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OK, warp flight between quadrants works now.
author
Eric S. Raymond
<esr@thyrsus.com>
Thu, 5 Oct 2006 12:42:37 +0000
(12:42 +0000)
committer
Eric S. Raymond
<esr@thyrsus.com>
Thu, 5 Oct 2006 12:42:37 +0000
(12:42 +0000)
src/sst.py
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diff --git
a/src/sst.py
b/src/sst.py
index 8765aadfbc3cd18ae76516d82074b26724e62c94..aa22fe10418a10d26f86d952bd3a65b574e164df 100644
(file)
--- a/
src/sst.py
+++ b/
src/sst.py
@@
-3906,10
+3906,10
@@
def imove(novapush):
# Compute final position in new quadrant
if trbeam: # Don't bother if we are to be beamed
return
# Compute final position in new quadrant
if trbeam: # Don't bother if we are to be beamed
return
- game.quadrant.x =
(w.x+(QUADSIZE-1))
/QUADSIZE
- game.quadrant.y =
(w.y+(QUADSIZE-1))
/QUADSIZE
- game.sector.x = w.x -
QUADSIZE*(game.quadrant.x-1
)
- game.sector.y = w.y -
QUADSIZE*(game.quadrant.y-1
)
+ game.quadrant.x =
w.x
/QUADSIZE
+ game.quadrant.y =
w.y
/QUADSIZE
+ game.sector.x = w.x -
(QUADSIZE*game.quadrant.x
)
+ game.sector.y = w.y -
(QUADSIZE*game.quadrant.y
)
skip(1)
prout(_("Entering Quadrant %s.") % game.quadrant)
game.quad[game.sector.x][game.sector.y] = game.ship
skip(1)
prout(_("Entering Quadrant %s.") % game.quadrant)
game.quad[game.sector.x][game.sector.y] = game.ship