Build a Map HUD

Build a Map HUD (Map screen)

Goal

  • Render a simple Heads‑Up Display (HUD) on the Map screen using platform data (player stats, map name, gold). This tutorial only touches UI code inside the menus workspace; the plugin wiring is already handled for you.

What you’ll build

  • A MapHUD React component that observes platform data via RPGBridge.GetPlatformData() and displays:

    • Current map name

    • Party gold

    • Current actor’s HP/MP (actor 0)

Map HUD – showing map name, gold, HP/MP

Prerequisites

  • React UI is set up (menus/ built at least once)

  • Plugin enabled and overlay visible in your project

  1. Create the component Create (or reuse) menus/src/views/tutorial/MapHUD.tsx:

Notes

  • Uses Tailwind utility classes for layout/visuals. The only inline style is the dynamic bar width, which is computed at runtime.

  • The component uses observer so it re-renders when MobX-decorated platform data changes.

  • The engine remains the source of truth (gold, hp/mp, map name). When MZ updates these values, your HUD updates automatically.

  1. Add the HUD to the Map screen Open menus/src/views/MapScreen.tsx and render the HUD inside the Map screen layout. Example (pseudo-structure):

If your screen uses a main container with relative positioning, the absolute positioning in MapHUD will anchor relative to it; otherwise, it will anchor to the overlay root (which is pinned to the viewport by the plugin). Adjust styles as desired.

  1. Build and run

Package and run your game as usual. Enter a map: you should see the HUD with the current map name, gold, and actor 0’s HP/MP bars. As values change (combat, items, map transfers), the HUD updates automatically.

Extensions

  • Show more party members by iterating gameParty.members()

  • Add EXP bars or level/TP

  • Swap to icons/sprites from platform.gameInfo.getIconPath()/getPortraitPath()

See also

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