Ashed Pixel Tower Defense: Script
def draw_ui(self): gold_text = self.font.render(f"Gold: self.gold", True, WHITE) lives_text = self.font.render(f"Lives: self.lives", True, WHITE) wave_text = self.font.render(f"Wave: self.wave", True, WHITE) self.screen.blit(gold_text, (10, 10)) self.screen.blit(lives_text, (10, 50)) self.screen.blit(wave_text, (10, 90))
target = self.waypoints[self.current_target] dx = target[0] - self.pos[0] dy = target[1] - self.pos[1] dist = math.hypot(dx, dy) Ashed Pixel Tower Defense Script
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] def draw_ui(self): gold_text = self
def update(self, enemies): if self.cooldown > 0: self.cooldown -= 1 WHITE) lives_text = self.font.render(f"Lives: self.lives"
def update(self): if self.current_target >= len(self.waypoints): self.active = False # reached end return True # reached end (damage player)
