Ashed Pixel Tower Defense Script Review

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

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

if not self.wave_in_progress and self.wave_timer > 0: self.wave_timer -= 1 if self.wave_timer <= 0: self.start_wave() Ashed Pixel Tower Defense Script

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

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): if not self

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 update(self, enemies): if self.cooldown > 0: self.cooldown -= 1 y): if self.can_place_tower(x

def update(self): # Spawn enemies if self.wave_in_progress and self.enemies_to_spawn > 0: self.spawn_counter += 1 if self.spawn_counter >= self.spawn_delay: self.spawn_counter = 0 self.enemies_to_spawn -= 1 self.enemies.append(Enemy(WAYPOINTS_PX, self.wave))