From: Erik V. <eri...@hc...> - 2005-09-23 21:52:15
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> > 2. We need a few more hex images to represent these things: > > all water, coastline with some water, rivers. The 1870 map > > just doesn't look quite right otherwise. ;-) Glad you didn't notice that the even rows were shifted with respect to the odd rows! That was a bug in game.MapHex. 1870 is OK now. 1856 and 18AL I can do if the NS map hexes are done, which you apparently are working on. I was also trying to make the rotation values mathematically correct, but your updates crossed mine. If you declare public final double static DEG60 = Math.PI/3, (60 degrees = pi/3 radians) then the rotation is simply - for NS hexes: tileOrientation * DEG60 - for EW hexes: (0.5+tileOrientation) * DEG60 so you don't need an array anymore. Erik. |