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@ -6,25 +6,23 @@ do |
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-- the size of the grid should basically always be constant (i think), |
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-- but different aspect ratios complicate this in an annoying way |
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HEX_GRID_WIDTH = 41 + padding |
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HEX_GRID_HEIGHT = 27 + padding |
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HEX_GRID_WIDTH = 33 + padding |
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HEX_GRID_HEIGHT = 23 + padding |
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HEX_GRID_DIMENSIONS = vec2(HEX_GRID_WIDTH, HEX_GRID_HEIGHT) |
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HEX_GRID_CENTER = evenq_to_hex(vec2(math.floor(HEX_GRID_WIDTH/2) |
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, -math.floor(HEX_GRID_HEIGHT/2))) |
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end |
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-- pixel distance from hex centerpoint to any vertex |
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-- given a grid width gx, and window width wx, what's the smallest size a hex can be to fill the whole screen? |
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-- wx / (gx * 3 / 2) |
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HEX_SIZE = win.width / (41 * 3 / 2) |
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-- pixel distance from hex centerpoint to any vertex |
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-- given a grid width gx, and window width wx, what's the smallest size a hex can be to fill the whole screen? |
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-- wx / (gx * 3 / 2) |
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HEX_SIZE = win.width / ((HEX_GRID_WIDTH - padding) * 3 / 2) |
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HEX_PIXEL_WIDTH = hex_width(HEX_SIZE, HEX_ORIENTATION.FLAT) |
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HEX_PIXEL_HEIGHT = hex_height(HEX_SIZE, HEX_ORIENTATION.FLAT) |
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HEX_PIXEL_DIMENSIONS = vec2(HEX_PIXEL_WIDTH, HEX_PIXEL_HEIGHT) |
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HEX_PIXEL_WIDTH = hex_width(HEX_SIZE, HEX_ORIENTATION.FLAT) |
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HEX_PIXEL_HEIGHT = hex_height(HEX_SIZE, HEX_ORIENTATION.FLAT) |
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HEX_PIXEL_DIMENSIONS = vec2(HEX_PIXEL_WIDTH, HEX_PIXEL_HEIGHT) |
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do |
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local hhs = hex_horizontal_spacing(HEX_SIZE) |
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local hvs = hex_vertical_spacing(HEX_SIZE) |
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