HUD & World
The Watcher's Eye
Lesson 1
A Living Flame
Build: FireFlicker on an OmniLight3D: pure _process math that makes a torch breathe

Lesson 2
Health & Stamina Bars (NinePatch)
Build: PlayerHUD core: size a NinePatch fill inside a metal track by your real stat ratio

Lesson 3
Juice the Bars
Build: The lagging chip trail behind each fill, plus the low-HP red pulse

Lesson 4
The XP Bar & Leveling UI
Build: Bind LevelingComponent signals, ease-fill the XP bar, pop a LEVEL UP banner

Lesson 5
The Stat Allocation Panel
Build: The [U] panel: spend points into attributes, with pause + mouse + HUD handoff

Lesson 6
Dropped Loot (WorldItem)
Build: A floating Area3D drop that bobs, spins, and flies into your inventory on walk-over

Lesson 7
The Bonfire (checkpoint)
Build: Rest at [E]: set a respawn point, full heal, refill poise, and respawn enemies

Lesson 8
Lost Souls (recover your XP)
Build: The bloodstain at your death spot: walk back to reclaim the XP, or lose it

Lesson 9
Treasure Chests
Build: Open once at [E]: lid pops, coins spray, loot fans out on a ring; gilded glows

Lesson 10
Breakable Barrels
Build: wrap a prop in a StaticBody + Hurtbox; take_damage shatters it and spills loot

Lesson 11
The Fog-of-War Minimap
Build: configure() from the grid, reveal a persistent fog disk, and _draw the explored map
