for airship in vessels: if i==0: airship.carry_out_order() airship.update(1./FRAMES_PER_SECOND, world_map.get_wind_vector()) # let's move the ship #airship.move(1./FRAMES_PER_SECOND, world_map.get_wind_vector()) # ...and turn it #airship.turn(1./FRAMES_PER_SECOND) # add some markers each second, to show the ships movement # check if we need to scroll the background ship_screen_pos = world_map.get_screen_coords(airship.position) #print "ship_screen_pos:", ship_screen_pos d = 0.3 if ship_screen_pos.x > SWIDTH - SWIDTH*d: #print "X+" world_map.position.x += ship_screen_pos.x - (SWIDTH - SWIDTH*d) if ship_screen_pos.x < SWIDTH * d: #print "X-" world_map.position.x += ship_screen_pos.x - SWIDTH * d if ship_screen_pos.y > SHEIGHT - SHEIGHT * d: #print "Y+" world_map.position.y += ship_screen_pos.y - (SHEIGHT - SHEIGHT * d) if ship_screen_pos.y < SHEIGHT * d: #print "Y-" world_map.position.y += ship_screen_pos.y - SHEIGHT * d