Files
WarioWare-Black-and-WAH/microgames/ninevolt/pixel_paint.py
T

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3.0 KiB
Python

# microgames/ninevolt/pixel_paint.py
import pygame
from engine.scene import Scene
from settings import *
class PixelPaint(Scene):
def __init__(self, manager):
super().__init__(manager)
self.prompt = "Paint the pixels!"
self.grid_size = 8
self.pixels = []
self.pixels_to_paint = 0
self.timer = 5.0 / self.manager.speed
self.state = "playing"
self.end_timer = 2.0
def start(self):
self.timer = 5.0 / self.manager.speed
self.state = "playing"
self.end_timer = 2.0
self.pixels = []
self.pixels_to_paint = 0
pixel_size = 30
grid_width = self.grid_size * pixel_size
grid_height = self.grid_size * pixel_size
start_x = (SCREEN_WIDTH - grid_width) // 2
start_y = (SCREEN_HEIGHT - grid_height) // 2
for i in range(self.grid_size * self.grid_size):
row = i // self.grid_size
col = i % self.grid_size
x = start_x + col * pixel_size
y = start_y + row * pixel_size
rect = pygame.Rect(x, y, pixel_size, pixel_size)
# Simple heart shape
if (row == 1 and col in [2, 5]) or \
(row == 2 and col in [1, 3, 4, 6]) or \
(row == 3 and col in [1, 2, 3, 4, 5, 6]) or \
(row == 4 and col in [2, 3, 4, 5]) or \
(row == 5 and col in [3, 4]):
self.pixels.append({"rect": rect, "painted": False})
self.pixels_to_paint += 1
else:
self.pixels.append({"rect": rect, "painted": True}) # Already painted
def update(self, dt, time_left=None):
if self.state == "playing":
if time_left is not None and time_left <= 0:
self.end(False) # Failure due to timeout
mouse_pos = pygame.mouse.get_pos()
mouse_pressed = pygame.mouse.get_pressed()
if mouse_pressed[0]:
for pixel in self.pixels:
if not pixel["painted"] and pixel["rect"].collidepoint(mouse_pos):
pixel["painted"] = True
self.pixels_to_paint -= 1
if self.pixels_to_paint == 0:
self.end(True)
elif self.state == "success" or self.state == "failure":
self.end_timer -= dt
if self.end_timer <= 0:
self.manager.microgame_finished(self.state == "success", 'ninevolt')
def draw(self, screen):
screen.fill(NINEVOLT_BG_COLOR)
if self.state == "playing":
# Draw pixels
for pixel in self.pixels:
color = RED if pixel["painted"] else (50, 50, 50)
pygame.draw.rect(screen, color, pixel["rect"])
pygame.draw.rect(screen, BLACK, pixel["rect"], 1)
# Timer is now drawn by GameManager
pass
def end(self, success):
if success:
self.state = "success"
else:
self.state = "failure"