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add more mob when score increase #19

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@yosiasm yosiasm commented Oct 6, 2019

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@koutoftimer koutoftimer left a comment

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Can reach negative values (decreasing score) for killing enemies, which is not intended behavior.

@@ -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.

Comment on lines +508 to +509
for m in range(int(1+score/3000)):
newmob() ## spawn a new mob

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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.

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