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Choose how many rows or columns when exporting spritesheet
Also made CreateNewImage.tscn, ScaleImage.tscn and OutlineDialogn.tscn scenes of their own, with their respective scripts.
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10 changed files with 396 additions and 340 deletions
74
Scripts/Dialogs/OutlineDialog.gd
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74
Scripts/Dialogs/OutlineDialog.gd
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extends ConfirmationDialog
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func _on_OutlineDialog_confirmed() -> void:
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var outline_color : Color = $OptionsContainer/OutlineColor.color
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var thickness : int = $OptionsContainer/ThickValue.value
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var diagonal : bool = $OptionsContainer/DiagonalCheckBox.pressed
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var image : Image = Global.canvas.layers[Global.canvas.current_layer_index][0]
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if image.is_invisible():
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return
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var new_image := Image.new()
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new_image.copy_from(image)
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new_image.lock()
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Global.canvas.handle_undo("Draw")
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for xx in image.get_size().x:
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for yy in image.get_size().y:
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var pos = Vector2(xx, yy)
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var current_pixel := image.get_pixelv(pos)
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if current_pixel.a == 0:
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continue
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for i in range(1, thickness + 1):
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var new_pos : Vector2 = pos + Vector2.LEFT * i # Left
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if new_pos.x >= 0:
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var new_pixel = image.get_pixelv(new_pos)
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if new_pixel.a == 0:
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new_image.set_pixelv(new_pos, outline_color)
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new_pos = pos + Vector2.RIGHT * i # Right
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if new_pos.x < Global.canvas.size.x:
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var new_pixel = image.get_pixelv(new_pos)
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if new_pixel.a == 0:
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new_image.set_pixelv(new_pos, outline_color)
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new_pos = pos + Vector2.UP * i # Up
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if new_pos.y >= 0:
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var new_pixel = image.get_pixelv(new_pos)
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if new_pixel.a == 0:
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new_image.set_pixelv(new_pos, outline_color)
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new_pos = pos + Vector2.DOWN * i # Down
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if new_pos.y < Global.canvas.size.y:
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var new_pixel = image.get_pixelv(new_pos)
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if new_pixel.a == 0:
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new_image.set_pixelv(new_pos, outline_color)
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if diagonal:
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new_pos = pos + (Vector2.LEFT + Vector2.UP) * i # Top left
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if new_pos.x >= 0 && new_pos.y >= 0:
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var new_pixel = image.get_pixelv(new_pos)
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if new_pixel.a == 0:
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new_image.set_pixelv(new_pos, outline_color)
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new_pos = pos + (Vector2.LEFT + Vector2.DOWN) * i # Bottom left
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if new_pos.x >= 0 && new_pos.y < Global.canvas.size.y:
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var new_pixel = image.get_pixelv(new_pos)
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if new_pixel.a == 0:
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new_image.set_pixelv(new_pos, outline_color)
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new_pos = pos + (Vector2.RIGHT + Vector2.UP) * i # Top right
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if new_pos.x < Global.canvas.size.x && new_pos.y >= 0:
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var new_pixel = image.get_pixelv(new_pos)
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if new_pixel.a == 0:
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new_image.set_pixelv(new_pos, outline_color)
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new_pos = pos + (Vector2.RIGHT + Vector2.DOWN) * i # Bottom right
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if new_pos.x < Global.canvas.size.x && new_pos.y < Global.canvas.size.y:
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var new_pixel = image.get_pixelv(new_pos)
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if new_pixel.a == 0:
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new_image.set_pixelv(new_pos, outline_color)
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image.copy_from(new_image)
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Global.canvas.handle_redo("Draw")
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