I was able to create various gauges, such as a health gauge, for the game scene using the UI. However, if possible, I would like to display a health gauge below (or above) the enemy, but I don’t know how to do it. I thought about having the enemy emit an object (the gauge) that synchronizes with the parent, but I’m unsure whether it’s even possible to emit a gauge as an object, and if so, how to do it.
If anyone knows the method, I would appreciate your guidance.
If the goal is simply to follow the monster’s health bar, this node can achieve that.
The AGM node can automatically bind to variables, which is very convenient.
In the red box below, you can add the desired health bar image asset.
I’m happy that it seems like I can recreate exactly the gauge I want to make. Thank you for the information.
If I may ask for one more thing… As it stands now, the gauge is basically consumed from right to left. However, when the enemy faces the opposite direction, the consumption direction of the gauge also reverses. I’d like to adjust this so that the gauge’s direction remains fixed regardless of the enemy’s orientation. It feels like there might be a setting for this somewhere, but I haven’t been able to find it yet… I apologize for bothering you again.
(1) Create a Node2D below the object and place the health bar underneath it.
(2) Create a RemoteTransform2D node and set its path to this Node2D.
(3) In the “Update” section of this node, disable the “Flip” and “Scale” functions. (This means the new node layer will not flip along with the parent node.)
(4) Enable the “Top Level” option for the Node2D, which corresponds to top-level. (I tested this, and if it’s not enabled, the flipping still occurs.)
OK, after completing these steps, the health bar will remain fixed and not flip.