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add more mob when score increase #19

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5 changes: 3 additions & 2 deletions spaceshooter/spaceShooter.py
Original file line number Diff line number Diff line change
Expand Up @@ -494,7 +494,7 @@ def update(self):
## now as we delete the mob element when we hit one with a bullet, we need to respawn them again
## as there will be no mob_elements left out
for hit in hits:
score += 50 - hit.radius ## give different scores for hitting big and small metoers
score += 50 - hit.radius -int(score/3000 ) ## give different scores for hitting big and small metoers

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Can it be that an expression 50 - hit.radius -int(score/3000 ) gives a negative value?

Plus: is it unconvinient to add whitespace inside brackets as well as no space around minus sign.

random.choice(expl_sounds).play()
# m = Mob()
# all_sprites.add(m)
Expand All @@ -505,7 +505,8 @@ def update(self):
pow = Pow(hit.rect.center)
all_sprites.add(pow)
powerups.add(pow)
newmob() ## spawn a new mob
for m in range(int(1+score/3000)):
newmob() ## spawn a new mob
Comment on lines +508 to +509

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So, you have increased number of mobs at 100% of initial value every 3000 score. Maybe it will be better to make more smooth switch? 100% at a time is a lot, it can like "no mobs" and "a lot of mobs" transition, because of x2, while reaching every new barrier will give us +33%, +25% or total amount of mobs and it may be unnoticeable.


## ^^ the above loop will create the amount of mob objects which were killed spawn again
#########################
Expand Down