Esempio n. 1
0
class FrontEnd(object):
    def __init__(self):
        # Init pygame
        pygame.init()

        # Create 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, 50)

    def run(self):

        if not self.tello.connect():
            print("Tello not connected")
            return

        if not self.tello.set_speed(self.speed):
            print("Not set speed to lowest possible")
            return

        # In case streaming is on. This happens when we quit this program without the escape key.
        if not self.tello.streamoff():
            print("Could not stop video stream")
            return

        if not self.tello.streamon():
            print("Could not start video stream")
            return

        frame_read = self.tello.get_frame_read()

        # TELLO EVENT REGION

        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:
                frame_read.stop()
                break

            self.updateOnFaces(frame_read)

            self.screen.fill([0, 0, 0])
            frame = cv2.cvtColor(frame_read.frame, cv2.COLOR_BGR2RGB)
            frame = np.rot90(frame)
            frame = np.flipud(frame)
            frame = pygame.surfarray.make_surface(frame)
            self.screen.blit(frame, (0, 0))

            # HAND TRACKING
            pygame.display.update()

            time.sleep(1 / FPS)

        # Call it always before finishing. To deallocate resources.
        self.tello.end()

    def updateOnFaces(self, frame_read):
        gray = cv2.cvtColor(frame_read.frame, cv2.COLOR_BGR2GRAY)

        faces = faceCascade.detectMultiScale(
            gray,
            scaleFactor=1.1,
            minNeighbors=5,
            minSize=(30, 30),
        )

        # Draw a rectangle around the faces
        index = 0
        for (x, y, w, h) in faces:
            if index != 0:
                return
            if x < 960 / 2:
                image = cv2.putText(frame_read.frame, 'LEFT', org, font,
                                    fontScale, color, thickness, cv2.LINE_AA)
                self.left_right_velocity = -S
            elif x > 960 / 2:
                image = cv2.putText(frame_read.frame, 'RIGHT', org, font,
                                    fontScale, color, thickness, cv2.LINE_AA)
                self.left_right_velocity = S
            if y > (720 / 2) - h:
                image = cv2.putText(frame_read.frame, 'DOWN', (900, 50), font,
                                    fontScale, color, thickness, cv2.LINE_AA)
                self.up_down_velocity = -S
            elif y < 720 / 2:
                image = cv2.putText(frame_read.frame, 'UP', (900, 50), font,
                                    fontScale, color, thickness, cv2.LINE_AA)
                self.up_down_velocity = S
            if (w * h) < faceWidth * faceHeight:
                image = cv2.putText(frame_read.frame, 'FORWARD', (50, 100),
                                    font, fontScale, color, thickness,
                                    cv2.LINE_AA)
                self.for_back_velocity = S
            elif (w * h) > faceWidth * faceHeight:
                image = cv2.putText(frame_read.frame, 'BACKWARD', (50, 100),
                                    font, fontScale, color, thickness,
                                    cv2.LINE_AA)
                self.for_back_velocity = -S
            cv2.rectangle(frame_read.frame, (faceX, faceY),
                          (faceX + faceWidth, faceY + faceHeight), (0, 0, 255),
                          2)
            cv2.rectangle(frame_read.frame, (x, y), (x + w, y + h),
                          (0, 255, 0), 2)
            index += 1

    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
        """
        keys = pygame.key.get_pressed()
        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
            self.tello.land()
            self.send_rc_control = False
        elif key == pygame.K_f:
            self.tello.flip_back()
        elif key == pygame.K_g:
            self.tello.flip_forward()
        elif key == pygame.K_h:
            self.tello.flip_right()
        elif key == pygame.K_j:
            self.tello.flip_left()

    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)
Esempio n. 2
0
screen = pygame.display.set_mode([960, 720])
tello = Tello()
pygame.time.set_timer(pygame.USEREVENT + 1, 50)
tello.connect()
#tello.takeoff()
tello.streamoff()
tello.streamon()
frame_read = tello.get_frame_read()
should_stop = False
while not should_stop:
    for event in pygame.event.get():
        if event.type == pygame.USEREVENT + 1:
            print("event 1")
        elif event.type == pygame.QUIT:
            print("event elif 1")
            should_stop = True

    if frame_read.stopped:
        frame_read.stop()
        break
    screen.fill([0, 0, 0])
    frame = cv2.cvtColor(frame_read.frame, cv2.COLOR_BGR2RGB)
    frame = np.rot90(frame)
    frame = np.flipud(frame)
    frame = pygame.surfarray.make_surface(frame)
    screen.blit(frame, (0, 0))
    pygame.display.update()
    time.sleep(1 / 25)
#tello.land()
tello.end()
Esempio n. 3
0
class FrontEnd(object):
    def __init__(self):
        # 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

    def run(self):

        if not self.tello.connect():
            print("Tello not connected")
            return

        if not self.tello.set_speed(self.speed):
            print("Not set speed to lowest possible")
            return

        # In case streaming is on. This happens when we quit this program without the escape key.
        if not self.tello.streamoff():
            print("Could not stop video stream")
            return

        if not self.tello.streamon():
            print("Could not start video stream")
            return

        frame_read = self.tello.get_frame_read()

        should_stop = False
        imgCount = 0
        OVERRIDE = False
        oSpeed = args.override_speed
        tDistance = args.distance
        self.tello.get_battery()

        # Safety Zone X
        szX = args.saftey_x

        # Safety Zone Y
        szY = args.saftey_y

        if args.debug:
            print("DEBUG MODE ENABLED!")

        while not should_stop:
            self.update()

            if frame_read.stopped:
                frame_read.stop()
                break

            theTime = str(datetime.datetime.now()).replace(':', '-').replace(
                '.', '_')

            frame = cv2.cvtColor(frame_read.frame, cv2.COLOR_BGR2RGB)
            frameRet = frame_read.frame

            vid = self.tello.get_video_capture()

            if args.save_session:
                cv2.imwrite("{}/tellocap{}.jpg".format(ddir, imgCount),
                            frameRet)

            frame = np.rot90(frame)
            imgCount += 1

            time.sleep(1 / FPS)

            # Listen for key presses
            k = cv2.waitKey(20)

            # Press 0 to set distance to 0
            if k == ord('0'):
                if not OVERRIDE:
                    print("Distance = 0")
                    tDistance = 0

            # Press 1 to set distance to 1
            if k == ord('1'):
                if OVERRIDE:
                    oSpeed = 1
                else:
                    print("Distance = 1")
                    tDistance = 1

            # Press 2 to set distance to 2
            if k == ord('2'):
                if OVERRIDE:
                    oSpeed = 2
                else:
                    print("Distance = 2")
                    tDistance = 2

            # Press 3 to set distance to 3
            if k == ord('3'):
                if OVERRIDE:
                    oSpeed = 3
                else:
                    print("Distance = 3")
                    tDistance = 3

            # Press 4 to set distance to 4
            if k == ord('4'):
                if not OVERRIDE:
                    print("Distance = 4")
                    tDistance = 4

            # Press 5 to set distance to 5
            if k == ord('5'):
                if not OVERRIDE:
                    print("Distance = 5")
                    tDistance = 5

            # Press 6 to set distance to 6
            if k == ord('6'):
                if not OVERRIDE:
                    print("Distance = 6")
                    tDistance = 6

            # Press T to take off
            if k == ord('t'):
                if not args.debug:
                    print("Taking Off")
                    self.tello.takeoff()
                    self.tello.get_battery()
                self.send_rc_control = True

            # Press L to land
            if k == ord('l'):
                if not args.debug:
                    print("Landing")
                    self.tello.land()
                self.send_rc_control = False

            # Press Backspace for controls override
            if k == 8:
                if not OVERRIDE:
                    OVERRIDE = True
                    print("OVERRIDE ENABLED")
                else:
                    OVERRIDE = False
                    print("OVERRIDE DISABLED")

            if OVERRIDE:
                # S & W to fly forward & back
                if k == ord('w'):
                    self.for_back_velocity = int(S * oSpeed)
                elif k == ord('s'):
                    self.for_back_velocity = -int(S * oSpeed)
                else:
                    self.for_back_velocity = 0

                # a & d to pan left & right
                if k == ord('d'):
                    self.yaw_velocity = int(S * oSpeed)
                elif k == ord('a'):
                    self.yaw_velocity = -int(S * oSpeed)
                else:
                    self.yaw_velocity = 0

                # Q & E to fly up & down
                if k == ord('e'):
                    self.up_down_velocity = int(S * oSpeed)
                elif k == ord('q'):
                    self.up_down_velocity = -int(S * oSpeed)
                else:
                    self.up_down_velocity = 0

                # c & z to fly left & right
                if k == ord('c'):
                    self.left_right_velocity = int(S * oSpeed)
                elif k == ord('z'):
                    self.left_right_velocity = -int(S * oSpeed)
                else:
                    self.left_right_velocity = 0

            # Quit the software
            if k == 27:
                should_stop = True
                break

            gray = cv2.cvtColor(frameRet, cv2.COLOR_BGR2GRAY)
            faces = face_cascade.detectMultiScale(gray,
                                                  scaleFactor=1.5,
                                                  minNeighbors=2)

            # Target size
            tSize = faceSizes[tDistance]

            # These are our center dimensions
            cWidth = int(dimensions[0] / 2)
            cHeight = int(dimensions[1] / 2)

            noFaces = len(faces) == 0

            # if we've given rc controls & get face coords returned
            if self.send_rc_control and not OVERRIDE:
                for (x, y, w, h) in faces:

                    #
                    roi_gray = gray[y:y + h,
                                    x:x + w]  # (ycord_start, ycord_end)
                    roi_color = frameRet[y:y + h, x:x + w]

                    # setting Face Box properties
                    fbCol = (255, 0, 0)  # BGR 0-255
                    fbStroke = 2

                    # end coords are the end of the bounding box x & y
                    end_cord_x = x + w
                    end_cord_y = y + h
                    end_size = w * 2

                    # these are our target coordinates
                    targ_cord_x = int((end_cord_x + x) / 2)
                    targ_cord_y = int((end_cord_y + y) / 2) + UDOffset

                    # This calculates the vector from your face to the center of the screen
                    vTrue = np.array((cWidth, cHeight, tSize))
                    vTarget = np.array((targ_cord_x, targ_cord_y, end_size))
                    vDistance = vTrue - vTarget

                    #
                    if not args.debug:
                        # for turning
                        if vDistance[0] < -szX:
                            self.yaw_velocity = S
                            # self.left_right_velocity = S2
                        elif vDistance[0] > szX:
                            self.yaw_velocity = -S
                            # self.left_right_velocity = -S2
                        else:
                            self.yaw_velocity = 0

                        # for up & down
                        if vDistance[1] > szY:
                            self.up_down_velocity = S
                        elif vDistance[1] < -szY:
                            self.up_down_velocity = -S
                        else:
                            self.up_down_velocity = 0

                        F = 0
                        if abs(vDistance[2]) > acc[tDistance]:
                            F = S

                        # for forward back
                        if vDistance[2] > 0:
                            self.for_back_velocity = S + F
                        elif vDistance[2] < 0:
                            self.for_back_velocity = -S - F
                        else:
                            self.for_back_velocity = 0

                    # Draw the face bounding box
                    cv2.rectangle(frameRet, (x, y), (end_cord_x, end_cord_y),
                                  fbCol, fbStroke)

                    # Draw the target as a circle
                    cv2.circle(frameRet, (targ_cord_x, targ_cord_y), 10,
                               (0, 255, 0), 2)

                    # Draw the safety zone
                    cv2.rectangle(frameRet,
                                  (targ_cord_x - szX, targ_cord_y - szY),
                                  (targ_cord_x + szX, targ_cord_y + szY),
                                  (0, 255, 0), fbStroke)

                    # Draw the estimated drone vector position in relation to face bounding box
                    cv2.putText(frameRet, str(vDistance), (0, 64),
                                cv2.FONT_HERSHEY_SIMPLEX, 1, (255, 255, 255),
                                2)

                # if there are no faces detected, don't do anything
                if noFaces:
                    self.yaw_velocity = 0
                    self.up_down_velocity = 0
                    self.for_back_velocity = 0
                    print("NO TARGET")

            # Draw the center of screen circle, this is what the drone tries to match with the target coords
            cv2.circle(frameRet, (cWidth, cHeight), 10, (0, 0, 255), 2)

            dCol = lerp(np.array((0, 0, 255)), np.array((255, 255, 255)),
                        tDistance + 1 / 7)

            if OVERRIDE:
                show = "OVERRIDE: {}".format(oSpeed)
                dCol = (255, 255, 255)
            else:
                show = "AI: {}".format(str(tDistance))

            # Draw the distance choosen
            cv2.putText(frameRet, show, (32, 664), cv2.FONT_HERSHEY_SIMPLEX, 1,
                        dCol, 2)

            # Display the resulting frame
            cv2.imshow(f'Tello Tracking...', frameRet)

        # On exit, print the battery
        self.tello.get_battery()

        # When everything done, release the capture
        cv2.destroyAllWindows()

        # Call it always before finishing. I deallocate resources.
        self.tello.end()

    def battery(self):
        return self.tello.get_battery()[:2]

    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)
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
            - 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, 50)

    def run(self):

        if not self.tello.connect():
            print("Tello not connected")
            return

        if not self.tello.set_speed(self.speed):
            print("Not set speed to lowest possible")
            return

        # In case streaming is on. This happens when we quit this program without the escape key.
        if not self.tello.streamoff():
            print("Could not stop video stream")
            return

        if not self.tello.streamon():
            print("Could not start video stream")
            return

        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:
                frame_read.stop()
                break

            self.screen.fill([0, 0, 0])
            frame = cv2.cvtColor(frame_read.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
            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)
Esempio n. 5
0
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
            - W and S: Up and down.
    """
    def __init__(self):
        # Init pygame
        pygame.init()

        # Creat pygame window
        pygame.display.set_caption("Tello video stream")

        # Center of screen - 480,360
        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, 50)

    def run(self):

        if not self.tello.connect():
            print("Tello not connected")
            return

        if not self.tello.set_speed(self.speed):
            print("Not set speed to lowest possible")
            return

        # In case streaming is on. This happens when we quit this program without the escape key.
        if not self.tello.streamoff():
            print("Could not stop video stream")
            return

        if not self.tello.streamon():
            print("Could not start video stream")
            return

        frame_read = self.tello.get_frame_read()
        face_detected = False
        should_stop = False
        #initialise tracker type
        tracker = cv2.TrackerKCF_create()
        framespersecond = 0
        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:
                frame_read.stop()
                break

            self.screen.fill([0, 0, 0])
            originalframe = cv2.cvtColor(frame_read.frame, cv2.COLOR_BGR2RGB)

            if face_detected == False:
                self.faces = []
                #------------FACIAL RECOGNITION-----------------------
                if framespersecond % 10 == 0:
                    self.faceCascade = cv2.CascadeClassifier(
                        "haarcascade_frontalface_default.xml")
                    self.gray = cv2.cvtColor(originalframe, cv2.COLOR_BGR2GRAY)
                    self.faces = self.faceCascade.detectMultiScale(
                        self.gray,
                        scaleFactor=1.1,
                        minNeighbors=5,
                        minSize=(30, 30),
                        flags=cv2.CASCADE_SCALE_IMAGE)
                #self.faces returns the faces it detects in a nested list [[face1],[face2]]
                #each list contains[x-axis,y-axis,width,height]
                #-----------------------------------------------------

                frame = np.rot90(originalframe)
                frame = np.flipud(frame)
                frame = pygame.surfarray.make_surface(frame)
                self.screen.blit(frame, (0, 0))

                if len(self.faces) > 0:
                    print("face detected")
                    face_detected = True
                    #-----------------DRAW BOUNDINGBOX ON FACE------------
                    self.colorofbox = pygame.Color(0, 255, 0)
                    for item in self.faces:
                        pygame.draw.rect(
                            self.screen, self.colorofbox,
                            pygame.Rect(item[0], item[1], item[2], item[3]), 2)

                    #select the closest face to track
                    self.selectedface = self.faces[0]
                    for item in self.faces:
                        if (item[2] * item[3]) > (self.selectedface[2] *
                                                  self.selectedface[3]):
                            self.selectedface = item
                    ok = tracker.init(
                        originalframe,
                        (self.selectedface[0], self.selectedface[1],
                         self.selectedface[2], self.selectedface[3]))
                    #-----------------------------------------------------

                pygame.display.update()

            else:
                print("face tracking")
                self.colorofbox = pygame.Color(255, 0, 0)

                #updates the tracker with current frame, ok determines if tracking is successful, bbox is the bounding box
                ok, bbox = tracker.update(originalframe)

                #----CONTROL THE DRONE BASED ON THE BOUNDING BOX------
                if ok:

                    frame = np.rot90(originalframe)
                    frame = np.flipud(frame)
                    frame = pygame.surfarray.make_surface(frame)
                    self.screen.blit(frame, (0, 0))

                    pygame.draw.rect(
                        self.screen, self.colorofbox,
                        pygame.Rect(bbox[0], bbox[1], bbox[2], bbox[3]), 2)
                    self.centeredaxis = [
                        bbox[0] + (bbox[2] // 2), bbox[1] + (bbox[3] // 2)
                    ]

                    pygame.display.update()

                    if self.centeredaxis[0] < 480:
                        print("left")
                        self.yawleft()
                        self.update()

                    elif self.centeredaxis[0] > 480:
                        print("right")
                        self.yawright()
                        self.update()
                else:
                    print("face lost")
                    face_detected = False

                #-----------------------------------------------------

            if framespersecond == 30:
                framespersecond = 0
            else:
                framespersecond += 1
            time.sleep(1 / FPS)

        # Call it always before finishing. To deallocate resources.
        self.tello.end()

    def forward(self):
        self.for_back_velocity = S

    def backward(self):
        self.for_back_velocity = -S

    def left(self):
        self.left_right_velocity = -S

    def right(self):
        self.left_right_velocity = S

    def up(self):
        self.up_down_velocity = S

    def down(self):
        self.up_down_velocity = -S

    def yawleft(self):
        self.yaw_velocity = -S

    def yawright(self):
        self.yaw_velocity = S

    def takeoff(self):
        self.tello.takeoff()
        self.send_rc_control = True

    def land(self):
        self.tello.land()
        self.send_rc_control = False

    def emergencystop(self):
        self.for_back_velocity = 0
        self.left_right_velocity = 0
        self.up_down_velocity = 0
        self.yaw_velocity = 0

    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
            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)