Phaser HUD Component Patterns
Overview
Reusable patterns for implementing HUD elements in Phaser games. Accelerate HUD implementation and ensure consistency.
HUD Background Pattern
- •Use
Phaser.GameObjects.Graphicsfor rounded rectangles - •Set depth to 100+ to appear above game elements
- •Use semi-transparent backgrounds (alpha: 0.7-0.8)
- •Position relative to camera dimensions
Text Element Pattern
- •Position text relative to HUD background
- •Set depth to 101+ (above background)
- •Use consistent font families and sizes
- •Update text in real-time via
setText()
Test Seam Integration
- •Expose HUD properties: colors, positions, text content
- •Include visual state accessors:
getTimerColor(),getCoinCount() - •Document HUD structure in test seam
Common HUD Elements
See references/hud-elements.md for patterns:
- •Timer display (MM:SS format)
- •Score/coin counter
- •Health bar (if applicable)
- •Minimap (if applicable)
Test in Isolation
Before or while integrating a HUD component into GameScene, create a standalone component test scene that only renders this HUD element (e.g. HUDTimerTestScene). Test layout, test seam, and behavior there. Use the phaser-component-test-scenes skill for workflow and template.
Template
See assets/hud-template.ts for HUD component template.
Resources
- •
references/hud-elements.md- Timer display, score counter, health bar patterns - •
assets/hud-template.ts- Template for HUD components - •phaser-component-test-scenes - Standalone test scenes for UI components