Created
February 20, 2012 03:46
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Drawing a hexagonal grid with HTML canvas
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<!DOCTYPE html> | |
<html> | |
<head> | |
<meta charset="utf-8" /> | |
<title>Canvas Hexagonal Map</title> | |
<style type="text/css"> | |
canvas { | |
border:0; | |
display:block; | |
margin:0 auto; | |
} | |
</style> | |
</head> | |
<body> | |
<canvas id="hexmap" width="660" height="624"></canvas> | |
<script src="hexagons.js"></script> | |
</body> | |
</html> |
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(function(){ | |
var canvas = document.getElementById('hexmap'); | |
var hexHeight, | |
hexRadius, | |
hexRectangleHeight, | |
hexRectangleWidth, | |
hexagonAngle = 0.523598776, // 30 degrees in radians | |
sideLength = 36, | |
boardWidth = 10, | |
boardHeight = 10; | |
hexHeight = Math.sin(hexagonAngle) * sideLength; | |
hexRadius = Math.cos(hexagonAngle) * sideLength; | |
hexRectangleHeight = sideLength + 2 * hexHeight; | |
hexRectangleWidth = 2 * hexRadius; | |
if (canvas.getContext){ | |
var ctx = canvas.getContext('2d'); | |
ctx.fillStyle = "#000000"; | |
ctx.strokeStyle = "#CCCCCC"; | |
ctx.lineWidth = 1; | |
drawBoard(ctx, boardWidth, boardHeight); | |
canvas.addEventListener("mousemove", function(eventInfo) { | |
var x, | |
y, | |
hexX, | |
hexY, | |
screenX, | |
screenY; | |
x = eventInfo.offsetX || eventInfo.layerX; | |
y = eventInfo.offsetY || eventInfo.layerY; | |
hexY = Math.floor(y / (hexHeight + sideLength)); | |
hexX = Math.floor((x - (hexY % 2) * hexRadius) / hexRectangleWidth); | |
screenX = hexX * hexRectangleWidth + ((hexY % 2) * hexRadius); | |
screenY = hexY * (hexHeight + sideLength); | |
ctx.clearRect(0, 0, canvas.width, canvas.height); | |
drawBoard(ctx, boardWidth, boardHeight); | |
// Check if the mouse's coords are on the board | |
if(hexX >= 0 && hexX < boardWidth) { | |
if(hexY >= 0 && hexY < boardHeight) { | |
ctx.fillStyle = "#000000"; | |
drawHexagon(ctx, screenX, screenY, true); | |
} | |
} | |
}); | |
} | |
function drawBoard(canvasContext, width, height) { | |
var i, | |
j; | |
for(i = 0; i < width; ++i) { | |
for(j = 0; j < height; ++j) { | |
drawHexagon( | |
ctx, | |
i * hexRectangleWidth + ((j % 2) * hexRadius), | |
j * (sideLength + hexHeight), | |
false | |
); | |
} | |
} | |
} | |
function drawHexagon(canvasContext, x, y, fill) { | |
var fill = fill || false; | |
canvasContext.beginPath(); | |
canvasContext.moveTo(x + hexRadius, y); | |
canvasContext.lineTo(x + hexRectangleWidth, y + hexHeight); | |
canvasContext.lineTo(x + hexRectangleWidth, y + hexHeight + sideLength); | |
canvasContext.lineTo(x + hexRadius, y + hexRectangleHeight); | |
canvasContext.lineTo(x, y + sideLength + hexHeight); | |
canvasContext.lineTo(x, y + hexHeight); | |
canvasContext.closePath(); | |
if(fill) { | |
canvasContext.fill(); | |
} else { | |
canvasContext.stroke(); | |
} | |
} | |
})(); |
Forked and added a few lines to fix the mouse positioning in FF. Using getBoundingClientRect(), I see the correct behavior in Chrome, FF, IE9, and Opera on Win 7.
forked to experiment with conways life in hexagon. Would you allow me to use this under a license which is compatible with GPL?
Great work: I've incorporated your core hex drawing logic into my own project here: https://github.com/JohnRayson/Hexagons_Rebooted
You are currently referenced in the MD file, is there a specific way you would like me to attribute the work to yourself?
Awesome
I search for rotated hexagon grid 1 hour
Absolutely awesome, thank you!
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I'm thinking of making a version of this that scales with window size. Either more hexes will be visible with a larger window, or the map will have a fixed number of hexes that will get bigger and easier to see.