# Hex maps creation and rollover

This is just a quick, uncommented snippet of code I made starting from Coordinates in Hexagon-Based Tile Maps tutorial I found at GameDev.net.

The article does not cover all hex maps, just horizontal ones. Read Understanding hexagonal tiles to know something more about hex maps.

Also, the pseudo code shown in the article has some errors, but I finally managed to have a working, full math hex maps creation and rollover.

No line comments at the moment as said, because I still have to optimize the code and write the routine to generate vertical hex maps, meanwhile take a look at it:

```hexagon_width = 38;
hexagon_height = 44;
grid_x_size = 12;
grid_y_size = 10;
sector_width = hexagon_width;
sector_height = hexagon_height/4*3;
for (x=0; x=hexagon_width/2){
real_x = sector_x;
real_y = sector_y-1;
}
else{
real_x = sector_x;
real_y = sector_y;
}
}
else{
if(delta_sector_y=0)and(real_x=0)and(real_y
And see how does it work

```
215 GAME PROTOTYPES EXPLAINED WITH SOURCE CODE
// 1+2=3
// 10000000
// 2 Cars
// 2048
// Avoider
// Ballz
// Block it
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