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SKHexGrid

An example project using SpriteKit and HexGrid to draw hexagonal grids in various configurations.

This project contains (at present) two distinct examples.

  1. The simplest possible SpriteKit Scene that initializes and renders the cells of a HexGrid. See this example by running the project and selecting "Load simple grid example" in the Load/Save menu. See the code for that example in SimpleHexGridScene.swift.

  2. The second example is a highly-configurable and rather complex scene that shows off the power of all the built-in hex-grid generator functions. Use the configuration menu in the upper-right corner of the screen to customize the look and behavior of the grid, including display of the various types of coordinate systems built into the library.

How to use this project

Get it running first

From the App Store

This project has been published in the iOS App Store, where it is called Hexagon Grid Generator. If you just want to use the project, and don't care about modifying or seeing the source code, then that's your best bet. You'll need a device with iOS, iPadOS, or macOS. It's a free download.

Build it yourself from source

  1. First off, you'll need a version of Xcode
  2. Download this repository
  3. Open the SKHexGrid.project file with Xcode
  4. Build and run the project
    • Optionally pick a deployment target first (any iOS, iPadOS, or macOS should work)

Load various preset examples

Use the save/load button (the middle button) to find a list of preset examples you can view. Once you've loaded a preset, you can feel free to play with its properties using the configuration button.

Configure the grid

Use the configuration button (gear icon in upper-right) to switch between different types of grid layouts, color schemes, coordinate display types, allowed interactions and state changes, and much more.

Save an image of the grid

Back in the save/load menu, you can also save an image of the current grid to your photo library.

History / Release Notes

v0.4.4

  • added periodic cell shading (with distance between shaded cells 1 and 2)
  • added a configuration boolean for shifting to positive axial coordinates
  • new alphanumeric coordinate type shows coordinates as letter-number combinations
  • added the ability to customize the array of grid cells and add/edit their coordinates
  • added more help text for each grid type, and dynamically removed the Y coordinate for Triangular grids

v0.4.3

  • added reference to the App Store to this README
  • moved center point drawing to happen before (thus underneath) coordinate labels
  • configuration UI (ConfigurationView) changes:
    • no longer references "empty" cells
    • moved screen background color above the interaction section
    • added various help text blocks at the bottom of some sections (could use more)
    • more consistency of capitalization throughout
  • fixed one of the geeklist links on the About screen
  • commented out the "Custom" grid type (until I get around to implementing custom cells as an array)
  • added random configuration button
  • overhauled the SaveMenuView: moved the presets into a Menu

v0.4.2

  • fixed layout issues when running on macOS
  • Add option to draw lines between the center points of adjacent cells
  • added a new preset for lines between cells, minor changes to some existing presets
  • updated the "about this app" contents a bit

v0.4.1

  • added the option to draw dots in the center of each cell
  • added center point grid example
  • added version string in the about screen's navigation title

v0.4.0

  • allow pinch/zoom gesture and 2-finger drag to translate the hexagon grid
  • allow drag gesture to move the existing cell's interaction state
  • moved the drag-handling code into a helper class (HexGridSceneDragCoordinator)
  • added the ability for tap gestures to add "stone like" shapes to the board
  • added button to reset view after pinch/zooming

v0.3.3

  • added support for extendedHexagon generator type
  • added more shading options:
    • 2-color edges
    • three-color rings
  • Remember the background color for each cell so tapping/dragging doesn't mess up the initial colors
  • Added a second tap state, so you can toggle between three colors empty->tap1->tap2->empty->etc...
  • Added a type for tap and tap2, so these can be customized further in the future
  • Added a type for drag interaction (turned off by default)
  • added an about screen, with links to github, abstractpuzzle.com, and redblobgames original tutorial
  • added an app icon

v0.3.2

  • revamped README & instructions
  • added a few more preset grid types (and made it easier to add more)
  • fixed a bug with large borders getting cut off
  • fixed menu pickers with lots of options getting truncated

v0.3.1

  • added the save/load menu
  • made it possible to save an image of the view to the photos library
  • made it possible to load the default grid again from the save menu
  • added SimpleHexGridScene.swift, and button to load it from the save/load menu
  • added option for random initial colors

v0.3.0

  • new grid options for Irregular Hexagons & Parallelograms
  • made most colors customizable
  • added customization of coordinate label color and font size
  • added initial shading options, edges, 2-color edges, rings, and tri-color
  • tweaked defaults to not show the secondary overlay grid, picked new colors & shading
  • added an option to change the size of (or remove) the border between cells

v0.2.0

Roughly corresponds to HexGrid version 0.4.10.

  • draws coordinates on top of each grid cell (type is based on the configuration)
  • fixed iPadOS & macOS targets which were crashing when opening the config menu
  • moved from using isHighlighted to using a state Int instead, with some state colors defined in Cell+State.swift
  • moved from touch delegate methods to gesture-based input in HexGridScene

v0.1.0

  • draws a grid based on a configurable state object, including square, hex, and triangle examples

Backlog / ideas list

  • Make it clearer which configuration options are from HexGrid and which are unique to this project.
    • write clear explanations for each configuration option in the code
  • Make additional things configurable
    • the frame of the hexagon? (or just inset/padding, maybe?)
  • interaction ideas
    • Add an option to add shapes on cell tap
      • options might include: square, circle, triangle
    • add long-press gesture and associated action type enum
    • make tap-types into an array of arbitrary length
    • add rotate gesture
    • add menu with buttons for zoom/scroll/rotate/reset (macOS version needs this especially)
  • add concept of "cell highlight"
    • a type enum might include: border change (color and/or width), color change, some kind of overlay (maybe?)
    • add highlightCells case to drag type enum, tap type enums
    • add tap type options to highlight various cells relative to the tapped cell:
      • neighboring cells
      • diagonally neighboring cells
      • path(s) to other tapped cells(?)
      • (The idea here would be to expose more of the HexGrid API in the demo, so look at API for ideas.)
    • whenever highlighting any cells, remove previously highlighted cells first
  • Add more visual effects
    • animate the border of a tapped cell
    • screen shake
    • growing and shrinking of cells
  • additional "canned" examples
    • An example drawn with UIKit
    • A fully functioning game example? (Hex maybe?)
  • additional coordinate ideas
    • allow shifting of all grid coordinates (there is a start for this in the shifting-coordinates branch)
      • 1 direction at a time
      • moving offset coordinate 0,0 all the way to an edge of the grid
    • toggle drawing an extra cell in 2 or 3 directions, and only drawing coordinates (for the relevant axis) in that cell
  • Allow the user to save their hex grid (including any current states)
  • Allow the user to export the current grid as PDF, specifying the size of each cell
  • Add option to choose a woodgrain background
  • Add the possibility for arbitrary text annotations
  • Allow for coloring the edges of the board
  • Ideas & issues that involve grids that scroll off the edge of the screen (without using the transform)
    • fix resolution "blurriness" when zooming in on large grids
    • An example that does not "fit" to the screen size, and instead is much larger and scrolls off-screen in all directions
    • An option that "tiles" the configured grid (only some configurations will tile perfectly)
    • Allow toggling between "fitting the grid on the screen" and "select a radius for each cell"
    • one idea for this has been started on the anchor-position branch

Some ideas more suitable for the main hex-grid project

  • remove Cell isOpaque and isBlocked properties in favor of attributes with the same names
    • write optional "where" clauses for all the functions that use them instead. (This would allow the API to return all cells neighboring a cell where an attribute is true, or to find a path of cells sharing an attribute, similar.)
  • move each of the shading-type algorithms to functions on hex-grid

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An example project using SpriteKit and HexGrid to draw hexagonal grids in various configurations.

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