def draw_path(self): for i in range(len(WAYPOINTS_PX) - 1): pygame.draw.line(self.screen, ASH, WAYPOINTS_PX[i], WAYPOINTS_PX[i + 1], 8)
if not self.wave_in_progress and self.wave_timer > 0: next_text = self.font.render(f"Next wave in: self.wave_timer // 60 + 1", True, YELLOW) self.screen.blit(next_text, (SCREEN_WIDTH // 2 - 100, SCREEN_HEIGHT - 50))
# Update bullets for bullet in self.bullets[:]: bullet.update() if not bullet.active: self.bullets.remove(bullet) Ashed Pixel Tower Defense Script
def run(self): self.start_wave() running = True while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: mx, my = pygame.mouse.get_pos() self.place_tower(mx, my)
self.update() self.draw() self.clock.tick(FPS) def draw_path(self): for i in range(len(WAYPOINTS_PX) - 1):
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))
def update(self): if not self.target.active: self.active = False return WAYPOINTS_PX[i + 1]
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