below. You can drag the nodes to place them manually, or for more precise placement, use “Anchor Presets”.
ScoreLabel
Add the text
0
.Set the “Horizontal Alignment” and “Vertical Alignment” to
Center
.Choose the “Anchor Preset”
Center Top
.
Message
Add the text
Dodge the Creeps!
.Set the “Horizontal Alignment” and “Vertical Alignment” to
Center
.Set the “Autowrap Mode” to
Word
, otherwise the label will stay on one line.Under “Control - Layout/Transform” set “Size X” to
480
to use the entire width of the screen.Choose the “Anchor Preset”
Center
.
StartButton
Add the text
Start
.Under “Control - Layout/Transform”, set “Size X” to
200
and “Size Y” to100
to add a little bit more padding between the border and text.Choose the “Anchor Preset”
Center Bottom
.Under “Control - Layout/Transform”, set “Position Y” to
580
.
On the MessageTimer
, set the Wait Time
to 2
and set the One Shot
property to “On”.
Now add this script to HUD
:
GDScriptC#
extends CanvasLayer
# Notifies `Main` node that the button has been pressed
signal start_game
using Godot;
public partial class HUD : CanvasLayer
{
// Don't forget to rebuild the project so the editor knows about the new signal.
[Signal]
public delegate void StartGameEventHandler();
}
We now want to display a message temporarily, such as “Get Ready”, so we add the following code
GDScriptC#
func show_message(text):
$Message.text = text
$Message.show()
$MessageTimer.start()
public void ShowMessage(string text)
{
var message = GetNode<Label>("Message");
message.Text = text;
message.Show();
GetNode<Timer>("MessageTimer").Start();
}
We also need to process what happens when the player loses. The code below will show “Game Over” for 2 seconds, then return to the title screen and, after a brief pause, show the “Start” button.
GDScriptC#
func show_game_over():
show_message("Game Over")
# Wait until the MessageTimer has counted down.
await $MessageTimer.timeout
$Message.text = "Dodge the Creeps!"
$Message.show()
# Make a one-shot timer and wait for it to finish.
await get_tree().create_timer(1.0).timeout
$StartButton.show()
async public void ShowGameOver()
{
ShowMessage("Game Over");
var messageTimer = GetNode<Timer>("MessageTimer");
await ToSignal(messageTimer, Timer.SignalName.Timeout);
var message = GetNode<Label>("Message");
message.Text = "Dodge the Creeps!";
message.Show();
await ToSignal(GetTree().CreateTimer(1.0), SceneTreeTimer.SignalName.Timeout);
GetNode<Button>("StartButton").Show();
}
This function is called when the player loses. It will show “Game Over” for 2 seconds, then return to the title screen and, after a brief pause, show the “Start” button.
Note
When you need to pause for a brief time, an alternative to using a Timer node is to use the SceneTree’s create_timer()
function. This can be very useful to add delays such as in the above code, where we want to wait some time before showing the “Start” button.
Add the code below to HUD
to update the score
GDScriptC#
func update_score(score):
$ScoreLabel.text = str(score)
public void UpdateScore(int score)
{
GetNode<Label>("ScoreLabel").Text = score.ToString();
}
Connect the pressed()
signal of StartButton
and the timeout()
signal of MessageTimer
to the HUD
node, and add the following code to the new functions:
GDScriptC#
func _on_start_button_pressed():
$StartButton.hide()
start_game.emit()
func _on_message_timer_timeout():
$Message.hide()
// We also specified this function name in PascalCase in the editor's connection window.
private void OnStartButtonPressed()
{
GetNode<Button>("StartButton").Hide();
EmitSignal(SignalName.StartGame);
}
// We also specified this function name in PascalCase in the editor's connection window.
private void OnMessageTimerTimeout()
{
GetNode<Label>("Message").Hide();
}
Connecting HUD to Main
Now that we’re done creating the HUD
scene, go back to Main
. Instance the HUD
scene in Main
like you did the Player
scene. The scene tree should look like this, so make sure you didn’t miss anything:
Now we need to connect the HUD
functionality to our Main
script. This requires a few additions to the Main
scene:
In the Node tab, connect the HUD’s start_game
signal to the new_game()
function of the Main node by clicking the “Pick” button in the “Connect a Signal” window and selecting the new_game()
method or type “new_game” below “Receiver Method” in the window. Verify that the green connection icon now appears next to func new_game()
in the script.
In new_game()
, update the score display and show the “Get Ready” message:
GDScriptC#
$HUD.update_score(score)
$HUD.show_message("Get Ready")
var hud = GetNode<HUD>("HUD");
hud.UpdateScore(_score);
hud.ShowMessage("Get Ready!");
In game_over()
we need to call the corresponding HUD
function:
GDScriptC#
$HUD.show_game_over()
GetNode<HUD>("HUD").ShowGameOver();
Finally, add this to _on_score_timer_timeout()
to keep the display in sync with the changing score:
GDScriptC#
$HUD.update_score(score)
GetNode<HUD>("HUD").UpdateScore(_score);
Warning
Remember to remove the call to new_game()
from _ready()
if you haven’t already, otherwise your game will start automatically.
Now you’re ready to play! Click the “Play the Project” button.
Removing old creeps
If you play until “Game Over” and then start a new game right away, the creeps from the previous game may still be on the screen. It would be better if they all disappeared at the start of a new game. We just need a way to tell all the mobs to remove themselves. We can do this with the “group” feature.
In the Mob
scene, select the root node and click the “Node” tab next to the Inspector (the same place where you find the node’s signals). Next to “Signals”, click “Groups” to open the group overview and the “+” button to open the “Create New Group” dialog.
Name the group mobs
and click “ok” to add a new scene group.
Now all mobs will be in the “mobs” group.
We can then add the following line to the new_game()
function in Main
:
GDScriptC#
get_tree().call_group("mobs", "queue_free")
// Note that for calling Godot-provided methods with strings,
// we have to use the original Godot snake_case name.
GetTree().CallGroup("mobs", Node.MethodName.QueueFree);
The call_group()
function calls the named function on every node in a group - in this case we are telling every mob to delete itself.
The game’s mostly done at this point. In the next and last part, we’ll polish it a bit by adding a background, looping music, and some keyboard shortcuts.
User-contributed notes
Please read the User-contributed notes policy before submitting a comment.