Python pygame error

I am getting the following error when i run the script in my python shell:
Traceback (most recent call last):
File “C:\Users\ammah\OneDrive\Documents\project1\myCode.py.py”, line 166, in
draw_text(screen, str(score),18, WIDTH/2,10)
File “C:\Users\ammah\OneDrive\Documents\project1\myCode.py.py”, line 28, in draw_text
font = pygame.font.Font(font_name, size)
pygame.error: font not initialized

Please see my code :

Pygame template - skeleton for a new pygame project

import pygame
import random
from os import path

img_dir = path.dirname(file)

WIDTH = 480
HEIGHT = 600
FPS = 60

define colors

WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255,255,0)

pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption(“My Game”)
clock = pygame.time.Clock()

font_name = pygame.font.match_font(‘arial’)
def draw_text(surf, text, size, x, y):
font = pygame.font.Font(font_name, size)
text_surface = font.render(text, True, WHITE)
text_rect = text.surface.get_rect()
text_rect.midtop =(x,y)
surf.blit(text_surface, text_rect)

class Player(pygame.sprite.Sprite):
def init(self):
pygame.sprite.Sprite.init(self)
self.image = pygame.transform.scale(player_img,(50,38))
self.image.set_colorkey(BLACK)
self.rect =self.image.get_rect()
self.radius = 20
#pygame.draw.circle(self.image, RED,self.rect.center, self.radius)
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT -10
self.speedx = 0

def update(self):
    self.speedx = 0
    keystate = pygame.key.get_pressed()
    if keystate[pygame.K_LEFT]:
        self.speedx = 5
    if keystate[pygame.K_RIGHT]:
        self.speedx = -5
    self.rect.x += self.speedx

def shoot(self):
    bullet = Bullet(self.rect.centerx, self.rect.top)
    all_sprites.add(bullet)
    bullets.add(bullet)

class Mob(pygame.sprite.Sprite):
def init(self):
pygame.sprite.Sprite.init(self)
self.image_orig = meteor_img
self.image_orig = random.choice(meteor_images)
self.image_orig.set_colorkey(BLACK)
self.image = self.image_orig.copy()
self.rect = self.image.get_rect()
self.radius = int(self.rect.width *.9 / 2)
#pygame.draw.circle(self.image, RED,self.rect.center, self.radius)
self.rect.x =random.randrange(WIDTH-self.rect.width)
self.rect.y=random.randrange(-150,-100)
self.speedy=random.randrange(1,8)
self.speedx=random.randrange(-3,3)
self.rot = 0
self.rot_speed = random.randrange(-8,8)
self.last_update = pygame.time.get_ticks()

def rotate(self):
    now = pygame.time.get_ticks()
    if now - self.last_update > 50:
        self.last_update = now
        self.rot = (self.rot + self.rot_speed) % 360
        new_image = pygame.transform.rotate(self.image_orig, self.rot)
        old_center = self.rect.center
        self.image = new_image
        self.rect = self.image.get_rect()
        self.rect.center = old_center
        
def update(self):
    self.rotate()
    self.rect.x += self.speedx
    self.rect.y += self.speedy
    if self.rect.top > HEIGHT +10:
        self.rect.x =random.randrange(WIDTH-self.rect.width)
        self.rect.y=random.randrange(-100,-40)
        self.speedy=random.randrange(1,8)

class Bullet(pygame.sprite.Sprite):
def init(self,x,y):
pygame.sprite.Sprite.init(self)
self.image = bullet_img
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = -10

def update(self):
    self.rect.y += self.speedy
    if self.rect.bottom<0:
        self.kill()

#Load all game graphics
background = pygame.image.load(path.join(img_dir,“purple.png”)).convert()
background_rect = background.get_rect()
player_img = pygame.image.load(path.join(img_dir,“playerShip1_blue.png”)).convert()
meteor_img = pygame.image.load(path.join(img_dir,“meteorBrown_big1.png”)).convert()
bullet_img = pygame.image.load(path.join(img_dir,“laserGreen01.png”)).convert()
meteor_images =
meteor_list = [‘meteorBrown_big1.png’,‘meteorBrown_big2.png’,‘meteorBrown_med1.png’,
‘meteorBrown_med1.png’,‘meteorBrown_small1.png’,‘meteorBrown_small2.png’,
‘meteorBrown_big1.png’]
for img in meteor_list:
meteor_images.append(pygame.image.load(path.join(img_dir,img)).convert())
all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
m = Mob()
all_sprites.add(m)
mobs.add(m)
score = 0

Game loop

running = True
while running:
# keep loop running at the right speed
clock.tick(FPS)
# Process input (events)
for event in pygame.event.get():
# check for closing window
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
# Update
all_sprites.update()
#check to see if a bullet hit a mob
hits = pygame.sprite.groupcollide(mobs,bullets,True,True)
for hit in hits:
score += 50 - hit.radius
m= Mob()
all_sprites.add(m)
mobs.add(m)
#check to see if a mob hit the player
hits = pygame.sprite.spritecollide(player,mobs,False, pygame.sprite.collide_circle)
if hits:
running = False

# Draw / render
screen.fill(BLACK)
screen.blit(background, background_rect)
all_sprites.draw(screen)
draw_text(screen, str(score),18, WIDTH/2,10)
# *after* drawing everything, flip the display
pygame.display.flip()

pygame.quit()

I think you should do
pygame.font.init()