Example #1
0
    def render(self, screen: pygame.Surface):
        width, height = pygame.display.get_surface().get_size()

        screen.fill(BGCOLOR)

        text_surf, text_rect = render_text(f"Highscores",
                                           resources.get_font("round50"),
                                           WHITE)
        text_rect.centerx, text_rect.y = width // 2, 50
        screen.blit(text_surf, text_rect)

        # Display highscore list
        highscores = settings.get_highscores()
        for i, highscore in enumerate(highscores):
            color = (200 - i * 30, 200 - i * 20, 200 - i * 30)
            text = (f"{i+1} ___ {highscore['name']:>3} _____ "
                    f"{highscore['score']:3} _____ {highscore['date']} ")
            text_surf, text_rect = render_text(text,
                                               resources.get_font("mono30"),
                                               color)
            text_rect.x, text_rect.y = 75, 150 + i * 50
            screen.blit(text_surf, text_rect)

        text = "Return to Main Menu"
        text_surf, text_rect = render_text(text, resources.get_font("round40"),
                                           APPLE_COLOR)
        text_rect.centerx, text_rect.y = width // 2, height - 120
        screen.blit(text_surf, text_rect)
Example #2
0
    def render(self, screen: pygame.Surface):
        width = pygame.display.get_surface().get_width()
        screen.fill(BGCOLOR)

        font = resources.get_font("round50")
        text_surf, text_rect = render_text("Settings", font, WHITE)
        text_rect.centerx, text_rect.y = width // 2, 50
        screen.blit(text_surf, text_rect)

        pos_y = 180
        for i, option in enumerate(self.options):
            # Leave more space for last option
            if i == len(self.options) - 1:
                pos_y += 60

            if i == self.index:
                # Selected
                color = APPLE_COLOR
                font = resources.get_font("round40")
            else:
                # Inactive
                color = WHITE
                font = resources.get_font("round30")

            text_surf, text_rect = render_text(option, font, color)
            text_rect.x, text_rect.y = (150, pos_y + 60 * i)
            screen.blit(text_surf, text_rect)

        # Sound slider
        self.sound_slider.percent = self.sound
        self.sound_slider.rect.x = 450
        self.sound_slider.rect.y = 180
        if self.index == 0:
            self.sound_slider.color = APPLE_COLOR
        else:
            self.sound_slider.color = BGCOLOR
        self.sound_slider.draw(screen)

        # Music slider
        self.music_slider.percent = self.music
        self.music_slider.rect.x = 450
        self.music_slider.rect.y = 240
        if self.index == 1:
            self.music_slider.color = APPLE_COLOR
        else:
            self.music_slider.color = BGCOLOR
        self.music_slider.draw(screen)

        # Graphics
        font = resources.get_font("round30")
        if self.classic:
            text_surf, text_rect = render_text("Classic /", font, APPLE_COLOR)
            text_rect.x, text_rect.y = 465, 300
        else:
            text_surf, text_rect = render_text("/ Modern", font, APPLE_COLOR)
            text_rect.x, text_rect.y = 564, 300
        screen.blit(text_surf, text_rect)
Example #3
0
    def render(self, canvas):
        canvas.fill(NOT_SO_WHITE)

        if self.instructions:
            font = resources.get_font('prstartcustom.otf')
            font_renderer = pygame.font.Font(self.font, 10)
            font_renderer_large = pygame.font.Font(self.font, 18)
            fight_surface = font_renderer_large.render("PREPARE TO FIGHT.", True, NOT_SO_BLACK)
            instructions_player1_1_surface = font_renderer.render("USE THE UP & DOWN ARROW KEYS", True, NOT_SO_BLACK)
            instructions_player1_2_surface = font_renderer.render("USE LEFT ARROW KEY TO DASH", True, NOT_SO_BLACK)
            instructions_player2_1_surface = font_renderer.render("USE W & S", True, NOT_SO_BLACK)
            instructions_player2_2_surface = font_renderer.render("USE D TO DASH", True, NOT_SO_BLACK)
            goodluck_surface = font_renderer_large.render("GOOD LUCK.", True, NOT_SO_BLACK)
            canvas.blit(fight_surface, (GAME_WIDTH/2 - fight_surface.get_width()/2, GAME_HEIGHT/4))
            canvas.blit(instructions_player1_1_surface, (2.57*GAME_WIDTH/4 - instructions_player1_1_surface.get_width()/2, GAME_HEIGHT/2 - instructions_player1_1_surface.get_height()/2 - 10))
            canvas.blit(instructions_player1_2_surface, (2.57*GAME_WIDTH/4 - instructions_player1_2_surface.get_width()/2, GAME_HEIGHT/2 + 10))
            canvas.blit(instructions_player2_1_surface, (GAME_WIDTH/4 - instructions_player2_1_surface.get_width()/2, GAME_HEIGHT/2 - instructions_player1_2_surface.get_height()/2 - 10))
            canvas.blit(instructions_player2_2_surface, (GAME_WIDTH/4 - instructions_player2_2_surface.get_width()/2, GAME_HEIGHT/2 + 10))
            canvas.blit(goodluck_surface, (GAME_WIDTH/2 - goodluck_surface.get_width()/2, 3*GAME_HEIGHT/4))
            return

        elif self.winner is not None:
            if self.winner is self.player1:
                winner = "PLAYER ONE (RIGHT)"
            else:
                winner = "PLAYER TWO (LEFT)"

            font = resources.get_font('prstartcustom.otf')
            font_renderer = pygame.font.Font(self.font, 18)
            end_surface = font_renderer.render(winner + " IS VICTORIOUS", True, NOT_SO_BLACK)
            canvas.blit(end_surface, (GAME_WIDTH/2 - end_surface.get_width()/2, GAME_HEIGHT/2 - end_surface.get_height()/2))
            return

        self.player1.render(canvas)
        self.player2.render(canvas)

        for b in self.balls:
            b.render(canvas)

        for p in self.powerups:
            p.render(canvas)

        # Render player 1 Text
        self.player1_lives_surface = self.font_renderer.render(str(self.player1.lives), True, NOT_SO_BLACK)
        self.player1_charge_surface = self.font_renderer.render(str(100*self.player1.pad.charge/PAD_MAX_CHARGE) + '%', True, NOT_SO_BLACK)
        canvas.blit(self.player1_lives_label_surface, (GAME_WIDTH - 20 - self.player1_lives_surface.get_width() - self.player1_lives_label_surface.get_width(), 15))
        canvas.blit(self.player1_lives_surface, (GAME_WIDTH - 20 - self.player1_lives_surface.get_width(), 15))
        canvas.blit(self.player1_charge_label_surface, (GAME_WIDTH - 20 - self.player1_charge_surface.get_width() - self.player1_charge_label_surface.get_width(), 35))
        canvas.blit(self.player1_charge_surface, (GAME_WIDTH - 20 - self.player1_charge_surface.get_width(), 35))

        # Render player 2 Text
        self.player2_lives_surface = self.font_renderer.render(str(self.player2.lives), True, NOT_SO_BLACK)
        self.player2_charge_surface = self.font_renderer.render(str(100*self.player2.pad.charge/PAD_MAX_CHARGE) + '%', True, NOT_SO_BLACK)
        canvas.blit(self.player2_lives_label_surface, (20, 15))
        canvas.blit(self.player2_lives_surface, (20 + self.player2_lives_label_surface.get_width(), 15))
        canvas.blit(self.player2_charge_label_surface, (20, 35))
        canvas.blit(self.player2_charge_surface, (20 + self.player2_charge_label_surface.get_width(), 35))
Example #4
0
    def __init__(self, caption, new_state):
        self.caption = caption
        self.text_normal = resources.get_font(40).render(
            caption, True, (128, 255, 128))
        self.text_highlight = resources.get_font(50).render(
            caption, True, (255, 255, 255))
        self.text_surface = self.text_normal

        self.new_state = new_state

        self.rect = self.text_surface.get_rect()
Example #5
0
    def render(self, screen):
        width, height = pygame.display.get_surface().get_size()
        screen.fill(BGCOLOR)

        font = resources.get_font("title80")
        rd_text, rd_rect = render_wrapped_text("Thanks for playing", font,
                                               WHITE, True, 10, width - 50)
        rd_rect.centerx, rd_rect.centery = width // 2, height // 2 - 20
        screen.blit(rd_text, rd_rect)

        font = resources.get_font("normal30")
        rd_text, rd_rect = render_text("A game by @Alucebur", font, WHITE)
        rd_rect.x, rd_rect.y = 30, height - 40
        screen.blit(rd_text, rd_rect)
Example #6
0
    def show(self):
        font = resources.get_font('prstartcustom.otf')

        # Make title
        font_renderer = pygame.font.Font(font, 15)
        self.title_surface = font_renderer.render('Hi-scores', True, NOT_SO_BLACK)

        # Make all scores
        # Get the score with highest width
        max_width_score = max(self.scores, key=self.score_width)
        # Calculate its width, and add 4 dots
        max_width = self.score_width(max_width_score) + 4
        font_renderer = pygame.font.Font(font, 12)
        for score in self.scores:
            self.scores_surfaces.append(
                font_renderer.render(
                    score.name + '.' * (max_width - self.score_width(score)) + str(score.score),
                    True,
                    NOT_SO_BLACK
                )
            )

        # Make the back option
        self.back_options.init(font, 15, True, NOT_SO_BLACK)

        # Load all sounds
        self.select_sound = Sound(resources.get_sound('menu_select.wav'))
Example #7
0
    def show(self):
        # Start the music
        pygame.mixer.music.load(resources.get_music('whatislove.ogg'))
        pygame.mixer.music.play(-1)

        # Get font name
        font = resources.get_font('prstartcustom.otf')

        # Make Hi-score and rights
        font_renderer = pygame.font.Font(font, 12)
        self.hiscore_label_surface = font_renderer.render('Hi-score', True, NOT_SO_BLACK)
        self.hiscore_surface = font_renderer.render(self.hiscore, True, NOT_SO_BLACK)
        self.rights_surface = font_renderer.render(self.rights, True, NOT_SO_BLACK)

        # Make title
        font_renderer = pygame.font.Font(font, 36)
        self.title_surface = font_renderer.render(GAME_TITLE, False, NOT_SO_BLACK)

        # Make all options and change to the main menu
        self.play_menu_options.init(font, 15, True, NOT_SO_BLACK)
        self.main_menu_options.init(font, 15, True, NOT_SO_BLACK)
        self.change_menu_options(self.main_menu_options)

        # Load all sounds
        self.select_sound = Sound(resources.get_sound('menu_select.wav'))
Example #8
0
    def show(self):
        # Initialize options
        font = resources.get_font('prstartcustom.otf')
        self.options.init(font, 15, True, MORE_WHITE)

        # Initialize sounds
        self.select_sound = Sound(resources.get_sound('menu_select.wav'))
Example #9
0
    def init(self):
        # Initialize super
        super(MainMenu, self).init()

        #  Initialize the menu
        font = resources.get_font('prstartcustom.otf')
        self.menu_options.init(font, 15, True, MORE_WHITE)
Example #10
0
    def draw(self):
        # Create the fading background effect
        screen_rect = self.screen.get_rect()
        filler = pygame.Surface((screen_rect.width, screen_rect.height),
                                pygame.SRCALPHA, 32)
        filler.fill((100, 100, 100, 10))
        self.screen.blit(filler, (0, 0))

        text = resources.get_font(50).render("Game Over!", True, (0, 200, 0))
        textpos = text.get_rect(center=self.screen.get_rect().center)
        self.screen.blit(text, textpos)

        text = resources.get_font(20).render("Press any key to continue", True,
                                             (0, 200, 0))
        textpos = text.get_rect(center=self.screen.get_rect().center)
        textpos.y += 300
        self.screen.blit(text, textpos)
Example #11
0
    def render(self, screen):
        width = pygame.display.get_surface().get_width()
        screen.fill(BGCOLOR)

        # Draw background
        self.background.draw(screen)

        # Semitransparent surface behind title
        overlay = get_surface((width, 140), WHITE, 120)
        overlay_rect = overlay.get_rect()
        overlay_rect.centerx, overlay_rect.y = width // 2, 50
        screen.blit(overlay, overlay_rect)

        # Title
        font = resources.get_font("title175")
        rd_text, rd_rect = render_text("SNAKE", font, BLACK)
        rd_rect.centerx, rd_rect.y = width // 2, 60
        screen.blit(rd_text, rd_rect)

        pos_y = 280
        # Semitransparent surface behind selected option
        overlay = get_surface((width, 50), BLACK, 150)
        overlay_rect = overlay.get_rect()
        overlay_rect.centerx = width // 2
        overlay_rect.centery = pos_y + 60 * self.index + 60 * (
            self.index == len(self.options) - 1)
        screen.blit(overlay, overlay_rect)

        for i, option in enumerate(self.options):
            # leave more space for last option 'Quit'
            if i == len(self.options) - 1:
                pos_y += 60

            if i == self.index:
                # Selected
                color = APPLE_COLOR
                font = resources.get_font("round50")
            else:
                # Inactive
                color = BLACK
                font = resources.get_font("round40")

            rd_text, rd_rect = render_text(option[0], font, color)
            rd_rect.centerx, rd_rect.centery = (width // 2, pos_y + 60 * i)
            screen.blit(rd_text, rd_rect)
Example #12
0
    def render(self, screen: pygame.Surface):
        width, height = pygame.display.get_surface().get_size()

        # Display gameover message
        screen.fill(BGCOLOR)
        text_surf, text_rect = render_text("YOU LOST",
                                           resources.get_font("title100"),
                                           WHITE)
        text_rect.centerx, text_rect.y = width // 2, 110
        screen.blit(text_surf, text_rect)

        text_surf, text_rect = render_text(f"Your score was {self.score}",
                                           resources.get_font("round30"),
                                           WHITE)
        text_rect.centerx, text_rect.y = width // 2, 270
        screen.blit(text_surf, text_rect)

        if not self.record:
            accept = pygame.key.name(settings.get_key("accept"))
            finish = pygame.key.name(settings.get_key("pause"))
            text = (f"({accept.upper()} to replay,"
                    f" {finish.upper()} to exit menu)")
            text_surf, text_rect = render_text(text,
                                               resources.get_font("round30"),
                                               WHITE)
            text_rect.centerx, text_rect.y = width // 2, 325
            screen.blit(text_surf, text_rect)
        else:
            # Highscore message
            text_surf, text_rect = render_text("New record!",
                                               resources.get_font("round30"),
                                               WHITE)
            text_rect.centerx, text_rect.y = width // 2, 345
            screen.blit(text_surf, text_rect)

            text_surf, text_rect = render_text("Enter your initials: ",
                                               resources.get_font("round30"),
                                               WHITE)
            text_rect.centerx, text_rect.y = width // 2 - 58, 420
            screen.blit(text_surf, text_rect)

            # Textbox
            input_box = pygame.Rect(width // 2 + 82, 415, 100, 35)
            screen.fill(BLACK, input_box)
            resources.get_font("round30").render_to(
                screen, (input_box.x + 15, input_box.y + 5), self.initials,
                WHITE)

        # Pun
        text_surf, text_rect = render_wrapped_text(
            self.joke, resources.get_font("normal25"), WHITE, True, 10,
            width - 150)
        text_rect.centerx, text_rect.y = width // 2, height - 130
        screen.blit(text_surf, text_rect)
Example #13
0
    def render(self, screen):
        width, height = pygame.display.get_surface().get_size()
        if not self.is_paused and (not self.has_crashed or
                                   (self.has_crashed
                                    and not self.event_painted)):
            # Draw background
            if not settings.get_setting("classic"):
                screen.blit(self.background, (0, 0))
            else:
                # Classic look
                screen.fill(BGCOLOR)

            # Draw snake, apple, grid
            self.sneik.draw(screen)
            self.apple.draw(screen)
            if self.show_grid:
                self.draw_grid(screen)

            if self.has_crashed:
                self.event_painted = True

        elif self.has_crashed:
            # Add snake blood
            self.sneik.draw_blood(screen)

        # Paint pause screen once
        elif not self.event_painted:
            # Darken the screen
            surf = get_surface((width, height), BLACK, 160)
            screen.blit(surf, (0, 0))

            # Show pause message
            font = resources.get_font("title100")
            text_surf, text_rect = render_text("Paused", font, WHITE)
            text_rect.center = width // 2, 250
            screen.blit(text_surf, text_rect)

            font = resources.get_font("round30")
            text_surf, text_rect = render_text(
                f"Score: {len(self.sneik.body) - 2}", font, WHITE)
            text_rect.center = width // 2, 330
            screen.blit(text_surf, text_rect)
            self.event_painted = True
Example #14
0
    def draw(self):
        # self.screen.fill((0,0,0))
        self.background.draw(self.screen)
        text = resources.get_font(60).render("Begemmed!", True,
                                             (128, 255, 128))
        textpos = text.get_rect(center=self.screen.get_rect().center)
        textpos.y = 100
        self.screen.blit(text, textpos)
        text = resources.get_font(35).render("by Oliver Lomax", True,
                                             (128, 255, 128))
        # textpos = text.get_rect(center = self.screen.get_rect().center)
        textpos.y += 100
        self.screen.blit(text, textpos)
        text = resources.get_font(25).render("Music by Visager", True,
                                             (128, 255, 128))
        textpos = text.get_rect(center=self.screen.get_rect().center)
        textpos.y += 300
        self.screen.blit(text, textpos)

        # Draw the menu items
        self.menu.draw(self.screen)
Example #15
0
    def draw(self):
        # Draw the screen
        self.screen.fill((0, 0, 0))
        self.screen.blit(self.background, (0, 0))
        self.sprites.draw(self.screen)

        # Put the score on the screen below the grid
        text = resources.get_font(40).render("Score: " + str(self.score), True,
                                             (128, 128, 128))
        textpos = text.get_rect()
        textpos.left = self.xOffset
        textpos.top = self.yOffset * 2 + self.size * 64
        self.screen.blit(text, textpos)
Example #16
0
def draw(surf, text, font, pos, color=color.WHITE, halign='left', valign='bottom'):
    if not isinstance(font, pygame.font.Font):
        font = resources.get_font(font)

    text_surf = font.render(text, False, color)
    text_rect = text_surf.get_rect()

    text_rect.left = pos[0]
    if halign == halign_center:
        text_rect.centerx = pos[0]
    elif halign == halign_right:
        text_rect.right = pos[0]

    text_rect.top = pos[1]
    if valign == valign_center:
        text_rect.centery = pos[1]
    elif valign == valign_bottom:
        text_rect.bottom = pos[1]

    surf.blit(text_surf, text_rect)
Example #17
0
    def make_image(self):
        if self.entity.style:
            style = self.entity.style
        else:
            style = DEFAULT_STYLE

        font_name = style["font_name"]
        size = style["font_size"]
        bold = style.get("bold", False)
        italic = style.get("italic", False)
        color = style["font_color"]
        buffer = style["text_buffer"]
        cutoff = style.get("text_cutoff", None)
        nl = style.get("text_newline", True)

        font = get_font(
            font_name, size, bold, italic)

        image = self.make_text_image(
            self.text, font, color, buffer,
            cutoff=cutoff, nl=nl)

        return image
Example #18
0
    def show(self):
        # Start the music
        pygame.mixer.music.load(resources.get_music('mortalkombat.ogg'))
        pygame.mixer.music.play(-1)

        self.font = resources.get_font('prstartcustom.otf')
        self.font_renderer = pygame.font.Font(self.font, 12)

        # Player 1 Text
        self.player1_lives_label_surface = self.font_renderer.render('Lives: ', True, NOT_SO_BLACK)
        self.player1_lives_surface = self.font_renderer.render(str(self.player1.lives), True, NOT_SO_BLACK)
        self.player1_charge_label_surface = self.font_renderer.render('Charge: ', True, NOT_SO_BLACK)
        self.player1_charge_surface = self.font_renderer.render(str(self.player1.pad.charge), True, NOT_SO_BLACK)

        # Player 2 Text
        self.player2_lives_label_surface = self.font_renderer.render('Lives: ', True, NOT_SO_BLACK)
        self.player2_lives_surface = self.font_renderer.render(str(self.player2.lives), True, NOT_SO_BLACK)
        self.player2_charge_label_surface = self.font_renderer.render('Charge: ', True, NOT_SO_BLACK)
        self.player2_charge_surface = self.font_renderer.render(str(self.player2.pad.charge), True, NOT_SO_BLACK)

        # Initialize the sounds
        self.wall_hit_sound = Sound(resources.get_sound('on_wall_hit.wav'))
        self.pad_hit_sound = Sound(resources.get_sound('on_pad_hit.wav'))
        self.powerup_sound = Sound(resources.get_sound('powerup.wav'))
Example #19
0
    def init(self):
        # Initialize super
        super(BallSettingsMenu, self).init()

        font = resources.get_font('prstartcustom.otf')
        # Initialize all sliders
        self.speed_limit_slider.init(300, 7, MORE_WHITE, MORE_WHITE)
        self.speed_multiplier_slider.init(300, 7, MORE_WHITE, MORE_WHITE)
        self.radius_slider.init(300, 7, MORE_WHITE, MORE_WHITE)
        # Initialize back option
        self.options.init(font, 15, True, MORE_WHITE)

        # Initialize surfaces
        font_renderer = pygame.font.Font(font, 15)
        self.speed_limit_label_surface = font_renderer.render('Speed limit:', True, MORE_WHITE)
        self.speed_multiplier_label_surface = font_renderer.render('Speed multiplier:', True, MORE_WHITE)
        self.radius_surface = font_renderer.render('Radius:', True, MORE_WHITE)

        # Update the sliders tuple
        self.sliders = (
            (self.speed_limit_label_surface, self.speed_limit_slider),
            (self.speed_multiplier_label_surface, self.speed_multiplier_slider),
            (self.radius_surface, self.radius_slider)
        )
Example #20
0
    def init(self):
        # Initialize super
        super(PowerUpSettingsMenu, self).init()

        font = resources.get_font('prstartcustom.otf')
        # Initialize all sliders
        self.count_slider.init(300, 7, MORE_WHITE, MORE_WHITE)
        self.probability_slider.init(300, 7, MORE_WHITE, MORE_WHITE)
        self.size_slider.init(300, 7, MORE_WHITE, MORE_WHITE)
        # Initialize back option
        self.options.init(font, 15, True, MORE_WHITE)

        # Initialize surfaces
        font_renderer = pygame.font.Font(font, 15)
        self.count_label_surface = font_renderer.render('PowerUp Max Count:', True, MORE_WHITE)
        self.probability_label_surface = font_renderer.render('PowerUp Rarity:', True, MORE_WHITE)
        self.size_label_surface = font_renderer.render('PowerUp Size:', True, MORE_WHITE)

        # Update the sliders tuple
        self.sliders = (
            (self.count_label_surface, self.count_slider),
            (self.probability_label_surface, self.probability_slider),
            (self.size_label_surface, self.size_slider)
        )
Example #21
0
    def init(self):
        # Initialize super
        super(PadSettingsMenu, self).init()

        font = resources.get_font('prstartcustom.otf')
        # Initialize all sliders
        self.speed_slider.init(300, 7, MORE_WHITE, MORE_WHITE)
        self.height_slider.init(300, 7, MORE_WHITE, MORE_WHITE)
        self.charge_rate_slider.init(300, 7, MORE_WHITE, MORE_WHITE)
        # Initialize back option
        self.options.init(font, 15, True, MORE_WHITE)

        # Initialize surfaces
        font_renderer = pygame.font.Font(font, 15)
        self.speed_label_surface = font_renderer.render('Speed:', True, MORE_WHITE)
        self.height_label_surface = font_renderer.render('Height:', True, MORE_WHITE)
        self.charge_rate_surface = font_renderer.render('Charging rate:', True, MORE_WHITE)

        # Update the sliders tuple
        self.sliders = (
            (self.speed_label_surface, self.speed_slider),
            (self.height_label_surface, self.height_slider),
            (self.charge_rate_surface, self.charge_rate_slider)
        )
Example #22
0
    def render(self, screen: pygame.Surface):
        width = pygame.display.get_surface().get_width()

        screen.fill(BGCOLOR)

        text_surf, text_rect = render_text(f"Change Controls",
                                           resources.get_font("round50"),
                                           WHITE)
        text_rect.centerx, text_rect.y = width // 2, 50
        screen.blit(text_surf, text_rect)

        # Display key list
        pos_y = 150
        for i, option in enumerate(self.options):
            # Leave more space for last option
            if i == len(self.options) - 1:
                pos_y += 45

            if i == self.index:
                # Selected
                color = APPLE_COLOR
                font = resources.get_font("round40")
            else:
                # Inactive
                color = WHITE
                font = resources.get_font("round30")

            text_surf, text_rect = render_text(option, font, color)
            text_rect.x, text_rect.y = (150, pos_y + 45 * i)
            screen.blit(text_surf, text_rect)

        # Display assigned key
        pos_y = 150
        font = resources.get_font("round30")
        for i, option in enumerate(self.options[:-1]):
            action = option.lower()
            if 0 <= i <= 3:
                # Direction key
                key_par = {
                    v: k
                    for k, v in self.keys['direction'].items() if v == action
                }
                key_name = pygame.key.name(int(key_par[action]))

            else:
                # Action key
                key_name = pygame.key.name(self.keys[action])

            # Changing key bind
            if self.changing and i == self.index:
                text_surf, text_rect = render_text("Press a key", font,
                                                   APPLE_COLOR)
                text_rect.x, text_rect.y = (550, pos_y + 45 * i)
                screen.blit(text_surf, text_rect)
            else:
                # Display key name
                text_surf, text_rect = render_text(
                    "- - - - - - - - - - - - - -       " + key_name, font,
                    WHITE)
                text_rect.x, text_rect.y = (270, pos_y + 45 * i)
                screen.blit(text_surf, text_rect)