# Hexagonal Tiles

## How to find adjacent tiles in hexagonal maps – ALL and EVERY case explained and managed by a single file.

There are four types of hexagon tile based maps, according to hexagon placement, number of rows and columns, but I wrote a single script to manage them all, with four HTML5 examples powered by Phaser. Full source code available.

## How to find adjacent tiles in hexagonal maps – ALL and EVERY case explained

A complete guide about finding adjacent tiles in an hexagonal map. All cases covered and explained. HTML5 examples made with Phaser

## Understanding hexagonal tiles – updated with HTML5 examples thanks to Phaser

Creating hexagonal tile based games has never been so easy, with two different HTML5 examples powered by Phaser

## Finding adjacent cells in an hex map – AS3 Version

I am porting this prototype into AS3. I am not doing it for the sake of porting something, but because I want to show you a complete Dice Wars prototype. I am sorry if the code is not that clean, I’ll come with a dedicated class later, but at the moment this is what I

## 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; gradient = (hexagon_width/4)/(hexagon_height/2); for

## Finding adjacent cells in an hex map

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;

## 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

## Understanding hexagonal tiles

You should already know Tile Maps: they are often used for the level design in two-dimensional games. The most used (and simplest) tiling system has squares. Tileball is an example of a game made with this method. Even if there are a lot of games using this tiling system, it’s easy to find its limit.

214 GAME PROTOTYPES EXPLAINED WITH SOURCE CODE
// 1+2=3
// 10000000
// 2 Cars
// 2048
// Avoider
// Ballz
// Block it
// Blockage
// Bloons
// Boids
// Bombuzal
// Breakout
// Bricks
// Columns
// CubesOut
// Dots
// DROP'd
// Dudeski
// Eskiv
// Filler
// Fling
// Globe
// HookPod
// Hundreds
// InkTd
// Iromeku
// Lumines
// Magick
// MagOrMin
// Maze
// Memdot
// Nano War
// Nodes
// o:anquan
// Ononmin
// Pacco
// Phyballs
// Platform
// Poker
// Pool
// Poux
// Pudi
// qomp
// Racing
// Renju
// SameGame
// Security
// Sling
// Slingy
// Sokoban
// Splitter
// Sproing
// Stack
// Stairs
// Stringy
// Sudoku
// Tetris
// Threes
// Toony
// Turn
// TwinSpin
// vvvvvv
// Wordle
// Worms
// Yanga
// Zhed
// zNumbers