Ashed Pixel Tower Defense Script Apr 2026

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)

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

def game_over(self): print("Game Over!") pygame.quit() sys.exit()

# Find closest enemy in range closest = None min_dist = self.range for enemy in enemies: dist = math.hypot(self.x - enemy.x, self.y - enemy.y) if dist < min_dist: min_dist = dist closest = enemy Ashed Pixel Tower Defense Script

# Grid for tower placement self.grid = [[False for _ in range(GRID_HEIGHT)] for _ in range(GRID_WIDTH)] # Mark path as non-buildable for (wx, wy) in WAYPOINTS: self.grid[wx][wy] = True

def start_wave(self): self.wave += 1 self.enemies_to_spawn = 5 + self.wave self.wave_in_progress = True self.spawn_counter = 0

# Update towers for tower in self.towers: new_bullet = tower.update(self.enemies) if new_bullet: self.bullets.append(new_bullet) def draw_path(self): for i in range(len(WAYPOINTS_PX) - 1):

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 update(self): if not self.target.active: self.active = False return

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] WAYPOINTS_PX[i + 1]

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))

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

# 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

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_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))