def update_cursor(self, keys):
"""Update the position of the cursor"""
input_list = [pg.K_RETURN, pg.K_a, pg.K_s]
if self.cursor.state == c.PLAYER1:
self.cursor.rect.y = 358
if keys[pg.K_DOWN]:
self.cursor.state = c.PLAYER2
for input in input_list:
if keys[input]:
self.reset_game_info()
self.done = True
elif self.cursor.state == c.PLAYER2:
self.cursor.rect.y = 403
if keys[pg.K_UP]:
self.cursor.state = c.PLAYER1
python类K_a()的实例源码
def ask(self,question):
word=""
Text(self.game).draw_text2(self.default,question,green,wth//2,50) #example asking name
pygame.display.flip()
done = True
while done:
for event in pygame.event.get():
if event.type==pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
word+=str(chr(event.key))
if event.key == pygame.K_b:
word+=chr(event.key)
if event.key == pygame.K_c:
word+=chr(event.key)
if event.key == pygame.K_d:
word+=chr(event.key)
if event.key == pygame.K_RETURN:
done=False
#events...
return Text(self.game).draw_text2(self.default,word,green,wth//2,100)
def movement(self, obstacles, offset, i):
self.rect[i] += offset
collisions = pg.sprite.spritecollide(self, obstacles, False)
callback = pg.sprite.collide_mask
while pg.sprite.spritecollideany(self, collisions, callback):
self.rect[i] += (1 if offset<0 else -1)
self.remainder[i] = 0
rand_move = random.choice([pg.K_s, pg.K_a, pg.K_w, pg.K_d])
while rand_move == self.direction:
rand_move = random.choice([pg.K_s, pg.K_a, pg.K_w, pg.K_d])
pass
self.direction = rand_move
if self.direction == pg.K_a:
self.direction = pg.K_a
self.vector = [-1, 0]
elif self.direction == pg.K_w:
self.direction = pg.K_w
self.vector = [0, -1]
elif self.direction == pg.K_s:
self.direction = pg.K_s
self.vector = [0, 1]
elif self.direction == pg.K_d:
self.direction = pg.K_d
self.vector = [1, 0]
def _map_keys(self):
key_map = self.io.key_map
key_map[imgui.KEY_TAB] = pygame.K_TAB
key_map[imgui.KEY_LEFT_ARROW] = pygame.K_LEFT
key_map[imgui.KEY_RIGHT_ARROW] = pygame.K_RIGHT
key_map[imgui.KEY_UP_ARROW] = pygame.K_UP
key_map[imgui.KEY_DOWN_ARROW] = pygame.K_DOWN
key_map[imgui.KEY_PAGE_UP] = pygame.K_PAGEUP
key_map[imgui.KEY_PAGE_DOWN] = pygame.K_PAGEDOWN
key_map[imgui.KEY_HOME] = pygame.K_HOME
key_map[imgui.KEY_END] = pygame.K_END
key_map[imgui.KEY_DELETE] = pygame.K_DELETE
key_map[imgui.KEY_BACKSPACE] = pygame.K_BACKSPACE
key_map[imgui.KEY_ENTER] = pygame.K_RETURN
key_map[imgui.KEY_ESCAPE] = pygame.K_ESCAPE
key_map[imgui.KEY_A] = pygame.K_a
key_map[imgui.KEY_C] = pygame.K_c
key_map[imgui.KEY_V] = pygame.K_v
key_map[imgui.KEY_X] = pygame.K_x
key_map[imgui.KEY_Y] = pygame.K_y
key_map[imgui.KEY_Z] = pygame.K_z
def check_keydown_events(settings, event, screen, tile_map):
"""Respond to key down events"""
player = tile_map.player
if event.key == pygame.K_ESCAPE:
sys.exit()
if event.key == pygame.K_a:
generate_new_random_blob(settings, screen, settings.image_res.enemy_blob_images, tile_map)
if event.key == pygame.K_r:
reset_game(tile_map)
if event.key == pygame.K_LEFT:
if not player.idle_top:
if player.dx == 0.0:
player.dx = -1 * settings.player_dx
player.facing_left = True
if event.key == pygame.K_RIGHT:
if not player.idle_top:
if player.dx == 0.0:
player.dx = settings.player_dx
player.facing_left = False
if event.key == pygame.K_F9:
if settings.fullscreen == True:
settings.fullscreen = False
pygame.display.set_mode((800, 600))
else:
settings.fullscreen = True
pygame.display.set_mode((800, 600), pygame.FULLSCREEN)
def __init__(self):
self.down, self.map, self.val, self.scale = [0, 0, 0, 0], [pg.K_a, pg.K_w, pg.K_d, pg.K_s], V2(0, 0), 1
drawSVG.py 文件源码
项目:Write-Chinese-Calligraphy-with-Palletizing-Robot-and-SVG-Files
作者: amjltc295
项目源码
文件源码
阅读 33
收藏 0
点赞 0
评论 0
def generate_path(self, pointList, up_Z=-1, down_Z=-1):
""" Generate path for a line of the image. """
count = 0
toEnd = NOT_ADJUST_THICKNESS
start_point = self.robotCoorToPygameCoor( pointList[0] )
for (x, y) in pointList:
upZ = self.up_z if up_Z == -1 else up_Z
downZ = self.down_z if down_Z == -1 else down_Z
if_draw = True
end_point = self.robotCoorToPygameCoor( (x, y) )
pygame.draw.line(self.screen, BLACK, start_point, end_point, PYGAME_LINE_WIDTH)
pygame.display.update()
if not toEnd:
pressed_key = self.pygame_wait()
if (pressed_key == pygame.K_a):
downZ -= Z_THICK_ADJUST
pygame.draw.line(self.screen, BLACK, start_point, end_point, PYGAME_THICK_LINE_WIDTH)
pygame.display.update()
elif (pressed_key == pygame.K_d):
downZ += Z_THIN_ADJUST
pygame.draw.line(self.screen, WHITE, start_point, end_point, PYGAME_LINE_WIDTH)
pygame.draw.line(self.screen, BLACK, start_point, end_point, PYGAME_THIN_LINE_WIDTH)
elif (pressed_key == pygame.K_e):
toEnd = True
elif (pressed_key == pygame.K_p):
pygame.draw.line(self.screen, WHITE, start_point, end_point, PYGAME_LINE_WIDTH)
if_draw = False
start_point = end_point
if if_draw:
""" Move to the stating point. """
if count == 0:
self.create_robot_point(x, y, upZ)
self.create_robot_point(x, y, downZ)
""" Move to the last point. """
if count == len(pointList) -1:
self.create_robot_point(x, y, upZ)
count += 1
def setControls(self):
"""
Setups the controls for the class. setGame must be called first in order for this to run correctly
"""
self.controls = []
self.values = [self.game.board.callable, self.game.board.mvCurUp, self.game.board.mvCurDown,
self.game.board.mvCurLeft, self.game.board.mvCurRight]
if self.control_set == "arrows":
self.keys = [pygame.K_RETURN, pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT]
else:
self.keys = [pygame.K_SPACE, pygame.K_w, pygame.K_s, pygame.K_a, pygame.K_d]
for i in range(len(self.keys)):
self.controls.append([self.keys[i], self.values[i]])
def make_frame_dict(self):
frames = {pg.K_a: [self.frames[0], self.frames[1], self.frames[2], self.frames[3]],
pg.K_d: [self.frames[0], self.frames[1], self.frames[2], self.frames[3]],
pg.K_s: [self.frames[0], self.frames[1], self.frames[2], self.frames[3]],
pg.K_w: [self.frames[0], self.frames[1], self.frames[2], self.frames[3]]}
return frames
def init():
add_key(pygame.K_w)
add_key(pygame.K_s)
add_key(pygame.K_a)
add_key(pygame.K_d)
add_key(pygame.K_c)
add_key(pygame.K_r)
add_key(pygame.K_q)
add_key(pygame.K_e)
add_key(pygame.K_g)
add_key(pygame.K_t)
# Adds a new key to be tracked for input
def init():
add_key(pygame.K_w)
add_key(pygame.K_s)
add_key(pygame.K_a)
add_key(pygame.K_d)
add_key(pygame.K_c)
add_key(pygame.K_r)
add_key(pygame.K_q)
add_key(pygame.K_e)
add_key(pygame.K_g)
add_key(pygame.K_t)
# Adds a new key to be tracked for input
def update(self, gamemap):
'''
updated die Playerbewegungen beim (knopfdruck events)
Parameter: Spielobjekt, gamemap
return Value: -
'''
keys = pygame.key.get_pressed()
newRect = self.rect
if keys[pygame.K_w]:
newRect = self.rect.move(0, -self.speed)
if gamemap.isRectValid(newRect):
self.rect = newRect
if keys[pygame.K_s]:
newRect = self.rect.move(0, self.speed)
if gamemap.isRectValid(newRect):
self.rect = newRect
if keys[pygame.K_a]:
newRect = self.rect.move(-self.speed, 0)
if gamemap.isRectValid(newRect):
self.rect = newRect
if keys[pygame.K_d]:
newRect = self.rect.move(self.speed, 0)
if gamemap.isRectValid(newRect):
self.rect = newRect
if keys[pygame.K_x]:
print self.rect.center, self.room
#def shot(self, xPos, yPos, eventPos):
def __init__(self):
super(JackitConfigControls, self).__init__()
self.up = pygame.K_w
self.down = pygame.K_s
self.left = pygame.K_a
self.right = pygame.K_d
self.jump = pygame.K_SPACE
self.interact = pygame.K_e
self.push = pygame.K_LSHIFT
self.reset_code = pygame.K_q
self.toggle_sound = pygame.K_m
self.kill_self = pygame.K_k
self.reset_game = pygame.K_n
def from_json(self, raw):
'''
Load the object from JSON loaded from config file
'''
# First pass make sure all are valid
for key in raw:
if isinstance(raw[key], str):
if not hasattr(pygame, raw[key]):
raise ConfigError(
"Invalid control for {}. Must be a valid pygame key constant".format(key)
)
else:
raw[key] = getattr(pygame, raw[key])
elif isinstance(raw[key], int):
pass
else:
raise ConfigError(
"Controls must be a valid pygame key constant as a string or integer"
)
# Check for duplicates
values = list(raw.values())
values_set = set(values)
if len(values) != len(values_set):
raise ConfigError("Cannot have duplicate controls")
self.up = raw.get('up', getattr(pygame, 'K_w'))
self.down = raw.get('down', getattr(pygame, 'K_s'))
self.left = raw.get('left', getattr(pygame, 'K_a'))
self.right = raw.get('right', getattr(pygame, 'K_d'))
self.jump = raw.get('jump', getattr(pygame, 'K_SPACE'))
self.interact = raw.get('interact', getattr(pygame, 'K_e'))
self.push = raw.get("push", getattr(pygame, "K_LSHIFT"))
self.reset_code = raw.get("reset_code", getattr(pygame, "K_q"))
self.toggle_sound = raw.get("toggle_sound", getattr(pygame, "K_m"))
self.kill_self = raw.get("kill_self", getattr(pygame, "K_k"))
self.reset_game = raw.get("reset_game", getattr(pygame, "K_n"))
def keyEvent(self, event):
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_DOWN:
self.down = 0
if event.key == pygame.K_UP:
self.up = 0
if event.key == pygame.K_LEFT:
self.left = 0
if event.key == pygame.K_RIGHT:
self.right = 0
if event.key == pygame.K_a:
self.start = 0
if event.key == pygame.K_s:
self.select = 0
if event.key == pygame.K_x:
self.b = 0
if event.key == pygame.K_z:
self.a = 0
if event.type == pygame.KEYUP:
if event.key == pygame.K_DOWN:
self.down = 1
if event.key == pygame.K_UP:
self.up = 1
if event.key == pygame.K_LEFT:
self.left = 1
if event.key == pygame.K_RIGHT:
self.right = 1
if event.key == pygame.K_a:
self.start = 1
if event.key == pygame.K_s:
self.select = 1
if event.key == pygame.K_x:
self.b = 1
if event.key == pygame.K_z:
self.a = 1
def update(self, button):
keys = pygame.key.get_pressed()
if focus == main:
elapsed = min(1, self.cds.elapsed("move_keys"))
if keys[pygame.K_LEFT] or keys[pygame.K_a]:
self.offset[0] = self.offset[0] - (self.key_velocity[0] * elapsed)
self.change = True
if keys[pygame.K_RIGHT] or keys[pygame.K_d]:
self.offset[0] = self.offset[0] + (self.key_velocity[0] * elapsed)
self.change = True
if keys[pygame.K_UP] or keys[pygame.K_w]:
self.offset[1] = self.offset[1] - (self.key_velocity[1] * elapsed)
self.change = True
if keys[pygame.K_DOWN] or keys[pygame.K_s]:
self.offset[1] = self.offset[1] + (self.key_velocity[1] * elapsed)
self.change = True
self.cds.start()
if self.cds.check("save_load"):
if keys[pygame.K_q]:
save(fnbox.text)
self.cds.start()
if keys[pygame.K_e]:
load(fnbox.text)
self.cds.start()
if keys[pygame.K_r]:
self.new()
if self.mmb_down and self.cds.check("navigate"):
mpos = pygame.mouse.get_pos()
diffx = (mpos[0] - self.mmb_start[0]) / 10
diffy = (mpos[1] - self.mmb_start[1]) / 10
self.offset = [ self.offset[0] + diffx, self.offset[1] + diffy ]
self.cds.start()
self.change = True
def check_key_down(event, stats, snake_head, snake_parts, foods):
if event.key == pygame.K_ESCAPE:
sys.exit()
elif event.key == pygame.K_p:
if stats.game_active:
if stats.pause_game:
stats.pause_game = False
else:
stats.pause_game = True
else:
stats.game_active = True
stats.first_start = False
initialize_game(stats, snake_head, snake_parts, foods)
elif not stats.moved and not stats.pause_game:
if event.key == pygame.K_s:
if snake_head.facing != "up":
snake_head.facing = "down"
stats.moved = True
elif event.key == pygame.K_w:
if snake_head.facing != "down":
snake_head.facing = "up"
stats.moved = True
elif event.key == pygame.K_a:
if snake_head.facing != "right":
snake_head.facing = "left"
stats.moved = True
elif event.key == pygame.K_d:
if snake_head.facing != "left":
snake_head.facing = "right"
stats.moved = True
def handleInput(self, sprite, event):
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
sprite.updateSpeedRight()
sprite.rightPressed = True
elif event.key == pygame.K_LEFT or event.key == pygame.K_a:
sprite.updateSpeedLeft()
sprite.leftPressed = True
elif event.key == pygame.K_DOWN or event.key == pygame.K_s:
sprite.updateSpeedDown()
sprite.downPressed = True
elif event.key == pygame.K_UP or event.key == pygame.K_w:
sprite.updateSpeedUp()
sprite.upPressed = True
elif event.key == pygame.K_LSHIFT:
sprite.leftShiftPressed = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
sprite.rightPressed = False
elif event.key == pygame.K_LEFT or event.key == pygame.K_a:
sprite.leftPressed = False
elif event.key == pygame.K_UP or event.key == pygame.K_w:
sprite.upPressed = False
elif event.key == pygame.K_DOWN or event.key == pygame.K_s:
sprite.downPressed = False
elif event.key == pygame.K_LSHIFT:
sprite.leftShiftPressed = False
elif event.key == pygame.K_SPACE:
sprite.spacePressed = False
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == MOUSE_LEFT:
sprite.leftMousePressed = True
elif event.button == MOUSE_RIGHT:
sprite.rightMousePressed = True
elif event.type == pygame.MOUSEBUTTONUP:
if event.button == MOUSE_LEFT:
sprite.leftMousePressed = False
elif event.button == MOUSE_RIGHT:
sprite.rightMousePressed = False
def eventCheck( self ):
for event in gui.event.get( ):
if event.type == gui.QUIT:
self.abort = True
if event.type == gui.KEYDOWN:
if event.key == gui.K_ESCAPE:
gui.event.post( gui.event.Event( gui.QUIT ) )
if event.key == gui.K_LEFT:
self.cTile.decX( )
if event.key == gui.K_RIGHT:
self.cTile.incX( )
if event.key == gui.K_DOWN:
self.cTile.incY( )
if event.key == gui.K_COMMA:
self.cTile.rotACW( )
if event.key == gui.K_PERIOD:
self.cTile.rotCW( )
if event.key == gui.K_RETURN:
self.cTile.drop( )
if event.key == gui.K_p:
self.time.incSpeed( )
if event.key == gui.K_o:
self.time.decSpeed( )
if event.key == gui.K_a:
self.aiState = not self.aiState
if event.type == gui.MOUSEBUTTONUP:
if event.button == 1:
if gui.Rect( 480, 630, 101, 30 ).collidepoint( event.pos ):
self.infoMode = 0
if gui.Rect( 580, 630, 101, 30 ).collidepoint( event.pos ):
self.infoMode = 1
if gui.Rect( 680, 630, 101, 30 ).collidepoint( event.pos ):
self.infoMode = 2
if self.infoMode == 1:
if gui.Rect( 630, 405, 39, 30 ).collidepoint( event.pos ):
self.genomeScreen[ 0 ] = max( 0, self.genomeScreen[ 0 ]-1 )
if gui.Rect( 668, 405, 39, 30 ).collidepoint( event.pos ):
self.genomeScreen[ 0 ] = min( len( self.ai.population.generations )-1, self.genomeScreen[ 0 ]+1 )
if gui.Rect( 706, 405, 39, 30 ).collidepoint( event.pos ):
self.genomeScreen[ 1 ] = max( -1, self.genomeScreen[ 1 ]-1 )
if gui.Rect( 744, 405, 39, 30 ).collidepoint( event.pos ):
self.genomeScreen[ 1 ] = min( 39, self.genomeScreen[ 1 ]+1 )
def process(bug,FPS,total_frames):
# processing
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_e:
classes.BugAttack.fire = not classes.BugAttack.fire
keys = pygame.key.get_pressed()
if keys[pygame.K_d]:
classes.Bug.going_right = True
bug.image = pygame.image.load("images/bug2right.png")
bug.velx = 5
elif keys[pygame.K_a]:
classes.Bug.going_right = False
bug.image = pygame.image.load("images/bug2left.png")
bug.velx = -5
else:
bug.velx = 0
if keys[pygame.K_w]:
bug.jumping = True
if keys[pygame.K_SPACE]:
if classes.Game.end == True:
classes.Game.end = False
if classes.Game.start == False:
classes.Game.start = True
for fly in classes.Fly.List:
fly.destroy(classes.Fly)
for attack in classes.BugAttack.List:
attack.destroy()
classes.Fly.count = 0
else:
def direction():
if classes.Bug.going_right:
p.velx = 6
else:
p.image = pygame.transform.flip(p.image, True, False)
p.velx = -6
if (classes.BugAttack.fire):
p = classes.BugAttack(bug.rect.x,bug.rect.y, "images/fire2.gif")
direction()
p.velx = p.velx/3.0
else:
p = classes.BugAttack(bug.rect.x,bug.rect.y, "images/bolt.gif")
direction()
if classes.Game.start == True:
spawn(FPS,total_frames)
collisions(bug)
def userInput(camera, display):
deltaT = display.deltaT
#keyboard down presses
pressed = pygame.key.get_pressed()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key ==pygame.K_ESCAPE:
pygame.quit()
quit()
if event.type == pygame.MOUSEMOTION:
x, y = event.rel
event.pos = (display.w/2,display.h/2)
#look around
if( abs(x)>1 ):
camera.turnRight( -x*deltaT)
if( abs(y)>1 ):
camera.turnUp( -y*deltaT)
#capture mouse
pygame.mouse.set_pos(display.w/2., display.w/2)
pygame.event.get(pygame.MOUSEMOTION) #steal the new mouse event and do nothing with it to reset it
#print()
#print(camera.posWorld.getString())
#print(camera.view())
#back forth
if pressed[pygame.K_w]:
camera.forward(deltaT)
if pressed[pygame.K_s]:
camera.forward(-deltaT)
#up, down
if pressed[pygame.K_SPACE]:
camera.upward(-deltaT)
if pressed[pygame.K_LSHIFT]:
camera.upward(deltaT)
#left right
if pressed[pygame.K_a]:
camera.sideward(deltaT)
if pressed[pygame.K_d]:
camera.sideward(-deltaT)
#change openGL polygon mode
if pressed[pygame.K_1]:
glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)
if pressed[pygame.K_2]:
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
if pressed[pygame.K_3]:
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
#start the main
def get_input():
for event in pygame.event.get():
if event.type == pygame.QUIT: sys.exit()
if event.type == pygame.KEYUP and event.key == pygame.K_s:
state.falling[0] = False
if event.type == pygame.KEYUP and event.key == pygame.K_DOWN:
state.falling[1] = False
if event.type == pygame.KEYDOWN:
if state.state == "playing":
if event.key == pygame.K_p:
state.state = "paused"
if event.key == pygame.K_a:
if valid(state.X[0] - 1, state.Y[0], state.piece[0].form, 0):
state.X[0] -= 1
if event.key == pygame.K_d:
if valid(state.X[0] + 1, state.Y[0], state.piece[0].form, 0):
state.X[0] += 1
if event.key == pygame.K_LEFT:
if valid(state.X[1] - 1, state.Y[1], state.piece[1].form, 1):
state.X[1] -= 1
if event.key == pygame.K_RIGHT:
if valid(state.X[1] + 1, state.Y[1], state.piece[1].form, 1):
state.X[1] += 1
if event.key == pygame.K_w:
new_form = Polyomino.rotate_right(state.piece[0].form,
state.piece[0].size)
if valid(state.X[0], state.Y[0], new_form, 0):
state.piece[0].form = new_form
if event.key == pygame.K_UP:
new_form = Polyomino.rotate_right(state.piece[1].form,
state.piece[1].size)
if valid(state.X[1], state.Y[1], new_form, 1):
state.piece[1].form = new_form
if event.key == pygame.K_s:
state.falling[0] = True
if event.key == pygame.K_DOWN:
state.falling[1] = True
elif state.state == "paused":
if event.key == pygame.K_p:
state.state = "playing"
elif state.state == "entering high score":
if event.key == pygame.K_BACKSPACE and state.cursorpos > 0:
state.cursorpos -= 1
state.hiscores[state.scorepos][0] = \
state.hiscores[state.scorepos][0][:state.cursorpos]
elif event.key == pygame.K_RETURN:
scorefile = open("hiscores_duo.csv", "w")
writer = csv.writer(scorefile, dialect = csv.unix_dialect)
for row in state.hiscores:
writer.writerow(row)
scorefile.close()
state.start_game()
elif (event.unicode.isalpha() or event.key == pygame.K_SPACE) \
and state.cursorpos < INFO_WIDTH - 3 - len(str(state.score)):
state.hiscores[state.scorepos][0] = \
state.hiscores[state.scorepos][0][:state.cursorpos] \
+ event.unicode
state.cursorpos += 1
elif state.state == "lost":
if event.key in [pygame.K_SPACE, pygame.K_RETURN]:
state.start_game()
def handle_controls(drone, event, pid):
# takeoff / land
if event.key == pygame.K_RETURN:
drone.takeoff()
elif event.key == pygame.K_SPACE:
drone.land()
# emergency
elif event.key == pygame.K_BACKSPACE:
drone.reset()
# forward / backward
elif event.key == pygame.K_w:
drone.move_forward()
elif event.key == pygame.K_s:
drone.move_backward()
# left / right
elif event.key == pygame.K_a:
drone.move_left()
elif event.key == pygame.K_d:
drone.move_right()
# up / down
elif event.key == pygame.K_UP:
drone.move_up()
elif event.key == pygame.K_DOWN:
drone.move_down()
# turn left / turn right
elif event.key == pygame.K_LEFT:
drone.turn_left()
elif event.key == pygame.K_RIGHT:
drone.turn_right()
# speed
elif event.key == pygame.K_1:
drone.speed = 0.1
elif event.key == pygame.K_2:
drone.speed = 0.2
elif event.key == pygame.K_3:
drone.speed = 0.3
elif event.key == pygame.K_4:
drone.speed = 0.4
elif event.key == pygame.K_5:
drone.speed = 0.5
elif event.key == pygame.K_6:
drone.speed = 0.6
elif event.key == pygame.K_7:
drone.speed = 0.7
elif event.key == pygame.K_8:
drone.speed = 0.8
elif event.key == pygame.K_9:
drone.speed = 0.9
elif event.key == pygame.K_0:
drone.speed = 1.0
elif event.key == pygame.K_u:
pid.enabled = True