if enemies[i].active == False: enemies.pop(i) enemies.append(Enemy(screen, randint(1, (screen.get_size()[0]/2 - 19)), 0, randint(1, MAX_SPEED), randint(1, MAX_SPEED))) # clean up old lasers for i in range(len(lasers)): if lasers[i].active == False: lasers.pop(i) break # check enemy/cruiser & enemy/laser collisions for enemy in enemies: lose = enemy.rect.colliderect(cruiser.rect) if (lose == True and cruiser.active == True): cruiser.lose() for laser in lasers: col = enemy.rect.colliderect(laser.rect) if col == True: enemy.hit() laser.hit() score += 100 # Redraw the background screen.fill(BACKGROUND_COLOR) # Draw scrolling background bg.update() bg.draw() # Show score