Create and manipulate tiles in a two-dimensional grid layout.
This library allows you to represent cells of a grid, and perform operations on them which are common to game development. Currently 4 different square grids and 8 different hexagonal grids are supported. With them, you can perform such queries as calculating the distance between any two given cells, listing all neighboring cells, and more.
This system is not yet available to be installed automatically with Quicklisp. To manually install using Quicklisp, clone this repository into your
local-projects directory and issue the following in your REPL:
To make use of this library, the first thing you'll need is to create a grid specification. To do so you can use the
GRID function, giving it a grid type, and optional arguments to control how the grid behaves.
Some examples of a grid with square cells:
;; A grid of square cells, supporting 4 directions of movement, orthogonally. (grid 'quad-4) ;; A grid of square cells, supporting 8 directions of movement, both orthogonally and diagonally. (grid 'quad-8) ;; You can specify the width and height of the grid in cells. This will create a 20x20 grid. (grid 'quad-8 :size (vec 20 20)) ;; You can also specify the size in pixels of the cells. This is useful for converting a cell to ;; screen coordinates, and vice versa. (grid 'quad-4 :cell-size (vec 32 32)) ;; Even rectangular sizes are supported. (grid 'quad-8 :cell-size (vec 12 4)) ;; By default the Y axis is incremented downward. This means the grid origin cell (0,0) is at the ;; top left. We can change the Y axis to be up as such. (grid 'quad-4 :cell-size (vec 16 16) :y-axis :up)
Hexagonal grids are also supported, with 8 different layouts. It's best to explain the different layouts with a diagram:
In the above image, the 8 different hexagonal grid layouts can be seen. On the left side, are 4 column-based layouts, and on the right side are 4 row-based layouts. For each of these, there is a staggering or offset which is applied to even or odd columns or rows. When stagger is odd, odd-numbered columns and rows are offset down and right, respectively. When stagger is even, even-numbered columns and rows are offset down and right, respectively. Finally, there is the Y-axis, which specifies how cell coordinates are assigned.
Some examples of hexagonal grids:
(grid 'hex-rows :offset :even :y-axis :down) (grid 'hex-rows :offset :odd :y-axis :down (grid 'hex-rows :offset :even :y-axis :up)) (grid 'hex-rows :offset :odd :y-axis :up) (grid 'hex-cols :offset :even :y-axis :down) (grid 'hex-cols :offset :odd :y-axis :down (grid 'hex-cols :offset :even :y-axis :up)) (grid 'hex-cols :offset :odd :y-axis :up)
Just like a square grid, you can also specify the size of the grid and cells for hexagonal grids.
Once we have a grid, it would be nice to use it. You should first lexically bind it, or store the object returned from the above
GRID example somewhere to be accessed later:
(let ((grid (grid 'hex-rows :size (vec 10 10) :cell-size (vec 32 16)))) ;; Test if a cell is a member of the grid. A cell with negative coordinates, or coordinates that ;; fall outside the size of the grid will not be a member. All others will, as we do not support ;; sparse grids at this time. (cell-member-p grid (cell 5 5)) ; => T (cell-member-p grid (cell 10 10)) ; => NIL ;; Find the distance from one cell to another. (cell-distance grid (cell 0 1) (cell 4 4)) ; => 6 ;; If you were to drawn a line on the grid from the center of a cell to the center of any other ;; cell, this will find all cells that are touching the line. (cell-select-line grid (cell 1 0) (cell 2 3)) ; => (#(1.0 0.0 0.0) #(2.0 1.0 0.0) #(1.0 2.0 0.0) ; #(2.0 3.0 0.0)) ;; You can select all cells that surround a cell up to N steps away. (cell-select-range grid (cell 3 3) 1) ; => (#(2.0 3.0 0.0) #(2.0 4.0 0.0) #(2.0 2.0 0.0) ; #(3.0 3.0 0.0) #(3.0 4.0 0.0) #(3.0 2.0 0.0) ; #(4.0 3.0 0.0)) ;; Find the screen coordinates in pixels of the center of a cell. (cell-to-point grid (cell 3 4)) ; => #(166.0 96.0 0.0) ;; Find the cell located at the given screen coordinates: (cell-from-point grid (vec 166 96)) ; => #(3.0 4.0 0.0) ;; Get a list of direction vectors from the center of a cell to each of its corners, keyed by an approximate cardinal direction. (cell-corner-directions grid) ; => (:NE #<0.8660254 0.5 0.0> :N #<0.0 1.0 0.0> ; :NW #<-0.8660254 0.5 0.0> :SW #<-0.8660254 -0.5 0.0> ; :S #<0.0 -1.0 0.0> :SE #<0.8660254 -0.5 0.0>) ;; Get a list of direction vectors from the center of a cell to each of its edges, keyed by an ;; approximate cardinal direction. (cell-edge-directions grid) ; => (:NE #<0.5 0.8660254 0.0> :NW #<-0.5 0.8660254 0.0> ; :W #<-1.0 0.0 0.0> :SW #<-0.5 -0.8660254 0.0> ; :SE #<0.5 -0.8660254 0.0> :E #<1.0 0.0 0.0>) ;; Get a list of neighbors, keyed by their approximate cardinal direction from a cell. (cell-neighbors grid (cell 3 3)) ; => (:E #<4.0 3.0 0.0> :NE #<3.0 2.0 0.0> :NW #<2.0 2.0 0.0> ; :W #<2.0 3.0 0.0> :SW #<2.0 4.0 0.0> :SE #<3.0 4.0 0.0>) ;; Check whether or not two cells are neighbors. (cell-neighbors-p grid (cell 3 3) (cell 2 3)) ; => T ;; Get the neighbor of a cell given an approximate cardinal direction. (cell-neighbor grid (cell 3 3) :w) ; => #(2.0 3.0 0.0))
Copyright ? 2015 Michael Fiano .
Licensed under the MIT License.
A copy of the license is available here.
- Michael Fiano <email@example.com>
- Michael Fiano <firstname.lastname@example.org>