# mousepos.tuple(), 3) # pygame.display.flip() # airship.set_rotation( mouseangle ) # airship.acceleration = max(-10, min(10, (mousedist-airship.speed)/20)) # print airship.acceleration, airship.rotation #### And below is the "realtime" part for i in range(TURNTIME * FRAMES_PER_SECOND): 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+"