How To Make a Topdown RPG in Godot 4: Adding Health Bars and Health UI! (Part 4)
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
🎮 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.
🛡 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
💡UI
💡Asset
💡Canvas Layer
💡TextureRect
💡Health Bar
💡Script
💡Signal
💡Progress Bar
💡Scale
💡Emit Signal
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
foreign
welcome back to another edition of the
Godot 4 RPG Series today we'll be adding
UI
for the enemy and for the player
first we're going to import some assets
which will be our Over Bar for our UI
and then our progress bar
these two will be for a player
and once again these assets will be
available in the GitHub down below as
long as well as all of the game assets
what we're going to want to do next is
create a canvas layer
and then we'll add two texture Rex
one will be Health UI full
actually this one will be the empty one
and this one will be Health UI full
so we will also want to add our textures
so we will add for Progress here on UI
full and then here we'll want to add our
under bar
foreign
depending on how much health your player
has
before we do so though we'll want to add
to tile
depending on how much health your player
has you will want to make sure that you
set the correct amount of bars but in
the script it will automatically do that
now actually what we could do is delete
this one
and set this one up
so we will have four to represent our
health for the player which is four and
then we will save this as under player
as our player Health UI
then we can duplicate and then we can
replace the texture here
before we move on rename our nodes this
one will be our full
and then we will add a script
so the first thing we're going to want
to do is have our variable set so this
will be for
and our Max Hearts will also be four
then we will do on-ready VAR player is
equal to get apparent dot get node
player
then we will do on ready VAR Health
empty is equal to health UI empty
then on ready VAR
Health full is equal to helpful healthy
White full
okay
so now we will do the following if
player is not equal to null
so in case the player is dead or not in
the scene we'll do Health that player
changed
dot connect
change texture
we will add this signal to our player
script later
it's giving us an error because we need
to initiate our function so we will
create Funk change texture that will it
be a value assigned Hearts is equal to
Value not maximum hearts
if Hearts is greater than or equal to
zero
update the size if Hearts is less than
or equal to maximum hearts
then we will do Health full dot size dot
X is equal to Hearts times 32.
what this is basically doing is taking
the amount of Health the player has and
it is multiplying the texture by 32
because that is the width of our texture
so you need to make sure that you're
changing this value to the actual value
of your texture for the hearts
okay so we will go over to our player
script
and we will add a new signal which will
be called
Health changed
and then we will add a value to it
then we will go down
and we will add
at the very bottom of this function here
emit signal
Health changed
and then we will attach our players
health
and we will also add another signal and
this one will be called our enemy
attacked
which will have no value assigned
and under this function here we will do
emit signal
enemy
attacked
okay now we are going to add our enemy
health bar so under any scene that you
have that has the enemy
what you can do is go over here and then
we will just add a progress bar
we'll rename this to enemy health
and then we will change the values here
to 4 or whatever value you'd like to
assign it's going to change in the
script
and then we're going to toggle off show
percentage we will move it up just
slightly
so it's above our Sprite and then we
will scale it laterally
that we will save
then we will go to our enemy script
and under our ready function we will add
the following variable player
is equal to oh well we could just copy
and paste
and then we're going to connect our
player to enemy attacked
and then we will have our function
change health bar
which we will have to add next
so under our physics or anywhere you
would like we will add our
change health bar
and all we're simply going to do is do
healthbar dot value is equal to health
all right
let's make sure that we have under on
readys on ready VAR health bar is equal
to enemy health
one last thing before we do other
changes and play the game is we will do
healthbar.maximum value
is equal to health then healthbar dot
value is equal to health
so under our world you gotta want to
make sure that the attack power is set
to one otherwise nothing will change and
then we will also want to add our canvas
layer Health UI
and we'll save
so once you start the game you can press
play and you'll see our UI is up there
you can scale it to make it bigger or
smaller and when we attack the enemy
gets damaged however
we can also receive damage
if you guys enjoyed this video please do
leave a like And subscribe I will have
all the assets and the entire game in
the GitHub down below otherwise I'll see
you guys in the next video
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