extends Node2D class_name Canvas var layers := [] var current_layer_index := 0 var trans_background : ImageTexture var location := Vector2.ZERO var size := Vector2(64, 64) var frame := 0 var frame_button : VBoxContainer var frame_texture_rect : TextureRect var previous_mouse_pos := Vector2.ZERO var previous_action := "None" var mouse_inside_canvas := false #used for undo var sprite_changed_this_frame := false #for optimization purposes var is_making_line := false var is_making_selection := "None" var line_2d : Line2D # Called when the node enters the scene tree for the first time. func _ready() -> void: Global.can_draw = false #Background trans_background = ImageTexture.new() trans_background.create_from_image(load("res://Assets/Graphics/Transparent Background.png"), 0) #The sprite itself if layers.empty(): var sprite := Image.new() sprite.create(size.x, size.y, false, Image.FORMAT_RGBA8) sprite.lock() var tex := ImageTexture.new() tex.create_from_image(sprite, 0) #Store [Image, ImageTexture, Layer Name, Visibity boolean] layers.append([sprite, tex, "Layer 0", true]) generate_layer_panels() frame_button = load("res://Prefabs/FrameButton.tscn").instance() frame_button.name = "Frame_%s" % frame frame_button.get_node("FrameButton").frame = frame frame_button.get_node("FrameButton").pressed = true frame_button.get_node("FrameID").text = str(frame + 1) Global.frame_container.add_child(frame_button) frame_texture_rect = Global.find_node_by_name(frame_button, "FrameTexture") frame_texture_rect.texture = layers[0][1] #ImageTexture current_layer_index camera_zoom() func camera_zoom() -> void: #Set camera offset to the center of canvas Global.camera.offset = size / 2 Global.camera2.offset = size / 2 #Set camera zoom based on the sprite size var bigger = max(size.x, size.y) var zoom_max := Vector2(bigger, bigger) * 0.01 if zoom_max > Vector2.ONE: Global.camera.zoom_max = zoom_max Global.camera2.zoom_max = zoom_max else: Global.camera.zoom_max = Vector2.ONE Global.camera2.zoom_max = Vector2.ONE Global.camera.zoom = Vector2(bigger, bigger) * 0.002 Global.camera2.zoom = Vector2(bigger, bigger) * 0.002 Global.zoom_level_label.text = "Zoom: x%s" % [stepify(1 / Global.camera.zoom.x, 0.01)] # warning-ignore:unused_argument func _process(delta) -> void: sprite_changed_this_frame = false update() var mouse_pos := get_local_mouse_position() - location var mouse_pos_floored := mouse_pos.floor() var mouse_pos_ceiled := mouse_pos.ceil() var mouse_in_canvas := point_in_rectangle(mouse_pos, location, location + size) var current_mouse_button := "None" var current_action := "None" if Input.is_mouse_button_pressed(BUTTON_LEFT): current_mouse_button = "left_mouse" current_action = Global.current_left_tool elif Input.is_mouse_button_pressed(BUTTON_RIGHT): current_mouse_button = "right_mouse" current_action = Global.current_right_tool if visible: if !mouse_in_canvas: if !Input.is_mouse_button_pressed(BUTTON_LEFT) && !Input.is_mouse_button_pressed(BUTTON_RIGHT): if mouse_inside_canvas: mouse_inside_canvas = false Global.cursor_position_label.text = "[%sx%s]" % [size.x, size.y] else: Global.cursor_position_label.text = "[%sx%s] %s, %s" % [size.x, size.y, mouse_pos_floored.x, mouse_pos_floored.y] #Handle Undo/Redo var can_handle : bool = mouse_in_canvas && Global.can_draw && Global.has_focus var mouse_pressed : bool = (Input.is_action_just_pressed("left_mouse") && !Input.is_action_pressed("right_mouse")) || (Input.is_action_just_pressed("right_mouse") && !Input.is_action_pressed("left_mouse")) #If we're already pressing a mouse button and we haven't handled undo yet,... #... it means that the cursor was outside the canvas. Then, ... #simulate "just pressed" logic the moment the cursor gets inside the canvas if Input.is_action_pressed("left_mouse") || Input.is_action_pressed("right_mouse"): if mouse_in_canvas && Global.undos < Global.undo_redo.get_version(): mouse_pressed = true if mouse_pressed: if can_handle && Global.current_frame == frame: if current_action != "None": if current_action == "RectSelect": handle_undo("Rectangle Select") else: handle_undo("Draw") elif (Input.is_action_just_released("left_mouse") && !Input.is_action_pressed("right_mouse")) || (Input.is_action_just_released("right_mouse") && !Input.is_action_pressed("left_mouse")): if (can_handle || Global.undos == Global.undo_redo.get_version()) && Global.current_frame == frame: if previous_action != "None" && previous_action != "RectSelect": handle_redo("Draw") match current_action: #Handle current tool "Pencil": var current_color : Color if current_mouse_button == "left_mouse": current_color = Global.left_color_picker.color elif current_mouse_button == "right_mouse": current_color = Global.right_color_picker.color pencil_and_eraser(mouse_pos, current_color, current_mouse_button) "Eraser": pencil_and_eraser(mouse_pos, Color(0, 0, 0, 0), current_mouse_button) "Fill": if mouse_in_canvas && Global.can_draw && Global.has_focus && Global.current_frame == frame: var current_color : Color var horizontal_mirror := false var vertical_mirror := false var mirror_x := size.x - mouse_pos.x - 1 var mirror_y := size.y - mouse_pos.y - 1 if current_mouse_button == "left_mouse": current_color = Global.left_color_picker.color horizontal_mirror = Global.left_horizontal_mirror vertical_mirror = Global.left_vertical_mirror elif current_mouse_button == "right_mouse": current_color = Global.right_color_picker.color horizontal_mirror = Global.right_horizontal_mirror vertical_mirror = Global.right_vertical_mirror flood_fill(mouse_pos, layers[current_layer_index][0].get_pixelv(mouse_pos), current_color) if horizontal_mirror: var pos := Vector2(mirror_x, mouse_pos.y) flood_fill(pos, layers[current_layer_index][0].get_pixelv(pos), current_color) if vertical_mirror: var pos := Vector2(mouse_pos.x, mirror_y) flood_fill(pos, layers[current_layer_index][0].get_pixelv(pos), current_color) if horizontal_mirror && vertical_mirror: var pos := Vector2(mirror_x, mirror_y) flood_fill(pos, layers[current_layer_index][0].get_pixelv(pos), current_color) "PaintAllPixelsSameColor": if mouse_in_canvas && Global.can_draw && Global.has_focus && Global.current_frame == frame: var current_color : Color if current_mouse_button == "left_mouse": current_color = Global.left_color_picker.color elif current_mouse_button == "right_mouse": current_color = Global.right_color_picker.color var pixel_color : Color = layers[current_layer_index][0].get_pixelv(mouse_pos) for xx in size.x: for yy in size.y: var c : Color = layers[current_layer_index][0].get_pixel(xx, yy) if c == pixel_color: layers[current_layer_index][0].set_pixel(xx, yy, current_color) sprite_changed_this_frame = true "LightenDarken": if mouse_in_canvas && Global.can_draw && Global.has_focus && Global.current_frame == frame: var pixel_color : Color = layers[current_layer_index][0].get_pixelv(mouse_pos) var amount := 0.05 var color_changed := pixel_color.lightened(amount) if Input.is_key_pressed(KEY_CONTROL): color_changed = pixel_color.darkened(amount) layers[current_layer_index][0].set_pixelv(mouse_pos, color_changed) sprite_changed_this_frame = true "RectSelect": #Check SelectionRectangle.gd for more code on Rectangle Selection if Global.can_draw && Global.has_focus && Global.current_frame == frame: #If we're creating a new selection if Global.selected_pixels.size() == 0 || !point_in_rectangle(mouse_pos_floored, Global.selection_rectangle.polygon[0] - Vector2.ONE, Global.selection_rectangle.polygon[2]): if Input.is_action_just_pressed(current_mouse_button): Global.selection_rectangle.polygon[0] = mouse_pos_floored Global.selection_rectangle.polygon[1] = mouse_pos_floored Global.selection_rectangle.polygon[2] = mouse_pos_floored Global.selection_rectangle.polygon[3] = mouse_pos_floored is_making_selection = current_mouse_button Global.selected_pixels.clear() else: if is_making_selection != "None": #If we're making a new selection... var start_pos = Global.selection_rectangle.polygon[0] if start_pos != mouse_pos_floored: var end_pos := Vector2(mouse_pos_ceiled.x, mouse_pos_ceiled.y) if mouse_pos.x < start_pos.x: end_pos.x = mouse_pos_ceiled.x - 1 if mouse_pos.y < start_pos.y: end_pos.y = mouse_pos_ceiled.y - 1 Global.selection_rectangle.polygon[1] = Vector2(end_pos.x, start_pos.y) Global.selection_rectangle.polygon[2] = end_pos Global.selection_rectangle.polygon[3] = Vector2(start_pos.x, end_pos.y) if !is_making_line: previous_mouse_pos = mouse_pos previous_mouse_pos.x = clamp(previous_mouse_pos.x, location.x, location.x + size.x) previous_mouse_pos.y = clamp(previous_mouse_pos.y, location.y, location.y + size.y) else: line_2d.set_point_position(1, mouse_pos) if is_making_selection != "None": #If we're making a selection if Input.is_action_just_released(is_making_selection): #Finish selection when button is released var start_pos = Global.selection_rectangle.polygon[0] var end_pos = Global.selection_rectangle.polygon[2] if start_pos.x > end_pos.x: var temp = end_pos.x end_pos.x = start_pos.x start_pos.x = temp if start_pos.y > end_pos.y: var temp = end_pos.y end_pos.y = start_pos.y start_pos.y = temp Global.selection_rectangle.polygon[0] = start_pos Global.selection_rectangle.polygon[1] = Vector2(end_pos.x, start_pos.y) Global.selection_rectangle.polygon[2] = end_pos Global.selection_rectangle.polygon[3] = Vector2(start_pos.x, end_pos.y) for xx in range(start_pos.x, end_pos.x): for yy in range(start_pos.y, end_pos.y): Global.selected_pixels.append(Vector2(xx, yy)) is_making_selection = "None" handle_redo("Rectangle Select") previous_action = current_action if sprite_changed_this_frame: update_texture(current_layer_index) func handle_undo(action : String) -> void: var canvases := [] var animation_timer := $"../../../../../../AnimationTimer" var layer_index := -1 if animation_timer.is_stopped(): #if we're not animating, store only the current canvas canvases = [self] layer_index = current_layer_index else: #If we're animating, store all canvases canvases = Global.canvases Global.undos += 1 Global.undo_redo.create_action(action) for c in canvases: #I'm not sure why I have to unlock it, but... #...if I don't, it doesn't work properly c.layers[c.current_layer_index][0].unlock() var data = c.layers[c.current_layer_index][0].data c.layers[c.current_layer_index][0].lock() Global.undo_redo.add_undo_property(c.layers[c.current_layer_index][0], "data", data) if action == "Rectangle Select": var selected_pixels = Global.selected_pixels.duplicate() Global.undo_redo.add_undo_property(Global.selection_rectangle, "polygon", Global.selection_rectangle.polygon) Global.undo_redo.add_undo_property(Global, "selected_pixels", selected_pixels) Global.undo_redo.add_undo_method(Global, "undo", canvases, layer_index) func handle_redo(action : String) -> void: if Global.undos < Global.undo_redo.get_version(): return var canvases := [] var animation_timer := $"../../../../../../AnimationTimer" var layer_index := -1 if animation_timer.is_stopped(): canvases = [self] layer_index = current_layer_index else: canvases = Global.canvases for c in canvases: Global.undo_redo.add_do_property(c.layers[c.current_layer_index][0], "data", c.layers[c.current_layer_index][0].data) if action == "Rectangle Select": Global.undo_redo.add_do_property(Global.selection_rectangle, "polygon", Global.selection_rectangle.polygon) Global.undo_redo.add_do_property(Global, "selected_pixels", Global.selected_pixels) Global.undo_redo.add_do_method(Global, "redo", canvases, layer_index) Global.undo_redo.commit_action() func update_texture(layer_index : int) -> void: layers[layer_index][1].create_from_image(layers[layer_index][0], 0) var layer_container := get_layer_container(layer_index) if layer_container: layer_container.get_child(0).get_child(1).texture = layers[layer_index][1] #This code is used to update the texture in the animation timeline frame button #but blend_rect causes major performance issues on large images var whole_image := Image.new() whole_image.create(size.x, size.y, false, Image.FORMAT_RGBA8) for layer in layers: whole_image.blend_rect(layer[0], Rect2(position, size), Vector2.ZERO) layer[0].lock() var whole_image_texture := ImageTexture.new() whole_image_texture.create_from_image(whole_image, 0) frame_texture_rect.texture = whole_image_texture func get_layer_container(layer_index : int) -> LayerContainer: for container in Global.vbox_layer_container.get_children(): if container is LayerContainer && container.i == layer_index: return container return null func _draw() -> void: draw_texture_rect(trans_background, Rect2(location, size), true) #Draw transparent background #Onion Skinning #Past if Global.onion_skinning_past_rate > 0: var color : Color if Global.onion_skinning_blue_red: color = Color.blue else: color = Color.white for i in range(1, Global.onion_skinning_past_rate + 1): if Global.current_frame >= i: for texture in Global.canvases[Global.current_frame - i].layers: color.a = 0.6/i draw_texture(texture[1], location, color) #Future if Global.onion_skinning_future_rate > 0: var color : Color if Global.onion_skinning_blue_red: color = Color.red else: color = Color.white for i in range(1, Global.onion_skinning_future_rate + 1): if Global.current_frame < Global.canvases.size() - i: for texture in Global.canvases[Global.current_frame + i].layers: color.a = 0.6/i draw_texture(texture[1], location, color) #Draw current frame layers for texture in layers: if texture[3]: #if it's visible draw_texture(texture[1], location) if Global.tile_mode: draw_texture(texture[1], Vector2(location.x, location.y + size.y)) #Down draw_texture(texture[1], Vector2(location.x - size.x, location.y + size.y)) #Down Left draw_texture(texture[1], Vector2(location.x - size.x, location.y)) #Left draw_texture(texture[1], location - size) #Up left draw_texture(texture[1], Vector2(location.x, location.y - size.y)) #Up draw_texture(texture[1], Vector2(location.x + size.x, location.y - size.y)) #Up right draw_texture(texture[1], Vector2(location.x + size.x, location.y)) #Right draw_texture(texture[1], location + size) #Down right #Idea taken from flurick (on GitHub) if Global.draw_grid: for x in size.x: draw_line(Vector2(x, location.y), Vector2(x, size.y), Color.black, true) for y in size.y: draw_line(Vector2(location.x, y), Vector2(size.x, y), Color.black, true) #Draw rectangle to indicate the pixel currently being hovered on var mouse_pos := get_local_mouse_position() + location if point_in_rectangle(mouse_pos, location, location + size): mouse_pos = mouse_pos.floor() if Global.left_square_indicator_visible: match Global.current_left_brush_type: Global.BRUSH_TYPES.PIXEL: var start_pos_x = mouse_pos.x - (Global.left_brush_size >> 1) var start_pos_y = mouse_pos.y - (Global.left_brush_size >> 1) draw_rect(Rect2(start_pos_x, start_pos_y, Global.left_brush_size, Global.left_brush_size), Color.blue, false) Global.BRUSH_TYPES.CUSTOM: var custom_brush_size = Global.custom_left_brush_image.get_size() - Vector2.ONE var dst := rectangle_center(mouse_pos, custom_brush_size) draw_texture(Global.custom_left_brush_texture, dst) if Global.right_square_indicator_visible: match Global.current_right_brush_type: Global.BRUSH_TYPES.PIXEL: var start_pos_x = mouse_pos.x - (Global.right_brush_size >> 1) var start_pos_y = mouse_pos.y - (Global.right_brush_size >> 1) draw_rect(Rect2(start_pos_x, start_pos_y, Global.right_brush_size, Global.right_brush_size), Color.red, false) Global.BRUSH_TYPES.CUSTOM: var custom_brush_size = Global.custom_right_brush_image.get_size() - Vector2.ONE var dst := rectangle_center(mouse_pos, custom_brush_size) draw_texture(Global.custom_right_brush_texture, dst) func generate_layer_panels() -> void: for child in Global.vbox_layer_container.get_children(): if child is LayerContainer: child.queue_free() current_layer_index = layers.size() - 1 if layers.size() == 1: Global.remove_layer_button.disabled = true Global.remove_layer_button.mouse_default_cursor_shape = Control.CURSOR_FORBIDDEN else: Global.remove_layer_button.disabled = false Global.remove_layer_button.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND for i in range(layers.size() -1, -1, -1): var layer_container = load("res://Prefabs/LayerContainer.tscn").instance() if !layers[i][2]: layers[i][2] = "Layer %s" % i layer_container.i = i layer_container.get_child(0).get_child(2).text = layers[i][2] layer_container.get_child(0).get_child(3).text = layers[i][2] layers[i][3] = true #set visible layer_container.get_child(0).get_child(1).texture = layers[i][1] Global.vbox_layer_container.add_child(layer_container) func pencil_and_eraser(mouse_pos : Vector2, color : Color, current_mouse_button : String) -> void: if Input.is_key_pressed(KEY_SHIFT): if !is_making_line: line_2d = Line2D.new() line_2d.width = 0.5 line_2d.default_color = Color.darkgray line_2d.add_point(previous_mouse_pos) line_2d.add_point(mouse_pos) add_child(line_2d) is_making_line = true else: if is_making_line: fill_gaps(mouse_pos, color, current_mouse_button) is_making_line = false line_2d.queue_free() else: if point_in_rectangle(mouse_pos, location, location + size): mouse_inside_canvas = true #Draw draw_pixel(mouse_pos, color, current_mouse_button) fill_gaps(mouse_pos, color, current_mouse_button) #Fill the gaps #If mouse is not inside bounds but it used to be, fill the gaps elif point_in_rectangle(previous_mouse_pos, location, location + size): fill_gaps(mouse_pos, color, current_mouse_button) func draw_pixel(pos : Vector2, color : Color, current_mouse_button : String) -> void: if Global.can_draw && Global.has_focus && Global.current_frame == frame: var brush_size := 1 var brush_type = Global.BRUSH_TYPES.PIXEL var brush_index := -1 var custom_brush_image : Image var horizontal_mirror := false var vertical_mirror := false if current_mouse_button == "left_mouse": brush_size = Global.left_brush_size brush_type = Global.current_left_brush_type brush_index = Global.custom_left_brush_index custom_brush_image = Global.custom_left_brush_image horizontal_mirror = Global.left_horizontal_mirror vertical_mirror = Global.left_vertical_mirror elif current_mouse_button == "right_mouse": brush_size = Global.right_brush_size brush_type = Global.current_right_brush_type brush_index = Global.custom_right_brush_index custom_brush_image = Global.custom_right_brush_image horizontal_mirror = Global.right_horizontal_mirror vertical_mirror = Global.right_vertical_mirror var west_limit := location.x var east_limit := location.x + size.x var north_limit := location.y var south_limit := location.y + size.y if Global.selected_pixels.size() != 0: #If there is a selection and current pixel position is not in it west_limit = max(west_limit, Global.selection_rectangle.polygon[0].x) east_limit = min(east_limit, Global.selection_rectangle.polygon[2].x) north_limit = max(north_limit, Global.selection_rectangle.polygon[0].y) south_limit = min(south_limit, Global.selection_rectangle.polygon[2].y) var start_pos_x var start_pos_y var end_pos_x var end_pos_y match(brush_type): Global.BRUSH_TYPES.PIXEL: start_pos_x = pos.x - (brush_size >> 1) start_pos_y = pos.y - (brush_size >> 1) end_pos_x = start_pos_x + brush_size end_pos_y = start_pos_y + brush_size for cur_pos_x in range(start_pos_x, end_pos_x): for cur_pos_y in range(start_pos_y, end_pos_y): if point_in_rectangle(Vector2(cur_pos_x, cur_pos_y), Vector2(west_limit - 1, north_limit - 1), Vector2(east_limit, south_limit)): if layers[current_layer_index][0].get_pixel(cur_pos_x, cur_pos_y) != color: #don't draw the same pixel over and over layers[current_layer_index][0].set_pixel(cur_pos_x, cur_pos_y, color) sprite_changed_this_frame = true #Handle mirroring var mirror_x := east_limit + west_limit - cur_pos_x - 1 var mirror_y := south_limit + north_limit - cur_pos_y - 1 if horizontal_mirror: if layers[current_layer_index][0].get_pixel(mirror_x, cur_pos_y) != color: #don't draw the same pixel over and over layers[current_layer_index][0].set_pixel(mirror_x, cur_pos_y, color) sprite_changed_this_frame = true if vertical_mirror: if layers[current_layer_index][0].get_pixel(cur_pos_x, mirror_y) != color: #don't draw the same pixel over and over layers[current_layer_index][0].set_pixel(cur_pos_x, mirror_y, color) sprite_changed_this_frame = true if horizontal_mirror && vertical_mirror: if layers[current_layer_index][0].get_pixel(mirror_x, mirror_y) != color: #don't draw the same pixel over and over layers[current_layer_index][0].set_pixel(mirror_x, mirror_y, color) sprite_changed_this_frame = true Global.BRUSH_TYPES.CUSTOM: var custom_brush_size := custom_brush_image.get_size() - Vector2.ONE pos = pos.floor() var dst := rectangle_center(pos, custom_brush_size) var src_rect := Rect2(Vector2.ZERO, custom_brush_size + Vector2.ONE) #Rectangle with the same size as the brush, but at cursor's position #var pos_rect_position := rectangle_center(pos, custom_brush_size) var pos_rect := Rect2(dst, custom_brush_size + Vector2.ONE) #The selection rectangle #If there's no rectangle, the whole canvas is considered a selection var selection_rect := Rect2() selection_rect.position = Vector2(west_limit, north_limit) selection_rect.end = Vector2(east_limit, south_limit) #Intersection of the position rectangle and selection var pos_rect_clipped := pos_rect.clip(selection_rect) #If the size is 0, that means that the brush wasn't positioned inside the selection if pos_rect_clipped.size == Vector2.ZERO: return #Re-position src_rect and dst based on the clipped position var pos_difference := (pos_rect.position - pos_rect_clipped.position).abs() #Obviously, if pos_rect and pos_rect_clipped are the same, pos_difference is Vector2.ZERO src_rect.position = pos_difference dst += pos_difference src_rect.end -= pos_rect.end - pos_rect_clipped.end #If the selection rectangle is smaller than the brush, ... #... make sure pixels aren't being drawn outside the selection by adjusting src_rect's size src_rect.size.x = min(src_rect.size.x, selection_rect.size.x) src_rect.size.y = min(src_rect.size.y, selection_rect.size.y) #Handle mirroring var mirror_x := east_limit + west_limit - dst.x - 1 var mirror_y := south_limit + north_limit - dst.y - 1 if color.a > 0: #If it's the pencil layers[current_layer_index][0].blend_rect(custom_brush_image, src_rect, dst) if horizontal_mirror: layers[current_layer_index][0].blend_rect(custom_brush_image, src_rect, Vector2(mirror_x, dst.y)) if vertical_mirror: layers[current_layer_index][0].blend_rect(custom_brush_image, src_rect, Vector2(dst.x, mirror_y)) if horizontal_mirror && vertical_mirror: layers[current_layer_index][0].blend_rect(custom_brush_image, src_rect, Vector2(mirror_x, mirror_y)) else: #if it's transparent - if it's the eraser var custom_brush := Image.new() custom_brush.copy_from(Global.custom_brushes[brush_index]) custom_brush_size = custom_brush.get_size() custom_brush.resize(custom_brush_size.x * brush_size, custom_brush_size.y * brush_size, Image.INTERPOLATE_NEAREST) var custom_brush_blended = Global.blend_image_with_color(custom_brush, color, 1) layers[current_layer_index][0].blit_rect_mask(custom_brush_blended, custom_brush, src_rect, dst) if horizontal_mirror: layers[current_layer_index][0].blit_rect_mask(custom_brush_blended, custom_brush, src_rect, Vector2(mirror_x, dst.y)) if vertical_mirror: layers[current_layer_index][0].blit_rect_mask(custom_brush_blended, custom_brush, src_rect, Vector2(dst.x, mirror_y)) if horizontal_mirror && vertical_mirror: layers[current_layer_index][0].blit_rect_mask(custom_brush_blended, custom_brush, src_rect, Vector2(mirror_x, mirror_y)) layers[current_layer_index][0].lock() sprite_changed_this_frame = true #Bresenham's Algorithm #Thanks to https://godotengine.org/qa/35276/tile-based-line-drawing-algorithm-efficiency func fill_gaps(mouse_pos : Vector2, color : Color, current_mouse_button : String) -> void: var previous_mouse_pos_floored = previous_mouse_pos.floor() var mouse_pos_floored = mouse_pos.floor() mouse_pos_floored.x = clamp(mouse_pos_floored.x, location.x - 1, location.x + size.x) mouse_pos_floored.y = clamp(mouse_pos_floored.y, location.y - 1, location.y + size.y) var dx := int(abs(mouse_pos_floored.x - previous_mouse_pos_floored.x)) var dy := int(-abs(mouse_pos_floored.y - previous_mouse_pos_floored.y)) var err := dx + dy var e2 := err << 1 #err * 2 var sx = 1 if previous_mouse_pos_floored.x < mouse_pos_floored.x else -1 var sy = 1 if previous_mouse_pos_floored.y < mouse_pos_floored.y else -1 var x = previous_mouse_pos_floored.x var y = previous_mouse_pos_floored.y while !(x == mouse_pos_floored.x && y == mouse_pos_floored.y): draw_pixel(Vector2(x, y), color, current_mouse_button) e2 = err << 1 if e2 >= dy: err += dy x += sx if e2 <= dx: err += dx y += sy #Thanks to https://en.wikipedia.org/wiki/Flood_fill func flood_fill(pos : Vector2, target_color : Color, replace_color : Color) -> void: pos = pos.floor() var pixel = layers[current_layer_index][0].get_pixelv(pos) if target_color == replace_color: return elif pixel != target_color: return else: var west_limit := location.x var east_limit := location.x + size.x var north_limit := location.y var south_limit := location.y + size.y if Global.selected_pixels.size() != 0: west_limit = max(west_limit, Global.selection_rectangle.polygon[0].x) east_limit = min(east_limit, Global.selection_rectangle.polygon[2].x) north_limit = max(north_limit, Global.selection_rectangle.polygon[0].y) south_limit = min(south_limit, Global.selection_rectangle.polygon[2].y) if !point_in_rectangle(pos, Vector2(west_limit - 1, north_limit - 1), Vector2(east_limit, south_limit)): return var q = [pos] for n in q: var west : Vector2 = n var east : Vector2 = n while west.x >= west_limit && layers[current_layer_index][0].get_pixelv(west) == target_color: west += Vector2.LEFT while east.x < east_limit && layers[current_layer_index][0].get_pixelv(east) == target_color: east += Vector2.RIGHT for px in range(west.x + 1, east.x): var p := Vector2(px, n.y) #Draw layers[current_layer_index][0].set_pixelv(p, replace_color) var north := p + Vector2.UP var south := p + Vector2.DOWN if north.y >= north_limit && layers[current_layer_index][0].get_pixelv(north) == target_color: q.append(north) if south.y < south_limit && layers[current_layer_index][0].get_pixelv(south) == target_color: q.append(south) sprite_changed_this_frame = true #I wish GDScript supported function overloading, I could add more versions of these scripts... #...but with a Rect2() parameter instead of 2 Vector2()s #Checks if a point is inside a rectangle func point_in_rectangle(p : Vector2, coord1 : Vector2, coord2 : Vector2) -> bool: return p.x > coord1.x && p.y > coord1.y && p.x < coord2.x && p.y < coord2.y #Returns the position in the middle of a rectangle func rectangle_center(pos : Vector2, size : Vector2) -> Vector2: return (pos - size / 2).floor() func _on_Timer_timeout() -> void: Global.can_draw = true