churchianity
7ea54c123b
|
6 years ago | |
---|---|---|
' | 6 years ago | |
; | 6 years ago | |
README.md | 6 years ago | |
Warzone2gdd | 6 years ago | |
hex.lua | 6 years ago | |
main.lua | 6 years ago | |
util.lua | 6 years ago |
README.md
INTRODUCTION [1.1]
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 [1.9].
GETTING STARTED [1.2]
- TODO
COORDINATE SYSTEMS [1.3]
as much coordinate manipulation as possible is done internally. depending on the task, uses either Axial, Cube, or Doubled coordinates.
three different ways of returning and sending coordinates:
- amulet vectors
- lua tables
- individual coordinate numbers
so you can use what your graphics library likes best!
MAPS & MAP STORAGE [1.4]
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 OR ordered, array-like |
rectangular | unordered, hash-like OR ordered, array-like |
hexagonal | unordered, hash-like OR ordered, array-like |
triangular | unordered, hash-like OR ordered, array-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.
CONVENTIONS AND TERMINOLOGY [1.8]
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]
-
Hex Map 1 - unity tutorial for hexagon grids with some useful generalized math.
-
3Blue1Brown - Essence of Linear Algebra - amazing series on linear algebra by 3Blue1Brown
-
Hexagonal Grids - THE resource on hexagonal grids on the internet.
-
Amulet Docs - amulet documentation.