diff --git a/Scripts/Dialogs/OutlineDialog.gd b/Scripts/Dialogs/OutlineDialog.gd index 892d53d..14b59fc 100644 --- a/Scripts/Dialogs/OutlineDialog.gd +++ b/Scripts/Dialogs/OutlineDialog.gd @@ -26,59 +26,67 @@ func _on_OutlineDialog_confirmed() -> void: var outline_pos : Vector2 = pos + Vector2.LEFT # Left if outline_pos.x < 0 || image.get_pixelv(outline_pos).a == 0: var new_pos : Vector2 = pos + Vector2.RIGHT * (i - 1) - var new_pixel = image.get_pixelv(new_pos) - if new_pixel.a > 0 && new_pos.x < Global.canvas.size.x: - new_image.set_pixelv(new_pos, outline_color) + if new_pos.x < Global.canvas.size.x: + var new_pixel = image.get_pixelv(new_pos) + if new_pixel.a > 0: + new_image.set_pixelv(new_pos, outline_color) outline_pos = pos + Vector2.RIGHT # Right if outline_pos.x >= Global.canvas.size.x || image.get_pixelv(outline_pos).a == 0: var new_pos : Vector2 = pos + Vector2.LEFT * (i - 1) - var new_pixel = image.get_pixelv(new_pos) - if new_pixel.a > 0 && new_pos.x >= 0: - new_image.set_pixelv(new_pos, outline_color) + if new_pos.x >= 0: + var new_pixel = image.get_pixelv(new_pos) + if new_pixel.a > 0: + new_image.set_pixelv(new_pos, outline_color) outline_pos = pos + Vector2.UP # Up if outline_pos.y < 0 || image.get_pixelv(outline_pos).a == 0: var new_pos : Vector2 = pos + Vector2.DOWN * (i - 1) - var new_pixel = image.get_pixelv(new_pos) - if new_pixel.a > 0 && new_pos.y < Global.canvas.size.y: - new_image.set_pixelv(new_pos, outline_color) + if new_pos.y < Global.canvas.size.y: + var new_pixel = image.get_pixelv(new_pos) + if new_pixel.a > 0: + new_image.set_pixelv(new_pos, outline_color) outline_pos = pos + Vector2.DOWN # Down if outline_pos.y >= Global.canvas.size.y || image.get_pixelv(outline_pos).a == 0: var new_pos : Vector2 = pos + Vector2.UP * (i - 1) - var new_pixel = image.get_pixelv(new_pos) - if new_pixel.a > 0 && new_pos.y >= 0: - new_image.set_pixelv(new_pos, outline_color) + if new_pos.y >= 0: + var new_pixel = image.get_pixelv(new_pos) + if new_pixel.a > 0: + new_image.set_pixelv(new_pos, outline_color) if diagonal: outline_pos = pos + (Vector2.LEFT + Vector2.UP) # Top left if (outline_pos.x < 0 && outline_pos.y < 0) || image.get_pixelv(outline_pos).a == 0: var new_pos : Vector2 = pos + (Vector2.RIGHT + Vector2.DOWN) * (i - 1) - var new_pixel = image.get_pixelv(new_pos) - if new_pixel.a > 0 && new_pos.x < Global.canvas.size.x && new_pos.y < Global.canvas.size.y: - new_image.set_pixelv(new_pos, outline_color) + if new_pos.x < Global.canvas.size.x && new_pos.y < Global.canvas.size.y: + var new_pixel = image.get_pixelv(new_pos) + if new_pixel.a > 0: + new_image.set_pixelv(new_pos, outline_color) outline_pos = pos + (Vector2.LEFT + Vector2.DOWN) # Bottom left if (outline_pos.x < 0 && outline_pos.y >= Global.canvas.size.y) || image.get_pixelv(outline_pos).a == 0: var new_pos : Vector2 = pos + (Vector2.RIGHT + Vector2.UP) * (i - 1) - var new_pixel = image.get_pixelv(new_pos) - if new_pixel.a > 0 && new_pos.x < Global.canvas.size.x && new_pos.y >= 0: - new_image.set_pixelv(new_pos, outline_color) + if new_pos.x < Global.canvas.size.x && new_pos.y >= 0: + var new_pixel = image.get_pixelv(new_pos) + if new_pixel.a > 0: + new_image.set_pixelv(new_pos, outline_color) outline_pos = pos + (Vector2.RIGHT + Vector2.UP) # Top right if (outline_pos.x >= Global.canvas.size.x && outline_pos.y < 0) || image.get_pixelv(outline_pos).a == 0: var new_pos : Vector2 = pos + (Vector2.LEFT + Vector2.DOWN) * (i - 1) - var new_pixel = image.get_pixelv(new_pos) - if new_pixel.a > 0 && new_pos.x >= 0 && new_pos.y < Global.canvas.size.y: - new_image.set_pixelv(new_pos, outline_color) + if new_pos.x >= 0 && new_pos.y < Global.canvas.size.y: + var new_pixel = image.get_pixelv(new_pos) + if new_pixel.a > 0: + new_image.set_pixelv(new_pos, outline_color) outline_pos = pos + (Vector2.RIGHT + Vector2.DOWN) # Bottom right if (outline_pos.x >= Global.canvas.size.x && outline_pos.y >= Global.canvas.size.y) || image.get_pixelv(outline_pos).a == 0: var new_pos : Vector2 = pos + (Vector2.LEFT + Vector2.UP) * (i - 1) - var new_pixel = image.get_pixelv(new_pos) - if new_pixel.a > 0 && new_pos.x >= 0 && new_pos.y >= 0: - new_image.set_pixelv(new_pos, outline_color) + if new_pos.x >= 0 && new_pos.y >= 0: + var new_pixel = image.get_pixelv(new_pos) + if new_pixel.a > 0: + new_image.set_pixelv(new_pos, outline_color) else: var new_pos : Vector2 = pos + Vector2.LEFT * i # Left