Almost all the recipes in this chapter involve different interactive UI controls. Although there are different kinds of interactive UI controls, the basic way to work with them, and have scripted actions respond to user actions, is all based on the same idea: events triggering the execution of object method functions.
Then, for fun, and an example of a very different kind of UI, the final recipe demonstrates how to add to your game a sophisticated real-time communication of the relative positions of objects in the scene (that is, a radar!).