I'm not sure exactly what it's supposed to do, but I can tell you that checking for collisions 10000 times per frame isn't necessary since your sprites aren't moving anywhere in those loops.
I think for most things 60 FPS is good enough for collision detection, but if you really need more than that I made an example a while ago that provides a method for highly accurate collision checks.
Accurate High Speed Collision Checks
Keep in mind that you have to make your own event based movement engines for this to work properly. While writing this post I thought of some ideas where you could apply this to the built in behaviors, so I'll see if I can work something out there.