Closed listx closed 11 years ago
That's a great idea. I'll try to include that in the next version.
On 2 March 2013 02:38, Linus notifications@github.com wrote:
Currently, only the square tiles support a rectangular grid with the rectSquareGrid function. I think it would be nice to have a similar function for both the tri and hex tiles. The right and left edges would be jagged, but, they could be made so that they wrap around and fit together, e.g. like in the game Civilization III.
— Reply to this email directly or view it on GitHubhttps://github.com/mhwombat/grid/issues/2 .
I implemented this in v4.0 but forgot to close the issue.
Hmm, it is unclear to me if the functionality is really there. Essentially, what I originally requested was something like a rectHexGrid
layout, but where the left edge is connected to the right edge of the grid. Thus, the leftmost tile is actually only 1 tile away from the rightmost tile (that would be the calculation from distance
). This could be implemented (somewhat easily? I hope?) for both the rectSquareGrid
and rectTriGrid
types because they already exist. If it were me, I would prioritize the rectHexGrid
one just because I want to play around with it as part of my game project.
The unbounded grids just give infinite grids, if that is what you are thinking about.
Hmm, maybe it would be easier to just start out with a cylSquareGrid
, which is just like torSquareGrid
but is a cylindrical shape, not a torus. (The blue area of the cylinder at http://en.wikipedia.org/wiki/File:Circular_cylinder_rh.svg )
And then you could add cylHexGrid
and cylTriGrid
...
Oh, sorry, I misunderstood. I thought you wanted the grid to wrap around top and bottom as well as on the sides, so I developed torTriGrid. (I've never played Civilisation.) But it won't be difficult for me to do a cylindrical version.
Can you take a look at this diagram and verify that this is what you're looking for?
Yes, your version of cylTriGrid looks great! (By the way, how did you generate the image?)
Here are my interpretations of the other cylindrical grids:
cylHex1
cylHex2
cylSquare1
cylSquare2
There are 2 versions for the hex and square grid types because you can arrange them differently and still wrap them around. In case you are curious, cylSquare2
was used in the game Civilization 3, while Civilization 4 used cylSquare1
. Civilzation 5 used cylHex2
.
Added. See yCylTriGrid
.
Currently, only the square tiles support a rectangular grid with the
rectSquareGrid
function. I think it would be nice to have a similar function for both the tri and hex tiles. The right and left edges would be jagged, but, they could be made so that they wrap around and fit together, e.g. like in the game Civilization III.