Design the GUI
Now that you’ve nailed the basics, we’re going to see how to build a game Graphical User Interface (GUI) with reusable UI components: a life bar, an energy bar, and bomb and emerald counters. By the end of this tutorial, you’ll have a game GUI, ready to control with GDscript or VisualScript:
The final result
You’ll also learn to:
Create flexible UI components
Use scene inheritance
Build a complex UI
Download the project files: ui_gui_design.zip
and extract the archive. Import the start/ project in Godot to follow this tutorial. The end/ folder contains the final result.
Note
You can watch this tutorial as a video on YouTube.
Breaking down the UI
Let’s break down the final UI and plan the containers we’ll use. As in the Design a title screen, it starts with a MarginContainer
. Then, we can see up to three columns:
The life and energy counters on the left
The life and energy bars
The bomb and emerald counters on the right
But the bar’s label and the gauge are two parts of the same UI element. If we think of them this way, we’re left with two columns:
The life and energy bars on the left
The bomb and emerald counters on the right
This makes it easier to nest containers: we have some margins around the border of the screen using a MarginContainer
, followed by an HBoxContainer
to manage our two columns. The two bars stack on top of one another inside a VBoxContainer
. And we’ll need a last HBoxContainer
in the right column to place the bomb and emerald counters side-by-side.
We get a clean UI layout with only 4 containers
We will need extra containers inside the individual UI components, but this gives us the main GUI scene’s structure. With this plan in place, we can jump into Godot and create our GUI.
Create the base GUI
There are two possible approaches to the GUI: we can design elements in separate scenes and put them together, or prototype everything in a single scene and break it down later. I recommend working with a single scene as you can play with your UI’s placement and proportions faster this way. Once it looks good, you can save entire sections of the node tree as reusable sub-scenes. We’ll do that in a moment.
For now, let’s start with a few containers.
Create a new scene and add a MarginContainer
. Select the node and name it GUI
.
We want our interface to anchor to the top of the screen. Select the GUI
node and click the Layout button at the top of the viewport. Select the Top Wide
option. The GUI
node will anchor to the top edge of its parent, the viewport by default. It will resize automatically on the vertical axis to make space for its child UI components.
Save the scene as GUI.tscn
. We will put the entire GUI in it.
With the MarginContainer
selected, head to the inspector and scroll down to the custom constants section. Unfold it and click the field next to each of the Margin
properties. Set them all to 20
pixels. Next, add an HBoxContainer
node. This one will contain our two bars on the left and separate them from the two counters on the right.
We want to stack the bars vertically inside the HBoxContainer
. Add a VBoxContainer
as a child of HBoxContainer
and name it Bars
. Select the parent HBoxContainer
again and this time, add another HBoxContainer
as a child of it. Call it Counters
. With these four containers, we have the base for our GUI scene.
You should have 4 containers that look like this
Note
We can work this way because we first broke down our UI design and took a few moments to think about the containers we’d use. When you follow a tutorial like this, it may seem weird. But once you’re working on real games, you’ll see it’s an efficient workflow.
Create the bars’ base
Each bar is split into two sub-elements that align horizontally: the label with the health count on the left, and the gauge on the right. Once again, the HBoxContainer
is the perfect tool for the job. Select the Bars
node and add a new HBoxContainer
inside of it. Name it Bar
.
The label itself requires at least three nodes: a NinePatchRect
for the background, on top of which we’ll add a texture on the left, either HP
or EP
, and a Label
on the right for the value. We can nest Control
nodes however we want. We could use the NinePatchRect
as a parent for the two other elements, as it encompasses them. In general, you want to use containers instead, as their role is to help organize UI components. We’ll need a MarginContainer
later anyway to add some space between the life count and the gauge. Select the Bar
and add a MarginContainer
. Name it Count
. Inside of it, add three nodes:
A
NinePatchRect
namedBackground
A
TextureRect
namedTitle
And a
Label
namedNumber
To add the nodes as siblings, always select the Count
node first.
Your scene tree should look like this. We’re ready to throw in some textures
Our scene is still empty. It’s time to throw in some textures. To load the textures, head to the FileSystem dock to the left of the viewport. Browse down to the res://assets/GUI folder.
You should see a list of textures that we’ll use to skin our interface.
Select the Background
in the Scene dock. In the Inspector, you should see a Texture
property. In the FileSystem tab, click and drag label_HP_bg.png
onto the Texture
slot. It stays squashed. The parent MarginContainer will force its size down to 0 until we force elements inside the container to have a minimum size. Select the Background
node. In the Inspector, scroll down to the Rect section. Set Min Size
to (100, 40). You should see the Background
resize along with its parent containers.
Next, select the Title
and drag and drop label_HP.png
into its Texture
slot. Select the Number
node, click the field next to the Text
property and type 10
. This way, we can see both nodes in the viewport. They should stack up in the top-left corner of their parent MarginContainer
.
If you select both nodes, you should see something like this
As they have a container as their direct parent, we cannot move them freely: the Count
node will always reset their anchors, their size and position. Try to move and resize the nodes in the viewport. Then, select any of the three textures and press Ctrl + Up or Ctrl + Down to reorder them in the Scene dock. They’ll snap back to their previous size and position.
Parent containers control the size, the scale, the margins, and the anchors of their direct children. To modify the nodes, you must nest them inside a regular Control or another UI element. We’ll use the Background
as a parent for the Title
and Number
. Select both the Title
and Number
, and drag and drop them onto Background
.
By using the Background node as the two textures’ parent, we take control away from the Count MarginContainer
Select the Title
and in the Inspector, change its Stretch Mode
property to Keep Centered
. Next find the Rect
category in the Inspector and change the Size
property to (50, 40) so it only takes the left half of the background. Next, select the Number
node. In the viewport, click the Layout
menu and click Full Rect
. The node will resize to fit the Background
. Head to the Inspector and change its Align
property to Right
, and the Valign
property to Center
. The text should snap to the center of the Background
‘s right edge. Resize the node horizontally, so it takes the right half of the Background
and there’s a bit of padding with the right edge.
Here’s how the nodes’ bounding boxes should look in the viewport. Keep it rough, you don’t need to place them too precisely for now.
Replace the Label’s font
The label’s font is too small. We need to replace it. Select the Number
node and in the Inspector, scroll down to the Control
class, and find the Custom Font
category. Click the field next to the Font
property and click on New Dynamic Font
. Click on the field again and select Edit.
You will enter the Dynamic Font
resource. Unfold the Font
category and click the field next to Font Data
. Click the Load
button. In the file browser, navigate down to the assets/font folder and double click Comfortaa-Bold.ttf
to open it. You should see the font update in the viewport. Unfold the settings category to change the font size. Set the Size
property to a higher value, like 24
or 28
.
We now need the text’s baseline, the number’s lower edge, to align with the HP texture on the left. To do so, still in the DynamicFont
resource, you can tweak the Bottom
property under the Extra Spacing
category. It adds some bottom padding to the text. Click the Number
node in the Scene tab to go back to the node’s properties and change the Valign
to Bottom
. To adjust the text’s baseline, click on the font field under the Custom Font
category again and tweak the Bottom
property until the text aligns with the Title
node. I used a value of 2
pixels.
With a Bottom value of 2 pixels, the Number aligns with the Title
With this, we finished the hardest part of the GUI. Congratulations! Let’s move on to the simpler nodes.
Add the progress bar
We need one last element to complete our life bar: the gauge itself. Godot ships with a TextureProgress
node that has everything we need.
Select the Bar node and add a TextureProgress
inside of it. Name it Gauge
. In the inspector unfold the Textures
section. Head to the FileSystem dock and drag and drop the lifebar_bg.png
texture onto the Under
slot. Do the same with the lifebar_fill.png
image and drop it onto the Progress
slot. Under the Range
class in the inspector, change the Value
property to 50
to see the gauge fill up.
With only five Control
nodes, our first bar is ready to use.
That’s it, our life bar is ready. This last part was quick, wasn’t it? That’s thanks to our robust container setup.
Design the bomb and emerald counters
The bomb and emerald counters are like the bar’s Count
node. So we’ll duplicate it and use it as a template.
Under the Bar
node, select Count
and press Ctrl + D to duplicate it. Drag and drop the new node under the Counters
HBoxContainer
at the bottom of the scene tree. You should see it resize automatically. Don’t worry about this for now, we’ll fix the size soon.
Rename the Count2
node to Counter
. Unlike the bars, we want the number to be on the left, and an icon to sit on the right. The setup is the same: we need a background (a NinePatchRect
), the title, and the number nodes. The Title
node is a TextureRect
, so it’s what we need to display the icon. In the scene tree, select the Title
node, and rename it to Icon
.
Here’s how your node tree should look so far
With the Icon
node selected, in the inspector, scroll to the top to see the Texture
slot. Head to the FileSystem dock on the left and select the bombs_icon.png
. Drag and drop it onto the Texture
slot. In the Scene Tab select both the Icon
and the Number
nodes. Click the Layout menu in the toolbar at the top of the viewport and select Full Rect
. Both nodes will update to fit the size of the Background
.
The nodes anchor to the entire Background, but their position is off
Let’s change the Number
‘s align properties to move it to the left and center of the Background
. Select the Number
node, change its Align
property to left and the Valign
property to center. Then resize its left edge a bit to add some padding between the left edge of the Background
and the text.
The Number node aligned to the left and center
To overlap the Icon and the background, we need a few tweaks. First, our background is a bit too tall. It’s because it’s inside a margin container that is controlled by the top-most GUI node. Select the GUI node at the top of the scene tree and downsize it vertically so that it’s as thin as possible. You’ll see the gauge prevents you from making it too small. A container cannot be smaller than the minimal size of its children. The container’s margins also weigh in.
Select the Icon, click the Layout menu, and select Full Rect
to re-center it. We need it to anchor to the Background
‘s right edge. Open the Layout menu again and select Center Right
. Move the icon up so it is centered vertically with the Background
.
The bomb icon anchors to the Background’s right edge. Resize the Counter container to see the Icon node stick to its right side
Because we duplicated the Counter
from the bar’s Count
, the Number
node’s font is off. Select the Number
node again, head to the Font
property, and click it to access the DynamicFont
resource. In the Extra Spacing
section, change the Bottom
value to 0
to reset the font’s baseline. Our counter now works as expected.
Let’s make the Counters
anchor to the right edge of the viewport. To do so, we need to set the Bars
container take all the available horizontal space it can. Select the Bars
node and scroll down to the Size Flags
category. In the Horizontal
category, check the Expand
value. The Bars
node should resize and push the counter to the right side of the screen.
An expanding container eats all the space it can from its parent, pushing everything else along the way
Turn the bar and counter into reusable UI components
We have one bar and one counter widget. But we need two of each. We may need to change the bars’ design or their functionality later on. It’d be great if we could have a single scene to store a UI element’s template, and child scenes to work on variations. Godot lets us do this with Inherited Scenes.
Let’s save both the Counter
and the Bar
branches as separate scenes that we’ll reduce to create the LifeBar
, the EnergyBar
, the BombCounter
, and the EmeraldCounter
. Select the Bar
HBoxContainer. Right click on it and click on Save Branch as Scene
. Save the scene as Bar.tscn
. You should see the node branch turn it to a single Bar
node.
Tip
A scene is a tree of nodes. The topmost node is the tree’s root, and the children at the bottom of the hierarchy are leaves. Any node other than the root along with one or more children is a branch. We can encapsulate node branches into separate scenes, or load and merge them from other scenes into the active one. Right click on any node in the Scene dock and select Save Branch as Scene
or Merge from Scene
.
Then, select the Counter
node and do the same. Right click, Save Branch as Scene
, and save it as Counter.tscn
. A new edit scene icon appears to the right of the nodes in the scene tree. Click on the one next to Bar
to open the corresponding scene. Resize the Bar
node so that its bounding box fits its content. The way we named and placed the Control nodes, we’re ready to inherit this template and create the life bar. It’s the same for the Counter
.
With no extra changes, our Bar is ready to use
Use scene inheritance to create the remaining elements
We need two bars that work the same way: they should feature a label on the left, with some value, and a horizontal gauge on the right. The only difference is that one has the HP label and is green, while the other is called EP and is yellow. Godot gives us a powerful tool to create a common base to reuse for all bars in the game: inherited scenes.
Inherited scenes help us keep the GUI scene clean. In the end, we will only have containers and one node for each UI component.
On an inherited scene, you can change any property of every node in the inspector, aside from its name. If you modify and save the parent scene, all the inherited scenes update to reflect the changes. If you change a value in the inherited scene, it will always override the parent’s property. It’s useful for UIs, as they often require variations of the same elements. In general, in UI design, buttons, panels etc. share a common base style and interactions. We don’t want to copy it over to all variations manually.
A reload icon will appear next to the properties you override. Click it to reset the value to the parent scene’s default.
Note
Think of scene inheritance like the node tree, or the extends
keyword in GDScript. An inherited scene does everything like its parent, but you can override properties, resources and add extra nodes and scripts to extend its functionality.
Inherit the Bar Scene to build the LifeBar
Go to Scene -> New Inherited Scene
to create a new type of Bar
. Select the Bar scene and open it. You should see a new [unsaved] tab, that’s like your Bar
, but with all nodes except the root in grey. Press Ctrl + S (Cmd + S on macOS) to save the new inherited scene and name it LifeBar
.
You can’t rename grey nodes. This tells you they have a parent scene
First, rename the root or top level node to LifeBar
. We always want the root to describe exactly what this UI component is. The name differentiates this bar from the EnergyBar
we’ll create next. The other nodes inside the scene should describe the component’s structure with broad terms, so it works with all inherited scenes. Like our TextureProgress
and Number
nodes.
Note
If you’ve ever done web design, it’s the same spirit as working with CSS: you create a base class, and add variations with modifier classes. From a base button class, you’ll have button-green and button-red variations for the user to accept and refuse prompts. The new class contains the name of the parent element and an extra keyword to explain how it modifies it. When we create an inherited scene and change the name of the top level node, we’re doing the same thing.
Design the EnergyBar
We already setup the LifeBar
‘s design with the main Bar
scene. Now we need the EnergyBar
.
Let’s create a new inherited scene, and once again select the Bar.tscn
scene and open it. Double-click on the Bar
root node and rename it to EnergyBar
. Save the new scene as EnergyBar.tscn
. We need to replace the HP texture with EP one, and to change the textures on the gauge.
Head to the FileSystem dock on the left, select the Title
node in the Scene tree and drag and drop the label_EP.png
file onto the texture slot. Select the Number
node and change the Text
property to a different value like 14
.
You’ll notice the EP texture is smaller than the HP one. We should update the Number
‘s font size to better fit it. A font is a resource. All the nodes in the entire project that use this resource will be affected by any property we change. You can try to change the size to a huge value like 40
and switch back to the LifeBar
or the Bar
scenes. You will see the text increased in size.
If we change the font resource, all the nodes that use it are affected
To change the font size on this node only, we must create a copy of the font resource. Select the Number
node again and click on the wrench and screwdriver icon on the top right of the inspector. In the drop-down menu, select the Make Sub-Resources Unique
option. Godot will find all the resources this node uses and create unique copies for us.
Use this option to create unique copies of the resources for one node
Tip
When you duplicate a node from the Scene tree, with Ctrl + D (Cmd + D on macOS), it shares its resources with the original node. You need to use Make Sub-Resources Unique
before you can tweak the resources without affecting the source node.
Scroll down to the Custom Font
section and open Font
. Lower the Size
to a smaller value like 20
or 22
. You may also need to adjust the Bottom
spacing value to align the text’s baseline with the EP label on the left.
The EP Count widget, with a smaller font than its HP counterpart
Now, select the TextureProgress
node. Drag the energy_bar_bg.png
file onto the Under
slot and do the same for energy_bar_fill.png
and drop it onto the Progress
texture slot.
You can resize the node vertically so that its bounding rectangle fits the gauge. Do the same with the Count
node until its size aligns with that of the bar. Because the minimal size of TextureProgress
is set based on its textures, you won’t be able to downsize the Count
node below that. That is also the size the Bar
container will have. You may downscale this one as well.
Last but not least, the Background
container has a minimum size that makes it a bit large. Select it and in the Rect
section, change the Min Size
property down to 80
pixels. It should resize automatically and the Title
and Number
nodes should reposition as well.
The Count looks better now it’s a bit smaller
Tip
The Count node’s size affects the position of the TextureProgress. As we’ll align our bars vertically in a moment, we’re better off using the Counter’s left margin to resize our EP label. This way both the EnergyBar’s Count and the LifeBar’s Count nodes are one hundred pixels wide, so both gauges will align perfectly.
Prepare the bomb and emerald counters
Let us now take care of the counters. Go to Scene -> New Inherited Scene
and select the Counter.tscn
as a base. Rename the root node as BombCounter
too. Save the new scene as BombCounter.tscn
. That’s all for this scene.
The bomb counter is the same as the original Counter scene
Go to Scene -> New Inherited Scene
again and select Counter.tscn
once more. Rename the root node EmeraldCounter
and save the scene as EmeraldCounter.tscn
. For this one, we mainly need to replace the bomb icon with the emerald icon. In the FileSystem tab, drag the emeralds_icon.png
onto the Icon
node’s Texture
slot. Icon
already anchors to the right edge of the Background
node so we can change its position and it will scale and reposition with the EmeraldCounter
container. Shift the emerald icon a bit to the right and down. Use the Arrow Keys on the keyboard to nudge its position. Save, and we’re done with all the UI elements.
The emerald counter should look something like this
Add the UI components to the final GUI
Time to add all the UI elements to the main GUI scene. Open the GUI.tscn
scene again, and delete the Bar
and Counter
nodes. In the FileSystem dock, find the LifeBar.tscn
and drag and drop it onto the Bars
container in the scene tree. Do the same for the EnergyBar
. You should see them align vertically.
The LifeBar and the EnergyBar align automatically
Now, drag and drop the BombCounter.tscn
and EmeraldCounter.tscn
scenes onto the Counters
node. They’ll resize automatically.
The nodes resize to take all the available vertical space
To let the EmeraldCounter
and BombCounter
use the size we defined in Counter.tscn
, we need to change the Size Flags
on the Counters
container. Select the Counters
node and unfold the Size Flags
section in the Inspector. Uncheck the Fill
tag for the Vertical
property, and check Shrink Center
so the container centers inside the HBoxContainer
.
Now both counters have a decent size
Tip
Change the Min Size
property of the Counters
container to control the height of the counters’ background.
We have one small issue left with the EP label on the EnergyBar: the 2 bars should align vertically. Click the icon next to the EnergyBar
node to open its scene. Select the Count
node and scroll down to the Custom Constants
section. Add a Margin Left
of 20
. In the Rect
section set the node’s Min Size
back to 100, the same value as on the LifeBar. The Count
should now have some margin on the left. If you save and go back to the GUI scene, it will be aligned vertically with the LifeBar
.
The 2 bars align perfectly
Note
We could have set up the EnergyBar
this way a few moments ago. But this shows you that you can go back to any scene anytime, tweak it, and see the changes propagate through the project!
Place the GUI onto the game’s mockup
To wrap up the tutorial we’re going to insert the GUI onto the game’s mockup scene.
Head to the FileSystem dock and open LevelMockup.tscn
.
Drag-and-drop the GUI.tscn
scene right below the bg
node and above the Characters
. The GUI will scale to fit the entire viewport. Head to the Layout menu and select the Center Top
option so it anchors to the top edge of the game window. Then resize the GUI to make it as small as possible vertically. Now you can see how the interface looks in the context of the game.
Congratulations for getting to the end of this long tutorial. You can find the final project here: ui_gui_design.zip
.
The final result
Note
A final note about Responsive Design. If you resize the GUI, you’ll see the nodes move, but the textures and text won’t scale. The GUI also has a minimum size, based on the textures inside of it. In games, we don’t need the interface to be as flexible as that of a website. You almost never want to support both landscape and portrait screen orientations. It’s one or the other. In landscape orientation, the most common ratios range from 4:3 to 16:9. They are close to one another. That’s why it’s enough for the GUI elements to only move horizontally when we change the window size.