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Use when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbers
Passed 22 of 22 test cases with the skill, and 21 of 22 without it.
1 fixed21 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
A test case the skill fixed. Same model, same prompt, with and without the skill.
I'm building a UI health bar for my Godot 4.3 game that needs to stay synced with a HealthComponent. Could you provide a GDScript script extending ProgressBar that connects to the component's signal, smoothly animates health drops or gains with tweens, handles re-binding if the player spawns after the UI, and makes sure rapid hit animations interrupt existing transitions cleanly?
| Checked | Without skill | With skill |
|---|---|---|
| The response sets step = 0.0 (or step = 0) on the ProgressBar. | Missed | Passed |
| The response kills the existing tween before starting a new one. | Passed | Passed |
The instructions your model reads when the skill loads.
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.
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.
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)
test cases passed, vs 21 / 22 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.