diff --git a/README.md b/README.md index 7f3df94..3cecc28 100644 --- a/README.md +++ b/README.md @@ -1,4 +1,3 @@ -# hex.lua ## INTRODUCTION [1.1] @@ -10,7 +9,7 @@ if you want an actual good resource, go to [1.9]. ## GETTING STARTED [1.2] -//TODO +* TODO ## COORDINATE SYSTEMS [1.3] @@ -29,7 +28,7 @@ so you can use what your graphics library likes best! Some map shapes: parallelogram, rectangular, hexagonal, triangular. (and more) -* storage system based on map shape - see chart: +The storage system used is based on the map shape - see chart: | SHAPE | MAP STORAGE | | ----------------- | --------------------------------------------- | @@ -45,8 +44,35 @@ Some map shapes: parallelogram, rectangular, hexagonal, triangular. (and more) ## CONVENTIONS AND TERMINOLOGY [1.8] -because so many different kinds of coordinate pairs, trios +If you have read amit's guide to hexagon grids, (see [1.9]), a lot of the +terminology will be familiar to you - I utilize many conventions he does in +his guide. That being said... +Because so many different kinds of coordinate groupings are used in this library, +and they are all fundamentally tables/vectors/arrays of integers, it can be hard +to remember what they are all referring to. + +The following table shows what each table/vector/array refers to in the code: + +| NAME | REFERS TO | +| ---- | ---------------------------------------------------------- | +| cube | xyz, used for most maps, with constraint x+y+z=0. ** | +| pix | xy, true screen pixel coordinates | +| dbl | xy, 'doubled', used for rectangular maps | +| off | xy, 'offset', used for UI implementations | +| ---- | ---------------------------------------------------------- | +| map | xy, table of unit hexagon centerpoints arranged in a shape | + + ** note that 'axial' coordinates are a subset of cube coordinates, where + you simply omit the z value. for many algorithms this is done, but instead + of using some reference name 'axial', I just used the name 'cube' for both + cases. I found this to be clearer and less prone to end-user error. when + an algorithm asks for a cube, give it a cube. if you want to know if it works + with axial as well, look at the code and see if it uses a 'z' value. + +Other terminology: + +* TODO ## RESOURCES USED TO DEVELOP THIS LIBRARY, AND FOR WHICH I AM GRATEFUL [1.9]