Pixel Tower Defense Script | Ashed
def draw(self, screen): pygame.draw.circle(screen, YELLOW, (int(self.x), int(self.y)), 4) class Enemy: def (self, waypoints, wave): self.waypoints = waypoints[:] self.pos = list(waypoints[0]) self.current_target = 1 self.speed = ENEMY_SPEED self.health = ENEMY_BASE_HEALTH + wave * 5 self.max_health = self.health self.active = True self.reward = ENEMY_BASE_REWARD + wave * 10 self.color = RED
# Check wave completion if self.wave_in_progress and self.enemies_to_spawn == 0 and len(self.enemies) == 0: self.wave_in_progress = False self.wave_timer = 120 # delay before next wave Ashed Pixel Tower Defense Script
dx = self.target.x - self.x dy = self.target.y - self.y dist = math.hypot(dx, dy) if dist < self.speed: self.target.health -= 20 self.active = False else: self.x += (dx / dist) * self.speed self.y += (dy / dist) * self.speed def draw(self, screen): pygame
# Update bullets for bullet in self.bullets[:]: bullet.update() if not bullet.active: self.bullets.remove(bullet) 4) class Enemy: def (self
def can_place_tower(self, x, y): grid_x = x // TILE_SIZE grid_y = y // TILE_SIZE if grid_x < 0 or grid_x >= GRID_WIDTH or grid_y < 0 or grid_y >= GRID_HEIGHT: return False return not self.grid[grid_x][grid_y]