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I’m working on a simple 2d game and trying to show player health on a radial, donut-shaped indicator. If you’ve played Breath of the WIld, picture the stamina wheel.
The player health wheel should be full until they start taking damage, then it should decrease at a steady pace till they get out of the danger area (I have collision and areas with signals handling this.) Once they’re out, it’ll refill (again, at a steady pace, but probably a different speed) – till it’s back to 100%;
I think I have a general sense of the math/logic for this, but how would I translate these interpolating numbers into a wheel? Where at 100% you see the whole wheel, at 50% half of it is masked/gone, et cetera.
Is there a control node that’s well suited to this or is this a case for custom drawing?
Have you looked into a
TextureProgress node? It can be filled radially (see the
radial_* properties for more details).
Ertain | 2020-07-16 03:33
Perfect! I forgot this node existed and it’s exactly what I need. Thanks for the tip.
jackmakesthings | 2020-07-16 04:12