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14 Dec, 2025

Script: Ashed Pixel Tower Defense

if dist < self.speed: self.pos = list(target) self.current_target += 1 else: self.pos[0] += (dx / dist) * self.speed self.pos[1] += (dy / dist) * self.speed return False

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) 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 if dist &lt; self