# Update towers for tower in self.towers: new_bullet = tower.update(self.enemies) if new_bullet: self.bullets.append(new_bullet)
def place_tower(self, x, y): if self.can_place_tower(x, y) and self.gold >= TOWER_COST: grid_x = x // TILE_SIZE grid_y = y // TILE_SIZE self.grid[grid_x][grid_y] = True tower_x = grid_x * TILE_SIZE + TILE_SIZE // 2 tower_y = grid_y * TILE_SIZE + TILE_SIZE // 2 self.towers.append(Tower(tower_x, tower_y)) self.gold -= TOWER_COST return True return False
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
def game_over(self): print("Game Over!") pygame.quit() sys.exit()
def update(self): # Spawn enemies if self.wave_in_progress and self.enemies_to_spawn > 0: self.spawn_counter += 1 if self.spawn_counter >= self.spawn_delay: self.spawn_counter = 0 self.enemies_to_spawn -= 1 self.enemies.append(Enemy(WAYPOINTS_PX, self.wave))
Ashed Pixel: Tower Defense Script
# Update towers for tower in self.towers: new_bullet = tower.update(self.enemies) if new_bullet: self.bullets.append(new_bullet)
def place_tower(self, x, y): if self.can_place_tower(x, y) and self.gold >= TOWER_COST: grid_x = x // TILE_SIZE grid_y = y // TILE_SIZE self.grid[grid_x][grid_y] = True tower_x = grid_x * TILE_SIZE + TILE_SIZE // 2 tower_y = grid_y * TILE_SIZE + TILE_SIZE // 2 self.towers.append(Tower(tower_x, tower_y)) self.gold -= TOWER_COST return True return False Ashed Pixel Tower Defense Script
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 # Update towers for tower in self
def game_over(self): print("Game Over!") pygame.quit() sys.exit() y): if self.can_place_tower(x
def update(self): # Spawn enemies if self.wave_in_progress and self.enemies_to_spawn > 0: self.spawn_counter += 1 if self.spawn_counter >= self.spawn_delay: self.spawn_counter = 0 self.enemies_to_spawn -= 1 self.enemies.append(Enemy(WAYPOINTS_PX, self.wave))