Hi. I'm a newbie. Long time programmer but not a game/UI developer. I want to build a 2D game with a map divided up by a hexagonal grid, but I don't want to use a tileset. Instead, I want to use a hand drawn map image as the map.
However, I do want to be able to determine the center of a hex in order to place a playing piece there (for example), be able to select/highlight a hexagon by mouse click, highlight a range of hexes, perform pathfinding, etc.
I looked at the "Hexagonal Game" sample app which uses TileMap but it is tileset-based, and has very spotty mouse click support. The "hexagons" are backed by rectangles and thus not precise - I would want to be 100% precise in mouse-clicks and not have some odd guessing game of which hex will be selected when I click near an edge. However, if it did support a true hexagonal grid, I can see using it for the hit detection, placing units, and also I'm happy to use tiles from a tileset to temporarily highlight selected locations, movement ranges, etc. Is there a way to make the backing grid true hexagons?
Alternately maybe I could create my own grid with a bunch of invisible 2D polygons (hexagons) for each location that can intercept mouse clicks, have center points, etc. Would that be a resource hog on say a 100x100 (10k node) grid?
Alternately, would you do this with pure math, for example, based on the x/y coordinate calculate where on the map image to place unit sprites, whether the user clicked in a particular hex, etc.?
Your advice is appreciated. Thanks!