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chadwick

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churchianity 6 years ago
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      README.md

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README.md

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# hex.lua
## INTRODUCTION [1.1] ## INTRODUCTION [1.1]
@ -10,7 +9,7 @@ if you want an actual good resource, go to [1.9].
## GETTING STARTED [1.2] ## GETTING STARTED [1.2]
//TODO
* TODO
## COORDINATE SYSTEMS [1.3] ## 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) 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 | | SHAPE | MAP STORAGE |
| ----------------- | --------------------------------------------- | | ----------------- | --------------------------------------------- |
@ -45,8 +44,35 @@ Some map shapes: parallelogram, rectangular, hexagonal, triangular. (and more)
## CONVENTIONS AND TERMINOLOGY [1.8] ## 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] ## RESOURCES USED TO DEVELOP THIS LIBRARY, AND FOR WHICH I AM GRATEFUL [1.9]

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