# Update towers for tower in self.towers: new_bullet = tower.update(self.enemies) if new_bullet: self.bullets.append(new_bullet)
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))
# Update bullets for bullet in self.bullets[:]: bullet.update() if not bullet.active: self.bullets.remove(bullet)
def update(self, enemies): if self.cooldown > 0: self.cooldown -= 1
def update(self): if self.current_target >= len(self.waypoints): self.active = False # reached end return True # reached end (damage player)