def check_collisions(self):
・
・
self.sounds['enemykilled'].play()
if len(self.enemies) == 0:
self.create_game_clear()
for s in sprite.groupcollide(self.playerGroup, self.enemyLasers, True, True).keys():
self.sounds['shipbreak'].play()
if self.life3.alive():
self.life3.kill()
self.create_new_ship()
if self.life2.alive():
self.life2.kill()
self.create_new_ship()
if self.life1.alive():
self.life1.kill()
self.create_game_over()
for s in sprite.groupcollide(self.enemyLasers, self.blockers, True, True).keys():
pass
if self.life1.alive():
self.life1.kill()
self.create_new_ship()
if self.life2.alive():
self.life2.kill()
self.create_new_ship()
if self.life3.alive():
self.life3.kill()
self.create_game_over()