Battle Analysis: Hexagon Map Calculator

hexagon map calculator with pointy hexagon grid

hexagon map examples

As the mouse moves over the battlefield map

5 map coordinate points are identified for Graphical User Interface.

1. **Screen Coordinate:** As the mouse moves across the map, its location on the screen is recorded.

screen coordinate

2. **Hexagon Center Screen Coordinate:**The center of the hexagon is calculated using analytical geometry and recorded:

hexagon center:

3. **Hexagon Point:** This hexagon center is converted into a cartesian coordinate:
on the grid.

divide x coordinate by 1/2 column width (18)
divide y coordinate by 1/4 hexagon height (10)

after adjusting the point to a selected origin (18,20). (see map below)

hexagon point:

4. **Grid Point (hexside or hexagon center)****:** As the mouse moves across the map,
its location on the grid is calculated from the grid's origin. A mouse click can pass this hexside coordinate
as a terrain point to save terrain information into a terrain database.

grid point:

5. **Vertex Point (hexagon corner)**:As the mouse moves across the map,
its location on the vertex grid, which is hexagon grid scaled by a factor of 3.

vertex point:

This coordinate system is not an offset, cube or axial coordinate from www.redblobgames.com

It is the Cartesian coordinate system. The foundation of Analytical Geometry used by mathematics, science, engineering, artists, pilots, sailors, gps, travelers, oh well..., just about everyone.

This Hexagon Grid is uniform to all wargames. All wargame algorithms can be used for any wargame.

The **Hexagon Map has labels to identify hexagons**.
The hexagon name is calculated.

**hexagon name: **

**HEXAGON LABELS ARE NOT COORDINATES**

To calculate the hexagon grid coordinate:

Calculate the column width between hexagons which is 3/4 the hexagon width (3/4 * 48 = 36)

The map x coordinate is divided 1/2 column width(36/2 = 18)

in this example (x + 18)/18 where +18 is the x adjustment to the origin

The y coordinate is divided by 1/4 hexagon height(40/4 = 10)

in this example (y + 20)/10) where +20 is the y adjustment to the origin