hexagrid
v2.1.1
Published
Hexagonal grid with fast lookup
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hexagrid
Hexagonal grid in typescript, for npm, inspired by redblobgames and honeycomb.
This code is meant for backend and reasonably fast algorithms on hexagonal grids. To have visualisation data such as pixel coordinates of the center & corners of the hexes, use honeycomb.
API
Grid<HexType extends Hex = Hex>
The grid can access individual hexagons efficiently by their coordinates. If you modify an individual hex's coordinates, then you need to call grid.recalibrate()
.
Grid(...hexes: HexType[])
Creates a grid with those hexes
get(hex: CubeCoordinates): HexType
Get the corresponding stored Hex in the grid.
push(...hexes: HexType[]): HexType
Adds a bunch of hexes to the grid
remove(hex: CubeCoordinates): HexType
Remove the corresponding stored Hex in the grid and return it.
recalibrate(): void
To call if you manually change the coordinates of an hex after it was added to the grid
distance(hex1: CubeCoordinates, hex2: CubeCoordinates): number
Get the distance between two hexes of the grid. Returns
-1
if there's no path between the two hexes, or if one of the two hexes doesn't belong to the grid.To get a bird's eye distance, use
CubeCoordinates.distance()
.
neighbour(hex: CubeCoordinates, direction: Direction): HexType
Gets the neighbour of an hex, or
undefined
.
neighbours(hex: CubeCoordinates, direction: number = Direction.all): HexType[]
Gets the neighbours of an hex. You can use
Direction.NorthEast | Direction.South | Direction.SouthEast
to have multiple directions
rotateLeft(times: number = 1, center?: CubeCoordinates): Grid<HexType>
Rotates the whole grid counterclockwise relative to center. Each rotation is 60 °
rotateRight(times: number = 1, center?: CubeCoordinates): Grid<HexType>
Rotates the whole grid clockwise relative to center. Each rotation is 60 °
groups(hexes: HexType[]): Set<HexType>[]
Divides the givens hexes into groups. Each group is a set of adjacent hexes.
merge(...grids: Grid<HexType>[]): Grid<HexType>
Merges other grids into the current grid.
If hexes overlaps, the older hex is removed.
path(hex1: CubeCoordinates, hex2: CubeCoordinates): HexType[]
Get the shortest path between two hexes. Includes starting & destination hexes.
values(): IterableIterator
An iterator over the hexes
get size(): number
Number of hexes in the grid
Hex<Data=any> {q, r, s, data}
Implements the CubeCoordinates
interface.
Hex(q: number = 0, r: number = 0, s: number = 0, data: Data = undefined)
Constructor, fills corresponding members with values
rotateLeft(times: number = 1, center?: CubeCoordinates): void
Rotates the hex counterclockwise relative to center. Each rotation is 60 °
rotateRight(times: number = 1, center?: CubeCoordinates): void
Rotates the hex clockwise relative to center. Each rotation is 60 °
hexagon<Data>(radius: number, options?: {center?: CubeCoordinates, data?: Data[]}) :Hex<Data>[]
Creates an hexagon with given radius, center, and each hex being initalized with data fed from
data
starting from the exterior ring of the hexagon
ring<Data>(radius: number, options?: {center?: CubeCoordinates, data?: Data[]}) :Hex<Data>[]
Creates a ring with given radius, center, and each hex being initalized with data fed from
data
starting from the north hexagon in a clockwise manner
CubeCoordinates {q, r, s}
static parse(s: string): CubeCoordinates
Parse a string of the form
${q}x${r}
, for example0x0
or4x-1
.
static distance(coord1: CubeCoordinates, coord2: CubeCoordinates): number
Distance between two hexes, assuming no obstructions
static translated(coord: CubeCoordinates, direction: Direction, n = 1): CubeCoordinates
Coordinates of the hex translated
n
times indirection
.
static direction(coord1: CubeCoordinates, coord2: CubeCoordinates): Direction
One of the possible directions in order to get closer to coord2 from coord1 static toString(coord: CubeCoordinates): string
Opposite of
parse
Direction {North, NorthEast, SouthEast, South, SouthWest, NorthWest, all}
static list(): Direction[]
Returns an array containing each direction