From 6cdf5a44811315f170e0b000a17b958c0033aba1 Mon Sep 17 00:00:00 2001 From: churchianity <43279719+churchianity@users.noreply.github.com> Date: Wed, 20 Feb 2019 00:03:17 -0500 Subject: [PATCH] Delete ' --- ' | 164 -------------------------------------------------------------- 1 file changed, 164 deletions(-) delete mode 100644 ' diff --git a/' b/' deleted file mode 100644 index 720698e..0000000 --- a/' +++ /dev/null @@ -1,164 +0,0 @@ ---[[ AXIAL/CUBE COORDINATE SYSTEM FOR AMULET/LUA]] ---[[ - - all hexes in functions are assumed to be amulet vectors. - in amulet, vector arithmetic works already with [ + - * / ] - things like equality and distance are implemented here. - - some algorithms use axial coordinates for hexes: vec2(s, t) - others use cube coordinates: vec3(s, t, z) where s + t + z = 0 - this is for simplicity - many algorithms don't care about the - third coordinate, and if they do, the missing coordinate can - be calculated from the other two. - - -- note on orientation: - because of the way amulet draws hexagons, it's much easier to assume - the user wants to use the flat map. rotation after the fact to - achieve other orienations is probably possible, but might have some - aliasing issues. TODO work on this. - - consequently, I have not implemented stretching. all hexagons are - assumed to be regular. you could implement this yourself by making - layout.size a vec2(sizex, sizey), but you would have to play with - transforms in the amulet library if you wanted to use amulet. - - some of the primary resources used to develop this library: - - https://redblobgames.com/grid/hexagons - simply amazing. - - http://amulet.xyz/doc - amulet documentation - - TODO that place that had the inner circle/outer circle ratio?? - - ]] - --- GENERALLY USEFUL CONSTANTS ------------------------------------------------- - - - - - --- GENERALLY USEFUL FUNCTIONS -------------------------------------------------- - -function round(n) - return n % 1 >= 0.5 and math.ceil(n) or math.floor(n) -end - -function draw_axes(window, node) - xaxis = am.line(vec2(-window.width / 2, 0) , vec2(window.width / 2, 0)) - yaxis = am.line(vec2(0, -window.height / 2), vec2(0, window.height / 2)) - - node:append(xaxis) - node:append(yaxis) -end - --- HEX CONSTANTS --------------------------------------------------------------- - - -- all possible vector directions from a given hex by edge -HEX_DIRECTIONS = {vec2( 1 , 0), - vec2( 1 , -1), - vec2( 0 , -1), - vec2(-1 , 0), - vec2(-1 , 1), - vec2( 0 , 1)} - --- HEX UTILITY FUNCTIONS ------------------------------------------------------- - -function hex_equals(a, b) - return a.s == a.t and b.s == b.t -end - -function hex_nequals(a, b) - return not hex_equals(a, b) -end - -function hex_length(hex) - return ((math.abs(hex.s) + math.abs(hex.t) + math.abs(-hex.s - hex.t)) / 2) -end - -function hex_distance(a, b) - return hex_length(a - b) -end - -function hex_direction(direction) - return HEX_DIRECTIONS[direction] -end - -function hex_neighbour(hex, direction) - return hex + HEX_DIRECTIONS[direction] -end - -function hex_round(hex) - rs = round(hex.s) - rt = round(hex.t) - rz = round(-hex.s + -hex.t) - - sdelta = math.abs(rs - hex.s) - tdelta = math.abs(rt - hex.t) - zdelta = math.abs(rz + hex.s + hex.t) - - if sdelta > tdelta and sdelta > zdelta then - rs = -rt - rz - elseif tdelta > zdelta then - rt = -rs - rz - else - rz = -rs - rt - end - - return vec2(rs, rt) -end - --- COORDINATE CONVERSION FUNCTIONS --------------------------------------------- - - -- forward & inverse matrices used for coordinate conversion -local M = mat2(3.0/2.0, 0.0, 3.0^0.5/2.0, 3.0^0.5 ) -local W = mat2(2.0/3.0, 0.0, -1.0/3.0 , 3.0^0.5/3.0) - - -- hex to screen -function hex_to_pixel(hex, origin) - - x = (M[1][1] * hex.s + M[1][2] * hex.t) * SIZE - y = (M[2][1] * hex.s + M[2][2] * hex.t) * SIZE - - return vec2(x + origin.x, y + origin.y) -end - - -- screen to hex -function pixel_to_hex(pix, origin) - pix = vec2(pix.x - origin.x) / SIZE, - (pix.y - origin.y) / SIZE - - s = W[1][1] * pix.x + W[1][2] * pix.y - t = W[2][1] * pix.x + W[2][2] * pix.y - - return hex_round(vec2(s, t)) -end - --- MAP FUNCTIONS --------------------------------------------------------------- - -function hexagonal_map(radius, origin) - for s = -radius, radius do - t1 = math.max(-radius, -s - radius) - t2 = math.min(radius, -s + radius) - - for t = t1, t2 do - - color = vec4(math.random(20, 80) / 100, - math.random(20, 80) / 100, - math.random(20, 80) / 100, - 1) - - map:append(am.circle(hex_to_pixel(vec2(s, t)), 24, color, 6)) - end - end -end - -function rectangular_map(width, height, origin) - for s = 0, height do - soffset = math.floor(s / 2) - - for t = -soffset, width - soffset do - - center = hex_to_pixel(vec2(s, t)) - end - end -end ---]] -