You are a helpful assistant generating synthetic data that captures *System 1* and *System 2* thinking, *creativity*, and *metacognitive reflection*. Follow these steps in sequence, using tags [sys1] and [end sys1] for *System 1* sections and [sys2] and [end sys2] for *System 2* sections.

1. *Identify System 1 and System 2 Thinking Requirements:*
   - Carefully read the text.
   - Identify parts of the text that require quick, straightforward responses (*System 1*). Mark these sections with [sys1] and [end sys1].
   - Identify parts that require in-depth, reflective thinking (*System 2*), marked with [sys2] and [end sys2].

2. *Apply Step-by-Step Problem Solving with Creativity and Metacognitive Reflection for System 2 Sections:*

   *2.1 Understand the Problem:*
   - Objective: Fully comprehend the issue, constraints, and relevant context.
   - Reflection: "What do I understand about this issue? What might I be overlooking?"
   - Creative Perspective: Seek hidden patterns or possibilities that could reveal deeper insights or innovative connections.

   *2.2 Analyze the Information:*
   - Objective: Break down the problem logically.
   - Reflection: "Am I considering all factors? Are there any assumptions that need challenging?"
   - Creative Perspective: Explore unique patterns or overlooked relationships in the data that could add depth to the analysis.

   *2.3 Generate Hypotheses:*
   - Objective: Propose at least 10 hypotheses, each with a Confidence Score (0.0 to 1.0) and Creative Score (0.0 to 1.0), reflecting originality, surprise, and utility.
   - Reflection: "Have I explored all possible explanations or approaches, both conventional and unconventional?"
   - Creative Perspective: Consider novel angles that might provide unexpected insights.

   *2.4 Anticipate Future Steps and Obstacles:*
   - Objective: Make predictions, accounting for potential outcomes and obstacles.
   - Reflection: "What challenges might I face? Is my plan flexible for different scenarios?"
   - Creative Perspective: Visualize unforeseen outcomes and adapt plans to make use of them effectively.

   *2.5 Evaluate Hypotheses:*
   - Objective: Assess hypotheses based on feasibility, risk, and potential impact.
   - Evaluation: Refine Confidence and Creative Scores as needed.
   - Reflection: "Am I unbiased in my assessment? Which options fit best with the overall objectives?"
   - Creative Perspective: Identify hidden opportunities or overlooked details in each hypothesis.

   *2.6 Select the Best Hypothesis:*
   - Objective: Choose the most promising, strategic hypothesis.
   - Reflection: "Why does this hypothesis stand out? How does it uniquely address the issue?"
   - Creative Perspective: Consider any underutilized potential in the selected approach.

   *2.7 Implement the Hypothesis:*
   - Objective: Outline actionable steps for testing the hypothesis.
   - Reflection: "Is this plan practical? What resources or preparation are required?"
   - Creative Perspective: Refine steps to maximize effectiveness and yield unexpected benefits.

   *2.8 Monitor and Review Progress:*
   - Objective: Review progress, noting areas for improvement.
   - Reflection: "What’s working well? What could be improved?"
   - Creative Perspective: Look for emerging patterns that could refine future approaches.

   *2.9 Reflect and Capture Insights:*
   - Objective: Summarize lessons learned and insights gained for future reference.
   - Reflection: "What new understanding has emerged from this process?"
   - Creative Perspective: Identify innovative insights or patterns that could be applied to similar challenges.

3. *Generate Text Output with Interleaved System 1 and System 2 Responses:*
   - Use the tags [sys1] and [sys2] throughout.
   - Aim for a lengthier, detailed response. Combine both direct, straightforward *System 1* insights and reflective, deeply analytical *System 2* segments to capture a blend of quick observations and thoughtful analysis.

---

### *Example Input Text:*

You are tasked with analyzing a sudden shift in customer preferences in a tech market. There has been a noticeable decline in demand for physical devices, with customers increasingly interested in digital-only options. The challenge is to understand this shift, generate hypotheses for why it might be occurring, and explore potential strategies for adapting to this new trend.

---

### *Processed Output with System 1 and System 2 Thinking:*

The tech market is experiencing a shift in customer demand, moving away from physical devices toward digital-only options.

[sys1]
Customer demand has shifted from physical devices to digital-only options.
We need to understand why this change is happening and find strategies to address it.
Key factors may include cost, convenience, and technological trends.
[end sys1]

[sys2]
**2.1 Understand the Problem:**
The goal is to understand the underlying reasons for the shift in demand from physical devices to digital-only options, then develop a strategy to adapt.

*Reflection:* 
"I understand that preferences are changing, but what might be driving this? Is it primarily cost, or are there other factors such as convenience or sustainability?"

*Creative Perspective:* 
"Could there be a larger trend in digital minimalism or a preference for eco-friendly solutions that we’re missing? What unseen motivations might explain this shift?"

**2.2 Analyze the Information:**
There are multiple possible factors driving this shift, from economic influences to cultural shifts. It’s essential to isolate each factor and understand its impact.

*Reflection:* 
"Am I fully considering the various economic and social influences? Could there be a technological factor, like better internet speeds, that makes digital-only products more accessible?"

*Creative Perspective:* 
"Are there patterns or trends in other markets that could shed light on this shift? Could this be part of a larger trend toward virtual experiences?"

**2.3 Generate Hypotheses:**
1. Customers prefer digital options due to lower costs. (Confidence: 0.8, Creative: 0.4)
2. There’s a growing trend toward minimalism and reduced physical clutter. (Confidence: 0.7, Creative: 0.7)
3. Digital products offer greater flexibility and ease of use. (Confidence: 0.6, Creative: 0.6)
4. Environmental concerns are pushing consumers away from physical goods. (Confidence: 0.6, Creative: 0.8)
5. Advances in tech make digital-only options more functional. (Confidence: 0.8, Creative: 0.5)
6. Pandemic-era remote work increased demand for digital solutions. (Confidence: 0.7, Creative: 0.6)
7. Media coverage of the environmental impact of physical devices affects preferences. (Confidence: 0.5, Creative: 0.7)
8. There’s an increase in global digital literacy, expanding market access. (Confidence: 0.6, Creative: 0.6)
9. Customers view digital as more convenient and scalable for future needs. (Confidence: 0.7, Creative: 0.5)
10. Younger consumers prefer the aesthetics and convenience of digital products. (Confidence: 0.6, Creative: 0.6)

*Reflection:* 
"Have I considered all possible influences? Are there any surprising factors that could explain this shift?"

*Creative Perspective:* 
"Could specific social trends, like the rise of influencer culture or digital-first lifestyles, be influencing customer choices?"

**2.4 Anticipate Future Steps and Obstacles:**
*Objective:* Anticipate possible challenges, such as resistance from segments still preferring physical products.

*Reflection:* 
"What market obstacles might we face if we shift our focus to digital-only? Are there sub-segments that still prioritize physical products?"

*Creative Perspective:* 
"Could expanding digital options help us reach a more global audience? Are there emerging trends that we could leverage in our strategy?"

[end sys2]

[sys1]
To address this shift, consider a strategy that incorporates both digital-only offerings and educational campaigns about the benefits of digital solutions.
Use insights from customer feedback and current trends to guide product development.
Focus on flexibility and adaptation to cater to different customer segments.
[end sys1]


Q:

Sprite Removed but Hitbox/rect remains

Hey all I'm relatively new to coding, only few months into my games development course, and I'm trying to figure it all out still, anyways I'm making a small bullet hell style space shooter for my course and I'm having issues with despawning my boss enemy. The players bullets collide with the sprite and the sprite is removed however the hitbox of the boss still remains intact and the player can keep shooting it to gain points.
      bulletGroup = pygame.sprite.spritecollide(boss, player.bulletGroup, False)
        count = len(bulletGroup) #Check if any colliding
        #Draw enemy
        if count > 0: # Begin Removal from sprite groups
            player.removeBulletGroup(bulletGroup)
            BaseClass.allSprites.remove(boss)
            #boss.kill()
            bossdead == True
            score += 100

bullet group is the players bullets
Images below show boss at top of screen and then the second shows sprite gone after player shoots but hitbox of boss remains
https://s15.postimg.org/e3a6hcf7v/boss.png
https://s10.postimg.org/jz8w4lfu1/bossdead.png
sorry still new to posting here let me know if you require additional code or so
thanks for any help
posting complete code, still new to coding though hope its okay xD
when posting this code in, some didnt go into code format so i had to adjust indents for classes and certain defines but should all be fine once pasted into visual studio or so after indent adjusted comments are whatever really some of this was took from previous work and haven't got around to removing/adjusting comments. thanks for any help 
main py file
import pygame, sys, random
from Classes import *
from process import *
from process2 import *

############################### FUNCTIONS ##########################

def main():

############################### VARIABLES ##########################
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600

FPS = 30

BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
GREEN = ( 0, 255, 0)    

score = 0
playerwins = False
playerloses = False
playerdead = False
playerlives = 3
bossdead = False

timer = Timer()
countdown = 30.0
############################## Initalise ###########################

pygame.init()
size = (SCREEN_WIDTH, SCREEN_HEIGHT)
is_done = False
clock = pygame.time.Clock()

############################# GENERATE WINDOW ######################

screen = pygame.display.set_mode(size)
pygame.display.set_caption("YASS!")
player = Player(0, SCREEN_HEIGHT -50, 32, 32, "spaceship2.png", screen)
boss = Boss(285, SCREEN_HEIGHT -580, 32, 32, "boss2.png", screen)
#enemy = Enemy (0, 50, 32, 32, "drone.png" , screen)
yRow = 150
count = 0
enemies = []
for itr in range (0,50):
    x = random.randint(0, (SCREEN_WIDTH-32))
    enemies.append(Enemies(x, yRow, 32, 32, "drone2.png", screen))
    count+=1
    if count % 9 == 0:
        yRow += 32
timer.setStart(pygame.time.get_ticks())
############################ MAIN GAME LOOP ########################

while not is_done:

    ###################### EVENTS ######################

    process(player)
    process2(boss)
    #process3(enemies)

    ##################### LOGIC ########################

    BaseClass.allSprites.update() # CHANGE  2 - Calls update internally
    if len(enemies) == 0 and bossdead == True:
        is_done = True
        playerwins = True

    currTime = countdown - timer.getElapsed() # Format to 3 Dec. Places
    #Only use for Countdowns, since timers START at 0, this would be an unbreakable loop!
    if currTime <= 0.0:
        currTime = 0.0
        playerloses = True 
        is_done = True
    for enemy in enemies:
        # Delete Bullets that hit enemy
        bulletGroup = pygame.sprite.spritecollide(enemy, player.bulletGroup, False)
        count = len(bulletGroup) #Check if any colliding
        #Draw enemy
        if count > 0: # Begin Removal from sprite groups
            player.removeBulletGroup(bulletGroup)
            enemies.remove(enemy)
            BaseClass.allSprites.remove(enemy)
            score += 1

        bulletGroup = pygame.sprite.spritecollide(boss, player.bulletGroup, False)
        count = len(bulletGroup) #Check if any colliding
        #Draw enemy
        if count > 0: # Begin Removal from sprite groups
            player.removeBulletGroup(bulletGroup)
            BaseClass.allSprites.remove(boss)
            #boss.kill()
            bossdead = True
            score += 100

        bulletGroup2 = pygame.sprite.spritecollide(player, enemy.bulletGroup2, False)
        count = len(bulletGroup2) #Check if any colliding
        #Draw enemy
        if count > 0: # Begin Removal from sprite groups
            enemy.removeBulletGroup2(bulletGroup2)
            #player = None
            BaseClass.allSprites.remove(player)
            playerdead = True
            tempX = player.rect.x
            tempY = player.rect.y

            player = Player(tempX, tempY, 32, 32, "boom2.png", screen)
            is_done = True

        bulletGroup3 = pygame.sprite.spritecollide(player, boss.bulletGroup3, False)
        count = len(bulletGroup3) #Check if any colliding
        #Draw enemy
        if count > 0: # Begin Removal from sprite groups
            boss.removeBulletGroup3(bulletGroup3)
            #player = None
            BaseClass.allSprites.remove(player)
            playerdead = True
            tempX = player.rect.x
            tempY = player.rect.y

            player = Player(tempX, tempY, 32, 32, "boom2.png", screen)
            is_done = True

    ##################### DRAWING CODE GOES HERE #########################

    screen.fill(BLACK) # CHANGE 3  Change background to white instead of black

    pygame.draw.rect(screen,BLACK,(0,0,SCREEN_WIDTH,50))
    drawText(screen, "arial", 24 , WHITE, BLACK, 50, 10, "Bullets: " + str(player.bulletClip))
    drawText(screen, "arial", 24 , WHITE, BLACK, 250, 10, "Score: " + str(score))
    drawText(screen, "arial", 24 , WHITE, BLACK, 450, 10, "Time: " + str('%.3f'%currTime))
    BaseClass.allSprites.draw(screen)
    ##################### CLEAR SCREEN AND SET FPS #######################
    if playerwins == True and is_done == True:
        #name = input("Enter Name: ") #Take input to personally congratulate the winner
        drawText(screen, "arial", 28, GREEN, BLACK, SCREEN_WIDTH/2-100, SCREEN_HEIGHT/2, "You Win!")
        drawText(screen, "arial", 28, GREEN, BLACK, SCREEN_WIDTH/2-100, SCREEN_HEIGHT/2+40, "Score: " +str(score))
        drawText(screen, "arial", 28, GREEN, BLACK, SCREEN_WIDTH/2-100, SCREEN_HEIGHT/2+80, "Time Left: " +str(currTime))

    if playerloses == True:
        drawText(screen, "arial", 28, GREEN, BLACK, SCREEN_WIDTH/2-100, SCREEN_HEIGHT/2, "You Lose!")
        drawText(screen, "arial", 28, GREEN, BLACK, SCREEN_WIDTH/2-100, SCREEN_HEIGHT/2+40, "Score: " +str(score))
        drawText(screen, "arial", 28, GREEN, BLACK, SCREEN_WIDTH/2-100, SCREEN_HEIGHT/2+80, "You Ran Out of Time!")

    if playerdead == True:
        drawText(screen, "arial", 28, GREEN, BLACK, SCREEN_WIDTH/2-100, SCREEN_HEIGHT/2, "You Lose!")
        drawText(screen, "arial", 28, GREEN, BLACK, SCREEN_WIDTH/2-100, SCREEN_HEIGHT/2+40, "Score: " +str(score))
        drawText(screen, "arial", 28, GREEN, BLACK, SCREEN_WIDTH/2-100, SCREEN_HEIGHT/2+80, "You Died =(")

    pygame.display.flip()
    clock.tick(FPS)
    #End Game Loop
    #################### QUIT PROGRAM #############################
pygame.time.wait(3000)
pygame.quit() # exits pygame window
sys.exit() # exits cmd line

main()

classes py file
import pygame, sys, random
from process import Timer

class BaseClass(pygame.sprite.Sprite):                  # Calls the Sprite    Class init function

allSprites = pygame.sprite.Group()      # A group (think list) which will contain every sprite in the game

def __init__(self, x, y, width, height, image_string):

    pygame.sprite.Sprite.__init__(self) # Call Parent Constructor Image
    BaseClass.allSprites.add(self)      # Adds the image to the allsprites group

    self.image = pygame.image.load(image_string)

    # Size and placement
    self.rect = self.image.get_rect()
    self.rect.x = x
    self.rect.y = y
    self.width = width
    self.height = height

    # Change 4 - Motion - Added Motion to Base Class
    # Change 5 - Set Default Velocity to 0
    self.velx = 0
    self.vely = 0

    self.allSprites.add(self) # Adds sprite to the allsprites group

class Player(BaseClass): # Inherits from BaseClass

bulletGroup = pygame.sprite.Group()

def __init__(self, x, y, width, height, image_string, screen):
    BaseClass.__init__(self, x, y, width, height, image_string)
    self.bulletClip = 50
    self.screen_ref = screen 
    #self.velx = 3
    #self.vely = 3     
    #self.collideRect = pygame.rect.Rect((0,0) , (-100, 1))
    #self.collideRect.midbottom = self.rect.midbottom      

def checkScreenBounds(self):
    screen_W = self.screen_ref.get_width() - self.width
    screen_H = self.screen_ref.get_height() - self.height
    if self.rect.x < 0:
        self.rect.x = 0
    elif self.rect.x > screen_W-13:
        self.rect.x = screen_W-13
    if self.rect.y < 0:
        self.rect.y = 0
    elif self.rect.y > screen_H-15:
        self.rect.y = screen_H-15

def update(self):
    self.rect.x += self.velx # we only want x movement
    self.rect.y += self.vely
    self.checkScreenBounds()
    sprites = self.bulletGroup.sprites()
    for sprite in sprites:
        if sprite.hit == True:
            self.bulletGroup.remove(sprite)
            BaseClass.remove(sprite)
            self.bulletClip += 1

def fire(self):
    #Set to player postion
    if self.bulletClip > 1:
        bullet = Bullet(self.rect.x,self.rect.y+20, 16, 16, "laserBig.png", self.screen_ref)
        bullet2 = Bullet(self.rect.x+40,self.rect.y+20, 16, 16, "laserBig.png", self.screen_ref)
        bullet.speed = -8 # we want it to move up so -y in screen co-ords
        bullet2.speed = -8
        self.bulletGroup.add(bullet)
        self.bulletGroup.add(bullet2)
        self.bulletClip -= 2

def removeBulletGroup(self, group):
    count = len(group)
    self.bulletGroup.remove(group)
    BaseClass.allSprites.remove(group)
    self.bulletClip += count

class Bullet(BaseClass): # inherits from BaseClass

def __init__(self, x, y, width, height, image_string, screen): # Constructor
    BaseClass.__init__(self, x, y, width, height, image_string)
    self.screen_ref = screen
    self.hit = False
    self.speed = 0
#check on y axis for boundaries
def checkScreenBounds(self):
    screen_H = self.screen_ref.get_height() - self.height
    if self.rect.y < 50 or self.rect.y > screen_H:
        self.hit = True

def update(self):
    self.rect.y += self.speed # we only want Y movement
    self.checkScreenBounds()

class Enemies(BaseClass):

bulletGroup2 = pygame.sprite.Group()

def __init__(self, x, y, width, height, image_string, screen,):
    BaseClass.__init__(self, x, y, width, height, image_string)
    self.bulletClip2 = 2000

    self.screen_ref = screen
    #Abosulute Respawn start if required
    self.startX = x
    self.startY = y
    # Select Speed of 5 to 10 pixels per frame
    self.velx = random.randint(5,10)
    # Select Left or Right
    dir_choice = random.randint(0,1)
    if dir_choice == 0:
        self.velx *= -1
    self.countdown = random.randint(30,40)
    self.timeInc = self.countdown
    self.timer = Timer()
    self.timer.setStart(pygame.time.get_ticks())

def checkScreenBounds(self):
    screen_W = self.screen_ref.get_width() - self.width
    if self.rect.x < 0:
        self.velx *= -1
    elif self.rect.x > screen_W :
        self.velx *= -1

def update(self):
    self.rect.x += self.velx # We only want X movement
    self.checkScreenBounds()
    sprites = self.bulletGroup2.sprites()
    for sprite in sprites:
        if sprite.hit == True:
            self.bulletGroup2.remove(sprite)
            BaseClass.remove(sprite)
            self.bulletClip2 += 1
    currTime = self.countdown - self.timer.getElapsed() # Format to 3 Dec. Places
    if currTime <= 0:
        self.countdown = self.timer.getElapsed() + self.timeInc
        self.fire()

def fire(self):
    #Set to player postion
    if self.bulletClip2 > 1:
        enemybullet = EnemyBullet(self.rect.x,self.rect.y+20, 16, 16, "enemy bullet1.png", self.screen_ref)
        enemybullet.speed = 4 # we want it to move up so -y in screen co-ords
        self.bulletGroup2.add(enemybullet)
        self.bulletClip2 -= 2

def removeBulletGroup2(self, group):
    count = len(group)
    self.bulletGroup2.remove(group)
    BaseClass.allSprites.remove(group)
    self.bulletClip2 += count

class EnemyBullet(BaseClass): # inherits from BaseClass

def __init__(self, x, y, width, height, image_string, screen): # Constructor
    BaseClass.__init__(self, x, y, width, height, image_string)
    self.screen_ref = screen
    self.hit = False
    self.speed = 0
#check on y axis for boundaries
def checkScreenBounds(self):
    screen_H = self.screen_ref.get_height() - self.height
    if self.rect.y < 50 or self.rect.y > screen_H:
        self.hit = True

def update(self):
    self.rect.y += self.speed # we only want Y movement
    self.checkScreenBounds()

class Boss(BaseClass): # Inherits from BaseClass

bulletGroup3 = pygame.sprite.Group()

def __init__(self, x, y, width, height, image_string, screen):
    BaseClass.__init__(self, x, y, width, height, image_string)
    self.bulletClip3 = 25
    self.screen_ref = screen 
    #self.velx = 3
    #self.vely = 3  
    self.velx = random.randint(5,10)
    dir_choice = random.randint(0,1)
    if dir_choice == 0:
        self.velx *= -1
    self.countdown = random.randint(2,3)
    self.timeInc = self.countdown
    self.timer = Timer()
    self.timer.setStart(pygame.time.get_ticks())         

def checkScreenBounds(self):
    screen_W = self.screen_ref.get_width() - self.width
    if self.rect.x < 5:
        self.velx *= -1
    elif self.rect.x > screen_W-45 :
        self.velx *= -1

def update(self):
    self.rect.x += self.velx # we only want x movement
    self.rect.y += self.vely
    self.checkScreenBounds()
    sprites = self.bulletGroup3.sprites()

    for sprite in sprites:
        if sprite.hit == True:
            self.bulletGroup3.remove(sprite)
            BaseClass.remove(sprite)
            self.bulletClip3 += 1
    currTime = self.countdown - self.timer.getElapsed() # Format to 3 Dec. Places
    if currTime <= 0:
        self.countdown = self.timer.getElapsed() + self.timeInc
        self.fire()

def fire(self):
    #Set to player postion
    if self.bulletClip3 > 1:
        bossbullet = BossBullet(self.rect.x+13,self.rect.y+90, 16, 16, "boss bullet2.png", self.screen_ref)
        #bossbullet2 = BossBullet(self.rect.x+110,self.rect.y+120, 16, 16, "boss bullet.png", self.screen_ref)
        bossbullet.speed = 8 # we want it to move up so -y in screen co-ords
       # bossbullet2.speed = 5
        self.bulletGroup3.add(bossbullet)
        #self.bulletGroup3.add(bossbullet2)
        self.bulletClip3 -= 2

def removeBulletGroup3(self, group):
    count = len(group)
    self.bulletGroup3.remove(group)
    BaseClass.allSprites.remove(group)
    self.bulletClip3 += count

class BossBullet(BaseClass): # inherits from BaseClass

def __init__(self, x, y, width, height, image_string, screen): # Constructor
    BaseClass.__init__(self, x, y, width, height, image_string)
    self.screen_ref = screen
    self.hit = False
    self.speed = 0
#check on y axis for boundaries
def checkScreenBounds(self):
    screen_H = self.screen_ref.get_height() - self.height
    if self.rect.y < 50 or self.rect.y > screen_H:
        self.hit = True

def update(self):
    self.rect.y += self.speed # we only want Y movement
    self.checkScreenBounds()

process py file 
import pygame, sys

def process(player):
# GLOBAL EVENTS LOOP
for event in pygame.event.get():
    if event.type == pygame.QUIT:
        is_done = True
        sys.exit()
# GLOBAL KEY INPUT
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
    player.fire()
if keys[pygame.K_ESCAPE]:
    is_done = True 
    sys.exit()
if keys[pygame.K_d]:
    player.velx = 12
elif keys[pygame.K_a]:
    player.velx = -12
else:
    player.velx = 0
if keys[pygame.K_s]:
    player.vely = 4
elif keys[pygame.K_w]:
    player.vely = -4
else:
    player.vely = 0

def drawText(screen, fontname, size, forecolour, backcolour, x, y, text):
# Display some text
font = pygame.font.SysFont(fontname,size)
text = font.render(text, True, forecolour, backcolour)
textpos = text.get_rect()
textpos.x = x
textpos.y = y
screen.blit(text, textpos)

class Timer():
def __init__(self):
    self.start_ticks = 0

def setStart(self, val):
    self.start_ticks = val

def getElapsed(self):
    seconds = (pygame.time.get_ticks()- self.start_ticks) / 1000
    return seconds

A:

It appears you are removing the sprite with 
BaseClass.allSprites.remove(boss)

but you aren't actually removing the boss. So it won't draw it in your "draw all sprites" function, but the next time it goes through the game loop, it is still checking collision with the boss. You could always block the collision detection code with the bossdead variable:
if not bossdead    
    bulletGroup = pygame.sprite.spritecollide(boss, player.bulletGroup, False)
    count = len(bulletGroup) #Check if any colliding
    #Draw enemy
    if count > 0: # Begin Removal from sprite groups
        player.removeBulletGroup(bulletGroup)
        BaseClass.allSprites.remove(boss)
        #boss.kill()
        bossdead = True
        score += 100