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Hexagonal get tile corners #6826
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@@ -35,13 +35,13 @@ var HexagonalGetTileCorners = function (tileX, tileY, camera, layer) | |
} | ||
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// Sets the center of the tile into tempVec | ||
var tempVec = new Phaser.Math.Vector2; | ||
var center = HexagonalTileToWorldXY(tileX, tileY, tempVec, camera, layer); | ||
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var corners = []; | ||
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// Hard-coded orientation values for Pointy-Top Hexagons only | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Why remove a useful comment? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. The comment is contradictory, the value is not only used for Pointy-Top Hexagons, but an aid to calculating the long diagonals. Better comment: We assume a pointy-top orientation. |
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var b0 = 0.5773502691896257; // Math.sqrt(3) / 3 | ||
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var rotation = 0; | ||
var hexWidth; | ||
var hexHeight; | ||
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@@ -54,13 +54,15 @@ var HexagonalGetTileCorners = function (tileX, tileY, camera, layer) | |
{ | ||
hexWidth = tileWidth / 2; | ||
hexHeight = b0 * tileHeight; | ||
rotation = 30 * Math.PI /180; | ||
} | ||
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for (var i = 0; i < 6; i++) | ||
{ | ||
var angle = 2 * Math.PI * (0.5 - i) / 6; | ||
angle += rotation; | ||
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corners.push(new Vector2(center.x + (hexWidth * Math.cos(angle)), center.y + (hexHeight * Math.sin(angle)))); | ||
corners.push(new Phaser.Math.Vector2(center.x + (hexWidth * Math.cos(angle)), center.y + (hexHeight * Math.sin(angle)))); | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Please don't do this. Require the Vector2 and use it as per the original code. You cannot guarantee Phaser will exist in the global scope. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Good Point |
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} | ||
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return corners; | ||
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This needs to be a Vector2 and required.