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Microsoft XNA 4.0 Game Development Cookbook

You're reading from   Microsoft XNA 4.0 Game Development Cookbook This book goes further than the basic manuals to help you exploit Microsoft XNA to create fantastic virtual worlds and effects in your 2D or 3D games. Includes 35 essential recipes for game developers.

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Product type Paperback
Published in Jun 2012
Publisher Packt
ISBN-13 9781849691987
Length 356 pages
Edition 1st Edition
Languages
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Author (1):
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Luke Drumm Luke Drumm
Author Profile Icon Luke Drumm
Luke Drumm
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Toc

Table of Contents (15) Chapters Close

Microsoft XNA 4.0 Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
1. Preface
1. Applying Special Effects FREE CHAPTER 2. Building 2D and 3D Terrain 3. Procedural Modeling 4. Creating Water and Sky 5. Non-Player Characters 6. Playing with Animation 7. Creating Vehicles 8. Receiving Player Input 9. Networking

Displaying hexagonal maps


Hexagons have formed the basis of a number of strategic board games over the last three decades, both physical and virtual, and thus the ability to deal with them in one's own games can be advantageous.

In reality, drawing a hexagonal map usually doesn't present the greatest challenge. On the other hand, it's not unusual for a lot of hexagonal-based computer games to rely upon either mouse or touch input as the selection mechanism for hexagons and the challenge of how to correlate a mouse click with a particular hexagon can be a surprisingly unintuitive problem to solve.

With this in mind, we will be covering not only the drawing of the hexagons onto the screen, but also the thorny issue of how to map screen coordinates into their corresponding hexagon as the following image illustrates:

Getting ready

In order to draw a hexagonal map, we're going to need an image of a hexagon.

The code demonstrated here was written with an image of 100x87 pixels in mind, but it can...

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