'Detect if checkpoint collision occurs, delete checkpoint,
add enemies to self.enemy_group'

def check_points_check(self):

    checkpoint = pg.sprite.spritecollideany(self.mario, self.check_point_group)
    if checkpoint:
        checkpoint.kill()
        for i in range(1, 11):
            if (checkpoint.name == str(i)):
                for (index, enemy) in enumerate(self.enemy_group_list[(i - 1)]):
                    enemy.rect.x = (self.viewport.right + (index * 60))
                self.enemy_group.add(self.enemy_group_list[(i - 1)])
        if (checkpoint.name == '11'):
            self.mario.state = c.FLAGPOLE
            self.mario.invincible = False
            self.mario.flag_pole_right = checkpoint.rect.right
            if (self.mario.rect.bottom < self.flag.rect.y):
                self.mario.rect.bottom = self.flag.rect.y
            self.flag.state = c.SLIDE_DOWN
            self.create_flag_points()
        elif (checkpoint.name == '12'):
            self.state = c.IN_CASTLE
            self.mario.kill()
            (self.mario.state == c.STAND)
            self.mario.in_castle = True
            self.overhead_info_display.state = c.FAST_COUNT_DOWN
        elif ((checkpoint.name == 'secret_mushroom') and (self.mario.y_vel < 0)):
            mushroom_box = coin_box.Coin_box(checkpoint.rect.x, (checkpoint.rect.bottom - 40), '1up_mushroom', self.powerup_group)
            mushroom_box.start_bump(self.moving_score_list)
            self.coin_box_group.add(mushroom_box)
            self.mario.y_vel = 7
            self.mario.rect.y = mushroom_box.rect.bottom
            self.mario.state = c.FALL
        self.mario_and_enemy_group.add(self.enemy_group)
