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mortal-maze-the-game/ui/hud/player_health_hud.gd
T

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GDScript

extends CanvasLayer
## Minimal player HUD.
##
## This is a CanvasLayer on purpose: its coordinates belong to the camera
## viewport, not to the level. Therefore (18, 18) always means "18 pixels from
## the top-left corner currently visible by the camera", even while the player
## and Camera2D move through the world.
@onready var health_bar: ProgressBar = $HUD/HealthBar
@onready var health_label: Label = $HUD/HealthBar/HealthLabel
func _ready() -> void:
var player: Node = get_parent()
if player == null or not player.has_signal(&"health_changed"):
push_error("PlayerHealthHUD must be a child of a Player with health_changed signal.")
return
# Child _ready() runs before Player._ready(). We connect here first and the
# Player will emit its initial health value a moment later during its _ready().
player.connect(&"health_changed", _on_health_changed)
func _on_health_changed(current_health: int, max_health: int) -> void:
health_bar.max_value = float(max_health)
health_bar.value = float(current_health)
health_label.text = "HP %d / %d" % [current_health, max_health]