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manual-control-pygame.py
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manual-control-pygame.py
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from djitellopy import Tello
import cv2
import pygame
import numpy as np
import time
# Speed of the drone
S = 60
# Frames per second of the pygame window display
# A low number also results in input lag, as input information is processed once per frame.
FPS = 120
class FrontEnd(object):
""" Maintains the Tello display and moves it through the keyboard keys.
Press escape key to quit.
The controls are:
- T: Takeoff
- L: Land
- Arrow keys: Forward, backward, left and right.
- A and D: Counter clockwise and clockwise rotations (yaw)
- W and S: Up and down.
"""
def __init__(self):
# Init pygame
pygame.init()
# Creat pygame window
pygame.display.set_caption("Tello video stream")
self.screen = pygame.display.set_mode([960, 720])
# Init Tello object that interacts with the Tello drone
self.tello = Tello()
# Drone velocities between -100~100
self.for_back_velocity = 0
self.left_right_velocity = 0
self.up_down_velocity = 0
self.yaw_velocity = 0
self.speed = 10
self.send_rc_control = False
# create update timer
pygame.time.set_timer(pygame.USEREVENT + 1, 1000 // FPS)
def run(self):
self.tello.connect()
self.tello.set_speed(self.speed)
# In case streaming is on. This happens when we quit this program without the escape key.
self.tello.streamoff()
self.tello.streamon()
frame_read = self.tello.get_frame_read()
should_stop = False
while not should_stop:
for event in pygame.event.get():
if event.type == pygame.USEREVENT + 1:
self.update()
elif event.type == pygame.QUIT:
should_stop = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
should_stop = True
else:
self.keydown(event.key)
elif event.type == pygame.KEYUP:
self.keyup(event.key)
if frame_read.stopped:
break
self.screen.fill([0, 0, 0])
frame = frame_read.frame
text = "Battery: {}%".format(self.tello.get_battery())
cv2.putText(frame, text, (5, 720 - 5),
cv2.FONT_HERSHEY_SIMPLEX, 1, (0, 0, 255), 2)
frame = cv2.cvtColor(frame, cv2.COLOR_BGR2RGB)
frame = np.rot90(frame)
frame = np.flipud(frame)
frame = pygame.surfarray.make_surface(frame)
self.screen.blit(frame, (0, 0))
pygame.display.update()
time.sleep(1 / FPS)
# Call it always before finishing. To deallocate resources.
self.tello.end()
def keydown(self, key):
""" Update velocities based on key pressed
Arguments:
key: pygame key
"""
if key == pygame.K_UP: # set forward velocity
self.for_back_velocity = S
elif key == pygame.K_DOWN: # set backward velocity
self.for_back_velocity = -S
elif key == pygame.K_LEFT: # set left velocity
self.left_right_velocity = -S
elif key == pygame.K_RIGHT: # set right velocity
self.left_right_velocity = S
elif key == pygame.K_w: # set up velocity
self.up_down_velocity = S
elif key == pygame.K_s: # set down velocity
self.up_down_velocity = -S
elif key == pygame.K_a: # set yaw counter clockwise velocity
self.yaw_velocity = -S
elif key == pygame.K_d: # set yaw clockwise velocity
self.yaw_velocity = S
def keyup(self, key):
""" Update velocities based on key released
Arguments:
key: pygame key
"""
if key == pygame.K_UP or key == pygame.K_DOWN: # set zero forward/backward velocity
self.for_back_velocity = 0
elif key == pygame.K_LEFT or key == pygame.K_RIGHT: # set zero left/right velocity
self.left_right_velocity = 0
elif key == pygame.K_w or key == pygame.K_s: # set zero up/down velocity
self.up_down_velocity = 0
elif key == pygame.K_a or key == pygame.K_d: # set zero yaw velocity
self.yaw_velocity = 0
elif key == pygame.K_t: # takeoff
self.tello.takeoff()
self.send_rc_control = True
elif key == pygame.K_l: # land
not self.tello.land()
self.send_rc_control = False
def update(self):
""" Update routine. Send velocities to Tello."""
if self.send_rc_control:
self.tello.send_rc_control(self.left_right_velocity, self.for_back_velocity,
self.up_down_velocity, self.yaw_velocity)
def main():
frontend = FrontEnd()
# run frontend
frontend.run()
if __name__ == '__main__':
main()