[Secondary] Refactor Grid System from Quad/Square to Hexagonal Tiles
Priority: Secondary / Refactor
Labels: refactor, grid, gameplay, secondary
Summary
Refactor the current square/quad 8x8 grid into a hexagonal grid system. Update tile spawning, spatial layout, neighbor detection, and distance calculations to use hex coordinates (axial or cube coordinates).
Tasks
Acceptance Criteria
- Grid spawns as a seamlessly aligned hexagonal layout without overlapping or gaps.
- Selecting a player highlights valid movement hexes based on 6-directional movement.
- Hex distance math correctly restricts movement range according to character movement stats.
- Unit positioning correctly snaps to the center of target hex tiles.
[Secondary] Refactor Grid System from Quad/Square to Hexagonal Tiles
Summary
Refactor the current square/quad 8x8 grid into a hexagonal grid system. Update tile spawning, spatial layout, neighbor detection, and distance calculations to use hex coordinates (axial or cube coordinates).
Tasks
GridManager) to offset odd/even rows (or columns) using point-top or flat-top hexagon layout spacing.Distance = (Abs(q1 - q2) + Abs(r1 - r2) + Abs(s1 - s2)) / 2Acceptance Criteria