# What is wrong my flood fill algorithm?

Attention Topic was automatically imported from the old Question2Answer platform.
``````func separate(image: Image) -> void:
var images := []
image.lock()
for y in image.data.height:
for x in image.data.width:
if image.get_pixel(x, y).a != 0.0:
var start_y: int = y
var end_y: int = y + 1
var start_x: int = x
var end_x: int = x + 1
var checked_pixels := []
var pixels := [Vector2(x, y)]
while not pixels.empty():
var pixel: Vector2 = pixels.pop_back()
if image.get_pixelv(pixel).a != 0.0:
var neighbors := []
if not x == image.data.width - 1:
neighbors.append(Vector2(x + 1, y))
if not x == 0:
neighbors.append(Vector2(x - 1, y))
if not y == image.data.height - 1:
neighbors.append(Vector2(x, y + 1))
if not y == 0:
neighbors.append(Vector2(x, y - 1))
for new_pixel in neighbors:
if not new_pixel in checked_pixels:
pixels.append(new_pixel)
else:
if start_y > pixel.y + 1:
start_y = pixel.y
if end_y < pixel.y:
end_y = pixel.y
if start_x > pixel.x + 1:
start_x = pixel.x
if end_x < pixel.x:
end_x = pixel.x
checked_pixels.append(pixel)
var rect := Rect2(start_x, start_y, end_x - start_x, end_y - start_y)
images.append(image.get_rect(rect))
image.fill_rect(rect, Color.transparent)
image.lock()
image.unlock()
print(images.size())
``````

The error is “All memory pool allocations are in use.”

`image.lock()`

Wakatta | 2022-11-30 23:56

Read this again Image — Godot Engine (stable) documentation in English

Returns the color of the pixel at src if the image is locked. If the image is unlocked, it always returns a Color with the value (0, 0, 0, 1.0). This is the same as get_pixel, but with a Vector2 argument instead of two integer arguments.

I need to lock the image to get teh color of the pixel.

exuin | 2022-12-01 00:33

why do you call it twice?

Wakatta | 2022-12-01 15:41