 import pygame  pygame.font.init()  class textBox:     def __init__(self, surface, id, color, width, height, x, y, antialias, maxtextlen):         self.surface = surface         self.id = id         self.color = color         self.width = width         self.height = height         self.x = x         self.y = y         self.antialias = antialias         self.maxtextlen = maxtextlen          self.text_list = []         self.text_list_keys = []         self.currentId = 0         self.click_check = False         self.font = pygame.font.SysFont('comicsans', 00)         self.dict_all = {}      # for i in self.text_list_keys:         #     if self.id not in i:         #         self.text_list_keys.append(self.id)         #         self.text_list.append(tuple(self.id))         #     else:         #         self.nothing()         self.dict_all[self.id] = tuple((self.x, self.y, self.width, self.height))         self.dict_text = {}         self.pressed = False      def draw(self):         pygame.draw.rect(self.surface, (self.color), (self.x, self.y, self.width, self.height))         for id in self.dict_text:             self.surface.blit(self.font.render(f'{str(self.dict_text[id])}', self.antialias, (0, 0, 0)), (self.x, self.y))      