Module: Waxy::Render::Svg

Defined in:
lib/waxy/render/svg.rb,
lib/waxy/render/canvas.rb

Defined Under Namespace

Classes: Canvas

Constant Summary collapse

TEMPLATE_PATH =
File.join(__dir__, 'templates').freeze

Class Method Summary collapse

Class Method Details

.close_svgObject



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# File 'lib/waxy/render/svg.rb', line 12

def self.close_svg
  t = Tilt.new(File.join(TEMPLATE_PATH, 'close_svg.erb'))
  t.render
end

.hex_pie(layout, hex, meta = Waxy::Meta.new) ⇒ Object



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# File 'lib/waxy/render/svg.rb', line 22

def self.hex_pie(layout, hex, meta = Waxy::Meta.new)
  hex.size = meta.size
  t = Tilt.new(File.join(TEMPLATE_PATH, 'hex_pie.erb'))
  s = t.render(layout, hex: hex, meta: meta)
end

.hexagon(layout, hex, color = 'black') ⇒ Object



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# File 'lib/waxy/render/svg.rb', line 17

def self.hexagon(layout, hex, color = 'black')
  t = Tilt.new(File.join(TEMPLATE_PATH, 'hex.erb'))
  t.render(layout, hex: hex, color: color)
end

.open_svg(canvas) ⇒ Object



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# File 'lib/waxy/render/svg.rb', line 7

def self.open_svg(canvas)
  t = Tilt.new(File.join(TEMPLATE_PATH, 'open_svg.erb'))
  t.render(canvas)
end

.painted_hexagon(layout, map_radius, metadata) ⇒ Object

Code directly from Amit/RedBlob games This is for known radius, if you don’t have enough hexes it won’t render a full hexagon, “painted” because it completes in bands



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# File 'lib/waxy/render/svg.rb', line 65

def self.painted_hexagon(layout, map_radius, )
  str = ''
  ((-1 * map_radius)..(map_radius - 1)).each do |q|
    r1 = [(-1 * map_radius), (-1 * q) - map_radius].max
    r2 = [map_radius, (-1 * q) + map_radius].min

    (r1 ... r2 - 1).each do |r|
      hex = Waxy::Geometry::Hex.new( q, r, ((-1 * q) - r))
      str << Waxy::Render::Svg.hex_pie(layout, hex, .pop)

      return str if .size == 0
    end
  end
  str
end

.rectangle(layout, metadata, w = 10, h = 10) ⇒ Object



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# File 'lib/waxy/render/svg.rb', line 97

def self.rectangle(layout, , w = 10, h = 10)
  str = ''

  (0..h).each do |r|
    layout.reset_w_padding
    (0..w).each do |j|
      return str if .size == 0
      q = j - (r/2).floor
      hex = Waxy::Geometry::Hex.new(q, r)
      str << Waxy::Render::Svg.hex_pie(layout, hex, .pop)
      layout.increase_w_padding
    end
    layout.increase_h_padding
  end
  str
end

.rectangle_coords(w, h) ⇒ Object



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# File 'lib/waxy/render/svg.rb', line 114

def self.rectangle_coords(w, h)
  a = []
  (0..h).each do |r|
    a[r] ||= []
    (0..w).each do |j|
      q = j - (r/2).floor
      a[r][j] ||= []
      a[r][j] = [q, r]
    end
  end
  a
end

.spiral(layout, radius, metadata) ⇒ Object

A spiral layout that is continuous from an empty center. TODO: use a theta/spiral calc and pixel_to_hex to simplify(?) the algorithim



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# File 'lib/waxy/render/svg.rb', line 32

def self.spiral(layout, radius, )
  str = ''
  hex = Waxy::Geometry::Hex.new( 0, 0, nil)
  directions = [2, 3, 4, 5]

  (0..radius).each do |r|
    (0..r).each do |z|
      hex = hex.hex_neighbor(0) 
      str <<  Waxy::Render::Svg.hex_pie(layout, hex, .pop )
      return str if .size == 0
    end

    (0..r - 1).each do |o|
      hex = hex.hex_neighbor(1) 
      str << Waxy::Render::Svg.hex_pie(layout, hex, .pop )
      return str if .size == 0
    end

    directions.each do |v1|
      (0..r).each do |y|
        hex = hex.hex_neighbor(v1) 
        str << Waxy::Render::Svg.hex_pie(layout, hex, .pop)
        return str if .size == 0
      end
    end
  end
  str
end

.square(layout, metadata) ⇒ Object

Map for Square



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# File 'lib/waxy/render/svg.rb', line 82

def self.square(layout, )
  str = ''
  h = Math.sqrt(.size).to_i

  (0..h).each do |r|
    (0..h).each do |j|
      return str if .size == 0
      q = j - (r / 2).floor
      hex = Waxy::Geometry::Hex.new(q, r)
      str << Waxy::Render::Svg.hex_pie(layout, hex, .pop)
    end
  end
  str
end