Standalone Godot 4.6 project — a cyberpunk-styled HUD built entirely via MCP tools as a stress test for the godot-ai MCP server.
cyberpunk_hud.tscn— CanvasLayer-rooted HUD with health/shield bars, ability cooldowns, ammo counter, system log feed, and pause menuthemes/cyberpunk.tres— dark navy/cyan/magenta theme with glowing panel shadowsautoload/game_state.gd— demo state singleton (periodic damage, shield regen, cooldown ticks)cyberpunk_hud.gd— HUD controller wiring GameState signals to UI elementshud_loader.gd— runtime scene instancer (loads cyberpunk_hud.tscn into main.tscn)main.tscn— minimal 3D scene (camera + light + ground + HUD loader)
This project is designed to be edited via MCP tools from the godot-ai server. To use them:
- Symlink or copy the plugin:
ln -s /Users/davidsarno/Documents/godot-ai/plugin/addons/godot_ai addons/godot_ai - Enable the plugin in Project Settings > Plugins
- Start the dev server:
cd ~/Documents/godot-ai && .venv/bin/python -m godot_ai --transport streamable-http --port 8000 --reload session_activatethe cyberpunk-hud-demo session
- Escape — toggle pause menu
- Q — ability 1
- E (or Shift+E) — ability 2
- R — ability 3
Active clips (referenced by cyberpunk_hud.gd):
hud_fade_in— modulate fade on load (autoplay)pause_slide_in— overlay fade + menu slidedmg_hit— gentle panel shake + HDR red flash on damagehp_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damage_shake,dmg_flash,hp_low_pulse— superseded by the above
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.