**Images and Data**

The map and counters are images - terrain and force are the data

Map coordinates are used to record terrain data. Counter identifiers are used to store force data.

**Hexagon map**

The wargame map has a hexagon overlay. Hexagons are used for movement and combat. Hexagons have names associated with them to identify their location for movement. The hexagon name is not a coordinate. The hexagon name is converted into a **Hexagon Point** for wargame calculations. Terrain information is stored in a database with the hexagon point. The Hexagon Point is calculated using Hexagon Grid Technology.

**Hexagon Grid Technology**

Hexagon Grid is a set of algorithms to calculate the hexagon coordinates from the screen coordinates.

**Mouse events**

Mouse events on the battlefield are transformed into wargame commands.

**Programming Notes**

**Hexagon grid coordinate system**

**THERE IS NO PRACTICABLE COORDINATE SYSTEM USING HEXAGON NAMES!!!**

If you go to HexagonGrids from Red Blob Games, you will find numerous coordinate systems for hexagon grids.

They are trying to create a coordinate system from the hexagon names. This is impractical when calculating geometry.

There is only one workable coordinate system. It is the **Cartesian coordinate system** from geometry.

**Hexagon Grid using hexagon coordinates**

Draw a horizonal line thru the hexagon centers and draw a vertical line thru the hexagon centers. This is a workable coordinate system.

**
This coordinate gives the accurate position on the map or screen.
**

Multiply the coordinate by the x interval (3/4 hexagon width) and the y interval (1/2 hexagon height) .

Since this is a real coordinate, all the math and functions of Analytical Geometry work!

There is no need to calculate for offset odd-even columns.

to move N: | 0 | , | -2 |

to move NE: | +1 | , | -1 |

to move SE: | +1 | , | +1 |

to move S: | 0 | , | +2 |

to move SW: | -1 | , | +1 |

to move NW: | -1 | , | -1 |

Bonus: There are some very useful

math algorithms for range, direction, line of sight using the grid numbers.

**Hexagon Grid using hexagon and hexside coordinates**

Draw a horizonal line thru the hexagon/hexside centers and draw a vertical line thru the hexagon/hexside centers. This is workable coordinate system if hexsides need to be located.

There is no need to calculate for offset odd-even columns.

to move N: | 0 | , | -4 |

to move NE: | +2 | , | -2 |

to move SE: | +2 | , | +2 |

to move S: | 0 | , | +4 |

to move SW: | -2 | , | +2 |

to move NW: | -2 | , | -2 |

Bonus: There are some very useful

math algorithms for range, direction, line of sight using the grid numbers.