Pixel Tower Defense Script — Ashed
# 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 draw(self, screen): # Draw enemy pygame.draw.circle(screen, self.color, (int(self.pos[0]), int(self.pos[1])), TILE_SIZE // 3) # Health bar bar_width = TILE_SIZE bar_height = 5 health_percent = self.health / self.max_health pygame.draw.rect(screen, RED, (self.pos[0] - bar_width // 2, self.pos[1] - TILE_SIZE // 2, bar_width, bar_height)) pygame.draw.rect(screen, GREEN, (self.pos[0] - bar_width // 2, self.pos[1] - TILE_SIZE // 2, bar_width * health_percent, bar_height)) class Game: def (self): self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) pygame.display.set_caption("Ashed Pixel Tower Defense") self.clock = pygame.time.Clock() self.font = pygame.font.Font(None, 36)
target = self.waypoints[self.current_target] dx = target[0] - self.pos[0] dy = target[1] - self.pos[1] dist = math.hypot(dx, dy)
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 Ashed Pixel Tower Defense Script
| Feature | Implementation Hint | |---------|---------------------| | Different tower types | Subclass Tower with different damage, range, color, cost | | Enemy types | Add faster, armored, or flying enemies | | Tower upgrades | Add upgrade cost, increase stats | | Particle effects | Simple explosions on enemy death | | Sound effects | Use pygame.mixer for shooting and death sounds | | Save/Load high score | Write to a text file | | More maps | Define different WAYPOINTS and grid restrictions | This script provides a fully functional tower defense game with a dark pixel aesthetic. It is modular, easy to modify, and serves as a great foundation for learning game development or creating your own unique TD game.
def draw(self, screen): # Tower base pygame.draw.rect(screen, self.color, (self.x - TILE_SIZE // 2, self.y - TILE_SIZE // 2, TILE_SIZE, TILE_SIZE)) # Range indicator (semi-transparent) range_surface = pygame.Surface((self.range * 2, self.range * 2), pygame.SRCALPHA) pygame.draw.circle(range_surface, (100, 100, 150, 50), (self.range, self.range), self.range) screen.blit(range_surface, (self.x - self.range, self.y - self.range)) class Bullet: def (self, x, y, target): self.x = x self.y = y self.target = target self.speed = BULLET_SPEED self.active = True
self.towers = [] self.enemies = [] self.bullets = [] self.gold = 250 self.lives = 10 self.wave = 0 self.wave_in_progress = False self.wave_timer = 0 self.enemies_to_spawn = 0 self.spawn_delay = 30 self.spawn_counter = 0 # Grid for tower placement self
if closest and self.cooldown == 0: self.cooldown = TOWER_COOLDOWN return Bullet(self.x, self.y, closest) return None
self.update() self.draw() self.clock.tick(FPS)
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) screen): # Draw enemy pygame.draw.circle(screen
# 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
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