+ if len(self._made_enemies) < self.max_enemies:
+ self._make_enemy()
+ self._time_since_last_update = 0
+
+ def _make_enemy(self):
+ if self.enemy_type == 'roach':
+ roach = get_enemy_roach(self.level)
+ self._made_enemies.append(roach)
+ self.level.add_enemy(roach, *self.gen_pos)
+ elif self.enemy_type == 'rat':
+ roach = get_rat(self.level)
+ self._made_enemies.append(roach)
+ self.level.add_enemy(roach, *self.gen_pos)
+ elif self.enemy_type == 'robot':
+ roach = get_robot(self.level)
+ self._made_enemies.append(roach)
+ self.level.add_enemy(roach, *self.gen_pos)
+
+ def killed(self, enemy):
+ if enemy in self._made_enemies:
+ self._made_enemies.remove(enemy)
+ # Delay next respawn so we don't flood the player with enemies