How To Make a Topdown RPG in Godot 4: Adding Health Bars and Health UI! (Part 4)

DuoTutor / DoisTutor
18 Jul 202308:19

Summary

TLDRIn this edition of the Godot 4 RPG Series, the tutorial focuses on adding UI elements for both the player and enemy health bars. It guides viewers through importing UI assets, creating a canvas layer, and setting up texture rectangles for health representation. The script automatically adjusts the health bar based on the player's health, and similar functionality is implemented for enemy health. The video concludes with a demonstration of the UI in action during gameplay, encouraging viewers to like and subscribe for more content.

Takeaways

  • 🎮 The tutorial focuses on adding UI elements for health bars in a Godot 4 RPG game series.
  • 📁 UI assets like health bars are imported and made available on GitHub for users to download.
  • 🖼️ A canvas layer is created to hold the UI elements, specifically for the player's health bar.
  • 🔁 TextureRect nodes are used to represent the full and empty states of the player's health bar.
  • 💡 The script dynamically adjusts the health bar's length based on the player's health points.
  • 🔗 Signals are connected to update the UI when the player's health changes, ensuring real-time feedback.
  • 🛡️ A similar process is followed to create and script the enemy's health bar, using a progress bar.
  • 🔢 The health bar's maximum value and current value are set in the script to reflect the enemy's health status.
  • 🔧 The tutorial includes adding signals for player health changes and enemy attacks to sync game mechanics with UI updates.
  • 🎥 The video concludes with a prompt for viewers to like and subscribe for more content and access to game assets.

Q & A

  • What is the main focus of the video?

    -The main focus of the video is to add UI elements for both the player and enemy in a Godot 4 RPG game, specifically the health bars.

  • What assets are mentioned to be imported for the UI?

    -The assets to be imported include an Over Bar and a Progress Bar for the player's UI.

  • Where can the viewers find the assets mentioned in the video?

    -The assets, along with all the game assets, can be found on GitHub, with a link provided in the video description.

  • What is the purpose of creating a canvas layer in the game?

    -A canvas layer is created to manage UI elements, ensuring they are rendered above the game's 3D environment.

  • How many health bars are used to represent the player's health in the video?

    -Four health bars are used to represent the player's health in the video.

  • What is the script responsible for updating the player's health bar?

    -The script is responsible for updating the player's health bar by connecting to the 'Health changed' signal and adjusting the size of the 'Health full' texture based on the player's current health.

  • How does the script handle the player's health changes?

    -The script handles the player's health changes by emitting a 'Health changed' signal whenever the player's health is updated, which triggers the UI to adjust accordingly.

  • What signal is used to indicate that the enemy has been attacked?

    -The 'enemy attacked' signal is used to indicate that the enemy has been attacked, with no value assigned to it.

  • How is the enemy's health bar updated in the script?

    -The enemy's health bar is updated by setting the 'healthbar.value' to the enemy's current health, ensuring it reflects the damage taken.

  • What is the significance of setting the 'maximum value' and 'value' of the health bar?

    -Setting the 'maximum value' and 'value' of the health bar ensures that the health bar correctly represents the enemy's health state, with the 'maximum value' indicating the total health and the 'value' indicating the current health.

  • What should be checked before playing the game to ensure proper functionality?

    -Before playing the game, it's important to ensure that the attack power is set to a value other than zero and that the canvas layer with the Health UI is properly added.

Outlines

00:00

🎮 Adding UI for Health Bars in Godot 4 RPG Series

In this segment, the tutorial focuses on integrating user interface (UI) elements for health bars in a Godot 4 RPG game. The process begins with importing UI assets such as the over bar and progress bar for the player's health. These assets are made available on GitHub. A canvas layer is created, followed by the addition of texture rectangles representing the full and empty health bars. The tutorial emphasizes setting the correct number of health bars according to the player's health, which is managed through scripting. The script includes variables for the player's health and maximum health, and it connects to the player's health change signal. The script also calculates the size of the health bar based on the player's current health, multiplying it by the texture's width to ensure accurate representation. The tutorial concludes with instructions to duplicate and rename nodes, and to add a script to manage the UI elements.

05:02

🛡 Implementing Enemy Health Bar and Signals

This part of the video script describes the steps to add an enemy health bar to the game. It starts with adding a progress bar to the enemy scene, renaming it to 'enemy health,' and adjusting its properties. The script is then modified to include a player variable and a connection to the 'enemy attacked' signal. A 'change health bar' function is introduced to update the health bar's value based on the enemy's health. The tutorial ensures that the health bar's maximum value and current value are set correctly in the script. Additionally, it mentions setting the attack power and adding a canvas layer for the health UI. The segment ends with a prompt to test the game, observe the UI in action, and scale it as needed. The video creator also invites viewers to like and subscribe for more content, and reminds them of the availability of assets on GitHub.

Mindmap

Keywords

💡Godot 4

Godot 4 is the latest major version of the open-source game engine Godot, known for its user-friendly interface and robust feature set for game development. In the video, Godot 4 serves as the platform on which the RPG series is being developed, indicating the use of its updated tools and capabilities for creating the game's UI.

💡UI

UI stands for User Interface, which is the space where interactions between the user and a device, or software, occur. In the context of the video, UI is crucial for the game's functionality, as it involves creating health bars for both the player and enemies, enhancing the gaming experience by providing visual feedback on health status.

💡Asset

An asset in game development refers to any resource, such as images, sounds, or scripts, that are used in the creation of a game. The script mentions importing assets like the Over Bar and progress bar textures, which are used to visually represent the health status in the game.

💡Canvas Layer

In Godot, a Canvas Layer is a node that allows for the creation of UI elements that are drawn above the standard game view, independent of the 3D or 2D world. The video script describes creating a canvas layer to add UI elements like health bars, which need to be displayed over the game scene.

💡TextureRect

TextureRect is a Godot control node used to display a rectangular texture, often used for UI elements. The script describes adding TextureRect nodes to represent the health bars, where one is empty and the other full, to indicate the player's health visually.

💡Health Bar

A health bar is a visual indicator used in games to show a character's health status. In the video, creating health bars is a key task, with the script detailing how to adjust the size of the health bar based on the player's health points, using TextureRect nodes.

💡Script

In game development, a script contains the code that defines the behavior of game elements. The video script discusses adding a script to the UI to handle the logic for updating the health bar based on the player's health, showcasing the integration of code with UI elements.

💡Signal

A signal in Godot is an event that a node can emit to communicate with other nodes. The script mentions emitting signals such as 'Health changed' and 'enemy attacked' to trigger updates in the UI, demonstrating the use of signals for inter-node communication within the game.

💡Progress Bar

A progress bar is a UI element that shows the completion progress of a task, often used for things like loading screens or character status. In the video, the progress bar is adapted for displaying enemy health, with adjustments made in the script to update its value accordingly.

💡Scale

Scaling in game development refers to adjusting the size of game objects or UI elements. The script describes scaling the health bar laterally to fit the player's health status, illustrating how scaling is used to adapt UI elements to different contexts within the game.

💡Emit Signal

Emitting a signal is an action in Godot where a node sends out a predefined event to other nodes. The video script includes emitting signals like 'Health changed' to update the UI, which is a key mechanism for responding to in-game events and updating the player's health bar.

Highlights

Introduction to adding UI for enemy and player health in Godot 4 RPG Series.

Importing UI assets such as Over Bar and Progress Bar for the player's health UI.

Assets availability on GitHub for easy access and use.

Creating a canvas layer for UI elements in the game.

Adding texture rects for the health UI, including full and empty textures.

Setting up the player's health UI with a specific number of health bars.

Scripting the UI to automatically adjust based on the player's health.

Creating a function to update the health UI based on the player's health status.

Connecting the player's health change signal to the UI for real-time updates.

Adding a signal for when the enemy is attacked to sync with the UI.

Setting up the enemy health bar with a progress bar element.

Adjusting the enemy health bar's properties such as maximum value and initial value.

Adding a script to the enemy to handle health changes and UI updates.

Ensuring the attack power is set to affect the enemy's health and UI.

Finalizing the UI setup by adding the canvas layer and saving the scene.

Testing the game to see the UI in action and ensuring it scales properly.

Invitation for viewers to like and subscribe for more content and access to assets.

Transcripts

play00:00

foreign

play00:06

welcome back to another edition of the

play00:09

Godot 4 RPG Series today we'll be adding

play00:13

UI

play00:14

for the enemy and for the player

play00:18

first we're going to import some assets

play00:20

which will be our Over Bar for our UI

play00:26

and then our progress bar

play00:29

these two will be for a player

play00:33

and once again these assets will be

play00:35

available in the GitHub down below as

play00:37

long as well as all of the game assets

play00:41

what we're going to want to do next is

play00:42

create a canvas layer

play00:46

and then we'll add two texture Rex

play00:52

one will be Health UI full

play00:57

actually this one will be the empty one

play00:59

and this one will be Health UI full

play01:07

so we will also want to add our textures

play01:11

so we will add for Progress here on UI

play01:15

full and then here we'll want to add our

play01:19

under bar

play01:21

foreign

play01:23

depending on how much health your player

play01:27

has

play01:29

before we do so though we'll want to add

play01:31

to tile

play01:32

depending on how much health your player

play01:34

has you will want to make sure that you

play01:37

set the correct amount of bars but in

play01:40

the script it will automatically do that

play01:43

now actually what we could do is delete

play01:45

this one

play01:46

and set this one up

play01:48

so we will have four to represent our

play01:52

health for the player which is four and

play01:55

then we will save this as under player

play01:59

as our player Health UI

play02:06

then we can duplicate and then we can

play02:09

replace the texture here

play02:13

before we move on rename our nodes this

play02:17

one will be our full

play02:21

and then we will add a script

play02:25

so the first thing we're going to want

play02:27

to do is have our variable set so this

play02:30

will be for

play02:32

and our Max Hearts will also be four

play02:37

then we will do on-ready VAR player is

play02:40

equal to get apparent dot get node

play02:45

player

play02:48

then we will do on ready VAR Health

play02:50

empty is equal to health UI empty

play02:55

then on ready VAR

play02:59

Health full is equal to helpful healthy

play03:02

White full

play03:05

okay

play03:07

so now we will do the following if

play03:10

player is not equal to null

play03:12

so in case the player is dead or not in

play03:15

the scene we'll do Health that player

play03:18

changed

play03:19

dot connect

play03:23

change texture

play03:25

we will add this signal to our player

play03:28

script later

play03:30

it's giving us an error because we need

play03:32

to initiate our function so we will

play03:34

create Funk change texture that will it

play03:39

be a value assigned Hearts is equal to

play03:43

Value not maximum hearts

play03:46

if Hearts is greater than or equal to

play03:51

zero

play03:52

update the size if Hearts is less than

play03:57

or equal to maximum hearts

play04:00

then we will do Health full dot size dot

play04:04

X is equal to Hearts times 32.

play04:09

what this is basically doing is taking

play04:12

the amount of Health the player has and

play04:15

it is multiplying the texture by 32

play04:17

because that is the width of our texture

play04:21

so you need to make sure that you're

play04:23

changing this value to the actual value

play04:26

of your texture for the hearts

play04:30

okay so we will go over to our player

play04:32

script

play04:34

and we will add a new signal which will

play04:36

be called

play04:39

Health changed

play04:41

and then we will add a value to it

play04:45

then we will go down

play04:47

and we will add

play04:49

at the very bottom of this function here

play04:53

emit signal

play04:56

Health changed

play04:58

and then we will attach our players

play05:01

health

play05:04

and we will also add another signal and

play05:08

this one will be called our enemy

play05:10

attacked

play05:12

which will have no value assigned

play05:15

and under this function here we will do

play05:18

emit signal

play05:21

enemy

play05:22

attacked

play05:26

okay now we are going to add our enemy

play05:29

health bar so under any scene that you

play05:32

have that has the enemy

play05:34

what you can do is go over here and then

play05:37

we will just add a progress bar

play05:41

we'll rename this to enemy health

play05:45

and then we will change the values here

play05:47

to 4 or whatever value you'd like to

play05:52

assign it's going to change in the

play05:53

script

play05:55

and then we're going to toggle off show

play05:57

percentage we will move it up just

play06:00

slightly

play06:02

so it's above our Sprite and then we

play06:05

will scale it laterally

play06:10

that we will save

play06:12

then we will go to our enemy script

play06:17

and under our ready function we will add

play06:20

the following variable player

play06:24

is equal to oh well we could just copy

play06:27

and paste

play06:30

and then we're going to connect our

play06:33

player to enemy attacked

play06:37

and then we will have our function

play06:39

change health bar

play06:42

which we will have to add next

play06:46

so under our physics or anywhere you

play06:49

would like we will add our

play06:52

change health bar

play06:56

and all we're simply going to do is do

play06:59

healthbar dot value is equal to health

play07:08

all right

play07:09

let's make sure that we have under on

play07:14

readys on ready VAR health bar is equal

play07:17

to enemy health

play07:21

one last thing before we do other

play07:23

changes and play the game is we will do

play07:27

healthbar.maximum value

play07:29

is equal to health then healthbar dot

play07:33

value is equal to health

play07:35

so under our world you gotta want to

play07:38

make sure that the attack power is set

play07:40

to one otherwise nothing will change and

play07:44

then we will also want to add our canvas

play07:46

layer Health UI

play07:49

and we'll save

play07:51

so once you start the game you can press

play07:53

play and you'll see our UI is up there

play07:56

you can scale it to make it bigger or

play07:58

smaller and when we attack the enemy

play08:02

gets damaged however

play08:04

we can also receive damage

play08:07

if you guys enjoyed this video please do

play08:09

leave a like And subscribe I will have

play08:12

all the assets and the entire game in

play08:15

the GitHub down below otherwise I'll see

play08:18

you guys in the next video

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関連タグ
Godot 4RPG SeriesUI DesignHealth BarsGame DevelopmentAsset ImportCanvas LayerTexture SetupScriptingPlayer Health
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