vchelaru/flatredball2/hex-grid

Claude Code and agent skill by vchelaru/flatredball2

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Checking that the SKILL.md file is still in the repository.

Axial hex grids and sparse hex collision in FlatRedBall2. Triggers: HexGrid, HexCoordinate, HexOrientation, HexShapes, pointy-top or flat-top cells.

Install

npx vskill@latest install vchelaru/flatredball2/hex-grid

SKILL.md

Hex Grid

Use HexGrid for layout math and HexShapes for sparse static collision. See the collision-relationships, entities-and-factories, and shapes skills for the surrounding engine patterns.

Map

FilePurpose
src/Math/HexCoordinate.csAxial (Q, R) identity, neighbors, and distance
src/Math/HexGrid.csImmutable pointy/flat layout and world-coordinate conversion
src/Collision/HexShapes.csOccupied cells, collision, and aggregate debug rendering

Setup Pattern

csharp
var grid = new HexGrid(16f, HexOrientation.PointyTop, Vector2.Zero);
var solids = new HexShapes(grid) { IsVisible = true };
solids.AddHexAtCell(new HexCoordinate(0, 0));
Add(solids);
var actors = new Factory<Player>(this);
actors.Create();
AddCollisionRelationship(actors, solids).MoveFirstOnCollision();

grid.GetCellAt(worldPosition) returns a cell in the mathematical grid; check solids.ContainsCell(cell) separately when occupancy matters.

Landmines

  • Radius is center-to-vertex distance, and Origin is the center of cell (0,0). World Y increases upward; negative axial coordinates are valid.
  • HexGrid is immutable layout math. Rebuild HexShapes when radius, orientation, or origin changes.
  • Add HexShapes once as an aggregate renderable; its visibility affects drawing only, and occupied cells remain collidable while hidden.
  • Collision is discrete. High-speed tunneling and escape from arbitrary embedded positions are not guaranteed; unresolved queries terminate and still report contact.

Security

  • Security scanPassed, 90 of 100Pattern checks on the skill's files.
  • Model reviewPassed

Quality evaluation

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Source

Popularity

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15
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8
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