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updated tessellation documentation
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@@ -64,7 +64,7 @@ Programming-style functions: `ifz(x,a,b)` (a if x=0, b otherwise), `ifp(x,a,b)`
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Specialized functions are very useful for defining tilings.
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* `edge_angles(x,y,z)` is the edge opposite x of the triangle with angles x, y, z (angles given in angleunits, length returned in absolute units). Works only in non-Euclidean geometry. Length returned in absolute units.
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* `edge_angles(x,y,z)` is the edge opposite x of the triangle with angles x, y, z (angles given in angleunits). Works only in non-Euclidean geometry. Length returned in absolute units.
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* `edge(a,b)` is the edge of the {a,b} tiling. Works only if the {a,b} tiling is possible in the current non-Euclidean geometry. Length returned in absolute units.
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@@ -73,7 +73,7 @@ Specialized functions are very useful for defining tilings.
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* `arcmedge(3^2,4^3)` is the edge x such that the total internal angle of two triangles and three quadrangles of edge x equals 360 degrees. Works only if the tiling is possible in the current geometry.
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Returns 1 in Euclidean geometry. Length returned in absolute units.
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* `regangle(e,a)` is the internal angle of an a-sided regular tile with edge length e distunits. Angle returned in angle units.
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* `regangle(d,s)` is the internal angle of an s-sided regular tile with edge length d distunits. Angle returned in angle units.
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## Special features
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@@ -89,7 +89,7 @@ be changed using sliders. Changing the value of an integer-valued slider usually
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`affine` subdirectory.
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* Tiles with (ultra-)ideal angles. To achieve these, put `e1, [a1, e2, a2], e3` inside the `tile` definition; this will generate the tile as `e1, a1, e2, a2, e3` would, and then the edges `e1` and `e3`
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are extended until they cross (usually, in an (ultra-)ideal point), and the edge `e2` is removed. Two convenients functions `ideal_angle` and `ideal_edge` are helpful. See e.g. `inf.tes`.
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are extended until they cross (usually, in an (ultra-)ideal point), and the edge `e2` is removed. Two convenient functions `ideal_angle` and `ideal_edge` are helpful. See e.g. `inf.tes`.
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* Apeirogonal tiles. These are achieved by giving the tile multiplier as `*inf` (e.g., `tile(e0, a0, *inf)`). See e.g. `pseudogons.tes`.
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@@ -129,6 +129,11 @@ Normally, when you choose to load a tes file, a game of HyperRogue is run on the
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* You can also try menu -> creative mode -> map editor -> map settings -> canvas floor shape. This applies some HyperRogue floor shape tessellations to the current tiling. (You need to select the 'pattern'
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first as explained above).
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* Most options can be also set from the commandline. For example `hyperrogue -tes tessellations/sample/hr-standard-tiling.tes -canvas B -wsh 9 -shot-1000 -shott 1 -fillmodel 000000ff -zoom .95 -smart 1 -noplayer -vlq 3 -lw 5`
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will load the named tessellation file, color the tiles with "sides" pattern (B), use full floors, make screenshots of size 1000x1000, make screenshot transparent with the Poincar<61> disk black, set scaling to
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0.95, and draw tiles if their size is at least 1 pixel, hide the player character, line quality to 3, and line width to 5. Add `-genlimit 999999 -pngshot x.png` or `-svgshot x.svg` to take a screenshot
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(genlimit here makes sure that tiles are generated, the default is at most 250 tiles generated per call). -rulegen-play -palrgba gtree ffffffff -palw gtree 3 -expansion 1 2 7` to generate and display a tree (explained below).
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# How is this implemented
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