Tower Defense — Milestone 3

Towers That Shoot

# TOWER DEFENSE — MILESTONE 3: Towers That Shoot
# =============================================================================
# TARGET (show me when this works):
#   Click any empty (dark) cell and a green tower appears there.
#   You cannot build on the path, the entry or the base.
#   When an enemy walks near a tower, the tower fires a yellow bullet at it.
#   The bullet chases the enemy, hits it, and the enemy disappears.
#   SCORE goes up by 1 for every enemy killed.
#
# NEW IN THIS FILE (compared to Milestone 2):
#   - class Tower  — sits still, finds a target, shoots on a reload timer
#   - class Bullet — flies toward its target and deals damage on arrival
#   - Mouse clicks turn into grid cells:  col = mouse_x // CELL
#   - SCORE in the HUD
#
# THE TWO IDEAS TO UNDERSTAND:
#
#   1. RANGE IS A DISTANCE CHECK.
#      A tower can shoot an enemy if the distance between them is less than
#      TOWER_RANGE. Distance is math.hypot(dx, dy) — Pythagoras again.
#
#   2. RELOAD IS JUST A COUNTDOWN.
#      After firing we set self.cooldown = TOWER_RELOAD (60 frames = 1 second).
#      Every frame we subtract 1. The tower may only fire when it hits 0.
#      This is how you make something happen "once per second" in a game loop.
#
# TOWERS ARE FREE IN THIS MILESTONE. That is on purpose — build as many as you
# like and watch them work. Milestone 4 makes you pay for them.
#
# NEXT (Milestone 4): coins, and towers that cost more each time you build.
# =============================================================================

import pygame
import math

pygame.init()

COLS, ROWS = 20, 15
CELL = 40
HUD_H = 60
WIDTH = COLS * CELL
HEIGHT = ROWS * CELL + HUD_H

screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Tower Defense — Milestone 3")
clock = pygame.time.Clock()
font = pygame.font.SysFont("Courier", 18, bold=True)
big_font = pygame.font.SysFont("Courier", 40, bold=True)

# Colors
BG_COLOR = (20, 28, 40)
GRID_COLOR = (30, 40, 55)
OPEN_COLOR = (35, 50, 70)
PATH_COLOR = (52, 84, 126)
ENTRY_COLOR = (50, 180, 80)
BASE_COLOR = (200, 60, 60)
ENEMY_COLOR = (220, 180, 30)
TOWER_COLOR = (58, 140, 70)
TOWER_EDGE = (95, 210, 110)
BULLET_COLOR = (255, 240, 120)
HUD_COLOR = (185, 220, 255)

# Settings
ENEMY_SPEED = 1.5
SPAWN_MS = 2000
START_LIVES = 25
TOWER_RANGE = 2.5 * CELL     # 100 pixels
TOWER_RELOAD = 60            # frames between shots (60 frames = 1 second)
BULLET_SPEED = 5

BASE = (10, 7)
PATH = [(0, 5), (6, 5), (6, 11), (14, 11), (14, 3), (10, 3), BASE]

grid = [['open'] * ROWS for _ in range(COLS)]


def path_cells(waypoints):
    """Turn a list of corners into EVERY grid cell along the route."""
    cells = []
    for i in range(len(waypoints) - 1):
        col0, row0 = waypoints[i]
        col1, row1 = waypoints[i + 1]
        step_col = 0 if col0 == col1 else (1 if col1 > col0 else -1)
        step_row = 0 if row0 == row1 else (1 if row1 > row0 else -1)
        col, row = col0, row0
        while (col, row) != (col1, row1):
            cells.append((col, row))
            col += step_col
            row += step_row
    cells.append(waypoints[-1])
    return cells


for cell in path_cells(PATH):
    grid[cell[0]][cell[1]] = 'path'
grid[PATH[0][0]][PATH[0][1]] = 'entry'
grid[BASE[0]][BASE[1]] = 'base'


class Enemy:
    RADIUS = 11

    def __init__(self, waypoints, speed):
        self.waypoints = waypoints
        self.index = 0
        self.speed = speed
        col, row = waypoints[0]
        self.x = float(col * CELL + CELL / 2)
        self.y = float(row * CELL + CELL / 2)
        self.alive = True
        self.reached_base = False

    def update(self):
        if self.index >= len(self.waypoints) - 1:
            self.alive = False
            self.reached_base = True
            return
        col, row = self.waypoints[self.index + 1]
        target_x = col * CELL + CELL / 2
        target_y = row * CELL + CELL / 2
        dx = target_x - self.x
        dy = target_y - self.y
        dist = math.hypot(dx, dy)
        if dist < self.speed:
            self.x = target_x
            self.y = target_y
            self.index += 1
        else:
            self.x += dx / dist * self.speed
            self.y += dy / dist * self.speed

    def hit(self):
        """Take one point of damage. In this milestone one hit is enough."""
        self.alive = False

    def draw(self, surface):
        center = (int(self.x), int(self.y))
        pygame.draw.circle(surface, ENEMY_COLOR, center, self.RADIUS)
        pygame.draw.circle(surface, (0, 0, 0), center, self.RADIUS, 2)


class Tower:
    def __init__(self, col, row):
        self.col = col
        self.row = row
        self.x = col * CELL + CELL / 2
        self.y = row * CELL + CELL / 2
        self.cooldown = 0

    def update(self, enemies, bullets):
        # Still reloading? Count down and do nothing else.
        if self.cooldown > 0:
            self.cooldown -= 1
            return

        # Find the CLOSEST living enemy inside our range.
        target = None
        best_dist = float('inf')
        for enemy in enemies:
            if not enemy.alive:
                continue
            dist = math.hypot(enemy.x - self.x, enemy.y - self.y)
            if dist < TOWER_RANGE and dist < best_dist:
                target = enemy
                best_dist = dist

        if target is not None:
            bullets.append(Bullet(self.x, self.y, target))
            self.cooldown = TOWER_RELOAD

    def draw(self, surface):
        box = pygame.Rect(self.col * CELL + 5, self.row * CELL + 5,
                          CELL - 10, CELL - 10)
        pygame.draw.rect(surface, TOWER_COLOR, box, border_radius=5)
        pygame.draw.rect(surface, TOWER_EDGE, box, 2, border_radius=5)
        pygame.draw.circle(surface, TOWER_EDGE, (int(self.x), int(self.y)), 4)


class Bullet:
    def __init__(self, x, y, target):
        self.x = float(x)
        self.y = float(y)
        self.target = target
        self.active = True

    def update(self):
        # If our target died before we arrived, this shot is wasted.
        if not self.target.alive:
            self.active = False
            return
        dx = self.target.x - self.x
        dy = self.target.y - self.y
        dist = math.hypot(dx, dy)
        if dist < BULLET_SPEED:
            self.target.hit()
            self.active = False
        else:
            self.x += dx / dist * BULLET_SPEED
            self.y += dy / dist * BULLET_SPEED

    def draw(self, surface):
        pygame.draw.circle(surface, BULLET_COLOR, (int(self.x), int(self.y)), 4)


def can_build(col, row):
    """You may only build on empty ground inside the map."""
    if not (0 <= col < COLS and 0 <= row < ROWS):
        return False
    return grid[col][row] == 'open'


def draw_grid():
    for row in range(ROWS):
        for col in range(COLS):
            x = col * CELL
            y = row * CELL
            cell_type = grid[col][row]
            if cell_type == 'base':
                color = BASE_COLOR
            elif cell_type == 'entry':
                color = ENTRY_COLOR
            elif cell_type == 'path':
                color = PATH_COLOR
            else:
                color = OPEN_COLOR
            pygame.draw.rect(screen, color, (x, y, CELL, CELL))
            pygame.draw.rect(screen, GRID_COLOR, (x, y, CELL, CELL), 1)

    base_x = BASE[0] * CELL + CELL // 2
    base_y = BASE[1] * CELL + CELL // 2
    label = font.render("BASE", True, (255, 200, 200))
    screen.blit(label, label.get_rect(center=(base_x, base_y)))


def draw_hud(score, lives):
    top = ROWS * CELL
    pygame.draw.rect(screen, (12, 16, 26), (0, top, WIDTH, HUD_H))
    text = font.render(f"SCORE {score}    LIVES {lives}", True, HUD_COLOR)
    screen.blit(text, (10, top + 12))
    hint = font.render("click an empty cell to build a tower", True, (110, 130, 155))
    screen.blit(hint, (10, top + 34))


# Game state
enemies = []
towers = []
bullets = []
score = 0
lives = START_LIVES

SPAWN_EVENT = pygame.USEREVENT + 1
pygame.time.set_timer(SPAWN_EVENT, SPAWN_MS)

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:
            mouse_x, mouse_y = event.pos
            if mouse_y < ROWS * CELL and lives > 0:
                # TEACH: integer division turns a pixel into a grid cell
                col = mouse_x // CELL
                row = mouse_y // CELL
                if can_build(col, row):
                    towers.append(Tower(col, row))
                    grid[col][row] = 'tower'

        if event.type == SPAWN_EVENT and lives > 0:
            enemies.append(Enemy(PATH, ENEMY_SPEED))

    # Update
    for tower in towers:
        tower.update(enemies, bullets)

    for enemy in enemies[:]:
        enemy.update()
        if not enemy.alive:
            enemies.remove(enemy)
            if enemy.reached_base:
                lives -= 1
                if lives < 0:
                    lives = 0
            else:
                score += 1

    for bullet in bullets[:]:
        bullet.update()
        if not bullet.active:
            bullets.remove(bullet)

    # Draw
    screen.fill(BG_COLOR)
    draw_grid()
    for tower in towers:
        tower.draw(screen)
    for enemy in enemies:
        enemy.draw(screen)
    for bullet in bullets:
        bullet.draw(screen)
    draw_hud(score, lives)

    if lives <= 0:
        shade = pygame.Surface((WIDTH, ROWS * CELL), pygame.SRCALPHA)
        shade.fill((0, 0, 0, 170))
        screen.blit(shade, (0, 0))
        msg = big_font.render("GAME OVER", True, (225, 70, 70))
        screen.blit(msg, msg.get_rect(center=(WIDTH // 2, ROWS * CELL // 2)))

    pygame.display.flip()
    clock.tick(60)

pygame.quit()