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Cyberpunk HUD Demo

Standalone Godot 4.6 project — a cyberpunk-styled HUD built entirely via MCP tools as a stress test for the godot-ai MCP server.

What's here

  • cyberpunk_hud.tscn — CanvasLayer-rooted HUD with health/shield bars, ability cooldowns, ammo counter, system log feed, and pause menu
  • themes/cyberpunk.tres — dark navy/cyan/magenta theme with glowing panel shadows
  • autoload/game_state.gd — demo state singleton (periodic damage, shield regen, cooldown ticks)
  • cyberpunk_hud.gd — HUD controller wiring GameState signals to UI elements
  • hud_loader.gd — runtime scene instancer (loads cyberpunk_hud.tscn into main.tscn)
  • main.tscn — minimal 3D scene (camera + light + ground + HUD loader)

MCP tools required

This project is designed to be edited via MCP tools from the godot-ai server. To use them:

  1. Symlink or copy the plugin: ln -s /Users/davidsarno/Documents/godot-ai/plugin/addons/godot_ai addons/godot_ai
  2. Enable the plugin in Project Settings > Plugins
  3. Start the dev server: cd ~/Documents/godot-ai && .venv/bin/python -m godot_ai --transport streamable-http --port 8000 --reload
  4. session_activate the cyberpunk-hud-demo session

Input actions

  • Escape — toggle pause menu
  • Q — ability 1
  • E (or Shift+E) — ability 2
  • R — ability 3

Animations on /cyberpunk_hud/AP

Active clips (referenced by cyberpunk_hud.gd):

  • hud_fade_in — modulate fade on load (autoplay)
  • pause_slide_in — overlay fade + menu slide
  • dmg_hit — gentle panel shake + HDR red flash on damage
  • hp_glow — low-health pulsing red glow (pingpong)

Stale clips (orphaned, can't delete without animation_delete tool):

  • damage_shake, dmg_flash, hp_low_pulse — superseded by the above

Origin

Built during a friction-logging exercise documented in docs/friction-log-cyberpunk-hud.md. The v2 visual polish plan is in docs/prompt-hud-v2.md.