hexyz is tower defense game, and a lua library for dealing with hexagonal grids
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INTRODUCTION

this is a library for using hexagonal grids in amulet/lua. it is extremely incomplete. the following list of features is either implemented shoddily, or not at all.

if you want an actual good resource, go to [amit's guide to hexagonal grids](#RESOURCES USED TO DEVELOP THIS LIBRARY, AND FOR WHICH I AM GRATEFUL).

GETTING STARTED

  1. initialize a map.
  2. iterate over the map and draw some hexagons.

COORDINATE SYSTEMS

As much coordinate manipulation as possible is done internally. Depending on the task, uses either Axial, Cube, or Offset coordinates.

MAPS & MAP STORAGE

Some map shapes: parallelogram, rectangular, hexagonal, triangular. (and more) The storage system used is based on the map shape - see chart:

SHAPE MAP STORAGE
parallelogram unordered, hash-like
rectangular unordered, hash-like
hexagonal unordered, hash-like
triangular unordered, hash-like
ring ordered, array-like
spiral ordered, array-like
arbitrary unordered, hash-like
* note that a spiral map is just a hexagonal one with a particular order.

By default, the unordered, hash-like maps have pseudo-random noise stored as their values. This can be useful for a whole bunch of things, but if you wish, you can simply iterate over your map and set every value to 'true'.

CONVENTIONS AND TERMINOLOGY

If you have read amit's guide to hexagon grids, (see TODO LINK), 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 similar kinds of data structures with different goals are used in this library it can be hard to remember precisely what they all refer to.

The following table shows what each table/vector/array refers to in the code:

NAME REFERS TO
cube xyz, vector used for most maps, with constraint x+y+z=0.
pix xy, vector true screen pixel coordinates
off xy, 'offset', vector used for UI implementations
map xy, table of unit hexagon centerpoints arranged in a shape
* note that 'axial', vec2() coordinates are a subset of cube coordinates,
where you simply omit the z value. for many algorithms this is done, but
instead of using a seperate reference name 'axial' in these cases, I used
the name 'cube' for both. I found this to be simpler. 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