Tweening labels is a fantastic way to add flair to your game’s UI, and adopting a component-based architecture makes it a breeze to reuse these effects across multiple areas of your project without duplicating code.
While working on Jurassic Jump, I wanted to spice up my labels with animations. Godot’s tweening system is incredibly versatile, and so far, I’ve implemented two effects: scrambling and revealing text and enlarging text. Let’s dive into how these work and why they’re so effective.
Scrambling and Revealing Text
This is a really cool effect I use in the splash screens. Here’s how it looks in action:
What’s cool is that this effect can double as a text reveal, perfect for secrets, passwords, or suspenseful dialogue reveals:
The best part? The code is clean and reusable when extracted into its own TweenLabel scene.
## A control for displaying text using various tween effects
class_name TweenLabel extends Label
## Tween text over a period of time, which results in a scramble effect for the
## characters that have changed. Does not scramble characters that are the same
## between calls.
func tween_text(text: String, scramble_time: float, show_time: float) -> Tween:
var tween = create_tween()
tween.tween_property(self, "text", text, scramble_time)
tween.tween_interval(show_time)
return tween
With just a few lines of code, you can create effects that add polish and personality to your game’s UI.
Enlarging Text
For countdowns or dramatic emphasis, enlarging labels over time is a great trick. Here’s how it looks in Jurassic Jump’s countdown timer:
This effect uses a tween_font_size function
. While I ran into some hiccups with theme compatibility, the results are worth the effort:
## Tween font size over a period of time, which causes a label to grow or shrink
## in size over time.
func tween_font_size(font_size: int, duration: float) -> Tween:
var tween := create_tween()
tween.tween_property(self, "label_settings:font_size", 200, duration)
return tween
The implementation could benefit from further refinement—like creating a dedicated CountdownLabel
to simplify timing and orchestration — but for now, it works well enough.
Wrapping Up
Godot’s tweening system opens up endless possibilities for animating labels and other UI elements. Whether it’s scrambling text for a splash screen or enlarging it for dramatic effect, these techniques can help elevate your game’s polish.
I hope this post sparks ideas for your projects (or serves as a handy reference when I inevitably forget how I did this).
Happy tweening! 🚀