def manager(field):
put_tile = False
for event in pygame.event.get():
if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.dict["key"] == pygame.K_ESCAPE):
sys.exit()
elif event.type == pygame.KEYDOWN and (event.dict["key"] == pygame.K_RIGHT or event.dict["key"] == pygame.K_d):
field.change_right_move(True)
elif event.type == pygame.KEYUP and (event.dict["key"] == pygame.K_RIGHT or event.dict["key"] == pygame.K_d):
field.change_right_move(False)
elif event.type == pygame.KEYDOWN and (event.dict["key"] == pygame.K_LEFT or event.dict["key"] == pygame.K_q):
field.change_left_move(True)
elif event.type == pygame.KEYUP and (event.dict["key"] == pygame.K_LEFT or event.dict["key"] == pygame.K_q):
field.change_left_move(False)
elif event.type == pygame.MOUSEBUTTONDOWN and event.dict["button"] == 4:
field.change_tile(1)
elif event.type == pygame.MOUSEBUTTONDOWN and event.dict["button"] == 5:
field.change_tile(-1)
elif event.type == pygame.MOUSEBUTTONDOWN and event.dict["button"] == 1:
field.put_tile()
python类K_d()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 control_update(self):
''' Uses input from the keyboard to control the player. '''
keys_pressed = pygame.key.get_pressed()
action_map = {
pygame.K_SPACE: ('hop', INITIAL_HOP),
pygame.K_l: ('leap', INITIAL_LEAP),
pygame.K_d: ('run', 2),
}
action = ('run', 0)
for key in action_map:
if keys_pressed[key]:
action = action_map[key]
break
reward, end_episode = self.simulator.update(action, DT, True)
self.total += reward
if end_episode:
print 'Episode Reward:', self.total
self.total = 0.0
self.simulator = Simulator()
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
def update(self, screen, event_queue, dt,clock,joystick, netmodel, vizmodel):
# Logos/titles
screen.blit(self.logo,(screen.get_width() / 4 - 265,screen.get_height() * 3 / 4-500))
screen.blit(self.intel,(screen.get_width() / 4 - 300,screen.get_height()-130))
screen.blit(self.activestate,(screen.get_width() - 980,screen.get_height() - 130))
nextState = self
displaytext('Play', 32, screen.get_width() / 4 - 20, screen.get_height() * 3 / 4
- 80, WHITE, screen)
displaytext('Train', 32, screen.get_width() / 4 - 20, screen.get_height() * 3 / 4
- 40, WHITE, screen)
displaytext('Exit', 32, screen.get_width() / 4 - 20, screen.get_height() * 3 / 4,
WHITE, screen)
displaytext(u'\u00bb', 32, screen.get_width() / 4 - 60, screen.get_height() * 3 / 4
- 40*self.menu_selection, WHITE, screen)
# Each game state processes its own input queue in its own way to avoid messy input logic
for event in event_queue:
if event.type == pygame.KEYDOWN or event.type == pygame.JOYBUTTONDOWN:
if (event.type == pygame.KEYDOWN and (event.key == pygame.K_DOWN)) or (event.type == pygame.JOYBUTTONDOWN and (event.button == 1)) or (event.type == pygame.JOYAXISMOTION and (event.axis == 1 or event.value >= DEADZONE)):
self.menu_selection -= 1
if self.menu_selection == -1:
self.menu_selection = 2
if (event.type == pygame.KEYDOWN and (event.key == pygame.K_UP)) or (event.type == pygame.JOYBUTTONDOWN and (event.button == 0)) or (event.type == pygame.JOYAXISMOTION and (event.axis == 1 or event.value <= -DEADZONE)):
self.menu_selection += 1
if self.menu_selection == 3:
self.menu_selection = 0
if (event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN) or (event.type == pygame.JOYBUTTONDOWN and event.button == 11):
if self.menu_selection == 2:
nextState = Play(False)
elif self.menu_selection == 1:
nextState = Play(True)
else:
nextState = None
if (event.type == pygame.KEYDOWN and event.key == pygame.K_x):
self.ExportModel()
if (event.type == pygame.KEYDOWN and event.key == pygame.K_d):
self.DumpData()
if (event.type == pygame.KEYDOWN and event.key == pygame.K_w):
self.DumpWeights()
return nextState
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 25
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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 __init__(self, rect, speed, direction=pg.K_d):
pg.sprite.Sprite.__init__(self)
self.rect = pg.Rect(rect)
self.remainder = [0, 0] #Adjust rect in integers; save remainders.
self.mask = self.make_mask()
self.speed = speed #Pixels per second; not pixels per frame.
self.direction = direction
self.old_direction = None #The Players previous direction every frame.
self.direction_stack = [] #Held keys in the order they were pressed.
self.redraw = False #Force redraw if needed.
self.image = None
self.angle = -math.radians(135)
self.lifes = 6
self.weapon = False
self.bullets_left = 0
self.max_bullets = 8
self.sprites = pg.image.load(settings.IMG_DIR + "/player_no_weapon.png").convert_alpha()
self.frame = 0
self.frames = self.get_frames()
self.animate_timer = 0.0
self.animate_fps = 7.0
self.walkframes = []
self.adjust_images()
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 __init__(self):
self._mapping = [
{ # Player
pygame.K_d:"right",
pygame.K_s:"down",
pygame.K_q:"left",
pygame.K_z:"up"
},
{ # Player 1
pygame.K_RIGHT:"right",
pygame.K_DOWN:"down",
pygame.K_LEFT:"left",
pygame.K_UP:"up"
}
]
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 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 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