Week 8
My Fill Tool (~14 Hours)
Grouping: In the program, lines are grouped together if their colliders collide with one another, with the most recent line segment object becoming the parent of colliding line strokes.

Raycasting: In my program, rays are cast in an iterative manner starting with the crosshair location. The first set of rays are cast vertically and horizontally, with the second set being cast diagonally from the middle point of the previous set of rays. This repeats multiple times depending on the level of accuracy. This allowed most common shapes to be filled with low accuracy without delay, while requiring a high accuracy and time delay to fill complex shapes if they can at all be filled.

Fill: A path is generated from an arbitrary ray collision point, around the shape and back to itself using the ray collision points. If this path is valid, a polygon is created using the collision points of the rays. If not, the function ends. The polygon is then converted into a mesh and is filled with a given colour.

Improvement: I believe that if I make it so rays are cast in a grid like manner I could improve the tool’s ability to fill complex shapes while removing the delay resulting from high accuracy. I also need to figure a better method of ordering the collision points to ensure consistency between various shapes.
Colour Change Tool: (3 Hours)
Method: Assign colours and layers for the different colours of objects. Objects that are the same colour and therefore the same layer do not collide. Use player’s crosshair to identify object and change colour/layer if possible.
Smudge Tool Planning (2 Hours)
Method 1:
Player clicks to release water from the crosshair. When water collides with painted lines, smudge occurs beneath the line.
Method 2:
Player clicks and drags the crosshair to smudge painted lines. Can only smudge horizontally and downwards.
Week 8
Published:

Week 8

Published:

Creative Fields