Finding adjacent cells in an hex map

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This tutorial continues Hex maps creation and rollover.

Now I will show you how find adjacent cells. Again, at the moment it’s only code, and it only works for horizontal hex maps

hexagon_width = 38;
hexagon_height = 44;
grid_x_size = 12;
grid_y_size = 10;
sector_width = hexagon_width;
sector_height = hexagon_height/4*3;
gradient = (hexagon_height/4)/(hexagon_width/2);
for (x=0; x=hexagon_width/2) {
			if (delta_sector_y<(hexagon_height/2-delta_sector_x*gradient)) {
				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 this is the result:

While I am optimizing the code and writing the routines for the vertical hex maps, James Prankard sent me the AS3 version of the code published in the Hex maps creation and rollover tutorial

Here it is:

// Container so you can easily getChildAt
var hexagon_container:MovieClip = new MovieClip();
addChild(hexagon_container);
// Declare variables
var hexagon_width:int = 38;
var hexagon_height:int = 44;
var hexagon_number = 0;
var grid_x_size:int = 12;
var grid_y_size:int = 10;
var sector_width:Number = hexagon_width;
var sector_height:Number = hexagon_height/4*3;
var gradient:Number = (hexagon_height/4)/(hexagon_width/2)
var hexagon_hover:Number = 0;
// Changed the y and x for loop to add the hexagons in the correct way for getChildAt
for (var y_pos:int =0; y_pos=hexagon_width/2){
				if(delta_sector_y<(hexagon_height/2-delta_sector_x*gradient)){
					real_x = sector_x;
					real_y = sector_y-1;
				}
				else{
					real_x = sector_x;
					real_y = sector_y;
				}
			}
			else{
				if(delta_sector_y=0)&&(real_x=0)&&(real_y

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