Ashed Pixel Tower Defense Script «EXTENDED — METHOD»

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Ashed Pixel Tower Defense Script «EXTENDED — METHOD»

if not self.wave_in_progress and self.wave_timer > 0: self.wave_timer -= 1 if self.wave_timer <= 0: self.start_wave()

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]

# Update towers for tower in self.towers: new_bullet = tower.update(self.enemies) if new_bullet: self.bullets.append(new_bullet)

def update(self): if not self.target.active: self.active = False return Ashed Pixel Tower Defense Script

if closest and self.cooldown == 0: self.cooldown = TOWER_COOLDOWN return Bullet(self.x, self.y, closest) return None

def draw_grid(self): for x in range(0, SCREEN_WIDTH, TILE_SIZE): pygame.draw.line(self.screen, DARK_GRAY, (x, 0), (x, SCREEN_HEIGHT)) for y in range(0, SCREEN_HEIGHT, TILE_SIZE): pygame.draw.line(self.screen, DARK_GRAY, (0, y), (SCREEN_WIDTH, y))

# 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 if not self

def update(self): if self.current_target >= len(self.waypoints): self.active = False # reached end return True # reached end (damage player)

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 update(self, enemies): if self.cooldown > 0: self.cooldown -= 1 if not self.wave_in_progress and self.wave_timer &gt

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

target = self.waypoints[self.current_target] dx = target[0] - self.pos[0] dy = target[1] - self.pos[1] dist = math.hypot(dx, dy)

self.update() self.draw() self.clock.tick(FPS)

# Update enemies for enemy in self.enemies[:]: reached_end = enemy.update() if reached_end: self.enemies.remove(enemy) self.lives -= 1 if self.lives <= 0: self.game_over() elif not enemy.active: self.enemies.remove(enemy) self.gold += enemy.reward