5.6 KiB
Part 7: Creating the User Interface
Overview
Part 7 significantly enhances the user interface, transforming our roguelike from a basic game into a more polished experience. We add mouse interaction, help displays, information panels, and better visual feedback systems.
What's New in Part 7
Mouse Interaction
Click-to-Inspect System
Since McRogueFace doesn't have mouse motion events, we use click events to show entity information:
def grid_click_handler(pixel_x, pixel_y, button, state):
# Convert pixel coordinates to grid coordinates
grid_x = int(pixel_x / (self.tile_size * self.zoom))
grid_y = int(pixel_y / (self.tile_size * self.zoom))
# Update hover display for this position
self.update_mouse_hover(grid_x, grid_y)
Click displays show:
- Entity names
- Current HP for living creatures
- Multiple entities if stacked (e.g., "Grave of Rat")
Mouse Handler Registration
The click handler is registered as a local function to avoid issues with bound methods:
# Use a local function instead of a bound method
self.game_map.click = grid_click_handler
Help System
Toggle Help Display
Press ?, H, or F1 to show/hide help:
class HelpDisplay:
def toggle(self) -> None:
self.visible = not self.visible
self.panel.frame.visible = self.visible
The help panel includes:
- Movement controls for all input methods
- Combat instructions
- Mouse usage tips
- Gameplay strategies
Information Panels
Player Stats Panel
Always-visible panel showing:
- Player name
- Current/Max HP
- Power and Defense stats
- Current grid position
class InfoPanel:
def create_ui(self, title: str) -> List[mcrfpy.Drawable]:
# Semi-transparent background frame
self.frame = mcrfpy.Frame(pos=(x, y), size=(width, height))
self.frame.fill_color = mcrfpy.Color(20, 20, 40, 200)
# Title and content captions as children
self.frame.children.append(self.title_caption)
self.frame.children.append(self.content_caption)
Reusable Panel System
The InfoPanel class provides:
- Titled panels with borders
- Semi-transparent backgrounds
- Easy content updates
- Consistent visual style
Enhanced UI Components
MouseHoverDisplay Class
Manages tooltip-style hover information:
- Follows mouse position
- Shows/hides automatically
- Offset to avoid cursor overlap
- Multiple entity support
UI Module Organization
Clean separation of UI components:
MessageLog: Combat messagesHealthBar: HP visualizationMouseHoverDisplay: Entity inspectionInfoPanel: Generic information displayHelpDisplay: Keyboard controls
Architecture Improvements
UI Composition
Using McRogueFace's parent-child system:
# Add caption as child of frame
self.frame.children.append(self.text_caption)
Benefits:
- Automatic relative positioning
- Group visibility control
- Clean hierarchy
Event Handler Extensions
Input handler now manages:
- Keyboard input (existing)
- Mouse motion (new)
- Mouse clicks (prepared for future)
- UI toggles (help display)
Dynamic Content Updates
All UI elements support real-time updates:
def update_stats_panel(self) -> None:
stats_text = f"""Name: {self.player.name}
HP: {self.player.hp}/{self.player.max_hp}
Power: {self.player.power}
Defense: {self.player.defense}"""
self.stats_panel.update_content(stats_text)
Key Implementation Details
Mouse Coordinate Conversion
Pixel to grid conversion:
grid_x = int(x / (self.engine.tile_size * self.engine.zoom))
grid_y = int(y / (self.engine.tile_size * self.engine.zoom))
Visibility Management
UI elements can be toggled:
- Help panel starts hidden
- Mouse hover hides when not over entities
- Panels can be shown/hidden dynamically
Color and Transparency
UI uses semi-transparent overlays:
- Panel backgrounds:
Color(20, 20, 40, 200) - Hover tooltips:
Color(255, 255, 200, 255) - Borders and outlines for readability
Files Modified
game/ui.py: Added MouseHoverDisplay, InfoPanel, HelpDisplay classesgame/engine.py: Integrated new UI components, mouse hover handlinggame/input_handlers.py: Added mouse motion handling, help togglemain.py: Registered mouse handlers, updated part description
What's Next
Part 8 will add items and inventory:
- Collectible items (potions, equipment)
- Inventory management UI
- Item usage mechanics
- Equipment system
Learning Points
- UI Composition: Use parent-child relationships for complex UI
- Event Delegation: Separate input handling from UI updates
- Information Layers: Multiple UI systems can coexist (hover, panels, help)
- Visual Polish: Small touches like transparency and borders improve UX
- Reusable Components: Generic panels can be specialized for different uses
Running Part 7
cd simple_tcod_tutorial/build
./mcrogueface scripts/main.py
New features to try:
- Click on entities to see their details
- Press ? or H to toggle help display
- Watch the stats panel update as you take damage
- See entity HP in hover tooltips
- Notice the visual polish in UI panels
UI Design Principles
Consistency
- All panels use similar visual style
- Consistent color scheme
- Uniform text sizing
Non-Intrusive
- Semi-transparent panels don't block view
- Hover info appears near cursor
- Help can be toggled off
Information Hierarchy
- Critical info (health) always visible
- Contextual info (hover) on demand
- Help info toggleable
The UI now provides a professional feel while maintaining the roguelike aesthetic!