This makes them ideal for constructing almost any kind of large play area and allows players to make tactical decisions regarding movement and positioning. Hexagonal tiles are often used in strategic tabletop games, because they have consistent distance between their centres and any point on their edge, and neighboring tiles always share edges. More info See in Glossary, Unity provides both Hexagonal Point Top and Hexagonal Flat Top Tilemaps. (It was more integer math rather than the Pythagorean stuff.In addition to regular Tilemaps A GameObject that allows you to quickly create 2D levels using tiles and a grid overlay. I've looked at source code for computer implementations of board games that use (2), and they provided routines like "find a line between hexes" or "find the distance between hexes." That was a long time ago, so the details are lost to time, but I remember it wasn't too hard. (Old hex-tile boardgames used this trick to label the hexes 1, 2, 3 in one direction, and AA, BB, CC in the other, skewed, direction.) Either way, it would be a one-time cost.ΔΆ) Notice that every hex grid is also a two-axis grid, except that the axes are 60 or 120 degress from each other, instead of 90 degrees like grids where X and Y are perpendicular. The same would apply to validating moves you could either create an adjacency matrix that tells which cells are adjacent to others, or come up with logic to determine adjacency. Mapping that one-dimensional array to the screen for presentation might be a little weird, but it's a problem you only have to solve once. 1) since the board has a fixed-size that you're just going to be feeding into an AI anyway, you could just represent it as a one-dimensional array with the right number of cells, where each cell represents a space on the board.
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