Agent skill

Hud System

by jame581 in jame581/GodotPrompter

A skill your agent uses when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbers

MITAuto-check passedGame Development

Install Hud System

skills CLI
$ npx skills add jame581/GodotPrompter --skill hud-system -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install jame581/GodotPrompter hud-system --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/hud-system .claude/skills/hud-system && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
hud-system
GitHub stars
799
Token cost
~2.8k tokens
SKILL.md length
648 words
Files
5 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbers

  • Works in 8 steps: HUD Architecture → Health Bar → Score / Label Display → …
  • Building in-game HUDs — health bars
  • SKILL.md covers 1. HUD Architecture, 2. Health Bar, 3. Score / Label Display and 4. Damage Numbers, plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Hud System is an agent skill from jame581/GodotPrompter. Use when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbers

Its SKILL.md is about 2.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files, including reference files (for example `references/damage-numbers.md`, `references/interaction-prompts.md` and `references/minimap.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor). The licence is MIT.

When your agent uses it

  • Building in-game HUDs — health bars
  • Tasks that involve Game development

Example prompts

  • “/hud-system”

Workflow steps

8 steps, taken from the step headings in SKILL.md.

  1. HUD Architecture
  2. Health Bar
  3. Score / Label Display
  4. Damage Numbers
  5. Notification System
  6. Minimap Concept
  7. Interaction Prompts
  8. Checklist

What it can do on your machine

Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript and csharp).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Hud System loads about 2.8k tokens when it runs, and up to ~7.7k if it reads all its reference files. Until then it costs about 29 tokens; SKILL.md has 648 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~29
When it runs · the whole SKILL.md, loaded when a task matches
~2.8k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~7.7k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 648 words, ~2,839 tokens.

Download SKILL.mdSave it as .claude/skills/hud-system/SKILL.md (or your agent's skills folder). This skill also uses 4 other files; get the full folder from GitHub.
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
NodeWhen to use
ProgressBarPrototyping, plain-colour bars
TextureProgressBarPixel-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 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 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 for the SubViewport setup, MinimapCamera GDScript + C#, and circular-mask shader.


Show full SKILL.md (239 more words)Show less

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 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

© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 4 other files (references) in skills/hud-system of jame581/GodotPrompter.

  • SKILL.md
  • references/damage-numbers.md
  • references/interaction-prompts.md
  • references/minimap.md
  • references/notifications.md

Open the folder on GitHubat commit 1e7d79d

Compare with similar skills

Hud System next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

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Hud System this skilljame581/GodotPrompter799—~2.8kAutomated safety check: PassMIT
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Godot UI Integrationzimo-xiao-zheng/godot-ui-integration277—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
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Works with

Questions about Hud System

What does Hud System do?

A skill your agent uses when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbers. Hud System is an agent skill from jame581/GodotPrompter.

When should I use Hud System?

Hud System fits situations like: building in-game HUDs — health bars; tasks that involve Game development.

How do I install Hud System in Claude Code?

Run `npx skills add jame581/GodotPrompter --skill hud-system -a claude-code`. Or copy the skill folder (skills/hud-system in jame581/GodotPrompter) into .claude/skills/hud-system in your project. Claude Code loads it when a task matches its description.

How do I install Hud System in Codex?

Run `npx skills add jame581/GodotPrompter --skill hud-system -a codex`. Or copy the skill folder (skills/hud-system in jame581/GodotPrompter) into .agents/skills/hud-system in your project. Codex loads it when a task matches its description.

Can I use Hud System in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jame581/GodotPrompter --skill hud-system -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/hud-system, .gemini/skills/hud-system, .github/skills/hud-system and .opencode/skills/hud-system in your project.

What does Hud System need to run?

SKILL.md names no scripts, command-line tools or credentials: Hud System is instructions for the agent only.

Does Hud System access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Hud System safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Hud System use?

Hud System is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Hud System use?

About 2.8k tokens (SKILL.md is roughly 11k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 4.9k tokens, read only when the agent opens those files.

What are the alternatives to Hud System?

Skills that share tags, products or a category with Hud System: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 277 stars) and Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Hud System?

jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 799 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 8, 2026.

Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.