> The acceleration is changed once a second (for meters/second) this
> leads to very jumpy movement. I need to add a way to check how long it
> takes the program to loop and multiply the acceleration by that much.
> (I think)


A quick way, is to do something like this:

This allows you to define speed as in "pixels per second" or "rotation per
second" or whatever. But this method is vulnerable to unstability if
timesteps are not small enough. ( or change size too much)

def update(self): # Unit.update()
        # update movement
        new_loc = self.loc + self.vel * self.game.elapsed
        #...

def update(self): # Game.update()
        self.last = self.now
        self.now = pygame.time.get_ticks()
        self.elapsed = (self.now - self.last) / 1000.

-- 
Jake

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