# Finding adjacent cells in an hex map – part 2

In the Finding adjacent cells in an hex map post I showed you how to find adjacent cells in horizontal hex maps.

Now it’s time to find adjacent cells in vertical hex maps.

```hexagon_width = 44;
hexagon_height = 38;
grid_x_size = 10;
grid_y_size = 12;
sector_width = hexagon_width/4*3;
sector_height = hexagon_height;
for (x=0; x=hexagon_height/2) {
real_x = sector_x;
real_y = sector_y;
}
else {
real_x = sector_x-1;
real_y = sector_y;
}
}
else {
if (delta_sector_x=0) and (real_x=0) and (real_y
Here it is:

This is the last uncommented step, during next one we will discuss about the method used to determine adjacent cells.
```
215 GAME PROTOTYPES EXPLAINED WITH SOURCE CODE
// 1+2=3
// 10000000
// 2 Cars
// 2048
// Avoider
// Ballz
// Block it
// Blockage
// Bloons
// Boids
// Bombuzal
// Breakout
// Bricks
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// CubesOut
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// DROP'd
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// Globe
// HookPod
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// qomp
// Racing
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// SameGame
// Security
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// Slingy
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// Splitter
// Sproing
// Stack
// Stairs
// Stringy
// Sudoku
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// Threes
// Toony
// Turn
// TwinSpin
// vvvvvv
// Wordle
// Worms
// Yanga
// Zhed
// zNumbers