Cooldown Button
Problem
You want to make RPG-style ability buttons, including a cooldown effect.
Solution
If you need art for your buttons, you can find a wide variety of well-designed buttons at Game-icons.net. We’ll be using a few from there for this recipe.
Node setup
The scene for our ability button will need the following nodes:
AbilityButton: TextureButton
Sweep: TextureProgress
Timer
Counter: MarginContainer
Value: Label
Drop your chosen icon into the Texture property of the AbilityButton
.
On the Sweep
node, choose “Full Rect” from the Layout menu. Set the Fill Mode to “Counter Clockwise”.
We also want our cooldown “radial wipe” to darken the button, so set the Modulate property to a dark gray with some transparency:
The Timer
node should be set to “One Shot”.
Counter
is a container to hold and align the text. Set its Layout to “Bottom Wide”, and in its Custom Constants, both Margin Right and Margin Left to 5
.
Finally, on the Value
label, set Align to “Right” and Clip Text to “On”. Choose a font by adding a DynamicFont
and setting an appropriate size. Put a value like 0.0
in the Text field to check how it works. Since our icon is black and white, it also helps to add an Outline Size of 1
in the font’s settings.
Script
Add a script to the AbilityButton
. Connect the Timer
’s timeout
signal and the AbilityButton
’s pressed
signal.
extends TextureButton
onready var time_label = $Counter/Value
export var cooldown = 1.0
func _ready():
$Timer.wait_time = cooldown
time_label.hide()
$Sweep.texture_progress = texture_normal
$Sweep.value = 0
set_process(false)
We start by exporting a cooldown
variable for the length of our ability’s cooldown. Then, in the _ready()
method, we can set the Timer
to use that value. Then we hide the label, because we only want to display it during the countdown.
Next, we need a texture to assign to the TextureProgress
display. In this case, we’ll copy the texture from the button - you could also use a different texture if you like.
Finally, we make sure the sweep’s value is at 0
, and set the node’s processing to false
. We’ll do the animation in _process()
so we don’t need it running when we’re not in cooldown mode.
func _process(delta):
time_label.text = "%3.1f" % $Timer.time_left
$Sweep.value = int(($Timer.time_left / cooldown) * 100)
In _process()
we use the time_left
on the timer to set the label’s text
and the sweep’s value
.
func _on_AbilityButton_pressed():
disabled = true
set_process(true)
$Timer.start()
time_label.show()
When the button is clicked, everything gets started.
func _on_Timer_timeout():
print("ability ready")
$Sweep.value = 0
disabled = false
time_label.hide()
set_process(false)
And everything is reset when the timer runs out. Put several buttons in an HBoxContainer
and you’ve got an action bar: