make a sandbox mode and make it so its a advanced css gui where it has 4 tabs the first one is insert element so u can search through he whole games css elements for example like this sniper-enemy and enemy just make it go through all css and make a search thing to so yeah and make it so the css displays on the sideto show u what it looks slike and also please make it so when u click it and click yes it closes and says the current thing entered  then it closes and u can clicks pawn or how much u want to spawn and make a change button so u can change it anytime and a multi so if u want multiple  spawn if u want it there already and also make it so the secoudn tab u can modify the character like make it faster make the bullet speed change and yeah and make the third tab the Modifier for the characters to like triple double jump and make it so u can change ur lives to. and make it so the fourth tab is the map Modifier so u can change the game wolr background color and its things now make it please

 <!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Advanced Adventure Game</title>
    <style>
        body, html {
            margin: 0;
            padding: 0;
            display: flex;
            justify-content: center;
            align-items: center;
            height: 100vh;
            background-color: #222;
            color: #fff;
            font-family: Arial, sans-serif;
            overflow: hidden;
        }
 
        #game-container {
            position: relative;
            width: 800px;
            height: 400px;
            background-color: #333;
            overflow: hidden;
            border: 2px solid #444;
        }


        #upgrades-menu {
            display: none;
            background-color: rgba(0, 0, 0, 0.8);
            color: #fff;
            position: absolute;
            top: 50%;
            left: 50%;
            transform: translate(-50%, -50%);
            padding: 20px;
            border-radius: 10px;
            text-align: center;
        }

        #upgrade-list {
            margin: 20px 0;
        }

        .upgrade-option {
            margin: 10px 0;
            font-size: 18px;
        }

#start-menu, #game-mode-options, #level-options {
    display: none; /* Initially hidden */
    text-align: center; /* Center text for buttons */
    position: absolute; /* Positioned relative to parent */
    top: 50%; /* Start middle of vertical view */
    left: 50%; /* Start middle of horizontal view */
    transform: translate(-50%, -50%); /* Center it */
    z-index: 10; /* Bring to the front */
}

        .button {
            padding: 10px 20px;
            font-size: 16px;
            cursor: pointer;
            background-color: #555;
            color: #fff;
            border: none;
            border-radius: 5px;
        }

        .navigation-button {
            margin: 5px;
        }

.split-enemy.split {
    border-radius: 0 !important;
}

.boost-drainer-chain {
  position: absolute;
  border-top: 2px dotted cyan;
  pointer-events: none;
  z-index: 1000;
  height: 0; /* Since it's a horizontal line rotated, height is zero */
}


.boost-drainer {
  position: absolute;
  width: 30px;
  height: 30px;
  border-radius: 50%;
  border: 2px solid cyan;
  background-color: green; /* start at green */
  transition: background-color 0.5s;
  z-index: 20;
}

.boost-drainer.green { background-color: green !important; }
.boost-drainer.yellow { background-color: yellow !important; }
.boost-drainer.red { background-color: red !important; }

.boost-laser {
  position: absolute;
  width: 5px;
  height: 120px; /* height of laser, adjust */
  background-color: red;
  top: 0; /* will be positioned at bottom 0 */
  box-shadow: 0 0 10px red;
  z-index: 19;
  pointer-events: none; /* no interference with input */
}

.split-enemy:not(.split) {
    border-radius: 0 !important; /* Make mini splitters squares */
}

.split-enemy:not(.split) {
    border-radius: 0 !important;
}
 
#game-world {
    position: absolute;
    width: 10000px; /* bigger world - adjust as you wish */
    height: 100%;
    transition: transform 0.1s linear;
}
 
        #player {
            position: absolute;
            bottom: 0;
            left: 50px;
            width: 30px;
            height: 30px;
            background-color: #4CAF50;
            animation: idle 1s infinite alternate;
        }
 
        @keyframes idle {
            from { transform: translateY(0); }
            to { transform: translateY(2px); }
        }
 
@keyframes charging-prep {
    0%, 100% { box-shadow: 0 0 5px rgba(255, 0, 0, 0.6); }
    50% { box-shadow: 0 0 15px rgba(255, 0, 0, 1); }
}

 
@keyframes boss-shake {
    0%, 100% { transform: translate(0, 0); }
    25% { transform: translate(-5px, 0); }
    50% { transform: translate(5px, 0); }
    75% { transform: translate(-5px, 0); }
}
 
 
@keyframes charge-trail {
    0% { opacity: 0.8; transform: scale(1); }
    100% { opacity: 0; transform: scale(2); }
}
 
@keyframes boss-shield-glow {
    0%, 100% { box-shadow: 0 0 10px red; }
    50% { box-shadow: 0 0 20px red; }
}
 
        .character, .boss-door, .power-up, .enemy, .virus-drone, .laser-enemy, .obstacle, .bullet, .burst, .boss, #friend, .coin, .flying-enemy, .charging-enemy, .stealth-enemy, .split-enemy, .boost-drainer, .sniper-enemy, .reflective-enemy, .explosive-enemy, .teleporter-enemy, .mourning-enemy, .velocity-enemy, .sticky-enemy, .reflective-enemy {
            position: absolute;
        }
 
        .character, .king, .stealth-enemy, .split-enemy, .sniper-enemy, .reflective-enemy, .explosive-enemy,
        .teleporter-enemy, .mourning-enemy, .velocity-enemy, .sticky-enemy, .reflective-enemy {
            border-radius: 50%;
        }


.virus-drone {
    position: absolute;
    width: 30px;
    height: 30px;
    background-color: green;
    border: 3px solid red;
    border-radius: 5px;
    z-index: 11;
}

.infected {
    background-color: #00cc00 !important; // bright green
    filter: drop-shadow(0 0 5px lime);
    transition: background-color 0.3s;
}

.infected.shielded::after {
    content: '';
    position: absolute;
    top: -5px; left: -5px;
    width: calc(100% + 10px);
    height: calc(100% + 10px);
    border: 2px solid cyan;
    border-radius: 5px;
    pointer-events: none;
    animation: shieldPulse 2s infinite;
}

@keyframes shieldPulse {
    0%, 100% { opacity: 0.3; }
    50% { opacity: 1; }
}

.energy-blast {
    position: absolute;
    width: 200px; /* Diameter of the burst */
    height: 200px; /* Diameter of the burst */
    border-radius: 50%; /* Make it circular */
    border: 2px solid rgba(0, 255, 255, 0.8); /* Color and transparency */
    opacity: 0.5; /* Semi-transparent */
    animation: pulse 0.5s ease-out; /* Animation for the burst */
}

@keyframes pulse {
    0% {
        transform: scale(1);
        opacity: 0.5;
    }
    100% {
        transform: scale(2); /* Expand the burst for the visual effect */
        opacity: 0; /* Fade out */
    }
}
 
.charging-prep {
    animation: charging-prep 1s infinite alternate;
}

.outlined {
    border: 3px solid green; /* Change as necessary */
    box-shadow: 0 0 10px green; /* Add glow effect */
}
 
.boss-shielded {
    animation: boss-shield-glow 0.8s infinite alternate;
    border: 3px solid red;
}
 
.charging-active {
    box-shadow: 0 0 15px red, 0 0 30px red;
    border: 2px solid red;
}
 
.charge-trail {
    position: absolute;
    width: 35px;
    height: 35px;
    background-color: rgba(255, 50, 50, 0.5);
    border-radius: 50%;
    opacity: 1;
    animation: charge-trail 0.4s ease-out;
}
 
.bullet-trail {
    position: absolute;
    width: 8px;
    height: 4px;
    background-color: rgba(255, 215, 0, 0.5);
    opacity: 1;
    transition: opacity 0.3s ease-out;
}

.laser-line {
    pointer-events: none; /* prevent interfering with input */
    z-index: 1000;
    border-radius: 2px;
    transition: background-color 0.2s ease;
}
 

.infected.shielded::after {
    content: '';
    position: absolute;
    top: -5px; left: -5px;
    width: calc(100% + 10px);
    height: calc(100% + 10px);
    border: 2px solid cyan;
    border-radius: 5px;
    pointer-events: none;
    animation: shieldPulse 2s infinite;
}

 
        .coin {
            width: 15px;
            height: 15px;
            background-color: #FFD700;
            border-radius: 50%;
            animation: spin 2s linear infinite;
        }
 
        @keyframes spin {
            from { transform: rotate(0deg); }
            to { transform: rotate(360deg); }
        }
 
        .flying-enemy {
            width: 30px;
            height: 30px;
            background-color: #0099FF;
            border-radius: 50%;
            opacity: 0.9;
        }
 
        .charging-enemy {
            width: 40px;
            height: 40px;
            background-color: #FF5500;
            animation: charge 1s linear infinite alternate;
            border-radius: 50%;
        }
 
        .enemy {
            width: 25px;
            height: 25px;
            background-color: #FF5733;
        }

.laser-warning-line {
    position: absolute;
    width: 6px;
    background-color: yellow;
    opacity: 0.7;
    pointer-events: none;
    z-index: 9;
}

.laser-beam {
    position: absolute;
    width: 8px;
    background-color: red;
    opacity: 0.9;
    pointer-events: none;
    z-index: 10;
}

        .split-enemy {
            width: 35px;
            height: 35px;
            background-color: #FF5733;
        }

        .laser-enemy {
            width: 35px;
            height: 35px;
            background-color: #FF5733;
        }
 
        .obstacle {
            width: 30px;
            height: 30px;
            background-color: #f44336;
        }

.lava {
    position: absolute;
    width: 100%;
    bottom: 0;
    background-color: red;
    z-index: 5;
    height: 0;
    transition: height 0.1s linear;
}
 
        .power-up {
            width: 20px;
            height: 20px;
        }
 
        .bullet {
            width: 10px;
            height: 5px;
            background-color: #FFD700;
        }
 
        .burst {
            width: 20px;
            height: 20px;
            border-radius: 50%;
            background-color: rgba(255, 69, 0, 0.7);
            animation: burst 0.5s ease-out;
        }
 
        @keyframes burst {
            from { transform: scale(0.5); opacity: 1; }
            to { transform: scale(1.5); opacity: 0; }
        }
 
        .boss-door {
            width: 30px;
            height: 60px;
            background-color: #FFFF00;
        }
 
        .burst {
            width: 20px;
            height: 20px;
            border-radius: 50%;
            background-color: rgba(255, 69, 0, 0.7);
            animation: burst 0.5s ease-out;
        }   
 
        .boss {
            width: 60px;
            height: 60px;
            background-color: #FF4500;
        }


.reflective-enemy {
    width: 25px;
    height: 25px;
    background-color: #FF5733;
    border: 3px solid transparent; /* Initial border */
    box-shadow: 0 0 10px green; /* Glow effect */
}

        .mourning-enemy {
            width: 25px;
            height: 25px;
            background-color: #FF3333;
        }

        .sniper-enemy {
            width: 25px;
            height: 25px;
            background-color: #FF3333;
        }


 
        #score, #lives, #level, #timer, #shop-score {
            position: absolute;
            top: 10px;
            font-size: 16px;
        }


 
 
 
        #score { left: 10px; }
        #lives { right: 10px; }
        #level { left: 150px; }
        #timer { left: 250px; }
        #shop-score { left: 350px; }
 
        #instructions, #cutscene, #level-intro, #level-intro, #boss-fight, #boss-hallway, #game-over, #interact-message {
            position: absolute;
            width: 100%;
            height: 100%;
            display: flex;
            justify-content: center;
            align-items: center;
            background-color: rgba(0, 0, 0, 0.8);
            color: #fff;
            flex-direction: column;
            font-size: 18px;
            z-index: 10;
        }
 
        #instructions button, #cutscene button, #level-intro button, #level-intro2 button, #boss-fight button, #game-over button, #boss-hallway button {
            margin-top: 10px;
            padding: 10px 20px;
            font-size: 16px;
            cursor: pointer;
            background-color: #555;
            color: #fff;
        }
 
        #cutscene, #level-intro, #level-intro2, #boss-fight, #boss-hallway, #game-over, #interact-message {
            display: none;
        }

#element-sample > div {
    margin: auto;
    transform-origin: center center;
}
 
        #intro {
            position: absolute;
            width: 100%;
            height: 100%;
            display: flex;
            justify-content: space-around;
            align-items: center;
            background-color: rgba(0, 0, 0, 0.8);
            color: #fff;
            flex-direction: row;
            font-size: 18px;
            z-index: 11;
        }
 
#boss-health-bar {
    display: none; /* Initially hidden */
    position: absolute;
    top: 10px; /* Adjust based on your UI */
    left: 50%; /* Center it horizontally or adjust as needed */
    transform: translateX(-50%); /* Center alignment */
    width: 150px; /* Set fixed maximum width for the health bar */
    height: 20px; /* Height of the bar */
    background-color: #666; /* Background bar color */
    border: 1px solid #333; /* Border style */
    border-radius: 5px; /* Rounded corners */
    overflow: hidden; /* Prevent overflow */
    transition: width 0.5s ease; /* Smooth transition */
}

#boss-health {
    height: 100%;
    background-color: green; /* Initial health segment color */
    border-radius: 5px; /* Rounded corners for inner health */
}
 
        #friend {
            width: 30px;
            height: 30px;
            background-color: #00FF00;
            display: none;
        }
 
        #power-up-message {
            position: absolute;
            top: 50px;
            left: 50%;
            transform: translateX(-50%);
            font-size: 24px;
            z-index: 12;
            display: none;
        }
 
        /* New CSS for cool features */
        @keyframes flash {
            0%, 100% { opacity: 1; }
            50% { opacity: 0.5; }
        }
 
        .flashing {
            animation: flash 0.5s infinite;
        }
 
        .glow {
            box-shadow: 0 0 10px rgba(255,255,255,0.5);
        }
    </style>
</head>
<body>
    <div id="game-container">
        <div id="game-world">
            <div id="player"></div>
        </div>
<div id="upgrades-menu" style="display:none;">
    <h2>Upgrades</h2>
    <button onclick="previousUpgrade()" class="button">Previous</button>
    <div id="upgrade-list"></div>
    <button onclick="nextUpgrade()" class="button">Next</button>
    <button onclick="buyUpgrade()" class="button">Buy Upgrade</button>
    <button onclick="viewEquippedUpgrades()" class="button">View Equipped</button> <!-- New button -->
    <button onclick="closeUpgrades()" class="button">Close</button>
    <div id="message" style="color: red;"></div>
</div>


        <div id="score">Score: 0</div>
        <div id="shop-score">Shop Score: 0</div>
        <div id="lives">Lives: 3</div>
        <div id="level">Level: 1</div>
        <div id="timer">Timer: 0</div>
        <div id="instructions">
            <p>Press Arrow Up to Jump</p>
            <p>Use Arrow Left/Right to Move</p>
            <p>Press Space to Shoot</p>
            <p>Press Z for Power-Up</p>
            <p>Press E to interact</p>
            <button onclick="showGameModeOptions()">Start Game</button> <!-- Start Game Button -->
            <button onclick="togglePause()">Pause/Resume</button>
            <button onclick="openUpgrades()">Open Upgrades</button>
        </div>
        <div id="cutscene">
            <p>Get ready for the next level!</p>
            <button onclick="continueGame()">Continue</button>
        </div>
    <div id="equipped-upgrades" style="display: none;"> <!-- Initially hidden -->
        <h3>Equipped Upgrades:</h3>
        <!-- Equipped upgrades will be displayed here -->
    </div>
<div id="game-mode-options" style="display: none;"> 
    <button onclick="startGamee()" class="button">Story Mode</button>
    <button id="endless-mode-btn" onclick="showLevelOptions()" class="button" style="display: none;">Endless Mode</button>
    <button onclick="startSandboxMode()" class="button" style="background:#c39;">Sandbox Mode</button>
</div>
    <div id="level-options" style="display: none;"> 
        <button onclick="startEndlessMode(1)" class="button" >Level 1</button> <!-- Level 1 Button -->
        <button onclick="startEndlessMode(2)" class="button">Level 2</button> <!-- Level 2 Button -->
        <button onclick="startEndlessMode(3)" class="button">Level 3</button> <!-- Level 3 Button -->
        <button onclick="startEndlessMode(4)" class="button">Level 4</button> <!-- Level 4 Button -->
        <button onclick="startEndlessMode(5)" class="button">Level 5</button> <!-- Level 4 Button -->

    </div>

    </div>
        <div id="level-intro">
            <p id="level-text">Get Ready for Adventure!</p>
            <button onclick="startLevel()">Start Level</button>
        </div>
       <div id="level-intro2">
            <p id="level-text">Get Ready for Adventure!</p>
            <button onclick="restartGame()">Start Endless mode</button>
        </div>
        <div id="boss-fight">
            <p>Defeat the Boss!</p>
        </div>
        <div id="game-over">
            <p>Game Over!</p>
            <button onclick="restartGame()">Restart</button>
        </div>
        <div id="boss-hallway">
            <p>You have entered the boss hallway! Prepare yourself!</p>
            <button onclick="startBossFight()">Proceed</button>
        </div>
        <div id="boss-health-bar">
            <div id="boss-health"></div>
        </div>
        <div id="power-up-message"></div>
        <div id="interact-message"></div>
        <div id="friend"></div>
    </div>
 
    <script>
            const gameContainer = document.getElementById('game-container');
            const gameWorld = document.getElementById('game-world');
            const player = document.getElementById('player');
            const scoreDisplay = document.getElementById('score');
            const maxUpgrades = 5; // Maximum number of upgrades you can equip
            const livesDisplay = document.getElementById('lives');
            const levelDisplay = document.getElementById('level');
            const timerDisplay = document.getElementById('timer');
            const instructions = document.getElementById('instructions');

            const cutscene = document.getElementById('cutscene');
            const levelIntro = document.getElementById('level-intro');
            const levelText = document.getElementById('level-text2');
            const levelIntro2 = document.getElementById('level-intro2');
            const levelText2 = document.getElementById('level-text');
            const bossFightScreen = document.getElementById('boss-fight');
            const gameOverScreen = document.getElementById('game-over');
            const intro = document.getElementById('intro');
            const dialoguePara = document.querySelector('#dialogue p');
const upgradesPerPage = 1; // Number of upgrades to show per page
            const bossHallway = document.getElementById('boss-hallway');
            const bossHealthBar = document.getElementById('boss-health-bar');
            const bossHealthDisplay = document.getElementById('boss-health');
            let currentPage = 0; // Tracks current page
let currentGameMode; // Temporary variable to store the current game mode

let currentEndlessLevel = localStorage.getItem('endlessLevel') ? parseInt(localStorage.getItem('endlessLevel')) : 1; // Endless Mode Level Tracking
let storyModeLevel = localStorage.getItem('storyLevel') ? parseInt(localStorage.getItem('storyLevel')) : 1; // Story Mode Level Tracking
let isEndlessMode = false; // Track if currently in Endless Mode
            let bulletSpeed = 5; // Initialize bullet speed
// Other variables...
            let phaseStartTime = null; // Track the start time of the boss phase
            let playerScore = localStorage.getItem('playerScore') ? parseInt(localStorage.getItem('playerScore')) : 0;
            const powerUpMessage = document.getElementById('power-up-message');
            let upgradesEquipped = []; // Store equipped upgrades
            const viruses = [];
            let allCssClasses = [];
            const interactMessage = document.getElementById('interact-message');
            const elementsSearchInput = document.getElementById('elements-search');
            const elementsListContainer = document.getElementById('elements-list');
            const elementSampleContainer = document.getElementById('element-sample');
            const elementDescriptionContainer = document.getElementById('element-description');
            const propertiesContainer = document.getElementById('properties-container');
            const friend = document.getElementById('friend');
            const obstacleSpawnDistance = 500; // Distance before the right edge
            let playerPositionX = 50;
            let upgradesPurchased = [];
            let boostDrainer = null;
            let boostDrainerLaser = null;
            let boostDrainerHP = 3;
            let boostDrainerState = "moving"; // "moving", "green", "yellow", "red", "firing", "dead"
            let boostDrainerAttackTimeout = null;
            const boostDrainerAttackXOffset = 250; // how close to player it moves before attack
            const boostDrainerSpeed = 1.0; // pixels per frame
            let virusDroneHits = 0;  // tracks hits on Virus Drone
            let playerPositionY = 0;
            let playerVelocityX = 0;
            let objectSpawnDistance = 300; // Distance from the right edge to spawn new objects
            let playerVelocityY = 0;
            let removedEnemies = [];
            let phaseThreeStarted = false; // Flag to track if Phase Three has started
            let phaseThreeStarted1 = false; // Flag to track if Phase Three has started
            let phaseThreeStarted3 = false; // Flag to track if Phase Three has started
            let bossDefeatedMessageDisplayed = false; // Flag to track if the defeated message has been displayed
            let playerMaxSpeed = 5;
            const playerJumpStrength = 12;
            let jumpCount = 0;
            let maxJumps = 1;
            let isDoubleJumpEnabled = false;
            let isJumping = false;
            let isCycling = false;  // Lock to prevent concurrent calls
            let isPaused = false;
            let canShoot = true;
            let waveCooldown = false; // Track if a wave is on cooldown
            let bossAttacking = false;
            let bossAttackPhase = 0;
            let gameInterval;
            let obstacles = [];
            let enemies = [];
            const shownPreMessages = {};
            let bullets = [];
            let powerUps = [];
            let boostDrainerChain = null;
            let isTeleporting = false; // Track whether teleport is available
            let platforms = [];
            let bossDoors = [];
            let maxPlayerPositionX = 50;  // Track furthest progress
            let coins = [];
            let score = 0;
            let isInBossDoor = false;
            let lives = 3;
            let level = localStorage.getItem('playerLevel') ? parseInt(localStorage.getItem('playerLevel')) : 1;
            const gravity = 0.5;
            const maxLevels = 5;
            let movingLeft = false, movingRight = false;
            let currentDirection = 1;
            let currentPowerUp = null;
            let powerUpTimer = 0;
            let gameScrollPosition = 0;
            let maxGameScrollPosition = 0; // Holds furthest right camera scroll so far
            let leftBoundaryX = 0; // Moving left boundary for player position
            const bossScoreThreshold = 1;
            const dialogues = [
                "Player: Hey friend! What a nice day for an adventure!",
                "Friend: Indeed! Maybe we should explore the caves.",
                "Player: What's that over there? Is it the King?",
                "King: Haha, I've found you! You're coming with me!",
                "Friend: Player, help me!"
            ];
            let dialogueIndex = 0;
            let boss = null;
            let bossHealth = 100;
            let bossShielded = true;
            let bossPowerObtained = false;
            let bossFightActive = false;
 
const allPowerUpTypes = [
    "super-speed", "invincibility", "teleportation",
    "reflective-shield", "double-shot", "extra-life", 
    "score-boost", "mega-jump", "energy-blast", "light-speed", 
    "blazing-trail", "sonic-wave", "armor", "telekinetic", 
    "camouflage", "dimension-shift", "energy-drain", "mind-control", 
    "hologram", "fire", "ice", "hypno"
];
 
            window.addEventListener('keydown', handleKeydown);
            window.addEventListener('keyup', handleKeyup);


const upgrades = [
    { name: 'Super Speed', price: 4500, effect: 'Increase speed by 10%', id: 'speedBoost' },
    { name: 'Super bullet', price: 1200, effect: 'Faster bullet speed', id: 'doubleDamage' },
    { name: 'Double jump', price: 7500, effect: 'Double jump', id: 'doubleJump' },
    { name: 'Extra Lives', price: 2500, effect: 'Gain 3 extra lives', id: 'ExtraLives' }, // Add this line for Extra Lives
    // Add more upgrades as needed
];

function getCssClasses() {
    const classes = new Set();
    for (const sheet of document.styleSheets) {
        try {
            if (!sheet.cssRules) continue; // skip if no rules available
            for (const rule of sheet.cssRules) {
                if (rule.selectorText) {
                    const selectors = rule.selectorText.split(/\s*,\s*/);
                    selectors.forEach(selector => {
                        // Match class names in selectors (e.g. ".enemy", ".split-enemy", ".boss-door")
                        const matches = selector.match(/\.(\w[\w-]*)/g);
                        if (matches) {
                            matches.forEach(cls => classes.add(cls.substring(1)));
                        }
                    });
                }
            }
        } catch (e) {
            // Ignore CORS protected stylesheets
        }
    }
    return Array.from(classes).sort();
}

// Render elements with search and preview support



function showEndlessModeButton() {
    const endlessBtn = document.getElementById('endless-mode-btn');
    if (endlessBtn) {
        endlessBtn.style.display = 'inline-block';
        endlessBtn.disabled = false;
    }
}

// Function to select an upgrade
// Function to select the current upgrade
function selectUpgrade(index) {
    selectedUpgrade = upgrades[index]; // Select the upgrade at the given index
}

function updateShopScoreDisplay() {
    const shopScoreDisplay = document.getElementById('shop-score');
    shopScoreDisplay.textContent = `Shop Score: ${playerScore}`; // Display the total amount
}

// Function to display current selected upgrade details
function displaySelectedUpgrade() {
    const upgradeInfo = document.getElementById("upgrade-list");
    upgradeInfo.innerHTML += `<br><strong>Selected Upgrade:</strong><br>
        ${selectedUpgrade.name}<br>
        Price: ${selectedUpgrade.price}<br>
        Effect: ${selectedUpgrade.effect}<br>`;
}

// Declare the selectedUpgrade at the top
let selectedUpgrade = null;
let currentUpgradeIndex = 0; // Keep track of the currently selected upgrade

// Function to open upgrades
function openUpgrades() {
    document.getElementById("instructions").style.display = "none"; // Hide main menu
    document.getElementById("upgrades-menu").style.display = "block"; // Show upgrades menu
    displayUpgradeOptions(); // Display available upgrades
    selectUpgrade(currentUpgradeIndex); // Start with first upgrade selected
}

function closeUpgrades() {
    document.getElementById("upgrades-menu").style.display = "none"; // Hide upgrades menu
    document.getElementById("instructions").style.display = "flex"; // Show main menu again
}

// Function to buy the selected upgrade
// Function to buy the selected upgrade
// Function to buy the selected upgrade

        function showGameModeOptions() {
            document.getElementById('instructions').style.display = 'none'; // Hide start button
            document.getElementById('game-mode-options').style.display = 'block'; // Show game mode options
        }

        // Function to show level options for Endless Mode
        function showLevelOptions() {
            document.getElementById('game-mode-options').style.display = 'none'; // Hide game mode options
            document.getElementById('level-options').style.display = 'block'; // Show level buttons
        }




function startEndlessMode(chosenLevel) {
    console.log('Endless Mode Selected for Level:', chosenLevel); // Debug log
        document.getElementById('level-options').style.display = 'none'; // Hide level options
    // Set the game mode to Endless
    localStorage.setItem('gameMode', 'endless'); // This sets the gameMode in local storage
    isEndlessMode = true; // Indicate that we are now in endless mode
    currentEndlessLevel = chosenLevel; // Set the chosen level for this session
    
    localStorage.setItem('endlessLevel', currentEndlessLevel); // Save the selected level to local storage

    resetGame(); // Reset your game state

    switchLevelBackground(); // Set the correct background according to currentEndlessLevel

    spawnEndlessEntities(); // Spawn enemies based on the current endless level

checkCollisionWithPlatformsAndObstacles();

    gameInterval = setInterval(gameLoop, 1000 / 60); // Start the game loop    
}

// Ensure the currentEndlessLevel is used in your functions where needed, 
// for instance in the game loop or resetGame function if appropriate
window.addEventListener('load', () => {
    loadEquippedUpgrades();

    const endlessUnlocked = localStorage.getItem('endlessModeUnlocked') === 'true';

    const endlessBtn = document.getElementById('endless-mode-btn');

    if (endlessUnlocked) {
        // Show endless mode button properly
        if (endlessBtn) {
            endlessBtn.style.display = 'inline-block';  // Show
            endlessBtn.disabled = false;
            endlessBtn.style.visibility = 'visible';
            endlessBtn.removeAttribute('hidden');
        }
    } else {
        // Hide endless mode button initially
        if (endlessBtn) {
            endlessBtn.style.display = 'none';
        }
    }

    // Reset temp variables - only if you really intend to reset them on load
    currentGameMode = null;
    currentEndlessLevel = null;
});

// Store purchased upgrades separately

// Function to buy and equip/unequip upgrades
function buyUpgrade() {
    const upgrade = upgrades[currentPage]; // Get the currently displayed upgrade
    if (!upgrade) {
        return displayMessage("Please select an upgrade.");
    }

    const score = parseInt(localStorage.getItem('playerScore')) || 0;
    const upgradeIndex = upgradesEquipped.indexOf(upgrade.id);
    const purchasedIndex = upgradesPurchased.indexOf(upgrade.id);

    // If the upgrade is already equipped
    if (upgradeIndex > -1) {
        // Unequip logic
        upgradesEquipped.splice(upgradeIndex, 1);
        removeUpgradeEffects(upgrade); // Remove effects of the unequipped upgrade
        displayMessage(`${upgrade.name} has been unequipped!`);
    } else {
        // If the upgrade is already purchased but not equipped
        if (purchasedIndex > -1) {
            // Just equip the upgrade
            upgradesEquipped.push(upgrade.id);
            applyUpgrade(upgrade); // Apply effects of the newly equipped upgrade
            displayMessage(`${upgrade.name} has been equipped!`);
        } else {
            // Check if the player has enough score to buy the upgrade
            if (score < upgrade.price) {
                return displayMessage("You need more score to buy this upgrade.");
            }

            // Deduct the cost and "purchase" the upgrade
            localStorage.setItem('playerScore', score - upgrade.price);
            upgradesPurchased.push(upgrade.id); // Mark the upgrade as purchased
            upgradesEquipped.push(upgrade.id); // Equip it
            applyUpgrade(upgrade); // Apply effects of the newly equipped upgrade
            displayMessage(`${upgrade.name} has been equipped!`);
        }
    }

    // Save the equipped upgrades and purchased upgrades to local storage
    saveUpgrades();
    
    // Refresh equipped display if needed
    updateEquippedDisplay(); 

    // Update the button text or state accordingly
    updateButtonText(upgrade.id);
}

function loadEquippedUpgrades() {
    const savedUpgradesEquipped = localStorage.getItem('upgradesEquipped');
    if (savedUpgradesEquipped) {
        upgradesEquipped = JSON.parse(savedUpgradesEquipped); // Update contents instead of reassigning with const
        upgradesEquipped.forEach(upgradeId => {
            const upgrade = upgrades.find(up => up.id === upgradeId);
            if (upgrade) {
                applyUpgrade(upgrade); // Apply effects of loaded upgrades
            }
        });
    }

    const savedUpgradesPurchased = localStorage.getItem('upgradesPurchased');
    if (savedUpgradesPurchased) {
        upgradesPurchased = JSON.parse(savedUpgradesPurchased); // Update contents
    }
}

// Function to save the upgrades to local storage
function saveUpgrades() {
    localStorage.setItem('upgradesEquipped', JSON.stringify(upgradesEquipped));
    localStorage.setItem('upgradesPurchased', JSON.stringify(upgradesPurchased));
}

// Function to update the button text based on the equipped state
function updateButtonText(upgradeId) {
    const upgrade = upgrades.find(up => up.id === upgradeId);
    if (upgrade) {
        const button = document.getElementById('upgrade-list'); // Assume the button has this ID
        const isEquipped = upgradesEquipped.indexOf(upgradeId) > -1;
        button.textContent = isEquipped ? "Unequip" : "Buy Upgrade"; 
    }
}

// Function to remove effects when unequipping an upgrade
function removeUpgradeEffects(upgrade) {
    switch (upgrade.id) {
        case 'speedBoost':
            playerMaxSpeed -= 1.5; // Revert speed increase
            break;
        case 'doubleDamage':
            bulletSpeed -= 7;
            break;
        case 'doubleJump':
            maxJumps = 1
            isDoubleJumpEnabled = false; // Enable double jump
            console.log('Double Jump Activated!');
            break;
        case 'ExtraLives': // New case for Extra Lives upgrade
            removeLife();
            console.log('Extra lives granted! Total lives:', lives); // Log the new lives total
            break;
        // Add additional cases for removing effects of new upgrades here
    }
}

function startGamee() {
                localStorage.setItem('gameMode', 'story'); // Set game mode to endless
                startGame();
}

// Function to apply effects of an upgrade
function applyUpgrade(upgrade) {
    switch (upgrade.id) {
        case 'speedBoost':
            playerMaxSpeed += 2; // Increase speed
            break;
        case 'doubleDamage':
            bulletSpeed += 7;
            break;
        case 'doubleJump':
            maxJumps = 2; // Allow an additional jump
            isDoubleJumpEnabled = true; // Enable double jump
            console.log('Double Jump Activated! You can now jump again mid-air.');
            break;
        case 'ExtraLives': // New case for Extra Lives upgrade
            gainExtraLife2();
            console.log('Extra lives granted! Total lives:', lives); // Log the new lives total
            break;
        // Add additional cases for new upgrades here
    }
}

// Function to view equipped upgrades
function viewEquippedUpgrades() {
    const equippedList = document.getElementById("equipped-upgrades");
    
    // Toggle display of the equipped upgrades
    if (equippedList.style.display === "none") {
        equippedList.style.display = "block"; // Show the equipped upgrades
        updateEquippedDisplay(); // Update the display with currently equipped upgrades
    } else {
        equippedList.style.display = "none"; // Hide the equipped upgrades
    }
}

// Function to update the equipped display
function viewEquippedUpgrades() {
    // Open a new blank tab
    const equippedWindow = window.open("", "_blank");
    
    // Create the HTML content for the equipped upgrades
    let equippedContent = '<html><head><title>Equipped Upgrades</title></head><body>';
    equippedContent += '<h3>Equipped Upgrades:</h3>'; // Add header

    if (upgradesEquipped.length === 0) {
        equippedContent += "<p>No upgrades equipped.</p>"; // Message when no upgrades are equipped
    } else {
        upgradesEquipped.forEach(id => {
            const upgrade = upgrades.find(upg => upg.id === id);
            if (upgrade) {
                equippedContent += `
                    <div>
                        <strong>${upgrade.name}</strong><br>
                        Price: ${upgrade.price}<br>
                        Effect: ${upgrade.effect}<br>
                    </div>
                    <hr>
                `;
            }
        });
    }

    equippedContent += '</body></html>'; // Close HTML tags
    
    // Write the content to the new window
    equippedWindow.document.write(equippedContent);
    equippedWindow.document.close(); // Close the document for rendering
}

function updateEquippedDisplay() {
    const equippedList = document.getElementById("equipped-upgrades");
    equippedList.innerHTML = ""; // Clear the current display

    if (upgradesEquipped.length === 0) {
        equippedList.innerHTML = "<p>No upgrades equipped.</p>"; // Handle the case where no upgrades are equipped
    } else {
        upgradesEquipped.forEach(id => {
            const upgrade = upgrades.find(upg => upg.id === id);
            if (upgrade) {
                equippedList.innerHTML += `
                    <div>
                        <strong>${upgrade.name}</strong><br>
                        Price: ${upgrade.price}<br>
                        Effect: ${upgrade.effect}<br>
                    </div>
                    <hr>
                `;
            }
        });
    }
}

if (upgradesEquipped.includes(selectedUpgrade.id)) {
    // Unequip logic
    const index = upgradesEquipped.indexOf(selectedUpgrade.id);
    if (index > -1) upgradesEquipped.splice(index, 1);
    displayMessage(`${selectedUpgrade.name} is now unequipped!`);
} else {
    // Equip logic
    localStorage.setItem('playerScore', score - selectedUpgrade.price);
    upgradesEquipped.push(selectedUpgrade.id);
    displayMessage(`${selectedUpgrade.name} has been equipped!`);
}

// Refresh equipped display
updateEquippedDisplay(); // Call it here to update the UI

function updateNavigationButtons(totalUpgrades) {
    const prevBtn = document.querySelector('#upgrades-menu button[onclick="previousUpgrade()"]');
    const nextBtn = document.querySelector('#upgrades-menu button[onclick="nextUpgrade()"]');
    
    prevBtn.disabled = currentPage === 0; // Disable if on the first page
    nextBtn.disabled = (currentPage + 1) * upgradesPerPage >= totalUpgrades; // Disable if on the last page
}



// Function to display messages to the player
function displayMessage(text, seconds = 3) {
    bossMessageElement.textContent = text; // example
    bossMessageElement.style.display = "block";
    setTimeout(() => {
        bossMessageElement.style.display = "none";
    }, seconds * 1000);
}

function nextUpgrade() {
    if (currentPage < upgrades.length - 1) {
        currentPage++;
        displayUpgradeOptions();
    }
}

function previousUpgrade() {
    if (currentPage > 0) {
        currentPage--;
        displayUpgradeOptions();
    }
}

function displayUpgradeOptions() {
    const upgradeList = document.getElementById("upgrade-list");
    const upgrade = upgrades[currentPage];


    const equipped = upgradesEquipped.includes(upgrade.id) ? " (Equipped)" : ""; // Check if equipped
    upgradeList.innerHTML = `
        <strong>${upgrade.name}</strong>${equipped}<br>
        Price: ${upgrade.price}<br>
        Effect: ${upgrade.effect}<br>
    `;

    // Update navigation buttons
    updateNavigationButtons();
}

 
function handleKeydown(e) {
    switch (e.key) {
        case 'ArrowLeft':
            movingLeft = true;
            currentDirection = -1;
            break;
        case 'ArrowRight':
            movingRight = true;
            currentDirection = 1;
            break;
        case 'ArrowUp':
            handleJump();
            break;
        case ' ': // Space bar for shooting
            if (canShoot) {
                shootBullet(currentDirection);
                canShoot = false;
                setTimeout(() => canShoot = true, 300);
            }
            break;
        case 'z':
        case 'Z': // Power-Up activation
            if (currentPowerUp) { // Check if there is a power-up to use
                usePowerUp();
            } else if (bossPowerObtained) { // Charge if the boss power is obtained and no power-up is active
                isCharging = true;
                chargeTime = 0;
            }
            break;
        case 'e':
        case 'E':
            interact(); // Trigger the interact function when 'E' is pressed
            break;
    }
}
 
function handleKeyup(e) {
    switch (e.key) {
        case 'ArrowLeft':
            movingLeft = false;
            break;
        case 'ArrowRight':
            movingRight = false;
            break;
        case 'z':
        case 'Z':
            if (bossPowerObtained && isCharging) {
                isCharging = false;
                shootLaserBlast(chargeTime);
            }
            break;
    }
}
 
 
function handleJump() {
    if (playerPositionY === 0) { // If the player is on the ground, perform a regular jump
        playerVelocityY = playerJumpStrength; // Apply jump force
        jumpCount = 1; // Set jump count to indicate first jump
        isJumping = true; // Set jumping status to true
    } else if (jumpCount < maxJumps) { // Allow double jump if jump count allows
        doubleJump(); // Call double jump function
    }
}
 
            function nextDialogue() {
                if (dialogueIndex < dialogues.length - 1) {
                    dialogueIndex++;
                    dialoguePara.textContent = dialogues[dialogueIndex];
                } else {
                    intro.style.display = 'none';
                    startGame();
                }
            }



function doubleJump() {
    if (jumpCount < maxJumps) { // Check if the player can still jump
        playerVelocityY = playerJumpStrength; // Apply jump force
        jumpCount++; // Increment the jump count
        isJumping = true; // Set jumping status to true
    }
}
 
            function shootBullet(direction) {
                const bullet = createBullet(direction);
                bullets.push({ element: bullet, direction });
                gameWorld.appendChild(bullet);
 
                if (currentPowerUp === 'double-shot') {
                    const altBullet = createBullet(direction + 1);
                    bullets.push({ element: altBullet, direction });
                    gameWorld.appendChild(altBullet);
                }
 
                if (currentPowerUp === 'speed-bullet') {
                    const sideBullet1 = createBullet(direction + 6);
                    const sideBullet2 = createBullet(direction - 6);
                    bullets.push({ element: sideBullet1, direction });
                    bullets.push({ element: sideBullet2, direction });
                    gameWorld.appendChild(sideBullet1);
                    gameWorld.appendChild(sideBullet2);
                }
            }
 
            function createBurst(x, y) {
                const burst = document.createElement('div');
                burst.classList.add('burst');
                burst.style.left = x + 'px';
                burst.style.bottom = y + 'px';
                gameWorld.appendChild(burst);
                setTimeout(() => burst.remove(), 500);
            }
 
function moveCamera() {
    if (!isInBossDoor) {
        let proposedScroll = Math.max(0, playerPositionX - (gameContainer.offsetWidth / 2));

        if (proposedScroll > maxGameScrollPosition) {
            maxGameScrollPosition = proposedScroll;
        }
        gameScrollPosition = maxGameScrollPosition;
    } else {
        // Inside boss door, camera follows player freely (no scrolling restrictions)
        gameScrollPosition = Math.max(0, playerPositionX - (gameContainer.offsetWidth / 2));
    }

    gameWorld.style.transform = `translateX(${-gameScrollPosition}px)`;
}

// Function to reset player and possibly generate more obstacles
function resetPlayerPosition() {
    playerPositionX = 50; // Reset to starting position
    player.style.left = playerPositionX + 'px'; // Ensure the player is positioned correctly

    // Optionally, regenerate obstacles or enemies here
    regenerateEntities(); // Call a function that generates new obstacles and/or enemies
}

// Function to regenerate entities
function regenerateEntities() {
    // Logic to create and append new obstacles/enemies depending on your game mechanics
    for (let i = 0; i < 5; i++) { // Change the number to spawn desired quantity
        spawnObstacle(); // or spawnEnemy(); as needed
    }
}
 
let summonCooldown = 0;
 
function summonAllies() {
    for (let i = 0; i < 3; i++) {
        let ally = createElement('ally', [], parseInt(player.style.left) + (i * 30));
        ally.style.bottom = player.style.bottom;
        gameWorld.appendChild(ally);
 
        let destroyCount = 0;
        let moveInterval = setInterval(() => {
            ally.style.left = (parseInt(ally.style.left) + 5) + 'px';
 
            enemies.forEach((enemy, index) => {
                if (checkCollision(ally, enemy) && destroyCount < 3) {
                    enemy.remove();
                    enemies.splice(index, 1);
                    destroyCount++;
                }
            });
 
            if (destroyCount >= 3) {
                ally.remove();
                clearInterval(moveInterval);
            }
        }, 50);
 
        setTimeout(() => {
            ally.remove();
            clearInterval(moveInterval);
        }, 5000);
    }
}
 
 
 
function createBulletTrail(x, y) {
    const trail = document.createElement('div');
    trail.classList.add('bullet-trail');
    trail.style.left = x + 'px';
    trail.style.bottom = y + 'px';
    gameWorld.appendChild(trail);
 
    setTimeout(() => {
        trail.style.opacity = '0';
        setTimeout(() => trail.remove(), 300);
    }, 50);
}
 
function moveBullets() {
    bullets.forEach((bulletObj, index) => {
        const bullet = bulletObj.element;
        const bulletDirection = bulletObj.direction;

        // Calculate new position
        const newX = parseInt(bullet.style.left) + (bulletDirection * bulletSpeed);
        bullet.style.left = newX + 'px';

        createBulletTrail(newX, parseInt(bullet.style.bottom));

        // Remove if out of bounds
        if (newX > gameScrollPosition + gameContainer.offsetWidth || newX < 0) {
            bullet.remove();
            bullets.splice(index, 1);
        } else {
            // Check collisions with enemies
            for (let enemyIndex = 0; enemyIndex < enemies.length; enemyIndex++) {
                const enemy = enemies[enemyIndex];
                if (checkCollision(bullet, enemy)) {
                    if (enemy.classList.contains('reflective-enemy')) {
                        // Handle reflective enemy bullet collision
                        handleBulletCollisionWithReflectiveEnemy(enemy, bullet);
                        bullet.remove();
                        bullets.splice(index, 1);
                        break;
                    } else if (enemy.classList.contains('boost-drainer')) {
                        // Handle boost drainer bullet collision
                        if (handleBoostDrainerHit(bulletObj, index)) {
                            // Bullet handled and removed inside handler
                            break;
                        }
                    } else {
                        // Handle other enemy hits
                        handleEnemyHit(enemy, enemyIndex);
                        createBurst(newX, parseInt(bullet.style.bottom));
                        bullet.remove();
                        bullets.splice(index, 1);
                        break;
                    }
                }
            }
            checkBossHit();
        }
    });
}
 
function handleEnemyHit(enemy, enemyIndex) {
    if (enemy.classList.contains('split-enemy')) {
        handleSplitterEnemyHit(enemy, enemyIndex);
    } else if (enemy.classList.contains('infected')) {
        // Existing infected enemy logic...
        let shieldHitsLeft = parseInt(enemy.dataset.shieldHitsLeft) || 0;

        if (shieldHitsLeft > 0) {
            shieldHitsLeft--;
            enemy.dataset.shieldHitsLeft = shieldHitsLeft.toString();

            if (shieldHitsLeft === 0) enemy.classList.remove('shielded');

            enemy.style.opacity = '0.5';
            setTimeout(() => {
                if (enemy) enemy.style.opacity = '0.8';
            }, 150);
            return;
        }

        let health = parseInt(enemy.dataset.health) || 1;
        health--;

        if (health <= 0) {
            enemy.remove();
            enemies.splice(enemyIndex, 1);
        } else {
            enemy.dataset.health = health.toString();
            enemy.style.opacity = '0.5';
            setTimeout(() => {
                if (enemy) enemy.style.opacity = '0.8';
            }, 150);
        }
    } else {
        // Normal enemy - destroy immediately
        enemy.remove();
        enemies.splice(enemyIndex, 1);
    }

    score += 10;
    playerScore += 50;
    localStorage.setItem('playerScore', playerScore);
    updateDisplay();
}
 
function startGame() {
    // Hide game mode options and other screens
    document.getElementById("game-mode-options").style.display = "none";
    gameOverScreen.style.display = 'none';
    instructions.style.display = 'none';

    // Retrieve the game mode from local storage
    const gameMode = localStorage.getItem('gameMode');

    if (gameMode === 'story') {
        // Logic for starting Story Mode
        resetGame(false); // Continue from current Story Mode level
        levelIntro.style.display = 'flex'; // Show level intro for Story Mode
    } else if (gameMode === 'endless') {
        // Logic for starting Endless Mode
        if (!localStorage.getItem('endlessLevel')) {
            localStorage.setItem('endlessLevel', '1'); // Start Endless level at 1 if not set
        }
        resetGame(false); // Continue from last saved Endless level
        levelIntro.style.display = 'flex'; // Show level intro for Endless Mode
    } else {
        // Default to Story Mode if no mode is set
        localStorage.setItem('gameMode', 'story'); // Default to Story Mode
        localStorage.setItem('storyLevel', '2'); // Set initial level for Story Mode
        resetGame(true); // Start a new game
        levelIntro.style.display = 'flex'; // Show level intro screen
    }
}
 
            function startLevel() {
                levelIntro.style.display = 'none';
                gameInterval = setInterval(gameLoop, 1000 / 60);
            }
 
function resetGame(isNewGame = false) {
    lives = upgradesEquipped.includes('ExtraLives') ? 6 : 3; // Set lives based on the Extra Lives upgrade

    // Reset player state variables
    playerPositionX = 50; 
    playerPositionY = 0; 
    playerVelocityX = 0; 
    playerVelocityY = 0; 
    isJumping = false;
    jumpCount = 0;
    isDoubleJumpEnabled = false; 
    gameScrollPosition = 0; 
    
    clearAllElements(); // Clear all game entities

    // Reset the level based on the game mode.
    const gameMode = localStorage.getItem('gameMode');
    if (gameMode === 'endless') {
        level = localStorage.getItem('endlessLevel') 
                ? parseInt(localStorage.getItem('endlessLevel')) // Retrieve endless level
                : 1; // Start at Level 1 if none found
    } else {
        level = localStorage.getItem('storyLevel') 
                ? parseInt(localStorage.getItem('storyLevel')) 
                : 1; // Default for story mode
    }

    switchLevelBackground(); // Set the background according to the current level

    updateDisplay(); // Reflect updates on the UI
}


 
function updateDisplay() {
    if (isEndlessMode) {
        // For Endless Mode
        levelDisplay.textContent = `Level: ${currentEndlessLevel}`;
    } else {
        // For Story Mode
        levelDisplay.textContent = `Level: ${storyModeLevel}`;
    }
    scoreDisplay.textContent = `Score: ${score}`;
    livesDisplay.textContent = `Lives: ${lives}`;
    timerDisplay.textContent = `Timer: ${powerUpTimer}`;
}
 



function updatePlayerPosition() {
    // Calculate velocity based on input
    if (movingRight) {
        playerVelocityX = playerMaxSpeed;
    } else if (movingLeft) {
        playerVelocityX = -playerMaxSpeed;
    } else {
        playerVelocityX = 0;
    }

    // Tentative new position
    let newPlayerX = playerPositionX + playerVelocityX;

    if (!isInBossDoor) {
        // Moving border and player left clamp applied only outside boss door/fight
        let proposedScroll = Math.max(0, newPlayerX - (gameContainer.offsetWidth / 2));

        if (proposedScroll > leftBoundaryX) {
            leftBoundaryX = proposedScroll;
        }

        if (newPlayerX < leftBoundaryX) {
            // Clamp player so they cannot move backward beyond moving border
            newPlayerX = leftBoundaryX;
        }
    }
    // Inside boss door, no restrictions on player X movement
    playerPositionX = newPlayerX;
    player.style.left = playerPositionX + 'px';

    // Jump/gravity logic stays the same...

    let onPlatform = checkCollisionWithPlatformsAndObstacles();

    platforms.forEach(platform => {
        if (checkCollision(player, platform) && playerVelocityY < 0) {
            playerPositionY = parseInt(platform.style.bottom) + platform.offsetHeight;
            playerVelocityY = 0;
            isJumping = false;
            jumpCount = 0;
            onPlatform = true;
        }
    });

    if (!onPlatform || isJumping) {
        playerVelocityY -= gravity;
        playerPositionY += playerVelocityY;

        if (playerPositionY <= 0) {
            playerPositionY = 0;
            playerVelocityY = 0;
            isJumping = false;
            jumpCount = 0;
        }
    } else {
        playerVelocityY = 0;
    }
    player.style.bottom = playerPositionY + 'px';

    // Move camera (handles boss door differently)
    moveCamera();
}


 
function spawnEntities() {
    if (!isPaused && !bossFightActive) {
        if (Math.random() < 0.003) spawnObstacle();
        
        // Spawn enemies based on the current level
        if (level === 1) {
            if (Math.random() < 0.005) spawnEnemy();
            if (Math.random() < 0.003) spawnFlyingEnemy();
            if (Math.random() < 0.002) spawnObstacle();
        } else if (level === 2) {
            if (Math.random() < 0.005) spawnEnemy();
            if (Math.random() < 0.002) spawnObstacle();
            if (Math.random() < 0.003) spawnChargingEnemy(); // Charging enemy option for Level 2
            if (Math.random() < 0.001) spawnSniperEnemy(); // Sniper enemy option for Level 2
        } else if (level === 3) {
            if (Math.random() < 0.005) spawnEnemy();
            if (Math.random() < 0.002) spawnObstacle();
            if (Math.random() < 0.003) spawnFlyingEnemy(); // Flying enemy option for Level 3
            if (Math.random() < 0.001) spawnReflectiveEnemy(); // Reflective enemy option for Level 3
        } else if (level === 4) {
            if (Math.random() < 0.001) spawnLaserEnemy();
            if (Math.random() < 0.002) spawnSplitterEnemy();
        } else if (level === 5) {
            if (Math.random() < 0.005) spawnEnemy();
            if (Math.random() < 0.002) spawnVirusDrone();
            if (Math.random() < 0.001) spawnSplitterEnemy();
        }

        if (Math.random() < 0.002 && !currentPowerUp) spawnPowerUp();
        if (Math.random() < 0.001) spawnPlatform();
        if (Math.random() < 0.003) spawnCoin();



        // Manage boss door spawning only if in Story Mode
        if (localStorage.getItem('gameMode') === 'story') {
            if (bossDoors.length === 0 && score >= level * bossScoreThreshold && enemies.length === 0) {
                spawnBossDoor();
            }
        }
    }
}
 

function cleanUpObjects() {
    // Remove obstacles that are too far to the left
    obstacles = obstacles.filter(obstacle => {
        const position = parseInt(obstacle.style.left);
        if (position < -obstacle.offsetWidth) {
            obstacle.remove(); // Remove from the DOM
            return false; // Do not keep this object in the active array
        }
        return true; // Keep this object in the active array
    });

    // Similarly for enemies
    enemies = enemies.filter(enemy => {
        const position = parseInt(enemy.style.left);
        if (position < -enemy.offsetWidth) {
            enemy.remove(); // Remove from the DOM
            return false; // Do not keep this object in the active array
        }
        return true; // Keep this object in the active array
    });
}

            function moveElements() {
                moveArray(obstacles, 2, 15);
                moveArray(enemies, 1, 30);
                moveArray(coins, 2, 0);
                moveArray(powerUps, 2, 0, true);
                moveArray(platforms, 1, 0);
                moveFlyingEnemies();
                moveSniperEnemies();
                moveLaserEnemies();
                moveReflectiveEnemies();
                moveSplitterEnemies();
                moveChargingEnemies();
                moveStealthEnemies();
                moveVirusDrones();
                moveBullets();
                moveNewEnemies();
                moveBoostDrainer()
            }

// Spawn a Laser Enemy (like a sniper — fixed x, y)
function spawnLaserEnemy() {
    const leftPos = gameScrollPosition + gameContainer.offsetWidth;
    const laserEnemy = createElement('laser-enemy', enemies, leftPos);
    laserEnemy.style.bottom = '300px';
    laserEnemy.style.width = '30px';
    laserEnemy.style.height = '30px';
    laserEnemy.style.backgroundColor = 'purple';
    laserEnemy.dataset.laserState = 'warning';
    laserEnemy.dataset.lastDamageTime = '0';
    laserEnemy._warningLine = null;
    laserEnemy._laserBeam = null;
    // createElement already does append and enemies.push
}

// Call every frame in moveEnemies or gameLoop
function moveLaserEnemies() {
    enemies.forEach(enemy => {
        if (!enemy.classList.contains('laser-enemy')) return;

        if (enemy.dataset.laserState === 'warning') {
            if (!enemy._warningLine) {
                createWarningLine(enemy);
                setTimeout(() => {
                    enemy.dataset.laserState = 'active';
                    if (enemy._warningLine) {
                        enemy._warningLine.remove();
                        enemy._warningLine = null;
                    }
                    if (enemy._warningLineUpdateInterval) {
                        clearInterval(enemy._warningLineUpdateInterval);
                        enemy._warningLineUpdateInterval = null;
                    }
                    activateLaserBeam(enemy);
                }, 1000);
            }
            // ⚠️ WARNING LINE DOES NOT DAMAGE PLAYER - NO COLLISION CHECK!
        } else if (enemy.dataset.laserState === 'active') {
            const lastDamageTime = parseInt(enemy.dataset.lastDamageTime) || 0;
            const now = Date.now();

            if (enemy._laserBeam && checkCollision(enemy._laserBeam, player)) {
                if (now - lastDamageTime > 1000) { // damage cooldown 1s
                    reduceLives();
                    enemy.dataset.lastDamageTime = now.toString();
                }
            }
        }
    });
}

 
            function spawnObstacle() {
                const obstacle = createElement('obstacle', obstacles, gameScrollPosition + gameContainer.offsetWidth);
                obstacle.style.bottom = '0px';
            }
 
            function spawnEnemy() {
                const baseEnemy = createElement('enemy', enemies, gameScrollPosition + gameContainer.offsetWidth);
                baseEnemy.style.bottom = '0px';
 
                const chance = Math.random();
                if (chance < 0.3) {
                    spawnTeleporterEnemy();
                } else if (chance < 0.7) {
                    spawnVelocityEnemy();
                } else if (chance < 0.9) {
                    spawnStickyEnemy();
                }
            }

function moveVirusDrones() {
    viruses.forEach((virus, vIndex) => {
        if (!virus.infectedCount) virus.infectedCount = 0; // init counter

        // Pick target enemy for infection
        if (!virus.targetEnemy || !enemies.includes(virus.targetEnemy)) {
            virus.targetEnemy = null;
            if (enemies.length > 0) {
                virus.targetEnemy = enemies[Math.floor(Math.random() * enemies.length)];
            } else {
                // No target, fly left and clean up if off-screen
                virus.style.left = (parseInt(virus.style.left) - parseInt(virus.dataset.speed)) + 'px';
                if(parseInt(virus.style.left) < gameScrollPosition - virus.offsetWidth) {
                    virus.remove();
                    viruses.splice(vIndex, 1);
                    virusDroneHits = 0;
                }
                return;
            }
        }

        const target = virus.targetEnemy;

        const virusPosX = parseFloat(virus.style.left) + virus.offsetWidth / 2;
        const virusPosY = parseFloat(virus.style.bottom);
        const enemyPosX = parseFloat(target.style.left) + target.offsetWidth / 2;
        const enemyPosY = parseFloat(target.style.bottom);

        const speedH = parseFloat(virus.dataset.speed) || 5;
        const speedV = 10;

        // Horizontal move gently towards target
        if (Math.abs(virusPosX - enemyPosX) > 5) {
            if (virusPosX < enemyPosX) {
                virus.style.left = (parseFloat(virus.style.left) + speedH) + 'px';
            } else {
                virus.style.left = (parseFloat(virus.style.left) - speedH) + 'px';
            }

            // Use smooth vertical cruising instead of forced fixed height (optional)
            const cruisingHeight = 350;
            let virusPosYCurrent = parseFloat(virus.style.bottom) || cruisingHeight;
            if (virusPosYCurrent < cruisingHeight) {
                virus.style.bottom = (virusPosYCurrent + speedV) + 'px';
            } else if (virusPosYCurrent > cruisingHeight) {
                virus.style.bottom = (virusPosYCurrent - speedV) + 'px';
            } else {
                virus.style.bottom = cruisingHeight + 'px';
            }
        } else {
            // Move vertically down inside enemy for infection smoothly
            const targetInsideY = enemyPosY + target.offsetHeight / 2;
            if (virusPosY > targetInsideY + 2) {
                // Smooth downward movement clamped to not go below targetInsideY + 2 
                let newBottom = virusPosY - speedV;
                if (newBottom < targetInsideY + 2) {
                    newBottom = targetInsideY + 2;
                }
                virus.style.bottom = newBottom + 'px';
            } else {
                infectEnemy(target);

                virus.infectedCount++; // Increment infection count
                virus.targetEnemy = null; // Reset target

                if (virus.infectedCount >= 3) {
                    // Destroy virus drone after infecting 3 enemies
                    virus.remove();
                    viruses.splice(vIndex, 1);
                    virusDroneHits = 0;
                }
            }
        }

        // Check bullets hitting virus drone - keep your existing logic here as needed
        bullets.forEach((bulletObj, bIndex) => {
            const bullet = bulletObj.element;
            if (checkCollision(virus, bullet)) {
                bullet.remove();
                bullets.splice(bIndex, 1);

                virusDroneHits++;
                if (virusDroneHits >= 3) {
                    virus.remove();
                    viruses.splice(vIndex, 1);
                    virusDroneHits = 0;
                    enemies.forEach(e => {
                        if (e.classList.contains('infected')) {
                            cureEnemy(e);
                        }
                    });
                }
            }
        });

        // Remove virus drone if off screen left
        if (parseFloat(virus.style.left) < gameScrollPosition - virus.offsetWidth) {
            virus.remove();
            viruses.splice(vIndex, 1);
            virusDroneHits = 0;
        }
    });
}

function createWarningLine(enemy) {
    if (enemy._warningLine) {
        enemy._warningLine.remove();
        enemy._warningLine = null;
    }

    const warning = document.createElement('div');
    warning.classList.add('laser-warning-line');

    const width = 6;

    const enemyLeft = parseInt(enemy.style.left);
    const enemyBottom = parseInt(enemy.style.bottom);
    const enemyHeight = enemy.offsetHeight;
    const left = enemyLeft + enemy.offsetWidth / 2 - width / 2;

    warning.style.position = 'absolute';
    warning.style.left = left + 'px';
    warning.style.bottom = '0px';
    warning.style.width = width + 'px';
    warning.style.height = (enemyBottom + enemyHeight) + 'px';
    warning.style.backgroundColor = 'yellow';
    warning.style.opacity = '0.7';
    warning.style.zIndex = '9';

    gameWorld.appendChild(warning);
    enemy._warningLine = warning;

    if (enemy._warningLineUpdateInterval) clearInterval(enemy._warningLineUpdateInterval);
    enemy._warningLineUpdateInterval = setInterval(() => {
        if (!enemy._warningLine) {
            clearInterval(enemy._warningLineUpdateInterval);
            enemy._warningLineUpdateInterval = null;
            return;
        }
        const curLeft = parseInt(enemy.style.left);
        const curBottom = parseInt(enemy.style.bottom);
        const leftPos = curLeft + enemy.offsetWidth / 2 - width / 2;
        enemy._warningLine.style.left = leftPos + 'px';
        enemy._warningLine.style.height = (curBottom + enemy.offsetHeight) + 'px';
    }, 16);
}

function activateLaserBeam(enemy) {
    if (enemy._warningLine) {
        enemy._warningLine.remove();
        enemy._warningLine = null;
    }
    if (enemy._warningLineUpdateInterval) {
        clearInterval(enemy._warningLineUpdateInterval);
        enemy._warningLineUpdateInterval = null;
    }
    if (enemy._laserBeam) {
        enemy._laserBeam.remove();
        enemy._laserBeam = null;
    }

    const laser = document.createElement('div');
    laser.classList.add('laser-beam');

    const laserWidth = 8;
    const enemyLeft = parseInt(enemy.style.left);
    const enemyBottom = parseInt(enemy.style.bottom);
    const enemyHeight = enemy.offsetHeight;
    const left = enemyLeft + enemy.offsetWidth / 2 - laserWidth / 2;

    laser.style.position = 'absolute';
    laser.style.left = left + 'px';
    laser.style.bottom = '0px';
    laser.style.width = laserWidth + 'px';
    laser.style.height = (enemyBottom + enemyHeight) + 'px';
    laser.style.backgroundColor = 'red';
    laser.style.opacity = '0.9';
    laser.style.zIndex = '10';

    gameWorld.appendChild(laser);
    enemy._laserBeam = laser;

    enemy._laserBeamUpdateInterval = setInterval(() => {
        if (!enemy._laserBeam) {
            clearInterval(enemy._laserBeamUpdateInterval);
            enemy._laserBeamUpdateInterval = null;
            return;
        }
        const curLeft = parseInt(enemy.style.left);
        const curBottom = parseInt(enemy.style.bottom);
        const leftPos = curLeft + enemy.offsetWidth / 2 - laserWidth / 2;

        enemy._laserBeam.style.left = leftPos + 'px';
        enemy._laserBeam.style.height = (curBottom + enemy.offsetHeight) + 'px';
    }, 16);

    setTimeout(() => {
        if (enemy._laserBeam) {
            enemy._laserBeam.remove();
            enemy._laserBeam = null;
        }
        clearInterval(enemy._laserBeamUpdateInterval);
        enemy._laserBeamUpdateInterval = null;

        enemy.dataset.laserState = 'cooldown';

        setTimeout(() => {
            enemy.dataset.laserState = 'warning';
        }, 3000);
    }, 2000);
}

// Infect Enemy function
// Infect Enemy function - updated for multiple shield hits and faster speed
function infectEnemy(enemy) {
    if (enemy.classList.contains('infected')) return; // Already infected
    enemy.classList.add('infected', 'shielded');

    enemy.dataset.health = '1';          // 1 health after shield
    enemy.dataset.shieldHitsLeft = '2';  // 2 shield hits before health

    // Store or retrieve base speed
    let baseSpeed = parseInt(enemy.dataset.baseSpeed) || 1;
    if (!enemy.dataset.baseSpeed) {
        baseSpeed = parseInt(enemy.dataset.speed) || 1;
        enemy.dataset.baseSpeed = baseSpeed.toString();
    }
    enemy.dataset.speed = (baseSpeed * 3).toString(); // Speed is tripled

    enemy.dataset.powerful = 'true';

    // Visual effects
    enemy.style.opacity = '0.8';
    enemy.style.filter = 'drop-shadow(0 0 5px lime)';
}

// Handle bullet collision with shielded enemy - place this inside your bullet collision code
function handleBulletCollisionWithInfectedEnemy(enemy, bulletIndex) {
    if (enemy.classList.contains('infected') && enemy.classList.contains('shielded')) {
        let shieldHitsLeft = parseInt(enemy.dataset.shieldHitsLeft) || 0;
        shieldHitsLeft--;

        // Shield hit logic to decrement shield hits
        if (shieldHitsLeft <= 0) {
            // Shield broken, now damage health
            enemy.dataset.shieldHitsLeft = '0';
            // Decrement health by 1 on each bullet after shield is down
            let health = parseInt(enemy.dataset.health) || 2; // default infected health 2
            health--;

            if (health <= 0) {
                // Enemy dies
                enemy.remove();
                enemies = enemies.filter(e => e !== enemy);
            } else {
                enemy.dataset.health = health.toString();
                // Maybe flash enemy to indicate hit
                enemy.style.opacity = '0.5';
                setTimeout(() => {
                    if (enemy) enemy.style.opacity = '0.8';
                }, 150);
            }
        } else {
            // Shield still active
            enemy.dataset.shieldHitsLeft = shieldHitsLeft.toString();
            // Flash on shield hit
            enemy.style.opacity = '0.5';
            setTimeout(() => {
                if (enemy) enemy.style.opacity = '0.8';
            }, 150);
        }

        // Remove the bullet after hit
        bullets[bulletIndex].element.remove();
        bullets.splice(bulletIndex, 1);

        return true;
    }
    return false;
}

// Cure enemy restores normal speed and removes shield
function cureEnemy(enemy) {
    enemy.classList.remove('infected', 'shielded');
    enemy.style.pointerEvents = 'auto';
    enemy.style.opacity = '1';
    enemy.style.filter = 'none';

    // Reset speed to baseSpeed or default 1
    enemy.dataset.speed = enemy.dataset.baseSpeed || '1';
    enemy.dataset.shieldHitsLeft = '0';
    enemy.dataset.health = '1'; // normal enemies 1 HP
    enemy.dataset.powerful = 'false';

    // You may reset other enemy attributes here if applied.
}


// Enhance Enemy stats (called on infection)
function enhanceEnemy(enemy) {
    // Example: double speed and fire rate if enemy shoots
    const speed = parseInt(enemy.dataset.speed) || 1;
    enemy.dataset.speed = speed * 2;

    // If enemy shoots bullets (like sniper), reduce cooldown or increase damage
    if(enemy.dataset.lastShotTime) {
        enemy.dataset.shootCooldown = (parseInt(enemy.dataset.shootCooldown) || 3000) / 2; 
    }

    // You can add more attribute enhancements here, e.g. health, damage, size
}

// Normalize Enemy back to default (called on cure)
function normalizeEnemy(enemy) {
    const speed = parseInt(enemy.dataset.speed) || 2;
    enemy.dataset.speed = speed / 2;

    if(enemy.dataset.lastShotTime) {
        enemy.dataset.shootCooldown = (parseInt(enemy.dataset.shootCooldown) || 1500) * 2;
    }

    // Reset any other attributes to normal here
}
 
            function spawnPowerUp() {
                const powerUpTypes = allPowerUpTypes;
                const type = powerUpTypes[Math.floor(Math.random() * powerUpTypes.length)];
                const powerUp = createElement('power-up', powerUps, gameScrollPosition + gameContainer.offsetWidth);
                powerUp.setAttribute('data-type', type);
                powerUp.style.backgroundColor = getPowerUpColor(type);
                powerUp.style.bottom = Math.floor(Math.random() * 100) + 'px';
            }
 
            function spawnCoin() {
                const coin = createElement('coin', coins, gameScrollPosition + gameContainer.offsetWidth);
                coin.style.bottom = Math.floor(Math.random() * 50 + 50) + 'px';
            }
 
function getPowerUpColor(type) {
    switch (type) {
        case 'super-speed': return 'lime';
        case 'invincibility': return 'gold';
        case 'teleportation': return 'violet';
        case 'reflective-shield': return 'aqua';
        case 'double-shot': return 'red';
        case 'extra-life': return 'lightgreen';
        case 'score-boost': return 'coral';
        case 'mega-jump': return 'fuchsia';
        case 'energy-blast': return 'limegreen'; // Specify colors for valid powers
        case 'light-speed': return 'white'; // Define colors for light-speed
        case 'blazing-trail': return 'gold'; // Specify for blazing-trail
        case 'sonic-wave': return 'blueviolet'; // Specify for sonic-wave
        case 'armor': return 'lightgrey'; // Define color for armor
        case 'telekinetic': return 'silver'; // Define color for telekinetic
        case 'camouflage': return 'darkgreen'; // Define color for camouflage
        case 'dimension-shift': return 'black'; // Define color for dimension-shift
        case 'energy-drain': return 'red'; // Define color for energy-drain
        case 'mind-control': return 'purple'; // Define color for mind-control
        case 'hologram': return 'pink'; // Define color for hologram
        case 'fire': return 'red'; // Define color for energy-drain
        case 'ice': return 'darkblue'; // Define color for energy-drain
        case 'hypno': return 'pink'; // Define color for energy-drain
        default: return 'white'; // Fallback for any unknown type
    }
}
 
            function spawnPlatform() {
                const platform = createElement('platform', platforms, gameScrollPosition + gameContainer.offsetWidth);
                platform.style.bottom = Math.floor(Math.random() * 200 + 100) + 'px';
            }
 
            function spawnBossDoor() {
                const bossDoor = createElement('boss-door', bossDoors, gameScrollPosition + gameContainer.offsetWidth + 200);
                bossDoor.style.bottom = '0px';
            }
 
function createElement(className, array, leftPosition, type = '') {
    const element = document.createElement('div');
    element.classList.add(className);
    if (type) element.setAttribute('data-type', type);
    element.style.left = leftPosition + 'px';
    gameWorld.appendChild(element);
    array.push(element);
    return element;
}
 
function moveArray(array, speed, scoreValue, isPowerUp = false) {
    array.forEach((el, index) => {
        el.style.left = (parseInt(el.style.left) - speed) + 'px';
        if (parseInt(el.style.left) < gameScrollPosition - el.offsetWidth) {
            removeElement(el, array, index, 0);
        } else if (checkCollision(player, el)) {
            handleCollision(el, array, index, scoreValue, isPowerUp);
        }
    });
}
 
            function removeElement(el, array, index, scoreValue) {
                el.remove();
                array.splice(index, 1);
                if (scoreValue) {
                    score += scoreValue;
                    updateDisplay();
                }
            }
 
function handleCollision(el, array, index, scoreValue, isPowerUp = false) {
    if (el.classList.contains('coin')) {
        score += 5; // Increase score for collecting a coin
        updateDisplay(); // Update the display if needed
    } 
    
    // Handle power-ups
    else if (isPowerUp) {
        applyPowerUp(el); // Apply power-up effects
    }
    
    // Handle boss door interactions
    else if (el.classList.contains('boss-door')) {
        if (score >= level * bossScoreThreshold) {
            interactMessage.textContent = "Press 'E' to enter boss door."; // Prompt for interaction
            interactMessage.style.display = checkCollision(player, el) ? 'block' : 'none'; // Show message if player is near
            if (checkCollision(player, el) && playerPositionX >= parseInt(el.style.left)) {
                openBossHallway(); // Proceed to boss hallway
            }
        }
    }

    // Handle enemy and obstacle collisions
    else if (el.classList.contains('enemy') || el.classList.contains('obstacle')) {
        reduceLives(); // Reduce player's lives on collision with enemies or obstacles
    }

    // Remove the collided element from the game world
    removeElement(el, array, index, scoreValue);
}
 
            function applyPowerUp(el) {
                if (currentPowerUp || currentPowerUp === 'boss-power-up') return;
 
                const type = el.getAttribute('data-type');
                if (type === 'boss-power-up') {
                    grantBossPowerUp();
                } else {
                    currentPowerUp = type;
                    let duration = 10;
                    activatePowerUp(type);
                    powerUpTimer = duration;
 
                    const powerUpInterval = setInterval(() => {
                        powerUpTimer--;
                        if (powerUpTimer <= 0) {
                            clearInterval(powerUpInterval);
                            resetPowerUp();
                        }
                        updateDisplay();
                    }, 1000);
                }
 
                displayPowerUpMessage(type);
            }

function activatePowerUp(type) {
    switch (type) {
        case 'super-speed':
            player.style.backgroundColor = 'lime';
            playerMaxSpeed += 8; // Increase speed
            break;
        case 'invincibility':
            player.style.backgroundColor = 'gold';
            PlayerInvincibility(); // Implement this function for invincibility
            break;
        case 'teleportation':
            teleportPlayer(); // Implement this function for teleportation
            break;
        case 'reflective-shield':
            activateReflectiveShield(); // Implement the reflective shield functionality
            break;
        case 'double-shot':
            enableDoubleShot(); // Implement functionality for double shot
            break;
        case 'extra-life':
            gainExtraLife(); // Implement functionality for gaining an extra life
            break;
        case 'score-boost':
            boostScore(); // Implement functionality for score boost
            break;
        case 'mega-jump':
            activateMegaJump(); // Implement functionality for mega jump
            break;
        case 'energy-blast':
            activateEnergyBlast(); // Implement functionality for energy blast
            break;
        case 'light-speed':
            player.style.backgroundColor = 'lime';
            playerMaxSpeed += 10; // Increase speed
            break;
        case 'blazing-trail':
            activateBlazingTrail(); // Implement functionality for blazing trail
            break;
        case 'sonic-wave':
            activateSonicWave(); // Implement functionality for sonic wave
            break;
        case 'armor':
            activateArmor(); // Implement functionality for armor
            break;
        case 'telekinetic':
            activateTelekinetic(); // Implement functionality for telekinetic
            break;
        case 'camouflage':
            activateCamouflage(); // Implement functionality for camouflage
            break;
        case 'dimension-shift':
            activateDimensionShift(); // Implement functionality for dimension shift
            break;
        case 'energy-drain':
            activateEnergyDrain(); // Implement functionality for energy drain
            break;
        case 'mind-control':
            activateMindControl(); // Implement functionality for mind control
            break;
        case 'hologram':
            activateHologram(); // Implement functionality for hologram
            break;
        case 'fire':
            shootFire();
            break;
        case 'ice':
            shootIce();
            break;
        case 'hypno':
            shootHypno();
            break;
        default:
            // Consider logging or managing invalid power-up requests
            console.log(`Unknown power-up type: ${type}`);
            break;
    }
}

function handlePlayerEnemyCollision() {
    enemies.forEach((enemy, index) => {
        // Check collision with the player
        if (checkCollision(player, enemy)) {
            if (enemy.classList.contains('frozen')) {
                // If frozen, destroy the enemy
                enemy.remove(); // Remove frozen enemy
                enemies.splice(index, 1); // Remove from the enemies array
                updateDisplay(); // Update any relevant game display elements if needed
            } else {
                // Normal behavior for non-frozen enemies
                reduceLives(); // This would reduce lives for non-frozen collisions
            }
        }
    });
}
 


function allowPlayerMovement(e) {
    switch (e.key) {
        case 'ArrowLeft':
            playerPositionX -= playerMaxSpeed; // Move left
            player.style.left = playerPositionX + 'px';
            break;
        case 'ArrowRight':
            playerPositionX += playerMaxSpeed; // Move right
            player.style.left = playerPositionX + 'px';
            break;
        case ' ': // Space to shoot
            shootBullet(currentDirection); // Allow shooting during freeze
            break;
    }
}
 
function resetPowerUp() {
    currentPowerUp = null; // Also can now be re-assigned
    player.style.backgroundColor = '#4CAF50';
    if (upgradesEquipped.includes('speedBoost')) {
        playerMaxSpeed = 7; // Set the boosted speed or any other value you want
    } else {
        playerMaxSpeed = 5; // Default speed if the upgrade is not equipped
    }
    player.style.opacity = '1';
    if (upgradesEquipped.includes('doubleJump')) {
        isDoubleJumpEnabled = true; // Enable double jump if upgrade is equipped
    } else {
        isDoubleJumpEnabled = false; // Disable double jump otherwise
    }
    clearTimeout(timeSlowTimeout);
    resetGravity();
}
 
            function displayPowerUpMessage(type) {
                powerUpMessage.textContent = `You obtained ${type.replace(/-/g, ' ')}!`;
                powerUpMessage.style.display = 'block';
                setTimeout(() => powerUpMessage.style.display = 'none', 2000);
            }
 
            function grantBossPowerUp() {
                bossPowerObtained = true;
                powerUpMessage.textContent = "Boss Power-Up Obtained!";
                powerUpMessage.style.display = 'block';
                setTimeout(() => powerUpMessage.style.display = 'none', 2000);
            }

function PlayerInvincibility() {
    // Check for collision with enemies
    enemies.forEach((enemy) => {
        if (checkCollision(player, enemy)) {
            if (!isInvincible) { // Only reduce lives if not invincible
                if (lives > 1) {
                    lives--; // Deduct a life when colliding with an enemy
                    updateDisplay(); // Update the displayed lives
                }
            }
        }
    });

    // Immediately reset lives to 3 if they drop below that
    if (lives < 3) {
        lives = 3; // Reset lives to 3 instantly
        updateDisplay(); // Update display to show 3 lives
    }
}
 
            function usePowerUp() {
                if (!currentPowerUp) return;
                switch (currentPowerUp) {
                    case 'ice':
                        shootIce();
                        break;
                    case 'sonic-wave':
                        activateSonicWave();
                        break;
                    case 'fire':
                        shootFire();
                        break;
                    case 'teleportation':
                        teleportPlayer();
                        break;
                    case 'levitate':
                        useLevitate();
                        break;
                    case 'hypno':
                        shootHypno();
                        break;
                    case 'double-shot':
                        shootDouble();
                        break;
                    default:
                        break;
                }
            }
 
function shootIce() {
    const iceBullet = createBullet(currentDirection); // Create the ice bullet
    iceBullet.style.backgroundColor = 'blue'; // Set bullet color to blue
    gameWorld.appendChild(iceBullet);

    const iceBulletObj = { element: iceBullet, direction: currentDirection };
    
    animateBullet(iceBulletObj, 5, (target) => {
        // Check for collision with enemies
        if (target.classList.contains('obstacles')) {
            target.classList.add('frozen'); // Mark the enemy as frozen
            target.style.backgroundColor = '#00f'; // Change color to blue
            target.style.opacity = '0.5'; // Reduce visibility
            target.dataset.isFrozen = 'true'; // Mark enemy as frozen

            // Set a timer to unfreeze
            setTimeout(() => {
                if (target.dataset.isFrozen === 'true') {
                    target.classList.remove('frozen'); // Remove frozen status
                    target.style.backgroundColor = ''; // Reset color
                    target.style.opacity = '1'; // Reset visibility
                    delete target.dataset.isFrozen; // Clear the frozen marker
                }
            }, 5000); // 5 seconds to unfreeze
        }
    });
}
 
            function shootFire() {
                const fireBullet = createBullet(currentDirection);
                fireBullet.style.backgroundColor = 'red';
                gameWorld.appendChild(fireBullet);
 
                const fireBulletObj = { element: fireBullet, direction: currentDirection };
                animateBullet(fireBulletObj, 5, (target) => {
                    if (target.classList.contains('obstacle')) {
                        target.style.transition = 'opacity 0.5s';
                        target.style.opacity = '0';
                        setTimeout(() => target.remove(), 500);
                    }
                });
            }
 
            function useLevitate() {
                player.style.transform = 'translateY(-20px)';
                const levitateUp = setTimeout(() => {
                    player.style.transform = 'translateY(0)';
                    clearTimeout(levitateUp);
                }, 1000);
            }
 
            function enableDoubleShot() {
            }
 
            function createBullet(direction = 1) {
                const bullet = document.createElement('div');
                bullet.classList.add('bullet');
                bullet.style.backgroundColor = '#FFD700';
                bullet.style.left = (playerPositionX + player.offsetWidth / 2 - 5) + 'px';
                bullet.style.bottom = (playerPositionY + player.offsetHeight / 2) + 'px';
                return bullet;
            }
 
            function shootHypno() {
                const hypnoBullet = createBullet(currentDirection);
                hypnoBullet.style.backgroundColor = 'pink';
                gameWorld.appendChild(hypnoBullet);
 
                const hypnoBulletObj = { element: hypnoBullet, direction: currentDirection };
                animateBullet(hypnoBulletObj, 5, (target) => {
                    if (target.classList.contains('enemy') && !target.classList.contains('hypnotized')) {
                        target.classList.add('hypnotized');
                        target.style.backgroundColor = 'pink';
                        hypnotizeEnemy(target);
                    }
                });
            }
 
            function shootDouble() {
                const bullet1 = createBullet(currentDirection);
                const bullet2 = createBullet(currentDirection);
                bullets.push({ element: bullet1, direction: currentDirection });
                bullets.push({ element: bullet2, direction: currentDirection });
                gameWorld.appendChild(bullet1);
                gameWorld.appendChild(bullet2);
            }
 
function hypnotizeEnemy(enemy) {
    let destroyCount = 0; // Count how many enemies are destroyed by this hypnotized enemy
    const moveInterval = setInterval(() => {
        let nearestEnemy = findNearestEnemyTo(enemy);
        if (!nearestEnemy) {
            enemy.remove(); // If no nearest enemy, remove this one
            clearInterval(moveInterval); // Stop interval
            return;
        }

        let ex = parseInt(enemy.style.left);
        let ey = parseInt(enemy.style.bottom);
        let nex = parseInt(nearestEnemy.style.left);
        let ney = parseInt(nearestEnemy.style.bottom);

        let dx = nex - ex;
        let dy = ney - ey;
        let distance = Math.sqrt(dx * dx + dy * dy);

        if (distance < 5) {
            destroyCount++;
            createBurst(nex, ney); // Create an effect when destroying enemies
            nearestEnemy.remove();
            enemies = enemies.filter(e => e !== nearestEnemy); // Clean up enemies

            if (destroyCount >= 3) { // Define a limit for multiple enemies hypnotized
                enemy.remove(); // Remove this hypnotized enemy after doing its effects
                clearInterval(moveInterval); // Stop interval
            }
        } else {
            let angle = Math.atan2(dy, dx); // Calculate angle to move towards the nearest enemy
            enemy.style.left = (ex + Math.cos(angle) * 2) + 'px'; // Move slightly towards
            enemy.style.bottom = (ey + Math.sin(angle) * 2) + 'px';
        }
    }, 1000 / 60); // Run update at 60 FPS
}
 
            function findNearestEnemyTo(sourceEnemy) {
                let minDistance = Infinity;
                let closestEnemy = null;
 
                enemies.forEach(enemy => {
                    if (enemy !== sourceEnemy) {
                        let distance = calculateDistance(sourceEnemy, enemy);
                        if (distance < minDistance) {
                            minDistance = distance;
                            closestEnemy = enemy;
                        }
                    }
                });
 
                return closestEnemy;
            }
 
            function calculateDistance(el1, el2) {
                let el1Rect = el1.getBoundingClientRect();
                let el2Rect = el2.getBoundingClientRect();
                let dx = (el1Rect.left + el1Rect.width / 2) - (el2Rect.left + el2Rect.width / 2);
                let dy = (el1Rect.top + el1Rect.height / 2) - (el2Rect.top + el2Rect.height / 2);
                return Math.sqrt(dx * dx + dy * dy);
            }
 
            function enableDoubleJump(enable = true) {
                isDoubleJumpEnabled = enable;
            }

function moveBoostDrainer() {
    if (!boostDrainer) return;

    // Move left slowly
    let currentX = parseInt(boostDrainer.style.left);
    boostDrainer.style.left = (currentX - 0.5) + 'px'; // Adjust speed here

    // Remove if off-screen left
    if (currentX < gameScrollPosition - boostDrainer.offsetWidth) {
        removeBoostDrainer();
        return;
    }

    // Update chain line connecting player and boost drainer
    if (boostDrainerChain) {
        updateChainLine(boostDrainer, boostDrainerChain, player);
    }
}
 
function teleportPlayer() {
    if (isTeleporting) return; // Prevent multiple teleports in quick succession

    // Set cooldown
    isTeleporting = true; // Set to true to indicate teleport in progress

    // Calculate teleportation distance
    const teleportDistance = 145; // Increase this to a larger value for more noticeable teleport

    // Determine player current direction
    let teleportOffset = teleportDistance * currentDirection; // Use currentDirection to allow for left (-1) and right (1) teleporting

    // Update player position
    playerPositionX += teleportOffset; // Move the player in the direction they are facing
    playerPositionX = Math.max(0, Math.min(gameWorld.offsetWidth - player.offsetWidth, playerPositionX)); // Ensure player stays in bounds

    // Log positions for debugging
    console.log('Teleporting to position:', playerPositionX);

    player.style.left = playerPositionX + 'px'; // Update player's position on screen

    // Set a timeout for the cooldown
    setTimeout(() => {
        isTeleporting = false; // Reset teleport ability after cooldown
    }, 1000); // 1000 milliseconds = 1 second cooldown
}
 
            function toggleGravity() {
                const originalGravity = gravity;
                gravity = -gravity;
                setTimeout(() => {
                    gravity = originalGravity;
                }, 5000);
            }
 
function resetGravity() {
    gravity = Math.abs(gravity); // Needs to ensure gravity is declared with let or var
}
 
            function freezeEnemies() {
                enemies.forEach(enemy => {
                    enemy.style.transition = 'opacity 1s';
                    enemy.style.opacity = '0.2';
                    enemy.classList.add('frozen-enemy');
                });
                setTimeout(() => {
                    enemies.forEach(enemy => {
                        enemy.style.opacity = '1';
                        enemy.classList.remove('frozen-enemy');
                    });
                }, 5000);
            }
 
            function createClone() {
                const clone = createElement('player', [], playerPositionX + 50);
                clone.style.bottom = playerPositionY + 'px';
                clone.style.backgroundColor = '#00F';
                clone.style.border = '2px dashed #FFF';
                gameWorld.appendChild(clone);
                setTimeout(() => clone.remove(), 5000);
            }
 
            function triggerShockwave() {
                const shockwaveRadius = 10000;
                enemies.forEach(enemy => {
                    const dist = calculateDistance(player, enemy);
                    if (dist < shockwaveRadius) {
                        createBurst(parseInt(enemy.style.left), parseInt(enemy.style.bottom));
                        enemy.remove();
                    }
                });
            }
 
            function absorbEnergy() {
                score += 50;
                updateDisplay();
            }
 
            function shrinkPlayer() {
                player.style.transform = 'scale(0.5)';
                setTimeout(() => player.style.transform = 'scale(1)', 5000);
            }
 
            function growPlayer() {
                player.style.transform = 'scale(1.5)';
                setTimeout(() => player.style.transform = 'scale(1)', 5000);
            }
 
            function healPlayer() {
                if (lives < 5) {
                    lives++;
                    updateDisplay();
                }
            }
 
            function activateShield() {
                player.style.border = '3px solid purple';
                player.style.opacity = '0.6';
                lives = Math.min(lives + 1, 7);
                updateDisplay();
            }
 
            function gainExtraLife() {
                lives = Math.min(lives + 1, 7);
                updateDisplay();
            }

function gainExtraLife2() {
    lives = Math.min(lives + 3, 6); // Increase lives by 3, ensuring it doesn't exceed 5
    updateDisplay(); // Update the display to reflect the new number of lives
}

function removeLife() {
    lives = Math.max(lives - 3, 3); // Decrease lives by 3, ensuring it doesn't fall below 3
    updateDisplay(); // Update the display to reflect the new number of lives
}
 
            function boostScore() {
                score += 100;
                updateDisplay();
            }
 
let consecutiveJumps = 0; // Initialize a variable to track consecutive jumps
const maxJumpCount = 3; // Maximum number of normal jumps before triggering a mega jump
const megaJumpMultiplier = 1.5; // Multiplier for the mega jump

function activateMegaJump() {
    if (consecutiveJumps < maxJumpCount) {
        // Perform a normal jump if within the max jump limit
        playerVelocityY = playerJumpStrength; // Regular jump value
        consecutiveJumps++; // Increment consecutive jumps
    } else {
        // Trigger a mega jump if max jump limit has been reached
        playerVelocityY = playerJumpStrength * megaJumpMultiplier; // Apply mega jump
        consecutiveJumps = 0; // Reset consecutive jumps to 0 after a mega jump
    }
    isJumping = true; // Set the jumping status to true
}

// Call this function whenever the player lands to reset the consecutive jumps count
function checkLanding() {
    if (playerPositionY <= 0) { // Assuming ground level is at y = 0
        consecutiveJumps = 0; // Reset consecutive jumps when landing
    }
}
 
            function activateReflectiveShield() {
                player.style.border = '3px dashed cyan';
                const reflectInterval = setInterval(() => {
                    bullets.forEach((bullet, index) => {
                        if (checkCollision(player, bullet.element)) {
                            bullet.direction *= -1;
                        }
                    });
                }, 1000 / 60);
 
                setTimeout(() => {
                    player.style.border = '';
                    clearInterval(reflectInterval);
                }, 5000);
            }
 
            function activateRegeneration() {
                const regenerationInterval = setInterval(() => {
                    if (lives < 5) lives++;
                    updateDisplay();
                    if (!currentPowerUp || currentPowerUp !== 'regeneration') {
                        clearInterval(regenerationInterval);
                    }
                }, 2000);
            }
 
            function activateMagnet() {
                const magnetInterval = setInterval(() => {
                    coins.forEach(coin => {
                        const coinX = parseInt(coin.style.left);
                        const coinY = parseInt(coin.style.bottom);
                        const dx = playerPositionX - coinX;
                        const dy = playerPositionY - coinY;
                        if (Math.sqrt(dx * dx + dy * dy) < 100) {
                            coin.style.left = (coinX + dx * 0.1) + 'px';
                            coin.style.bottom = (coinY + dy * 0.1) + 'px';
                        }
                    });
 
                    if (!currentPowerUp || currentPowerUp !== 'magnet') {
                        clearInterval(magnetInterval);
                    }
                }, 1000/ 60);
            }
 
            let timeSlowTimeout;
 
            function slowDownTime() {
                const originalTiming = 1000 / 60;
                clearInterval(gameInterval);
                gameInterval = setInterval(gameLoop, originalTiming * 2);
                timeSlowTimeout = setTimeout(() => {
                    clearInterval(gameInterval);
                    gameInterval = setInterval(gameLoop, originalTiming);
                }, 5000);
            }
 
function activateEnergyBlast() {
    const blastRadius = 100; // Define the radius of the blast
    const burst = document.createElement('div'); // Create a burst element
    burst.classList.add('energy-blast'); // Assign a class for styles
    burst.style.left = (playerPositionX - blastRadius) + 'px'; // Position the burst to the player's location
    burst.style.bottom = (playerPositionY - blastRadius) + 'px'; // Center the burst around the player
    gameWorld.appendChild(burst); // Add the burst to the game world

    // Set a timeout to remove the burst effect after a duration
    setTimeout(() => {
        burst.remove(); // Remove the burst after showing it
    }, 500); // Keep the burst visible for half a second

    // Identify and destroy nearby enemies
    let enemiesToRemove = enemies.filter(enemy => calculateDistance(player, enemy) < blastRadius);
    enemiesToRemove.forEach(enemy => {
        createBurst(parseInt(enemy.style.left), parseInt(enemy.style.bottom)); // Create an explosion effect at enemy's location
        enemy.remove(); // Remove the enemy from the game
        enemies = enemies.filter(e => e !== enemy); // Ensure the enemy is removed from the enemies array
    });

    updateDisplay(); // Update the display to reflect any changes (like score)
}

function initializeBossHealth() {
    bossHealth = level === 3 ? 250 : 100; // Example health values based on level
    updateDisplay();
}
 
function activateBlazingTrail() {
    let trailInterval = setInterval(() => {
        const trail = document.createElement('div');
        trail.className = 'bullet'; // Using the same class for stylistic purposes
        trail.style.left = (playerPositionX + player.offsetWidth / 2) + 'px'; // Position trail based on player's location
        trail.style.bottom = (playerPositionY + player.offsetHeight / 2) + 'px'; // Center the trail on the player
        trail.style.backgroundColor = 'orange'; // Trail color
        gameWorld.appendChild(trail); // Add the trail to the game

        // Check collision with enemies
        enemies.forEach((enemy, enemyIndex) => {
            if (checkCollision(trail, enemy)) {
                // Create burst effect for visual feedback
                const burst = document.createElement('div');
                burst.className = 'burst'; // The CSS class for the burst effect
                burst.style.left = enemy.style.left; // Position it at the enemy's position
                burst.style.bottom = enemy.style.bottom; // Position it at the enemy's position
                gameWorld.appendChild(burst);
                
                // Clean up burst after a short duration
                setTimeout(() => burst.remove(), 500); // Remove burst after 0.5 seconds
                
                // Remove enemy
                enemy.remove(); // Remove the enemy from game
                enemies.splice(enemyIndex, 1); // Remove from enemies array to prevent future collisions
            }
        });

        // Remove the trail after a short duration
        setTimeout(() => trail.remove(), 500); // Remove trail after 0.5 seconds
    }, 100); // The interval for creating the trails

    // Automatically clear the interval after a certain time, e.g., 5 seconds
    setTimeout(() => {
        clearInterval(trailInterval); // Clear the interval for the trail creation
    }, 5000);
}


 
function activateSonicWave() {
    if (waveCooldown) return; // Prevent activation if already on cooldown
    waveCooldown = true; // Set cooldown to prevent further activation

    const wave = document.createElement('div');
    wave.className = 'wave'; // Class for wave styling
    wave.style.left = (playerPositionX - 50) + 'px'; // Center the wave below the player
    wave.style.bottom = (playerPositionY - 50) + 'px'; // Position just below player
    wave.style.backgroundColor = 'cyan'; // Wave color
    wave.style.width = '100px'; // Width of the wave
    wave.style.height = '100px'; // Height of the wave
    wave.style.position = 'absolute'; // Ensure proper positioning
    gameWorld.appendChild(wave); // Add the wave to the game world

    let destroyedBlocks = 0; // Track how many blocks have been destroyed

    // Move the wave forward quickly
    let waveInterval = setInterval(() => {
        wave.style.left = (parseInt(wave.style.left) + 10) + 'px'; // Move wave to the right

        // Check for collision with obstacles
        obstacles.forEach((block, index) => {
            if (checkCollision(wave, block) && destroyedBlocks < 3) { // Destroy only until 3 blocks
                // Create burst effect
                const burst = document.createElement('div'); 
                burst.className = 'burst';
                burst.style.left = block.style.left; 
                burst.style.bottom = block.style.bottom; 
                gameWorld.appendChild(burst);
                
                setTimeout(() => burst.remove(), 500); // Remove burst after half a second
                
                block.remove(); // Remove the obstacle
                obstacles.splice(index, 1); // Remove from the array
                destroyedBlocks++; // Increment the destroyed block count
            }
        });

        // Cleanup if wave goes off screen
        if (parseInt(wave.style.left) > gameWorld.offsetWidth) {
            clearInterval(waveInterval); // Stop moving the wave if it goes off screen
            wave.remove(); // Remove the wave
            resetWave(); // Reset block destruction count
            return; // Exit the function
        }
    }, 50); // Adjust speed of the wave as needed

    // Automatically remove the wave after a brief time
    setTimeout(() => {
        clearInterval(waveInterval); // Ensure the interval is cleared after time is up
        wave.remove(); // Remove the wave
        resetWave(); // Reset properties after the effect finishes
    }, 2000); // Duration of the wave effect (2 seconds)
}

// Reset wave properties for future use
function resetWave() {
    destroyedBlocks = 0; // Reset the number of destroyed blocks for future waves
    waveCooldown = false; // Reset cooldown state
}
 
            function activateArmor() {
                player.style.border = '3px solid steelblue';
                lives = Math.min(lives + 3, 5);
                updateDisplay();
            }
 
function activateTelekinetic() {
    const forceInterval = setInterval(() => {
        enemies.forEach((enemy, index) => {
            const enemyX = parseInt(enemy.style.left) + enemy.offsetWidth / 2; // Get center position
            const enemyY = parseInt(enemy.style.bottom) + enemy.offsetHeight / 2; // Get center position
            const dx = playerPositionX - enemyX;
            const dy = playerPositionY - enemyY;

            // Check if the player is within a certain distance (e.g., 100 pixels)
            if (Math.sqrt(dx * dx + dy * dy) < 100) {
                // Move the enemy upwards slightly
                enemy.style.bottom = (enemyY + 2) + 'px'; // Adjust height as necessary for feel
            } else if (enemyY > 0) { // Only lower it if above 0
                // Bring the enemy back down to ground level smoothly
                enemy.style.bottom = (enemyY - 2) + 'px'; // Adjust to bring back down
                // Stop exactly at the ground level if necessary
                if (parseInt(enemy.style.bottom) < 0) {
                    enemy.style.bottom = '0px'; // Prevent going below 0
                }
            }
        });
    }, 1000 / 60); // Update at 60 FPS

    // Optional: Set a timeout for how long telekinesis lasts
    setTimeout(() => clearInterval(forceInterval), 5000); // Lasts for 5 seconds
}
 
            function activateCamouflage() {
                player.style.opacity = '0.2';
                setTimeout(() => player.style.opacity = '1', 5000);
            }
 
// Array to temporarily hold removed enemies

function activateDimensionShift() {
    // Change the background color to indicate the shift
    gameWorld.style.backgroundColor = 'black';

    // Hide and remove all enemies in the game world
    enemies.forEach((enemy, index) => {
        enemy.style.transition = 'opacity 1s'; // Set transition for fading effect
        enemy.style.opacity = '0'; // Start fading the enemy
        setTimeout(() => {
            enemy.remove(); // Remove from the DOM after fading
            enemies.splice(index, 1); // Remove from the enemies array
        }, 1000); // Match the timeout to the fade-out duration (1 second)
    });

    // Hide and remove all obstacles in the game world
    obstacles.forEach((obstacle, index) => {
        obstacle.style.transition = 'opacity 1s'; // Set transition for fading effect
        obstacle.style.opacity = '0'; // Start fading the obstacle
        setTimeout(() => {
            obstacle.remove(); // Remove from the DOM after fading
            obstacles.splice(index, 1); // Remove from the obstacles array
        }, 1000); // Match the timeout to the fade-out duration (1 second)
    });

    // Reset background color after a period
    setTimeout(() => {
        gameWorld.style.backgroundColor = ''; // Reset the background color after 5 seconds

        // Restore removed enemies
        removedEnemies.forEach(removedEnemy => {
            // Re-create the enemy in the game world
            const newEnemy = createElement(removedEnemy.className, enemies, gameScrollPosition + gameContainer.offsetWidth);
            newEnemy.style.bottom = '0px'; // Reset position
            gameWorld.appendChild(newEnemy); // Append back to game world
        });

        // Clear out the removedEnemies array for future use
        removedEnemies = [];

        // If you have obstacles that should be restored, handle that here as well
        // You may need to keep track of removed obstacles in a similar way if needed
    }, 5000); // Keep the black background for 5 seconds
}
 
            function activateEnergyDrain() {
                const drainInterval = setInterval(() => {
                    if (score > 0) {
                        score -= 1;
                        updateDisplay();
                    }
                }, 100);
 
                setTimeout(() => clearInterval(drainInterval), 5000);
            }
 
function activateMindControl() {
    const hypnotizeRange = 250; // Set hypnotize range in pixels (you can adjust this)

    // Loop through all enemies
    enemies.forEach(enemy => {
        const enemyX = parseInt(enemy.style.left) + (enemy.offsetWidth / 2); // Get the center of the enemy
        const enemyY = parseInt(enemy.style.bottom) + (enemy.offsetHeight / 2); // Get the center of the enemy
        const dx = playerPositionX - enemyX; // Calculate horizontal distance
        const dy = playerPositionY - enemyY; // Calculate vertical distance

        // Check if within the hypnotize range
        const distance = Math.sqrt(dx * dx + dy * dy); // Calculate distance to the player
        if (distance < hypnotizeRange) {
            if (!enemy.classList.contains('hypnotized')) {
                enemy.classList.add('hypnotized'); // Mark enemy as hypnotized
                enemy.style.backgroundColor = 'violet'; // Change color to indicate hypnotization
                
                // Call the function to handle hypnosis effects
                hypnotizeEnemy(enemy);
            }
        }
    });
}
 
function activateHologram() {
    const hologram = document.createElement('div');
    hologram.className = 'hologram'; // Use a hologram class for styling
    hologram.style.position = 'absolute';
    hologram.style.left = `${playerPositionX - 25}px`; // Position the hologram centered relative to player
    hologram.style.bottom = `${playerPositionY}px`; // Vertical alignment with player
    hologram.style.width = '50px'; // Fixed width for better visibility
    hologram.style.height = '50px'; // Fixed height for better visibility
    hologram.style.backgroundColor = 'rgba(0, 0, 255, 0.5)'; // Semi-transparent blue color
    hologram.style.borderRadius = '50%'; // Round shape
    hologram.style.zIndex = '100'; // Ensure the hologram is above other elements
    gameWorld.appendChild(hologram); // Add the hologram to the game world

    // Pulsate effect
    let scale = 5;
    const pulseSpeed = 0.05; // Adjust pulsate speed
    const maxScale = 1.2; // Maximum scale for pulsate
    const minScale = 1; // Minimum scale for pulsate
    
    const pulseInterval = setInterval(() => {
        scale += pulseSpeed * Math.sin(Date.now() / 500); // Use sine for smooth pulsating effect
        scale = Math.max(minScale, Math.min(scale, maxScale)); // Clamp scale
        hologram.style.transform = `scale(${scale})`;
    }, 100); // Make it appear smooth

    // Behavior to distract nearby enemies
    enemies.forEach(enemy => {
        const enemyX = parseInt(enemy.style.left) + (enemy.offsetWidth / 2);
        const enemyY = parseInt(enemy.style.bottom) + (enemy.offsetHeight / 2);
        const dx = playerPositionX - enemyX;
        const dy = playerPositionY - enemyY;
        const distance = Math.sqrt(dx * dx + dy * dy);

        if (distance < 100) { // If enemy is within distraction range
            // Smoothly move the enemy away from the hologram
            const moveAmount = 50; // The distance to move away
            const newLeft = enemyX + (dx > 0 ? moveAmount : -moveAmount); // Move away from hologram
            enemy.style.transition = 'left 0.5s'; // Smooth movement transition
            enemy.style.left = `${newLeft}px`;
        }
    });

    // Remove the hologram after 5 seconds
    setTimeout(() => {
        clearInterval(pulseInterval); // Stop the pulsating effect
        hologram.remove(); // Remove hologram from the game world
    }, 7500);
}
 
function animateBullet(bulletObj, speed, impactCallback = () => {}) {
    const bulletInterval = setInterval(() => {
        const bullet = bulletObj.element;
        const newLeft = parseInt(bullet.style.left) + (bulletObj.direction * speed);
        bullet.style.left = newLeft + 'px';

        if (newLeft > gameScrollPosition + gameContainer.offsetWidth || newLeft < 0) {
            bullet.remove();
            clearInterval(bulletInterval);
            return;
        }

        for (const target of [...obstacles, ...enemies]) {
            if (checkCollision(bullet, target)) {
                // Handle infected + shielded enemy
                if (target.classList.contains('infected') && target.classList.contains('shielded')) {
                    let shieldHitsLeft = parseInt(target.dataset.shieldHitsLeft) || 2;
                    shieldHitsLeft--;

                    if (shieldHitsLeft <= 0) {
                        // Shield broken
                        target.dataset.shieldHitsLeft = '0';
                        target.classList.remove('shielded');

                        let health = parseInt(target.dataset.health) || 1;
                        health--;

                        if (health <= 0) {
                            target.remove();
                            enemies = enemies.filter(e => e !== target);
                        } else {
                            target.dataset.health = health.toString();
                            target.style.opacity = '0.5';
                            setTimeout(() => {
                                if (target) target.style.opacity = '0.8';
                            }, 150);
                        }
                    } else {
                        // Shield still active, just decrement and flash
                        target.dataset.shieldHitsLeft = shieldHitsLeft.toString();
                        target.style.opacity = '0.5';
                        setTimeout(() => {
                            if (target) target.style.opacity = '0.8';
                        }, 150);
                    }

                    createBurst(newLeft, parseInt(bullet.style.bottom));
                    bullet.remove();
                    clearInterval(bulletInterval);
                    return;
                }

                // Hypno bullet effect (no instant death)
                if (bullet.classList.contains('hypno-bullet') && target.classList.contains('enemy') && !target.classList.contains('hypnotized')) {
                    target.classList.add('hypnotized');
                    target.style.backgroundColor = 'pink';
                    hypnotizeEnemy(target);

                    createBurst(newLeft, parseInt(bullet.style.bottom));
                    bullet.remove();
                    clearInterval(bulletInterval);
                    return;
                }

                // Fire bullet effect (fade and remove obstacle)
                if (bullet.classList.contains('fire-bullet') && target.classList.contains('obstacle')) {
                    target.style.transition = 'opacity 0.5s';
                    target.style.opacity = '0';
                    setTimeout(() => target.remove(), 500);
                    createBurst(newLeft, parseInt(bullet.style.bottom));
                    bullet.remove();
                    clearInterval(bulletInterval);
                    return;
                }

                // Ice bullet effect (freeze, no instant death)
                if (bullet.classList.contains('ice-bullet')) {
                    if (target.classList.contains('obstacle') || target.classList.contains('enemy')) {
                        target.classList.add('frozen');
                        target.style.backgroundColor = '#00f';
                        target.style.opacity = '0.5';
                        target.dataset.isFrozen = 'true';

                        setTimeout(() => {
                            if (target.dataset.isFrozen === 'true') {
                                target.classList.remove('frozen');
                                target.style.backgroundColor = '';
                                target.style.opacity = '1';
                                delete target.dataset.isFrozen;
                            }
                        }, 5000);

                        createBurst(newLeft, parseInt(bullet.style.bottom));
                        bullet.remove();
                        clearInterval(bulletInterval);
                        return;
                    }
                }

                // Normal enemies and obstacles: remove on hit
                if (target.classList.contains('enemy') || target.classList.contains('obstacle')) {
                    target.remove();
                    enemies = enemies.filter(e => e !== target);
                    createBurst(newLeft, parseInt(bullet.style.bottom));
                    bullet.remove();
                    clearInterval(bulletInterval);
                    return;
                }

                // Apply other impact effects, if any
                impactCallback(target);

                bullet.remove();
                clearInterval(bulletInterval);
                return;
            }
        }
    }, 1000 / 60);
}
 
function reduceLives() {
    if (player.style.border) {
        player.style.border = '';
        player.style.opacity = '1';
    } else {
        lives--;
        if (lives <= 0) {
            endGame(false); // Call endGame if lives are 0
        } else {
        }
    }
    updateDisplay();
}

function resetBoss() {
    if (boss) {
        if (level === 3) {
            bossHealth = 150; // Restore boss health to 150 for level 3
        } else {
            bossHealth = 100; // Restore boss health for other levels
        }
        updateBossHealth(); // Update the UI to reflect the new health value
    }
}
 
            function checkCollision(rect1, rect2) {
                const rect1Bounds = rect1.getBoundingClientRect();
                const rect2Bounds = rect2.getBoundingClientRect();
                return !(rect1Bounds.top > rect2Bounds.bottom || rect1Bounds.bottom < rect2Bounds.top ||
                        rect1Bounds.left > rect2Bounds.right || rect1Bounds.right < rect2Bounds.left);
            }
 
            function togglePause() {
                if (isPaused) {
                    gameInterval = setInterval(gameLoop, 1000 / 60);
                    isPaused = false;
                } else {
                    clearInterval(gameInterval);
                    isPaused = true;
                }
            }
 
            function clearAllElements() {
                [obstacles, enemies, bullets.map(b => b.element), powerUps, platforms, bossDoors, coins]
                    .forEach(arr => {
                        arr.forEach(el => el.remove());
                        arr.length = 0;
                    });
            }
 
function interact() {
    if (checkCollision(player, friend)) {
        activateFriendDialogue();
    }
    bossDoors.forEach(door => {
        if (checkCollision(player, door)) {
            if (score >= level * bossScoreThreshold) {
                openBossHallway();
            } else {
                openBossHallway();
            }
        }
    });
}
 
            function openBossHallway() {
                bossHallway.style.display = 'flex';
                clearAllElements();
                clearInterval(gameInterval);

                isInBossDoor = true;
            }
 
function startBossFight() {
    bossHallway.style.display = 'none';
    isInBossDoor = true; // enable movement restrictions again if desired
    triggerBossFight();
    gameInterval = setInterval(gameLoop, 1000 / 60); // Ensure the game loop is running for updates
}
 
function incrementLevel() {
    level++; // Increment level

    // Check if the level exceeds 3; if so, reset to 1
    if (level > 3) {
        level = 1; // Reset to Level 1
    }

    playerMaxSpeed = 5; // Reset speed back to normal
    localStorage.setItem('playerLevel', level); // Save updated level in local storage
    updateDisplay(); // Update the game display
    resetGame(); // Reset game state


}
 
            function switchLevelBackground() {
                const backgrounds = ['#333', '#1E90FF', '#228B22', '#a3a3a3','#7208c1'];
                gameContainer.style.backgroundColor = backgrounds[(level - 1) % backgrounds.length];
            }
 
            function continueGame() {
                levelIntro.style.display = 'none';
                gameInterval = setInterval(gameLoop, 1000 / 60);
            }

function spawnEndlessEntities() {
    if (!isPaused && !bossFightActive) {
        if (Math.random() < 0.003) spawnObstacle();
        
        // Spawn enemies based on the current level
        if (level === 1) {
            if (Math.random() < 0.005) spawnEnemy();
            if (Math.random() < 0.003) spawnFlyingEnemy();
            if (Math.random() < 0.002) spawnObstacle();
        } else if (level === 2) {
            if (Math.random() < 0.002) spawnObstacle();
            if (Math.random() < 0.003) spawnChargingEnemy(); // Charging enemy option for Level 2
            if (Math.random() < 0.001) spawnSniperEnemy(); // Sniper enemy option for Level 2
        } else if (level === 3) {
            if (Math.random() < 0.005) spawnEnemy();
            if (Math.random() < 0.003) spawnFlyingEnemy(); // Flying enemy option for Level 3
            if (Math.random() < 0.001) spawnReflectiveEnemy(); // Reflective enemy option for Level 3
        } else if (level === 4) {
            if (Math.random() < 0.001) spawnLaserEnemy(); // Charging enemy option for Level 2
            if (Math.random() < 0.002) spawnSplitterEnemy();
        } else if (level === 5) {
            if (Math.random() < 0.005) spawnEnemy();
            if (Math.random() < 0.003) spawnVirusDrone(); // Charging enemy option for Level 2
            if (Math.random() < 0.001) spawnSniperEnemy(); // Sniper enemy option for Level 2
        }

        if (Math.random() < 0.002 && !currentPowerUp) spawnPowerUp();
        if (Math.random() < 0.001) spawnPlatform();
        if (Math.random() < 0.003) spawnCoin();



        // Manage boss door spawning only if in Story Mode
        if (localStorage.getItem('gameMode') === 'endless') {
            if (bossDoors.length === 0 && score >= level * bossScoreThreshold && enemies.length === 0) {
                spawnBossDoor();
            }
        }
    }
}


 
function gameLoop() {
    if (!isPaused) {
        updatePlayerPosition();

        const gameMode = localStorage.getItem('gameMode');

        if (gameMode === 'endless') {
            spawnEndlessEntities();
            switchLevelBackground();
        } else if (gameMode === 'story') {
            spawnEntities();
        } else if (gameMode === 'sandbox') {
            // Sandbox mode: No auto spawning
            level = 1; // Optional: force level here
        }

        moveElements();

        handlePlayerEnemyCollision();

        updateShopScoreDisplay();

        checkScoreForLevelTransition();
        updateBoostDrainer();
        updateDisplay();
    }
}
 
function endGame(isWin = false) {
    clearInterval(gameInterval);
    
    if (!isWin) {
        // Reset boss health if the game is lost
        resetBoss();
    }
    

    // Display the game over screen with the final score
    gameOverScreen.style.display = 'flex';
    if (localStorage.getItem('gameMode') === 'story') {
        gameOverScreen.innerHTML = `
            <p>${isWin ? 'Congratulations! You won!' : 'Game Over!'}</p>
            <p>Your current score: ${score}</p>
            <button onclick="restartGame2()">Restart</button>
        `;
    } else if (localStorage.getItem('gameMode') === 'endless') {
        gameOverScreen.innerHTML = `
            <p>Endless Mode Over!</p>
            <p>Your score: ${score}</p>
            <button onclick="restartGame()">Restart</button>
        `;
    }
}
 
            function restartGame() {
                gameOverScreen.style.display = 'none';
                resetGame();
                startLevel();
            }

            function restartGame2() {
                gameOverScreen.style.display = 'none';
                resetGame();
                startLevel();
            }
 
            function triggerBossFight() {
                bossFightScreen.style.display = 'flex';
                setTimeout(() => {
                    bossFightScreen.style.display = 'none';
                    startBossLogic();
                }, 2000);
            }
 
            function startBossLogic() {
                bossFightActive = true;
                boss = createElement('boss', [], 600);
                boss.style.bottom = '100px';
                gameWorld.appendChild(boss);
                displayBossHealth();
 
                cycleBossAttacks(); // Start the attack pattern cycle
            }
 
 
 



// Helper function for delay(ms)
function sleep(ms) {
    return new Promise(resolve => setTimeout(resolve, ms));
}

// Example placeholder for displayMessage function
// You need to implement or adjust this to your UI


// New asynchronous cycleBossAttacks function


// Helper to sleep (wait) for milliseconds

// Display a message for specified seconds
async function displayMessageTimed(text, seconds) {
    displayMessage(text, seconds);
    await sleep(seconds * 1000);
}

// Displays all pre-attack messages in sequence, then calls and awaits attackFunc
async function preAttackWithMessage(messages, attackFunc) {
    for (const msg of messages) {
        await displayMessageTimed(msg.text, msg.durationSeconds);
    }
    await attackFunc();
}

async function cycleBossAttacks() {
    if (bossHealth <= 0) {
        if (!bossDefeatedMessageDisplayed) {
            bossDefeatedMessageDisplayed = true;
            await displayMessageTimed("Boss Defeated!", 5);
        }
        return;
    }

    if (!phaseStartTime) {
        phaseStartTime = Date.now();
        bossAttackPhase = 0;
    }

    bossAttacking = true;
    bossShielded = true;
    boss.classList.add('boss-shielded');

    const maxBossMoves = (level === 1) ? 4 : (level === 2) ? 4 : 6;

    switch (level) {
        case 1:
            switch (bossAttackPhase) {
                case 0: await bossEnemyBarrage(); break;
                case 1: await bossTargetSlam(); break;
                case 2: await bossNewPower(); break;
                case 3: await bossExplosionRain(); break;
            }
            break;

        case 2:
            switch (bossAttackPhase) {
                case 0: await bossPhaseTwoBarrage(); break;
                case 1: await bossPhaseTwoTargetSlam(); break;
                case 2: await bossPhaseTwoNewPower(); break;
                case 3: await bossPhaseTwoExplosionRain(); break;
            }
            break;

        case 3:
            if (bossAttackPhase === 0 && (Date.now() - phaseStartTime) < 13000) {
                await startPhaseThree();
                return;
            }
            switch (bossAttackPhase) {
                case 0: await bossPhaseThree(); break;
                case 1: await bossPhaseTwoExplosionRain2(); break;
                case 2: await bossPhaseTwoTargetSlam3(); break;
                case 3: await bossPhaseTwoNewPower2(); break;
                case 4: await bossPhaseTwoTargetSlam2(); break;
                case 5: await bossPhase5(); break;
            }
            break;

        case 4:
            if (bossAttackPhase === 0 && (Date.now() - phaseStartTime) < 13000) {
                await startPhaseFour();
                return;
            }
            switch (bossAttackPhase) {
                case 0:
                    await preAttackWithMessage(
                        [{ text: "Lets start with something simple!", durationSeconds: 4 }],
                        EnemyBarrage
                    );
                    break;
                case 1:
                    await preAttackWithMessage(
                        [{ text: "Incredible, a nice worthy foe.", durationSeconds: 3 }],
                        bossPhaseTwoTargetSlam3
                    );
                    break;
                case 2:
                    await preAttackWithMessage(
                        [{ text: "Well nobody has got this far before, your doing somehow great...", durationSeconds: 4 }],
                        bossPhase5
                    );
                    break;
                case 3:
                    await preAttackWithMessage(
                        [{ text: "How are you NOT DEAD YET?", durationSeconds: 3 }],
                        bossPhaseTwoExplosionRain2
                    );
                    break;
                case 4:
                    await preAttackWithMessage(
                        [{ text: "Your actully getting annoying now...", durationSeconds: 3 }],
                        bossPhaseThree
                    );
                    break;
                case 5:
                    await preAttackWithMessage(
                        [{ text: "Alright let me stop talking now its game on.", durationSeconds: 4 }],
                        slidingLaserPhase
                    );
                    break;
            }
            break;

        case 5:
            switch (bossAttackPhase) {
                case 0: await bossPhaseFiveAttackA(); break;
                case 1: await bossPhaseFiveAttackB(); break;
                case 2: await bossPhaseFiveAttackC(); break;
                case 3: await bossPhaseFiveAttackE(); break;
                case 4: await bossPhaseFiveAttackF(); break;
                case 5: await bossPhaseFiveAttackF(); break;
            }
            break;

        default:
            // You might want to handle unexpected level values here as well
            break;
    }

    // Increment phase for next attack
    bossAttackPhase = (bossAttackPhase + 1) % maxBossMoves;

    // Remove shield after 10s and notify player (fire-and-forget, no await needed)
    setTimeout(() => {
        bossShielded = false;
        boss.classList.remove('boss-shielded');
        displayMessage("Boss shield is OFF! Attack now!");
    }, 10000);
}



async function slidingLaserPhase() {
    displayMessage("Sliding laser phase! Jump over the lasers!", 3);
    await sleep(3000);

    const gameWorld = document.getElementById('game-world');
    const gameBounds = gameWorld.getBoundingClientRect();

    // Laser parameters
    const laserWidth = 150;
    const laserHeight = 20;
    const initialSpeed = 3;
    const maxBounces = 4;

    // Create laser elements
    function createLaserElement(y, direction) {
        const el = document.createElement('div');
        el.style.position = 'absolute';
        el.style.width = laserWidth + 'px';
        el.style.height = laserHeight + 'px';
        el.style.backgroundColor = 'red';
        el.style.bottom = y + 'px';
        el.style.left = (gameBounds.width / 2 - laserWidth / 2) + 'px'; // center horizontally
        el.style.borderRadius = '5px';
        el.style.zIndex = '100';
        gameWorld.appendChild(el);

        return {
            element: el,
            y: y,
            speed: initialSpeed,
            direction: direction,
            bounces: 0,
            destroyed: false,
            get left() {
                return this.element.offsetLeft;
            },
            set left(val) {
                this.element.style.left = val + 'px';
            },
            get right() {
                return this.left + laserWidth;
            },
            remove() {
                if (this.element.parentElement) {
                    this.element.parentElement.removeChild(this.element);
                }
                this.destroyed = true;
            }
        };
    }

    // Instantiate two lasers
    const lasers = [
        createLaserElement(gameBounds.height * 0.3, 1),
        createLaserElement(gameBounds.height * 0.5, -1)
    ];

    // Check collision between laser and player
    function laserCollidesWithPlayer(laser) {
        const laserRect = laser.element.getBoundingClientRect();
        const playerRect = player.getBoundingClientRect();

        return !(
            playerRect.right < laserRect.left ||
            playerRect.left > laserRect.right ||
            playerRect.bottom < laserRect.top ||
            playerRect.top > laserRect.bottom
        );
    }

    return new Promise(resolve => {
        function animate() {
            // If both destroyed, end phase
            if (lasers.every(l => l.destroyed)) {
                displayMessage("Sliding laser phase complete!", 3);
                setTimeout(() => {
                    resolve();
                    cycleBossAttacks();
                }, 3000);
                return;
            }

            lasers.forEach(laser => {
                if (laser.destroyed) return;

                let newLeft = laser.left + laser.speed * laser.direction;

                // Bounce left wall
                if (newLeft <= 0) {
                    newLeft = 0;
                    laser.direction *= -1;
                    laser.bounces++;
                    laser.speed *= 1.3; // speed up

                    if (laser.bounces >= maxBounces) {
                        laser.remove();
                        return;
                    }
                }

                // Bounce right wall
                if (newLeft + laserWidth >= gameBounds.width) {
                    newLeft = gameBounds.width - laserWidth;
                    laser.direction *= -1;
                    laser.bounces++;
                    laser.speed *= 1.3;

                    if (laser.bounces >= maxBounces) {
                        laser.remove();
                        return;
                    }
                }

                laser.left = newLeft;

                // Damage player if colliding
                if (laserCollidesWithPlayer(laser)) {
                    lives = Math.max(0, lives - 1);
                    displayMessage(`Ouch! Lives left: ${lives}`, 1);

                    // Optional knockback or player jump boost can be added here
                }
            });

            requestAnimationFrame(animate);
        }

        animate();
    });
}

function bossPhase5() {
    const blockWidth = 80;
    const blockHeight = 20;

    const lavaRiseSpeed = 4;           // pixels per tick
    const lavaRiseInterval = 100;      // ms
    const warningDuration = 1000;      // 1 second warning before lava rises
    const totalPhases = 3;
    const obstacleWidth = 30;   // Add this line
    const obstacleHeight = 30;  // Add this line
    const platformHeights = [100, 200, 300];
    const laserWarningDuration = 1000; // 1 second yellow warning before laser fires
    const laserPhaseDuration = 6000;   // total laser active time per phase (6 seconds)
    const laserBaseInterval = 1000;    // starting laser shoot interval

    const obstacles = [];
    const warningLines = [];
    const lasers = [];

    const gameWorld = document.getElementById('game-world');

    let currentPhase = 0;
    let lavaHeight = 0;
    let lavaInterval;
    let lastDamageTime = 0;

    // Save original jump settings
    let originalMaxJumps = maxJumps;
    let originalDoubleJumpEnabled = isDoubleJumpEnabled;

    let laserIntervalId = null;
    let laserTimeoutId = null;

    // Create or get lava element
    let lavaElement = gameWorld.querySelector('.lava');
    if (!lavaElement) {
        lavaElement = document.createElement('div');
        lavaElement.className = 'lava';
        Object.assign(lavaElement.style, {
            position: 'absolute',
            width: '100%',
            bottom: '0',
            backgroundColor: 'red',
            height: '0px',
            zIndex: '5',
            transition: 'height 0.1s linear',
        });
        gameWorld.appendChild(lavaElement);
    }

    // Clear existing platforms and obstacles
    function clearPlatformsAndObstacles() {
        obstacles.forEach(o => o.remove());
        obstacles.length = 0;

        const blocks = [...gameWorld.querySelectorAll('div')].filter(el =>
            el.style.backgroundColor === 'blue' &&
            el.offsetWidth === blockWidth &&
            el.offsetHeight === blockHeight
        );
        blocks.forEach(b => b.remove());
    }



    // Create a block platform
    function spawnBlock(x, y) {
        const block = document.createElement('div');
        Object.assign(block.style, {
            position: 'absolute',
            width: blockWidth + 'px',
            height: blockHeight + 'px',
            backgroundColor: 'blue',
            left: x + 'px',
            bottom: y + 'px',
            zIndex: '10',
        });
        gameWorld.appendChild(block);
        return block;
    }

    // Create obstacle near block to jump on
    function spawnObstacle(x, y) {
        const obstacle = document.createElement('div');
        obstacle.className = 'obstacle';
        Object.assign(obstacle.style, {
            position: 'absolute',
            width: obstacleWidth + 'px',
            height: obstacleHeight + 'px',
            backgroundColor: 'orange',
            left: x + 'px',
            bottom: y + 'px',
            zIndex: '10',
        });
        gameWorld.appendChild(obstacle);
        obstacles.push(obstacle);
        return obstacle;
    }

    function spawnPhasePlatforms(phase) {
        clearPlatformsAndObstacles();
        const yPos = platformHeights[phase];
        const xs = [100, 300, 500];

        xs.forEach(x => spawnBlock(x, yPos));
        xs.forEach(x => spawnObstacle(x + 70, yPos));
    }

    // Get player’s distance from bottom of gameWorld
    function getPlayerBottomOffset() {
        const playerRect = player.getBoundingClientRect();
        const worldRect = gameWorld.getBoundingClientRect();
        return worldRect.bottom - playerRect.bottom;
    }

    function setTripleJump() {
        maxJumps = 3;
        isDoubleJumpEnabled = true;
        jumpCount = 0;
    }

    function restoreJumpSettings() {
        maxJumps = originalMaxJumps;
        isDoubleJumpEnabled = originalDoubleJumpEnabled;
        jumpCount = 0;
    }

    function startLavaPhase() {
        displayMessage("Lava is rising soon! Prepare yourself!");
        setTimeout(() => {
            lavaHeight = 0;
            lavaElement.style.height = '0px';
            setTripleJump();
            lavaInterval = setInterval(riseLava, lavaRiseInterval);
        }, warningDuration);
    }

    // Lava rising step
    function riseLava() {
        const maxLavaHeight = platformHeights[currentPhase];

        if (lavaHeight < maxLavaHeight) {
            lavaHeight += lavaRiseSpeed;
            if (lavaHeight > maxLavaHeight) lavaHeight = maxLavaHeight;
            lavaElement.style.height = lavaHeight + 'px';

            const playerBottomPx = parseFloat(player.style.bottom) || 0;
            const playerVelocityDown = playerVelocityY <= 0;

// Remove or comment out this block inside riseLava:
if (playerBottomPx < lavaHeight && playerVelocityDown) {
    playerPositionY = lavaHeight;
    playerVelocityY = 0;
    isJumping = false;
    jumpCount = 0;
    player.style.bottom = playerPositionY + 'px';
}

            const now = Date.now();
            if (checkCollision(player, lavaElement)) {
                const playerBottom = getPlayerBottomOffset();
                if (playerBottom < lavaHeight && (now - lastDamageTime) > 1000) {
                    reduceLives();
                    lastDamageTime = now;
                }
            }
        } else {
            clearInterval(lavaInterval);
            startLaserPhase();
        }
    }

    // Create a warning line (yellow) above a block
    function createWarningLine(block) {
        const warning = document.createElement('div');
        warning.style.position = 'absolute';
        warning.style.width = blockWidth + 'px';
        warning.style.height = '5px';
        warning.style.backgroundColor = 'yellow';
        warning.style.left = block.style.left;
        warning.style.bottom = (parseInt(block.style.bottom) + blockHeight) + 'px';
        warning.style.zIndex = '20';
        gameWorld.appendChild(warning);
        warningLines.push(warning);
        return warning;
    }

    // Create a laser beam (red) that shoots upwards from a block
    function createLaser(block) {
        const laser = document.createElement('div');
        laser.style.position = 'absolute';
        laser.style.width = '50px';
        laser.style.height = '200px'; // laser beam height
        laser.style.backgroundColor = 'red';
        laser.style.left = (parseInt(block.style.left) + blockWidth / 2 - 3) + 'px'; // centered on block
        laser.style.bottom = (parseInt(block.style.bottom) + blockHeight) + 'px';
        laser.style.zIndex = '15';
        gameWorld.appendChild(laser);
        lasers.push(laser);

        // Remove laser after 0.5s
        setTimeout(() => {
            laser.remove();
            lasers.splice(lasers.indexOf(laser), 1);
        }, 500);
        return laser;
    }

    // Remove warning lines
    function clearWarningLines() {
        warningLines.forEach(w => w.remove());
        warningLines.length = 0;
    }

    // Remove all active lasers
    function clearLasers() {
        lasers.forEach(l => l.remove());
        lasers.length = 0;
    }

    // Laser phase variables
    let laserPhaseTimer = 0;
    let currentLaserInterval = laserBaseInterval;

    // Laser damage cooldown for player (similar to lava damage)
    let laserLastDamageTime = 0;

    // Laser Phase logic:
    // Every currentLaserInterval ms: choose a random block platform and:
    // - Draw a yellow warning line 1 second before laser fires
    // - After 1s, fire laser & damage player if in laser zone (once per laser)
    function laserTick() {
        if (laserPhaseTimer >= laserPhaseDuration) {
            // Laser phase ended
            clearInterval(laserIntervalId);
            clearWarningLines();
            clearLasers();
            lavaInterval = setInterval(lowerLava, lavaRiseInterval);
            return;
        }

        laserPhaseTimer += currentLaserInterval;

        // Get all current blocks (platforms player can jump on)
        const blocks = [...gameWorld.querySelectorAll('div')].filter(el =>
            el.style.backgroundColor === 'blue' &&
            el.offsetWidth === blockWidth &&
            el.offsetHeight === blockHeight
        );
        if (blocks.length === 0) return;

        // Pick a random block different from last one if possible
        let chosenBlock = blocks[Math.floor(Math.random() * blocks.length)];

        // WARNING LINE
        const warning = createWarningLine(chosenBlock);

        // After 1s fire laser & damage
        setTimeout(() => {
            warning.remove();
            warningLines.splice(warningLines.indexOf(warning), 1);

            const laser = createLaser(chosenBlock);

            // Check if player is in laser zone vertically and horizontally approx.
            const now = Date.now();
            const playerLeftPx = parseFloat(player.style.left) || 0;
            const playerRightPx = playerLeftPx + player.offsetWidth;

            const blockLeft = parseInt(chosenBlock.style.left);
            const blockRight = blockLeft + blockWidth;

            const laserTop = parseInt(laser.style.bottom) + parseInt(laser.style.height);
            const playerBottom = parseFloat(player.style.bottom) || 0;
            const playerTop = playerBottom + player.offsetHeight;

            // Check horizontal overlap
            const horizontalOverlap = playerRightPx > blockLeft && playerLeftPx < blockRight;
            // Check vertical overlap with laser beam
            const verticalOverlap = playerBottom < laserTop && playerTop > parseInt(laser.style.bottom);

            if (horizontalOverlap && verticalOverlap && (now - laserLastDamageTime) > 1000) {
                reduceLives();
                laserLastDamageTime = now;
            }
        }, laserWarningDuration);
    }

    // Lower lava smoothly after laser phase ends
    function lowerLava() {
        if (lavaHeight > 0) {
            lavaHeight -= lavaRiseSpeed;
            if (lavaHeight < 0) lavaHeight = 0;
            lavaElement.style.height = lavaHeight + 'px';

            // Adjust player standing on lava during lowering
            const playerBottomPx = parseFloat(player.style.bottom) || 0;
            const playerVelocityDown = playerVelocityY <= 0;
            if (playerBottomPx < lavaHeight && playerVelocityDown) {
                playerPositionY = lavaHeight;
                playerVelocityY = 0;
                isJumping = false;
                jumpCount = 0;
                player.style.bottom = playerPositionY + 'px';
            }
        } else {
            clearInterval(lavaInterval);
            // Next phase
            currentPhase++;
            if (currentPhase < totalPhases) {
                currentLaserInterval = Math.max(laserBaseInterval - currentPhase * 150, 400); // speeds up laser shooting each phase
                laserPhaseTimer = 0;
                spawnPhasePlatforms(currentPhase);
                startLavaPhase();
            } else {
                displayMessage("Lava and laser phases complete! Prepare for next boss attack.");
                setTimeout(() => {
                    clearPlatformsAndObstacles();
                    lavaElement.style.height = '0px';
                    restoreJumpSettings();
                    cycleBossAttacks();
                }, 2000);
            }
        }
    }

    // Start lava rising phases as before
    currentPhase = 0;
    spawnPhasePlatforms(currentPhase);
    displayMessage("Prepare! Lava will start rising soon!");

    setTimeout(() => {
        startLavaPhase();
    }, 1500);

    // Overwrite startLavaPhase so that after lava rises fully, laser phase starts
    function startLavaPhase() {
        displayMessage("Lava is rising soon! Prepare yourself!");
        setTimeout(() => {
            lavaHeight = 0;
            lavaElement.style.height = '0px';
            setTripleJump();
            lavaInterval = setInterval(riseLava, lavaRiseInterval);
        }, warningDuration);
    }

    // Modify riseLava to start laser phase after rising fully
    function riseLava() {
        const maxLavaHeight = platformHeights[currentPhase];

        if (lavaHeight < maxLavaHeight) {
            lavaHeight += lavaRiseSpeed;
            if (lavaHeight > maxLavaHeight) lavaHeight = maxLavaHeight;
            lavaElement.style.height = lavaHeight + 'px';

            const playerBottomPx = parseFloat(player.style.bottom) || 0;
            const playerVelocityDown = playerVelocityY <= 0;

            if (playerBottomPx < lavaHeight && playerVelocityDown) {
                playerPositionY = lavaHeight;
                playerVelocityY = 0;
                isJumping = false;
                jumpCount = 0;
                player.style.bottom = playerPositionY + 'px';
            }

const now = Date.now();
if (checkCollision(player, lavaElement)) {
    const playerBottom = getPlayerBottomOffset();
    console.log(`Collision! playerBottom=${playerBottom}, lavaHeight=${lavaHeight}`);
    if (playerBottom < lavaHeight && (now - lastDamageTime) > 1000) {
        console.log("Reducing lives from lava collision");
        reduceLives();
        lastDamageTime = now;
    }
}
        } else {
            clearInterval(lavaInterval);
            displayMessage("Warning! Lasers incoming!");
            startLaserPhase();
        }
    }

    // Laser phase start
    function startLaserPhase() {
        laserPhaseTimer = 0;
        laserLastDamageTime = 0;
        laserIntervalId = setInterval(laserTick, currentLaserInterval);

        // Laser phase ends after fixed duration
        laserTimeoutId = setTimeout(() => {
            clearInterval(laserIntervalId);
            clearWarningLines();
            clearLasers();
            displayMessage("Lava retreating... Prepare for next rise!");
            lavaInterval = setInterval(lowerLava, lavaRiseInterval);
        }, laserPhaseDuration);
    }
}

function checkCollisionWithPlatformsAndObstacles() {
    const playerLeft = playerPositionX;
    let playerBottom = playerPositionY;
    const playerWidth = player.offsetWidth;
    const playerHeight = player.offsetHeight;

    let onPlatform = false;

    // Check platforms
    const blocks = [...gameWorld.querySelectorAll('div')].filter(el =>
        el.style.backgroundColor === 'blue' &&
        el.offsetWidth === 80 &&
        el.offsetHeight === 20
    );

    for (const block of blocks) {
        const blockLeft = parseInt(block.style.left);
        const blockBottom = parseInt(block.style.bottom);
        const blockRight = blockLeft + block.offsetWidth;
        const blockTop = blockBottom + block.offsetHeight;

        const horizontalOverlap = playerLeft + playerWidth > blockLeft && playerLeft < blockRight;
        const nextPlayerBottom = playerBottom + playerVelocityY;

        if (
            horizontalOverlap &&
            playerBottom >= blockTop &&
            nextPlayerBottom <= blockTop &&
            playerVelocityY <= 0
        ) {
            playerPositionY = blockTop;
            playerVelocityY = 0;
            isJumping = false;
            jumpCount = 0;
            onPlatform = true;
            break;
        } else if (
            horizontalOverlap &&
            playerBottom >= blockTop - 1 &&
            playerBottom <= blockTop + 1 &&
            playerVelocityY === 0
        ) {
            playerPositionY = blockTop;
            isJumping = false;
            jumpCount = 0;
            onPlatform = true;
            break;
        }
    }

    // Check obstacles with same logic
    for (const obstacle of obstacles) {
        const obLeft = parseInt(obstacle.style.left);
        const obBottom = parseInt(obstacle.style.bottom);
        const obRight = obLeft + obstacle.offsetWidth;
        const obTop = obBottom + obstacle.offsetHeight;

        const horizontalOverlap = playerLeft + playerWidth > obLeft && playerLeft < obRight;
        const nextPlayerBottom = playerBottom + playerVelocityY;

        if (
            horizontalOverlap &&
            playerBottom >= obTop &&
            nextPlayerBottom <= obTop &&
            playerVelocityY <= 0
        ) {
            playerPositionY = obTop;
            playerVelocityY = 0;
            isJumping = false;
            jumpCount = 0;
            onPlatform = true;
            break;
        } else if (
            horizontalOverlap &&
            playerBottom >= obTop - 1 &&
            playerBottom <= obTop + 1 &&
            playerVelocityY === 0
        ) {
            playerPositionY = obTop;
            isJumping = false;
            jumpCount = 0;
            onPlatform = true;
            break;
        }
    }

    return onPlatform;
}

function bossPhaseTwoTargetSlam2() {
    const warningLineHeight = 5; // Height of the warning line
    const rodWidth = 80; // Width of the laser rod
    const rodHeight = 300; // Height of the rod
    const rodColor = 'red'; // Color of the rod
    const laserSpawnTime = 500; // Time between spawn of lasers
    const totalWarnings = 12; // Total number of laser warnings
    let warningCount = 0; // Counter for warnings
    const warningPositions = []; // Store positions for warnings

    function spawnWarningLine() {
        // Create a warning line
        const warningLine = document.createElement('div');
        warningLine.classList.add('warning-line');
        warningLine.style.width = '80px'; // Width of the warning line
        warningLine.style.height = `${warningLineHeight}px`;
        warningLine.style.backgroundColor = 'yellow'; // Set color
        warningLine.style.position = 'absolute';
        const warningLinePosition = Math.random() * (gameContainer.offsetWidth - 80); // Random horizontal position
        warningLine.style.left = `${warningLinePosition}px`; // Set position
        warningLine.style.bottom = '50px'; // Slightly above player position
        gameWorld.appendChild(warningLine);

        // Wait for 0.5 seconds, then spawn the laser rod above
        setTimeout(() => {
            // Create a rod above the warning line
            const rod = document.createElement('div');
            rod.classList.add('rod'); // Add a class for styling
            rod.style.width = `${rodWidth}px`;
            rod.style.height = `${rodHeight}px`;
            rod.style.backgroundColor = rodColor;
            rod.style.position = 'absolute';
            rod.style.left = `${warningLinePosition + 25}px`; // Center the rod above the warning line
            rod.style.bottom = '0px'; // Start at ground level

            gameWorld.appendChild(rod); // Add rod to the game world

            // Damage player if they are still there
            if (checkCollision(player, rod)) {
                reduceLives(); // Damage the player
            }

            // Remove the rod after a brief duration
            setTimeout(() => {
                rod.remove(); // Clean up after the rod
            }, 200); // Keep the rod visible for 200 ms

            // Remove the warning line
            warningLine.remove();
        }, 500); // Spawn the rod after 500 milliseconds
    }

    // Spawn warning lines and lasers at intervals
    const spawnWarningsInterval = setInterval(() => {
        if (warningCount >= totalWarnings) {
            clearInterval(spawnWarningsInterval); // Stop after total warnings
            cycleBossAttacks(); // Proceed to the next boss cycle
            return; // Exit the function
        }

        spawnWarningLine(); // Spawn a warning line
        warningCount++; // Increase warning count
    }, laserSpawnTime); // Spawn a warning every 500 ms
}

function bossPhaseTwoNewPower2() {
    const laserCount = 3;               // Number of lasers per burst
    const laserRadius = 80;             // Distance lasers start from boss center (for initial pos)
    const laserWidth = 20;
    const laserHeight = 20;
    const laserColor = 'red';
    const healColor = 'green';
    const healChance = 0.2;
    const maxBursts = 8;
    const laserInterval = 2000;         // Time between bursts

    let burstCount = 0;

    const bounceLimit = 1; // Number of bounces before laser is destroyed

    // Assume these globals (define globally)
    // const boss = document.getElementById('boss');
    // const player = document.getElementById('player');
    // const gameWorld = document.getElementById('gameWorld');

    // Get game world boundaries once
    const worldRect = gameWorld.getBoundingClientRect();

    function createLasers() {
        const bossRect = boss.getBoundingClientRect();

        for (let i = 0; i < laserCount; i++) {
            const angle = (i * 2 * Math.PI) / laserCount; // spread lasers evenly around circle

            // Create laser element
            const laser = document.createElement('div');
            laser.classList.add('laser');
            laser.style.position = 'absolute';
            laser.style.width = `${laserWidth}px`;
            laser.style.height = `${laserHeight}px`;
            laser.style.backgroundColor = laserColor;
            laser.style.borderRadius = '2px';

            // Initial position roughly at boss position + offset by radius along angle
            // Calculate relative to gameWorld top-left (absolute positioning)
            const startX = bossRect.left + bossRect.width/2 + Math.cos(angle)*laserRadius - laserWidth/2;
            const startY = bossRect.top + bossRect.height/2 + Math.sin(angle)*laserRadius - laserHeight/2;

            laser.style.left = `${startX}px`;
            laser.style.top = `${startY}px`;

            gameWorld.appendChild(laser);

            // Velocity vector (pixels per frame)
            // Let's say speed = 4px per frame (~60fps, adjust as needed)
            const speed = 4;
            let vx = Math.cos(angle)*speed;
            let vy = Math.sin(angle)*speed;

            let bounces = 0;

            // Use requestAnimationFrame for smooth animation
            function animate() {
                if (!laser.parentElement) return; // Laser removed/destroyed

                // Current position
                let x = parseFloat(laser.style.left);
                let y = parseFloat(laser.style.top);

                // Move laser
                x += vx;
                y += vy;

                // Check boundaries (bounce off gameWorld edges)
                if (x <= 0) { 
                    x = 0;
                    vx = -vx;
                    bounces++;
                }
                if (y <= 0) { 
                    y = 0;
                    vy = -vy;
                    bounces++;
                }
                if (x + laserWidth >= worldRect.width) {
                    x = worldRect.width - laserWidth;
                    vx = -vx;
                    bounces++;
                }
                if (y + laserHeight >= worldRect.height) {
                    y = worldRect.height - laserHeight;
                    vy = -vy;
                    bounces++;
                }

                laser.style.left = `${x}px`;
                laser.style.top = `${y}px`;

                // Collision with player
                // Here you can improve detection, currently simple AABB
                const playerRect = player.getBoundingClientRect();
                const laserRect = laser.getBoundingClientRect();

                if (!(playerRect.right < laserRect.left ||
                    playerRect.left > laserRect.right ||
                    playerRect.bottom < laserRect.top ||
                    playerRect.top > laserRect.bottom)) {

                    // On collision, heal or damage once:
                    if (Math.random() < healChance) {
                        gainExtraLife && gainExtraLife();
                    } else {
                        reduceLives();
                    }

                    // Remove laser immediately on hit
                    laser.remove();
                    return;
                }

                // Remove laser after 2 bounces
                if (bounces > bounceLimit) {
                    laser.remove();
                    return;
                }

                requestAnimationFrame(animate);
            }

            requestAnimationFrame(animate);
        }
    }

    // Interval that runs burstCount times, then stops
    const laserBurstInterval = setInterval(() => {
        if (burstCount >= maxBursts) {
            clearInterval(laserBurstInterval);
            cycleBossAttacks && cycleBossAttacks();
            return;
        }

        createLasers();
        burstCount++;
    }, laserInterval);
}



// Call function to test
// bossPhaseTwoNewPower2();


function startPhaseThree() {
    if (phaseThreeStarted) return; // Prevent running it multiple times
    phaseThreeStarted = true; // Set flag to true once started

    initializeBossHealth(); // Sets the boss health based on the current level

    const messages = [
        "Player: Oh god what is this",
        "Boss: All the moves and powers i had...",
        "Boss: But this time your not going to get pass this.",
        "Boss: This is your final game",
        "Player: alright lets take a bet on that!",
    ];

    let phase3MessageIndex = 0; // Track which message is currently displayed

    function displayMessages() {
        if (phase3MessageIndex < messages.length) {
            displayMessage(messages[phase3MessageIndex]);
            phase3MessageIndex++;
            setTimeout(displayMessages, 3000); // Display the next message after 3 seconds
        } else {
            // Once messages are done, start the boss attack cycle
            cycleBossAttacks(); // Start boss attacks
        }
    }

    displayMessages(); // Start displaying messages
}



// Wait until boss exists, then change color
function changeBossColorBlue() {
  if (!boss) {
    console.warn("Boss element not ready!");
    return;
  }
  boss.style.backgroundColor = 'blue';
}

function changeBossColorBlue2() {
  if (!boss) {
    console.warn("Boss element not ready!");
    return;
  }
  boss.style.backgroundColor = 'yellow';
}

// Call it when appropriate, no await needed
function startPhaseFour() {
    console.log("startPhaseFour called");

    if (typeof phaseThreeStarted === "undefined") {
        console.error("phaseThreeStarted is not defined!");
    }
    if (phaseThreeStarted) {
        console.log("Phase 3 already started.");
        return;
    }
    phaseThreeStarted = true;
    console.log("Starting Phase Four logic.");

    if (typeof initializeBossHealth !== "function") {
        console.error("initializeBossHealth is not defined!");
    }
    initializeBossHealth();

    // Set up level-specific behaviors
    let messages;
    let preMessageFunction = function() {};
    let endMessageFunction = function() {};

    console.log("Level:", level);

    if (level === 4) {
        messages = [
            "Boss: Well well well...",
            "Boss: THIS? is what my brother was talking about!",
            "Boss: You look so weak haha..",
            "Boss: Well i should introduce myself",
            "Boss: Im the strongest cube ever!",
            "Player: Well he just told me that already so a big flex ig...",
            "Boss: Intersting... you seem somewhat smart.",
            "Player: Well knowing this is the last boss fight i will end you!...",
            "Boss: Alright lets get started then!",
        ];
        preMessageFunction = changeBossColorBlue;
        endMessageFunction = cycleBossAttacks;
    } else if (level === 5) {
        messages = [
            "System: Welcome to your final test.",
            "Player: What do you mean?",
            "System: To unlock life you must win..",
            "Player: Alright lets do it!",
        ];
        preMessageFunction = changeBossColorBlue2;
        endMessageFunction = cycleBossAttacks;
    } else {
        messages = [
            "Boss: Well well well...",
            "Boss: THIS? is what my brother was talking about!",
            "Boss: You look so weak haha..",
            "Boss: Well i should introduce myself",
            "Boss: Im the strongest cube ever!",
            "Player: Well he just told me that already so a big flex ig...",
            "Boss: Intersting... you seem somewhat smart.",
            "Player: Well knowing this is the last boss fight i will end you!...",
            "Boss: Alright lets get started then!",
        ];
        preMessageFunction = changeBossColorBlue;
        endMessageFunction = cycleBossAttacks;
    }
    if (typeof preMessageFunction !== "function") {
        console.error("preMessageFunction is not a function!");
    }
    preMessageFunction();

    let phase3MessageIndex = 0;

    function displayMessages() {
        if (phase3MessageIndex < messages.length) {
            if (typeof displayMessage !== "function") {
                console.error("displayMessage is not defined!");
            }
            displayMessage(messages[phase3MessageIndex]);
            phase3MessageIndex++;
            setTimeout(displayMessages, 3000);
        } else {
            if (typeof endMessageFunction !== "function") {
                console.error("endMessageFunction is not a function!");
            }
            cycleBossAttacks();
        }
    }

    displayMessages();
}



function startPhaseFive() {
    if (phaseThreeStarted) return;
    phaseThreeStarted = true;

    initializeBossHealth();
    changeBossColorBlue2();

    const messages = [
        "System: Welcome to your final test.",
        "Player: What do you mean?",
        "System: To unlock life you must win..",
        "Player: Alright lets do it!",
    ];

    let phase3MessageIndex = 0;

    function displayMessages() {
        if (phase3MessageIndex < messages.length) {
            console.log("Displaying message:", messages[phase3MessageIndex]);
            displayMessage(messages[phase3MessageIndex]);
            phase3MessageIndex++;
            setTimeout(displayMessages, 3000);
        } else {
            console.log("Messages done. Starting boss attacks...");
            cycleBossAttacks();
        }
    }

    displayMessages();
}


function bossPhaseTwoTargetSlam() {
  const maxSlams = 4;
  const groundLevel = 0;
  const hoverHeight = 100;
  const slamDurationDown = 400;    // Faster slam down
  const slamHoldDuration = 1200;   // Hold slam a bit shorter
  const slamDurationUp = 600;      // Faster slam up
  const slamCooldown = 700;        // Faster cooldown between slams

  // Reduce lives should be defined globally / externally
  // This function just calls it
  function reduceLives() {
    if (lives > 0) {
      lives--;
      console.log("Player hit by boss slam! Lives Remaining:", lives);
      // Trigger additional feedback if needed
    }
  }

  function createBurst(x, y) {
    // Your burst effect implementation here
    console.log(`Burst at (${x}, ${y})`);
  }

  // Animate CSS bottom property with transition and Promise-based resolution
  function animateBottomPosition(targetBottom, duration) {
    return new Promise((resolve) => {
      let resolved = false;

      function onTransitionEnd(e) {
        if (e.propertyName === 'bottom' && !resolved) {
          resolved = true;
          boss.removeEventListener('transitionend', onTransitionEnd);
          resolve();
        }
      }

      boss.addEventListener('transitionend', onTransitionEnd);
      boss.style.transition = `bottom ${duration}ms ease-in-out`;
      boss.style.bottom = `${targetBottom}px`;

      // Safety fallback if transitionend does not fire
      setTimeout(() => {
        if (!resolved) {
          resolved = true;
          boss.removeEventListener('transitionend', onTransitionEnd);
          resolve();
        }
      }, duration + 50);
    });
  }

  // Get bounding rects for player, boss, and boss parent
  function getRects() {
    return {
      playerRect: player.getBoundingClientRect(),
      bossRect: boss.getBoundingClientRect(),
      parentRect: boss.parentElement.getBoundingClientRect()
    };
  }

  // Axis-aligned bounding box collision detection
  function isCollision(rect1, rect2) {
    return !(
      rect1.right < rect2.left ||
      rect1.left > rect2.right ||
      rect1.bottom < rect2.top ||
      rect1.top > rect2.bottom
    );
  }

  // Monitor collision during slam hold, damage max once per second
  function monitorCollisionDuringSlam(duration) {
    return new Promise((resolve) => {
      const hitCooldown = 1000; // ms between allowed hits
      let lastHitTimestamp = 0;
      const startTime = performance.now();

      function check(time) {
        if (time - startTime >= duration) {
          resolve();
          return;
        }

        const { playerRect, bossRect } = getRects();

        if (isCollision(playerRect, bossRect)) {
          if (time - lastHitTimestamp > hitCooldown && lives > 0) {
            reduceLives();
            lastHitTimestamp = time;
            shakeScreen(); // Assuming you defined shakeScreen globally
          }
        }

        if (lives <= 0) {
          resolve(); // Stop if no lives left
          return;
        }

        requestAnimationFrame(check);
      }

      requestAnimationFrame(check);
    });
  }

  async function performSlam() {
    let slamCount = 0;

    while (slamCount < maxSlams) {
      // Position boss instantly above player horizontally
      const { playerRect, parentRect } = getRects();
      const playerCenterX = playerRect.left - parentRect.left + playerRect.width / 2;

      boss.style.transition = 'none';
      boss.style.left = `${playerCenterX - boss.offsetWidth / 2}px`;
      boss.style.bottom = `${hoverHeight}px`;

      // Wait for next frame so changes apply
      await new Promise(resolve => requestAnimationFrame(resolve));

      // Shorter hover pause for snappier feel
      await new Promise(resolve => setTimeout(resolve, 300));

      shakeScreen();

      // Slam down
      await animateBottomPosition(groundLevel, slamDurationDown);

      createBurst(playerCenterX, groundLevel);

      // Hold slam while monitoring collision damage
      await monitorCollisionDuringSlam(slamHoldDuration);

      // Slam back up
      await animateBottomPosition(hoverHeight, slamDurationUp);

      slamCount++;

      // Cooldown before next slam
      await new Promise(resolve => setTimeout(resolve, slamCooldown));
    }

    console.log("Slam attack finished");

    if (typeof resetBossPosition === 'function') {
      resetBossPosition();
    }

    if (typeof cycleBossAttacks === 'function') {
      setTimeout(cycleBossAttacks, 5000); // Faster cycle after slam attack
    }
  }

  performSlam();
}

function bossPhaseTwoTargetSlam3() {
    let slamCount = 0;
    const maxSlams = 6;
    const groundLevel = 0;   
    const hoverHeight = 100; 
    const slamDurationDown = 200;
    const slamHoldDuration = 1000;
    const slamDurationUp = 700;
    const slamCooldown = 450;
    let slamActive = false;

    // assuming boss and player are defined globally or in the outer scope
    // e.g. const boss = document.getElementById('boss');
    // const player = document.getElementById('player');

    function sleep(ms) {
        return new Promise(resolve => setTimeout(resolve, ms));
    }

    function monitorCollisionDuringSlam(duration) {
        const startTime = Date.now();
        let lastHitTime = 0;   // added to throttle reduceLives

        return new Promise((resolve) => {
            const interval = setInterval(() => {
                const now = Date.now();
                if (now - startTime >= duration) {
                    clearInterval(interval);
                    resolve();
                    return;
                }

                if (checkCollision(player, boss)) {
                    // Only reduce lives if at least 1000ms (1 second) passed since last hit
                    if (now - lastHitTime >= 1000) {
                        reduceLives();
                        console.log("Player hit by the boss slam! Lives Remaining: " + lives);
                        lastHitTime = now;
                    }
                }
            }, 50);
        });
    }

    function animateBottomPosition(targetBottom, duration) {
        return new Promise(resolve => {
            function onTransitionEnd(event) {
                if (event.propertyName === 'bottom') {
                    boss.removeEventListener('transitionend', onTransitionEnd);
                    resolve();
                }
            }
            boss.addEventListener('transitionend', onTransitionEnd);
            void boss.offsetWidth;
            boss.style.transition = `bottom ${duration}ms ease-in-out`;
            boss.style.bottom = `${targetBottom}px`;
        });
    }

    async function performSlam() {
        while (slamCount < maxSlams) {
            slamActive = true;

            const playerRect = player.getBoundingClientRect();
            const parentRect = boss.parentElement.getBoundingClientRect();

            const playerX = playerRect.left - parentRect.left + playerRect.width / 2;

            boss.style.transition = 'none';
            boss.style.left = `${playerX - boss.offsetWidth / 2}px`;
            boss.style.bottom = `${hoverHeight}px`;

            await sleep(250);

            shakeScreen();

            await animateBottomPosition(groundLevel, slamDurationDown);

            createBurst(playerX, groundLevel);

            await monitorCollisionDuringSlam(slamHoldDuration);

            await animateBottomPosition(hoverHeight, slamDurationUp);

            slamCount++;
            slamActive = false;

            await sleep(slamCooldown);
        }

        console.log('Slam attack finished');
        resetBossPosition();
        setTimeout(cycleBossAttacks, 10000);
    }

    performSlam();
}

function bossTargetSlam() {
    let slamCount = 0;
    const maxSlams = 4;
    const groundLevel = 0;   
    const hoverHeight = 100; 
    const slamDurationDown = 500;   
    const slamHoldDuration = 1500;  
    const slamDurationUp = 700;     
    const slamCooldown = 1000;      

    // Track if a slam is currently active
    let slamActive = false;

    // Promise-based sleep
    function sleep(ms) {
        return new Promise(resolve => setTimeout(resolve, ms));
    }

    // Collision check: AABB rectangle intersection
    function checkCollision(elem1, elem2) {
        const r1 = elem1.getBoundingClientRect();
        const r2 = elem2.getBoundingClientRect();
        return !(
            r1.right < r2.left ||
            r1.left > r2.right ||
            r1.bottom < r2.top ||
            r1.top > r2.bottom
        );
    }

    // Placeholder for player's lives remaining, define accordingly
    let lives = 3;

    // Reduces player's lives safely
reduceLives();

    // Shake screen effect placeholder — implement your own or remove

shakeScreen();

    // Create burst effect placeholder — implement as needed
    function createBurst(x, y) {
        console.log(`Burst at (${x}, ${y})`);
    }

    // Animate bottom position with transition and Promise
    function animateBottomPosition(targetBottom, duration) {
        return new Promise(resolve => {
            function onTransitionEnd(event) {
                if (event.propertyName === 'bottom') {
                    boss.removeEventListener('transitionend', onTransitionEnd);
                    resolve();
                }
            }
            boss.addEventListener('transitionend', onTransitionEnd);

            // Force reflow to apply transition properly
            void boss.offsetWidth;

            boss.style.transition = `bottom ${duration}ms ease-in-out`;
            boss.style.bottom = `${targetBottom}px`;
        });
    }

    // Monitor collision during slamHoldDuration, but only reduce lives once per second max
    async function monitorCollisionDuringSlam(duration) {
        return new Promise((resolve) => {
            let lastHitTime = 0;

            const interval = setInterval(() => {
                const now = Date.now();

                if (now - lastHitTime >= 1000 && checkCollision(player, boss)) {
                    reduceLives();
                    lastHitTime = now;
                }

                if (now >= startTime + duration) {
                    clearInterval(interval);
                    resolve();
                }
            }, 50);

            const startTime = Date.now();
        });
    }

    async function performSlam() {
        while (slamCount < maxSlams) {
            slamActive = true;

            // Calculate player and boss parent positions to align boss over player horizontally
            const playerRect = player.getBoundingClientRect();
            const parentRect = boss.parentElement.getBoundingClientRect();

            // Player center X inside boss parent container
            const playerX = playerRect.left - parentRect.left + playerRect.width / 2;

            // Position boss instantly above player at hover height
            boss.style.transition = 'none';
            boss.style.left = `${playerX - boss.offsetWidth / 2}px`;
            boss.style.bottom = `${hoverHeight}px`;

            await sleep(500); // hover delay

            shakeScreen();

            // Slam down
            await animateBottomPosition(groundLevel, slamDurationDown);

            createBurst(playerX, groundLevel);

            // Check collision during slam hold, max once per 1000ms
            await monitorCollisionDuringSlam(slamHoldDuration);

            // Slam back up
            await animateBottomPosition(hoverHeight, slamDurationUp);

            slamCount++;
            slamActive = false;

            await sleep(slamCooldown);
        }

        console.log("Slam attack finished");
        if (typeof resetBossPosition === 'function') {
            resetBossPosition();
        }
        if (typeof cycleBossAttacks === 'function') {
            setTimeout(cycleBossAttacks, 10000);
        }
    }

    performSlam();
}







function bossPhaseTwoNewPower() {
    let bossSlideCount = 0; // Count how many times the boss has slid side to side
    const bossMaxSlides = 5; // Maximum number of slides
    let direction = 1; // 1 for right, -1 for left
    let canDamagePlayer = true; // Flag to control damage timing
    
    // Set the boss to ground level and an initial position
    boss.style.bottom = '0px'; // Set boss to ground level
    boss.style.left = '50px'; // Starting position; adjust as needed

    // Get the width of the game world for boundary checks
    const gameWorldWidth = gameWorld.offsetWidth;

    // Interval to move the boss
    const slideInterval = setInterval(() => {
        // Move the boss
        const currentLeft = parseInt(boss.style.left);
        const nextLeft = currentLeft + (4 * direction); // Move by 4 pixels

        // Check for wall collision
        if (nextLeft < 0 || nextLeft + boss.offsetWidth > gameWorldWidth) {
            direction *= -1; // Reverse direction upon hitting the wall
            bossSlideCount++; // Increment the slide count
            
            // Bounce back the boss a little to ensure it doesn't stay stuck
            boss.style.left = (currentLeft + (4 * direction)) + 'px'; // Adjust position slightly after collision
        } else {
            boss.style.left = nextLeft + 'px'; // Move the boss
        }

        // Check collision with the player
        if (checkCollision(boss, player)) {
            // Reduce lives every second when colliding
            if (canDamagePlayer) {
                reduceLives(); // Damage the player if they collide with the boss
                canDamagePlayer = false; // Prevent further damage until the cooldown
                setTimeout(() => {
                    canDamagePlayer = true; // Reset after 1 second
                }, 1000);
            }
        }

        // Stop sliding after the specified number of slides and trigger the next boss cycle
        if (bossSlideCount >= bossMaxSlides) {
            clearInterval(slideInterval); // Stop the sliding movement
            resetBossPosition();
            cycleBossAttacks(); // Call this function to start the next boss cycle
        }
    }, 3); // Faster interval for rapid movement
}


function bossPhaseTwoExplosionRain2() {
    const blockWidth = 30; // Width of the falling blocks
    const blockHeight = 10; // Height of the falling blocks
    const blockSpeed = 5; // Speed of block movement (pixels per frame)
    const blocks = []; // Array to hold active blocks
    const spawnInterval = 500; // Time between block spawns (in milliseconds)
    const duration = 15000; // Total duration of the attack (in milliseconds)
    const leftRightDuration = 5500; // Move blocks left/right for 3 seconds
    const upDownDuration = duration - leftRightDuration; // Then move blocks up/down for 7 seconds

    // Keep track of current phase
    let phase = 'leftRight'; // 'leftRight' or 'upDown'
    let phaseStartTime = performance.now();

    // Function to spawn a block for the left/right phase
    function spawnBlockLeftRight() {
        const block = document.createElement('div');
        block.classList.add('explosive-block');
        block.style.width = `${blockWidth}px`;
        block.style.height = `${blockHeight}px`;
        block.style.position = 'absolute';
        block.style.backgroundColor = 'red';

        // Spawn from left or right side randomly
        const fromLeft = Math.random() < 0.5;
        block.dataset.fromLeft = fromLeft; // Store direction in dataset

        // Set initial horizontal position (off screen)
        block.style.left = fromLeft ? `${-blockWidth}px` : `${window.innerWidth}px`;
        // Random vertical position on screen
        block.style.bottom = `${Math.random() * (window.innerHeight - blockHeight)}px`;
        document.body.appendChild(block);

        blocks.push(block);
    }

    // Function to spawn a block for the up/down phase
    function spawnBlockUpDown() {
        const block = document.createElement('div');
        block.classList.add('explosive-block');
        block.style.width = `${blockWidth}px`;
        block.style.height = `${blockHeight}px`;
        block.style.position = 'absolute';
        block.style.backgroundColor = 'red';

        // Spawn from bottom or top randomly
        const fromBottom = Math.random() < 0.5;
        block.dataset.fromBottom = fromBottom;

        // Random horizontal position on the screen
        block.style.left = `${Math.random() * (window.innerWidth - blockWidth)}px`;
        // Initial vertical position (off screen)
        block.style.bottom = fromBottom ? `${-blockHeight}px` : `${window.innerHeight}px`;
        document.body.appendChild(block);

        blocks.push(block);
    }

    // Function to update/move the blocks based on current phase
    function updateBlocks() {
        for (let i = blocks.length - 1; i >= 0; i--) {
            const block = blocks[i];
            if (!document.body.contains(block)) { 
                // Remove any blocks that were removed from DOM
                blocks.splice(i, 1);
                continue;
            }

            if (phase === 'leftRight') {
                // Move horizontally toward center of screen
                let currentLeft = parseFloat(block.style.left);
                const moveDir = block.dataset.fromLeft === 'true' ? 1 : -1; // left->right is +1, right->left is -1
                const newLeft = currentLeft + (blockSpeed * moveDir);
                block.style.left = `${newLeft}px`;

                // If block moved completely off screen past opposite side, remove it
                if (moveDir === 1 && newLeft > window.innerWidth) {
                    block.remove();
                    blocks.splice(i, 1);
                    continue;
                }
                if (moveDir === -1 && newLeft < -blockWidth) {
                    block.remove();
                    blocks.splice(i, 1);
                    continue;
                }
            } else if (phase === 'upDown') {
                // Move blocks vertically up or down
                let currentBottom = parseFloat(block.style.bottom);
                const moveDir = block.dataset.fromBottom === 'true' ? 1 : -1; // bottom->top = +1, top->bottom = -1
                const newBottom = currentBottom + (blockSpeed * moveDir);
                block.style.bottom = `${newBottom}px`;

                // Remove if off screen vertically
                if (moveDir === 1 && newBottom > window.innerHeight) {
                    block.remove();
                    blocks.splice(i, 1);
                    continue;
                }
                if (moveDir === -1 && newBottom < -blockHeight) {
                    block.remove();
                    blocks.splice(i, 1);
                    continue;
                }
            }

            // Check collision with player (assuming player is accessible globally)
            if (checkCollision(player, block)) {
                reduceLives();
                block.remove();
                blocks.splice(i, 1);
            }
        }
    }

    // Interval to spawn blocks depending on the phase
    let spawnBlocksInterval = setInterval(() => {
        if (phase === 'leftRight') {
            spawnBlockLeftRight();
        } else if (phase === 'upDown') {
            spawnBlockUpDown();
        }
    }, spawnInterval);

    // Animation frame loop to move blocks
    function animationLoop() {
        const now = performance.now();

        // Switch phase after respective time
        if (phase === 'leftRight' && now - phaseStartTime >= leftRightDuration) {
            phase = 'upDown';
            phaseStartTime = now;

            // Remove all existing blocks from leftRight phase immediately
            blocks.forEach(block => block.remove());
            blocks.length = 0;
        } else if (phase === 'upDown' && now - phaseStartTime >= upDownDuration) {
            // End attack and clean up
            clearInterval(spawnBlocksInterval);
            blocks.forEach(block => block.remove());
            blocks.length = 0;
            cycleBossAttacks();
            return; // Stop the animation loop
        }

        updateBlocks();
        requestAnimationFrame(animationLoop);
    }

    requestAnimationFrame(animationLoop);
}



function spawnBoostDrainer() {
    if (boostDrainer) return;

    const spawnX = gameScrollPosition + gameContainer.offsetWidth + 50;
    const spawnY = Math.random() * 200 + 50;

    boostDrainer = document.createElement('div');
    boostDrainer.classList.add('boost-drainer');
    boostDrainer.style.left = spawnX + 'px';
    boostDrainer.style.bottom = spawnY + 'px';
    gameWorld.appendChild(boostDrainer);

    // Create chain element
    boostDrainerChain = document.createElement('div');
    boostDrainerChain.classList.add('boost-drainer-chain');
    gameWorld.appendChild(boostDrainerChain);

    boostDrainerHP = 3;
    boostDrainerState = "moving"; // Start moving state
}

// Call this inside your main game loop or movement update function
function updateBoostDrainer() {
    if (!boostDrainer) return;

    const playerX = playerPositionX;
    let enemyX = parseInt(boostDrainer.style.left);

    switch (boostDrainerState) {
        case 'moving':
            const targetX = playerX + boostDrainerAttackXOffset;

            if (enemyX > targetX) {
                enemyX -= boostDrainerSpeed;
                boostDrainer.style.left = enemyX + 'px';
            } else {
                // Reached attack position, start attack cycle
                boostDrainerState = 'green';
                boostDrainer.style.backgroundColor = 'green'; // Visual green state
                boostDrainer.classList.remove('yellow', 'red');

                boostDrainerAttackTimeout = setTimeout(() => {
                    boostDrainerState = 'yellow';
                    boostDrainer.style.backgroundColor = 'yellow';
                    boostDrainer.classList.add('yellow');
                    
                    boostDrainerAttackTimeout = setTimeout(() => {
                        boostDrainerState = 'red';
                        boostDrainer.style.backgroundColor = 'red';
                        boostDrainer.classList.remove('yellow');
                        boostDrainer.classList.add('red');

                        fireBoostDrainerLaser(3); // Repeat laser fire 3 times
                    }, 1000);
                }, 1000);
            }
            break;
        // other states can be no movement
        default:
            break;
    }

    // Update the chain line only when moving or in states where player and drainer exist
    if (boostDrainerChain) {
        updateChainLine(boostDrainer, boostDrainerChain, player);
    }
}

function fireBoostDrainerLaser(timesLeft) {
    if (!boostDrainer || timesLeft <= 0) {
        removeBoostDrainer();
        return;
    }

    boostDrainerState = 'firing';

    // Create laser div or reuse existing laser if you want smooth transition
    if (boostDrainerLaser) {
        boostDrainerLaser.remove();
        boostDrainerLaser = null;
    }

    boostDrainerLaser = document.createElement('div');
    boostDrainerLaser.classList.add('boost-laser');

    const left = parseInt(boostDrainer.style.left) + boostDrainer.offsetWidth / 2 - 2; 
    boostDrainerLaser.style.left = left + 'px';
    boostDrainerLaser.style.bottom = '0px';
    
    // Laser height can be fixed or adjusted dynamically
    boostDrainerLaser.style.height = '120px';

    gameWorld.appendChild(boostDrainerLaser);

    // Laser stays visible for 0.75s, then disappear, and wait 0.5s before next fire
    setTimeout(() => {
        if(boostDrainerLaser) {
            boostDrainerLaser.remove();
            boostDrainerLaser = null;
        }
        boostDrainerState = 'red'; // Can reset state or handle as needed
        
        setTimeout(() => {
            fireBoostDrainerLaser(timesLeft -1);
        }, 500);
    }, 750);
}

// Update the dotted chain line between two elements
function updateChainLine(fromEl, lineEl, toEl) {
    if (!fromEl || !lineEl || !toEl) return;

    // Get bounding rectangles
    const fromRect = fromEl.getBoundingClientRect();
    const toRect = toEl.getBoundingClientRect();
    const containerRect = gameWorld.getBoundingClientRect();

    // Calculate center point within gameWorld coordinates
    // relative to gameWorld's top-left corner BUT we position absolute with bottom coordinate,
    // so invert Y relative to container
    function centerX(rect) {
        return rect.left - containerRect.left + rect.width / 2;
    }
    function centerYBottom(rect) {
        // bottom coordinate = container height - (rect.top - container top + half height)
        return gameContainer.offsetHeight - (rect.top - containerRect.top + rect.height / 2);
    }

    const x1 = centerX(fromRect);
    const y1 = centerYBottom(fromRect);
    const x2 = centerX(toRect);
    const y2 = centerYBottom(toRect);

    const dx = x2 - x1;
    const dy = y2 - y1;

    const length = Math.sqrt(dx * dx + dy * dy);
    const angle = Math.atan2(dy, dx) * 180 / Math.PI;

    // Adjust the dotted line style here for better positioning
    lineEl.style.width = length + 'px';
    lineEl.style.left = x1 + 'px';
    lineEl.style.bottom = y1 + 'px';
    lineEl.style.transformOrigin = 'left center';
    lineEl.style.transform = `rotate(${angle}deg)`;
}

// Handle when bullet hits the boost drainer
function handleBoostDrainerHit(bulletObj, bulletIndex) {
    if (!boostDrainer) return false;
    if (!checkCollision(bulletObj.element, boostDrainer)) return false;

    // Remove bullet
    bulletObj.element.remove();
    bullets.splice(bulletIndex, 1);

    // Reduce HP
    boostDrainerHP--;
    // Flash
    boostDrainer.style.opacity = '0.5';
    setTimeout(() => {
        if (boostDrainer) boostDrainer.style.opacity = '1';
    }, 150);

    // If dead, remove
    if (boostDrainerHP <= 0) {
        removeBoostDrainer();
    }

    return true; // bullet handled
}

// Remove drainer and chain line cleanup
function removeBoostDrainer() {
    if (boostDrainer) {
        boostDrainer.remove();
        boostDrainer = null;
    }
    if (boostDrainerChain) {
        boostDrainerChain.remove();
        boostDrainerChain = null;
    }
    if (boostDrainerLaser) {
        boostDrainerLaser.remove();
        boostDrainerLaser = null;
    }
    if (boostDrainerAttackTimeout) {
        clearTimeout(boostDrainerAttackTimeout);
        boostDrainerAttackTimeout = null;
    }
    boostDrainerHP = 0;
    boostDrainerState = "dead";
}

function checkBoostDrainerLaserCollision() {
    if (!boostDrainerLaser) return;

    if (checkCollision(player, boostDrainerLaser)) {
        // Hit by laser — destroy enemy & reduce lives
        removeBoostDrainer();
        reduceLives();
    }
}


function bossPhaseTwoExplosionRain() {
    const blockWidth = 30; // Width of the falling blocks
    const blockHeight = 10; // Height of the falling blocks
    const blockSpeed = 5; // Speed of block movement
    const blocks = []; // Array to hold active blocks
    const spawnInterval = 500; // Time between block spawns (in milliseconds)
    const duration = 10000; // Duration of the attack (in milliseconds)

    // Function to create and spawn blocks
    function spawnBlock() {
        const block = document.createElement('div');
        block.classList.add('explosive-block'); // Add a class for styling
        block.style.width = `${blockWidth}px`;
        block.style.height = `${blockHeight}px`;
        block.style.position = 'absolute';
        block.style.backgroundColor = 'red';

        // Determine random left or right spawn position (off screen)
        const side = Math.random() < 0.5 ? -blockWidth : window.innerWidth; 
        block.style.left = side < 0 ? `${side}px` : `${side - blockWidth}px`;
        block.style.bottom = `${Math.random() * window.innerHeight}px`; // Random vertical position
        document.body.appendChild(block);

        // Move block across the screen
        const moveInterval = setInterval(() => {
            const currentLeft = parseInt(block.style.left);
            block.style.left = `${currentLeft + (side < 0 ? blockSpeed : -blockSpeed)}px`; // Move toward center

            // Check if the block is out of bounds
            if (currentLeft < -blockWidth || currentLeft > window.innerWidth) {
                clearInterval(moveInterval); // Stop moving if out of bounds
                block.remove(); // Remove block from DOM
            }

            // Check collision with player
            if (checkCollision(player, block)) {
                reduceLives(); // Reduce player's lives
                block.remove(); // Remove block on collision
                clearInterval(moveInterval); // Stop moving
            }
        }, 1000 / 60); // Move at 60 FPS
        blocks.push(block); // Add the block to the list of active blocks
    }

    // Start spawning blocks
    const spawnBlocksInterval = setInterval(spawnBlock, spawnInterval);

    // Stop spawning after the specified duration and clean up
    setTimeout(() => {
        clearInterval(spawnBlocksInterval);
        blocks.forEach(block => block.remove()); // Remove remaining blocks
        cycleBossAttacks(); // Move to next boss attack cycle
    }, duration);
}

function eded() {
  // === Config ===
  const CONFIG = {
    blockWidth: 80,
    blockHeight: 20,
    obstacleWidth: 40,
    obstacleHeight: 20,
    lavaRiseSpeed: 1,          // pixels per tick
    lavaRiseInterval: 100,     // ms
    phaseLavaHeight: 100,      // lava height per phase
    totalPhases: 3,
    damageCooldown: 1000       // ms cooldown between damage ticks
  };

  // === State ===
  let currentPhase = 0;
  let lavaHeight = 0;
  let lavaIntervalId = null;
  let lastDamageTime = 0;

  // Spawned elements tracking (for cleanup)
  const blocks = [];
  const obstacles = [];

  // Assumes global DOM references:
  // - gameWorld: container element for gameplay (should be position: relative or absolute)
  // - player: player character element
  // - reduceLives(): function that reduces player lives
  // - cycleBossAttacks(): function that triggers after phase completes

  // === Helper: checkCollision ===
  // Simple AABB collision between two elements using getBoundingClientRect

  // === Helper: getPlayerBottomOffset ===
  // Distance in pixels from player's bottom edge to bottom of the game world container.
  function getPlayerBottomOffset() {
    const playerRect = player.getBoundingClientRect();
    const worldRect = gameWorld.getBoundingClientRect();
    return worldRect.bottom - playerRect.bottom; // positive means above bottom
  }

  // === Spawn functions ===
  function createBlock(x) {
    const block = document.createElement('div');
    block.className = 'block';
    Object.assign(block.style, {
      position: 'absolute',
      width: CONFIG.blockWidth + 'px',
      height: CONFIG.blockHeight + 'px',
      backgroundColor: 'blue',
      left: x + 'px',
      bottom: '0',
      zIndex: '10',
    });
    gameWorld.appendChild(block);
    blocks.push(block);
    return block;
  }

  function createObstacle(x) {
    const obstacle = document.createElement('div');
    obstacle.className = 'obstacle';
    Object.assign(obstacle.style, {
      position: 'absolute',
      width: CONFIG.obstacleWidth + 'px',
      height: CONFIG.obstacleHeight + 'px',
      backgroundColor: 'orange',
      left: x + 'px',
      bottom: '0',
      zIndex: '10',
    });
    gameWorld.appendChild(obstacle);
    obstacles.push(obstacle);
    return obstacle;
  }

  // === Spawning initial fixed blocks ===
  function spawnInitialBlocks() {
    [100, 300, 500].forEach(xPos => createBlock(xPos));
  }

  // === Spawning obstacles per phase ===
  function spawnPhaseObstacles() {
    // Could vary per phase dynamically, for now fixed positions
    [150, 350, 550].forEach(xPos => createObstacle(xPos));
  }

  // === Cleanup elements ===
  function cleanupElements() {
    blocks.forEach(b => b.remove());
    obstacles.forEach(o => o.remove());
    blocks.length = 0;
    obstacles.length = 0;

    // Remove lava if any
    const existingLava = gameWorld.querySelector('.lava');
    if (existingLava) existingLava.remove();
  }

  // === Create lava element ===
  function createLava() {
    const lava = document.createElement('div');
    lava.className = 'lava';
    Object.assign(lava.style, {
      position: 'absolute',
      width: '100%',
      height: '0',
      bottom: '0',
      backgroundColor: 'red',
      zIndex: '5',
      transition: 'height 0.1s linear', // smooth growth per interval
    });
    gameWorld.appendChild(lava);
    return lava;
  }

  // === Damage player if touching lava with cooldown ===
  function tryDamagePlayer() {
    const now = Date.now();
    if (now - lastDamageTime < CONFIG.damageCooldown) return; // cooldown active

    if (checkCollision(player, lavaElement)) {
      const playerBottomDist = getPlayerBottomOffset();
      if (playerBottomDist < lavaHeight) {
        reduceLives();
        lastDamageTime = now;
      }
    }
  }

  // === Lava rise tick ===
  function onLavaRise() {
    lavaHeight += CONFIG.lavaRiseSpeed;
    lavaElement.style.height = lavaHeight + 'px';

    tryDamagePlayer();

    // Check if current phase lava fully raised
    if (lavaHeight >= (currentPhase + 1) * CONFIG.phaseLavaHeight) {
      clearInterval(lavaIntervalId);
      lavaIntervalId = null;
      currentPhase++;

      if (currentPhase < CONFIG.totalPhases) {
        // Spawn obstacles for next phase
        spawnPhaseObstacles();

        // Reset lava after short delay for player repositioning
        setTimeout(() => {
          lavaHeight = 0;
          lavaElement.style.height = '0px';
          lavaIntervalId = setInterval(onLavaRise, CONFIG.lavaRiseInterval);
        }, 1000);

      } else {
        // Final phase complete, proceed to next boss phase or attacks
        cycleBossAttacks();
      }
    }
  }

  // === Start phase 5 ===
  function startPhase() {
    cleanupElements();

    // Spawn blocks and initial obstacles
    spawnInitialBlocks();
    spawnPhaseObstacles();

    // Create lava element fresh
    lavaElement = createLava();

    // Reset state
    lavaHeight = 0;
    currentPhase = 0;
    lastDamageTime = 0;

    // Start lava rising loop
    lavaIntervalId = setInterval(onLavaRise, CONFIG.lavaRiseInterval);
  }

  // Launch phase 5
  let lavaElement; // define lavaElement here to be accessible in nested functions
  startPhase();
}


function bossPhaseTwoTargetSlam() {
    let slamCount = 0;
    const maxSlams = 4;
    const groundLevel = 0;   
    const hoverHeight = 100; 
    const slamDurationDown = 500;   
    const slamHoldDuration = 1500;  
    const slamDurationUp = 700;     
    const slamCooldown = 1000;      

    // Track if a slam is currently active
    let slamActive = false;

    // Promise-based sleep
    function sleep(ms) {
        return new Promise(resolve => setTimeout(resolve, ms));
    }

    // Collision check: AABB rectangle intersection
    function checkCollision(elem1, elem2) {
        const r1 = elem1.getBoundingClientRect();
        const r2 = elem2.getBoundingClientRect();
        return !(
            r1.right < r2.left ||
            r1.left > r2.right ||
            r1.bottom < r2.top ||
            r1.top > r2.bottom
        );
    }

    // Placeholder for player's lives remaining, define accordingly
    let lives = 3;

    // Reduces player's lives safely
    function reduceLives() {
        if (lives > 0) {
            lives--;
            console.log("Player hit by boss slam! Lives Remaining:", lives);
        }
    }

    // Shake screen effect placeholder — implement your own or remove
    function shakeScreen() {
        // Example simple console log
        console.log("Screen shakes!");
    }

    // Create burst effect placeholder — implement as needed
    function createBurst(x, y) {
        console.log(`Burst at (${x}, ${y})`);
    }

    // Animate bottom position with transition and Promise
    function animateBottomPosition(targetBottom, duration) {
        return new Promise(resolve => {
            function onTransitionEnd(event) {
                if (event.propertyName === 'bottom') {
                    boss.removeEventListener('transitionend', onTransitionEnd);
                    resolve();
                }
            }
            boss.addEventListener('transitionend', onTransitionEnd);

            // Force reflow to apply transition properly
            void boss.offsetWidth;

            boss.style.transition = `bottom ${duration}ms ease-in-out`;
            boss.style.bottom = `${targetBottom}px`;
        });
    }

    // Monitor collision during slamHoldDuration, but only reduce lives once per second max
    async function monitorCollisionDuringSlam(duration) {
        return new Promise((resolve) => {
            let lastHitTime = 0;

            const interval = setInterval(() => {
                const now = Date.now();

                if (now - lastHitTime >= 1000 && checkCollision(player, boss)) {
                    reduceLives();
                    lastHitTime = now;
                }

                if (now >= startTime + duration) {
                    clearInterval(interval);
                    resolve();
                }
            }, 50);

            const startTime = Date.now();
        });
    }

    async function performSlam() {
        while (slamCount < maxSlams) {
            slamActive = true;

            // Calculate player and boss parent positions to align boss over player horizontally
            const playerRect = player.getBoundingClientRect();
            const parentRect = boss.parentElement.getBoundingClientRect();

            // Player center X inside boss parent container
            const playerX = playerRect.left - parentRect.left + playerRect.width / 2;

            // Position boss instantly above player at hover height
            boss.style.transition = 'none';
            boss.style.left = `${playerX - boss.offsetWidth / 2}px`;
            boss.style.bottom = `${hoverHeight}px`;

            await sleep(500); // hover delay

            shakeScreen();

            // Slam down
            await animateBottomPosition(groundLevel, slamDurationDown);

            createBurst(playerX, groundLevel);

            // Check collision during slam hold, max once per 1000ms
            await monitorCollisionDuringSlam(slamHoldDuration);

            // Slam back up
            await animateBottomPosition(hoverHeight, slamDurationUp);

            slamCount++;
            slamActive = false;

            await sleep(slamCooldown);
        }

        console.log("Slam attack finished");
        if (typeof resetBossPosition === 'function') {
            resetBossPosition();
        }
        if (typeof cycleBossAttacks === 'function') {
            setTimeout(cycleBossAttacks, 10000);
        }
    }

    performSlam();
}

// Function to shake the screen
function shakeScreen() {
    let shakeEffect = document.createElement('div');
    shakeEffect.style.position = "fixed";
    shakeEffect.style.top = "0";
    shakeEffect.style.left = "0";
    shakeEffect.style.width = "100%";
    shakeEffect.style.height = "100%";
    shakeEffect.style.backgroundColor = "rgba(255, 0, 0, 0.5)"; // Flashing effect
    shakeEffect.style.transition = 'transform 0.1s';
    document.body.appendChild(shakeEffect);

    // Shake effect
    const shakeTimes = 15; // Number of shakes
    const shakeDistance = 40; // Distance to shake
    const shakeInterval = 50; // Time between shakes

    for(let i = 0; i < shakeTimes; i++) {
        setTimeout(() => {
            shakeEffect.style.transform = (i % 2 === 0) ? `translateX(-${shakeDistance}px)` : `translateX(${shakeDistance}px)`;
        }, i * shakeInterval);
    }

    // Reset the screen after shaking
    setTimeout(() => {
        shakeEffect.style.transform = 'translateX(0)';
    }, shakeTimes * shakeInterval);

    setTimeout(() => {
        shakeEffect.remove(); // Clean up the shake effect
    }, shakeTimes * shakeInterval + 100); // Ensure it removes after the reset
}

// Function to reset the boss position to the center of the screen
function resetBossPosition() {
    boss.style.left = (gameContainer.offsetWidth / 2 - boss.offsetWidth / 2) + 'px'; // Center the boss
    boss.style.bottom = "100px"; // Reset position
}
 
 


function bossPhaseTwoBarrage() {
    boss.style.animation = "boss-shake 1s infinite alternate"; // Boss shakes

    let spawnCount = 0;
    let spawnInterval = setInterval(() => {
        if (spawnCount >= 15) { // Stops after 10 spawns
            clearInterval(spawnInterval);
            boss.style.animation = ""; // Stop shaking
            setTimeout(cycleBossAttacks, 3000); // Cooldown before next attack
            return;
        }

        let enemy = createElement('enemy', enemies, Math.random() * gameContainer.offsetWidth);
        enemy.style.bottom = "400px"; // Start from top

        let fallSpeed = 12;
        let fallInterval = setInterval(() => {
            enemy.style.bottom = (parseInt(enemy.style.bottom) - fallSpeed) + "px";

            if (parseInt(enemy.style.bottom) <= 0) {
                enemy.style.bottom = "0px"; // Stop at ground level
                clearInterval(fallInterval);
            }

            // Check for collision with player
            if (checkCollision(player, enemy)) {
                reduceLives();
                enemy.remove();
                clearInterval(fallInterval);
            }
        }, 50);

        spawnCount++;
    }, 500); // Spawn every half second
}
 
function bossEnemyBarrage() {
    boss.style.animation = "boss-shake 1s infinite alternate"; // Boss shakes

    let spawnCount = 0;
    let spawnInterval = setInterval(() => {
        if (spawnCount >= 10) { // Stops after 10 spawns
            clearInterval(spawnInterval);
            boss.style.animation = ""; // Stop shaking
            setTimeout(cycleBossAttacks, 3000); // Cooldown before next attack
            return;
        }

        let enemy = createElement('enemy', enemies, Math.random() * gameContainer.offsetWidth);
        enemy.style.bottom = "400px"; // Start from top

        let fallSpeed = 8;
        let fallInterval = setInterval(() => {
            enemy.style.bottom = (parseInt(enemy.style.bottom) - fallSpeed) + "px";

            if (parseInt(enemy.style.bottom) <= 0) {
                enemy.style.bottom = "0px"; // Stop at ground level
                clearInterval(fallInterval);
            }

            // Check for collision with player
            if (checkCollision(player, enemy)) {
                reduceLives();
                enemy.remove();
                clearInterval(fallInterval);
            }
        }, 50);

        spawnCount++;
    }, 500); // Spawn every half second
}
 
 
 
function bossPhaseTwoTargetSlam() {
  const maxSlams = 4;
  const groundLevel = 0;
  const hoverHeight = 100;
  const slamDurationDown = 400;    // Faster slam down
  const slamHoldDuration = 1200;   // Hold slam a bit shorter
  const slamDurationUp = 600;      // Faster slam up
  const slamCooldown = 700;        // Faster cooldown between slams

  // Track if slam is active to avoid overlapping slams
  let slamCount = 0;

  // Player lives placeholder (should come from your global game state)
  // Consider passing lives as param or referencing global store instead

  function reduceLives() {
    if (lives > 0) {
      lives--;
      console.log("Player hit by boss slam! Lives Remaining:", lives);
      // TODO: Trigger player hit animation / feedback here
    }
  }


  // Use Promises to handle CSS transitions cleanly
  function animateBottomPosition(targetBottom, duration) {
    return new Promise((resolve) => {
      let resolved = false;
      
      function onTransitionEnd(e) {
        if (e.propertyName === 'bottom' && !resolved) {
          resolved = true;
          boss.removeEventListener('transitionend', onTransitionEnd);
          resolve();
        }
      }
      
      boss.addEventListener('transitionend', onTransitionEnd);

      // Apply CSS transition
      boss.style.transition = `bottom ${duration}ms ease-in-out`;
      boss.style.bottom = `${targetBottom}px`;

      // Safety fallback in case transitionend doesn't fire:
      setTimeout(() => {
        if (!resolved) {
          resolved = true;
          boss.removeEventListener('transitionend', onTransitionEnd);
          resolve();
        }
      }, duration + 50);
    });
  }

  // Helper to get player and boss rectangles
  function getRects() {
    return {
      playerRect: player.getBoundingClientRect(),
      bossRect: boss.getBoundingClientRect(),
      parentRect: boss.parentElement.getBoundingClientRect()
    };
  }

  // Check AABB collision between two DOMRect objects
  function isCollision(rect1, rect2) {
    return !(
      rect1.right < rect2.left ||
      rect1.left > rect2.right ||
      rect1.bottom < rect2.top ||
      rect1.top > rect2.bottom
    );
  }

  // Smoothly monitor collision during hold using requestAnimationFrame for fast, real-time checks
 function monitorCollisionDuringSlam(duration) {
  return new Promise((resolve) => {
    const hitCooldown = 1000; // ms between allowed hits
    let lastHitTimestamp = 0;
    const startTime = performance.now();

    function check(time) {
      if (time - startTime >= duration) {
        resolve();
        return;
      }

      const { playerRect, bossRect } = getRects();

      if (isCollision(playerRect, bossRect)) {
        if (time - lastHitTimestamp > hitCooldown && lives > 0) {
          reduceLives();
          lastHitTimestamp = time;
          shakeScreen();
        }
      }

      if (lives <= 0) {
        resolve(); // Stop checking if player dead or no lives left
        return;
      }

      requestAnimationFrame(check);
    }

    requestAnimationFrame(check);
  });
}

  async function performSlam() {
    slamCount = 0;

    while (slamCount < maxSlams) {
      // Position boss above player horizontally, instantly (no transition)
      const { playerRect, parentRect } = getRects();
      const playerCenterX = playerRect.left - parentRect.left + playerRect.width / 2;
      boss.style.transition = 'none';  // Remove transition for instant move
      boss.style.left = `${playerCenterX - boss.offsetWidth / 2}px`;
      boss.style.bottom = `${hoverHeight}px`;

      // Let rendering catch up (a frame or short delay)
      await new Promise(resolve => requestAnimationFrame(resolve));

      await new Promise(resolve => setTimeout(resolve, 300)); // small hover pause, quicker than before

      shakeScreen();

      // Slam down animation
      await animateBottomPosition(groundLevel, slamDurationDown);

      createBurst(playerCenterX, groundLevel);

      // Hold slammed position while checking collision multiple times a second, respond quick but not too spammy
      await monitorCollisionDuringSlam(slamHoldDuration);

      // Slam back up
      await animateBottomPosition(hoverHeight, slamDurationUp);

      slamCount++;

      // Cooldown between slams
      await new Promise(resolve => setTimeout(resolve, slamCooldown));
    }

    console.log("Slam attack finished");

    // Reset boss position or continue attack cycles
    if (typeof resetBossPosition === 'function') {
      resetBossPosition();
    }
    if (typeof cycleBossAttacks === 'function') {
      // Reduced delay to chain attacks faster
      setTimeout(cycleBossAttacks, 5000);
    }
  }

  performSlam();
}
 
function bossExplosionRain() {
    boss.style.animation = "boss-shake 1s infinite alternate";

    let dropCount = 0;
    let dropInterval = setInterval(() => {
        if (dropCount >= 10) {
            clearInterval(dropInterval);
            boss.style.animation = "";
            setTimeout(cycleBossAttacks, 3000); // Cooldown before next attack
            return;
        }

        // Randomize the X position based on the player's position
        let playerPositionX = parseInt(player.style.left);
        let explosionBlock = document.createElement('div'); // Corrected to use document.createElement
        explosionBlock.classList.add('explosive-block'); // Add a class if you want to style it later
        explosionBlock.style.position = "absolute"; // Important for positioning
        explosionBlock.style.left = (playerPositionX + Math.random() * 30 - 15) + "px"; // Randomize the horizontal position
        explosionBlock.style.bottom = "400px"; // Start high
        explosionBlock.style.width = "30px"; // Width of the falling block
        explosionBlock.style.height = "10px"; // Height of the falling block
        explosionBlock.style.backgroundColor = "red"; // Color of the falling block
        gameWorld.appendChild(explosionBlock);

        let fallSpeed = 5; // Speed of fall
        let fallInterval = setInterval(() => {
            explosionBlock.style.bottom = (parseInt(explosionBlock.style.bottom) - fallSpeed) + "px";

            if (parseInt(explosionBlock.style.bottom) <= 0) {
                createBurst(parseInt(explosionBlock.style.left), 0); // Create burst effect
                if (checkCollision(explosionBlock, player)) {
                    reduceLives(); // Reduce lives if hit
                }
                explosionBlock.remove(); // Remove block once it hits ground
                clearInterval(fallInterval);
            }
        }, 50); // Update every 50ms

        dropCount++;
    }, 1000); // Drop every second
}


class Laser {
    constructor(x, y, direction, length) {
        this.x = x;
        this.y = y;
        this.direction = direction;  // 'vertical' or 'horizontal'
        this.length = length;
        this.element = null;
    }

    createElement() {
        this.element = document.createElement('div');
        this.element.style.position = 'absolute';
        this.element.style.backgroundColor = 'yellow';
        if (this.direction === 'vertical') {
            this.element.style.width = '4px';
            this.element.style.height = this.length + 'px';
            this.element.style.left = this.x + 'px';
            this.element.style.bottom = this.y + 'px';
        } else {
            this.element.style.height = '4px';
            this.element.style.width = this.length + 'px';
            this.element.style.left = this.x + 'px';
            this.element.style.bottom = this.y + 'px';
        }
        this.element.style.opacity = '0.8';
        this.element.style.zIndex = '1000';
        this.element.classList.add('laser-beam');
        document.getElementById('game-world').appendChild(this.element);
    }

    activate() {
        // Make laser red and fully opaque when activated
        if (!this.element) return;
        this.element.style.backgroundColor = 'red';
        this.element.style.opacity = '1';
    }

    remove() {
        if (this.element && this.element.parentElement) {
            this.element.parentElement.removeChild(this.element);
            this.element = null;
        }
    }

    getBoundingRect() {
        return this.element.getBoundingClientRect();
    }
}

function isPlayerOnLaser(laser) {
    if (!laser.element) return false;
    const playerRect = player.getBoundingClientRect();
    const laserRect = laser.getBoundingRect();

    return !(
        playerRect.right < laserRect.left ||
        playerRect.left > laserRect.right ||
        playerRect.bottom < laserRect.top ||
        playerRect.top > laserRect.bottom
    );
}

// Main laser phase boss move function - call it with await in your attack cycle
async function laserPhaseMove() {
    displayMessage("Dodge the lasers!", 2);
    await sleep(2000); // Wait for player to read the message

    const repeats = 4;
    const gameWorld = document.getElementById('game-world');
    const gameBounds = gameWorld.getBoundingClientRect();

    for (let round = 0; round < repeats; round++) {
        // Spawn lasers
        const lasers = [];

        // Number of lasers per round (can tweak for difficulty)
        const lasersCount = 5;

        for (let i = 0; i < lasersCount; i++) {
            const vertical = Math.random() < 0.5;

            if (vertical) {
                // Random X inside game world boundaries
                const xPos = Math.random() * gameBounds.width;
                // Y set to bottom of game world container - zero
                lasers.push(new Laser(xPos, 0, 'vertical', gameBounds.height));
            } else {
                // Random Y inside game world height
                const yPos = Math.random() * gameBounds.height;
                // X at left edge = 0
                lasers.push(new Laser(0, yPos, 'horizontal', gameBounds.width));
            }
        }

        // Create laser elements in DOM with warning color (yellow)
        lasers.forEach(laser => laser.createElement());

        // Warn lasers blinking: toggle opacity several times for 1 second
        const warningDurationMs = 1000;
        const blinkIntervalMs = 200;
        const blinkCount = warningDurationMs / blinkIntervalMs;
        for (let b = 0; b < blinkCount; b++) {
            lasers.forEach(laser => {
                if (!laser.element) return;
                laser.element.style.opacity = (b % 2 === 0) ? '0.3' : '0.8';
            });
            await sleep(blinkIntervalMs);
        }

        // Set lasers fully visible and red (active)
        lasers.forEach(laser => laser.activate());

        // Damage phase: 2 seconds, check collisions every 100ms
        const damageDurationMs = 2000;
        const damageCheckIntervalMs = 100;
        let elapsed = 0;

        while (elapsed < damageDurationMs) {
            lasers.forEach(laser => {
                if (isPlayerOnLaser(laser)) {
                    lives = Math.max(0, lives - 1);
                    displayMessage(`Hit! Lives: ${lives}`, 1);

                    // TODO: Add your death/game over logic here if lives <= 0
                }
            });
            await sleep(damageCheckIntervalMs);
            elapsed += damageCheckIntervalMs;
        }

        // Remove all lasers from DOM and clear array
        lasers.forEach(laser => laser.remove());
        lasers.length = 0;

        // Short delay before next round
        await sleep(500);
    }

    displayMessage("Laser phase complete!", 2);
    await sleep(2000);

    cycleBossAttacks();
}

// Helper sleep function (if not defined)

function getRandomSpawnCount(min = 1, max = 5) {
    return Math.floor(Math.random() * (max - min + 1)) + min;
}

async function bossPhaseFiveAttackA() {
    displayMessage("Trial 1", 3);
    await sleep(3000);

    const totalDuration = 25000; // 25 seconds
    const spawnInterval = 500;

    const intervalId = setInterval(() => {
        let count;

        count = getRandomSpawnCount();
        for (let i = 0; i < count; i++) spawnEnemy();

        count = getRandomSpawnCount();
        for (let i = 0; i < count; i++) spawnFlyingEnemy();

        count = getRandomSpawnCount();
        for (let i = 0; i < count; i++) spawnObstacle();
    }, spawnInterval);

    await new Promise(resolve => {
        setTimeout(() => {
            clearInterval(intervalId);
            resolve();
        }, totalDuration);
    });

    await cycleBossAttacks();
}

async function bossPhaseFiveAttackB() {
    displayMessage("Trial 2", 3);
    await sleep(3000);

    const totalDuration = 25000;
    const spawnInterval = 600;

    const intervalId = setInterval(() => {
        let count;

        count = getRandomSpawnCount();
        for (let i = 0; i < count; i++) spawnEnemy();

        count = getRandomSpawnCount();
        for (let i = 0; i < count; i++) spawnChargingEnemy();

        count = getRandomSpawnCount();
        for (let i = 0; i < count; i++) spawnSniperEnemy();
    }, spawnInterval);

    await new Promise(resolve => {
        setTimeout(() => {
            clearInterval(intervalId);
            resolve();
        }, totalDuration);
    });

    await cycleBossAttacks();
}

async function bossPhaseFiveAttackC() {
    displayMessage("Trial 3", 3);
    await sleep(3000);

    const totalDuration = 25000;
    const spawnInterval = 550;

    const intervalId = setInterval(() => {
        let count;

        count = getRandomSpawnCount();
        for (let i = 0; i < count; i++) spawnEnemy();

        count = getRandomSpawnCount();
        for (let i = 0; i < count; i++) spawnFlyingEnemy();

        count = getRandomSpawnCount();
        for (let i = 0; i < count; i++) spawnReflectiveEnemy();
    }, spawnInterval);

    await new Promise(resolve => {
        setTimeout(() => {
            clearInterval(intervalId);
            resolve();
        }, totalDuration);
    });

    await cycleBossAttacks();
}

async function bossPhaseFiveAttackD() {
    displayMessage("Trial 4", 3);
    await sleep(3000);

    const totalDuration = 25000;
    const spawnInterval = 400;

    const intervalId = setInterval(() => {
        let count;

        count = getRandomSpawnCount();
        for (let i = 0; i < count; i++) spawnLaserEnemy();

        count = getRandomSpawnCount();
        for (let i = 0; i < count; i++) spawnSplitterEnemy();

        count = getRandomSpawnCount();
        for (let i = 0; i < count; i++) spawnObstacle();
    }, spawnInterval);

    await new Promise(resolve => {
        setTimeout(() => {
            clearInterval(intervalId);
            resolve();
        }, totalDuration);
    });

    await cycleBossAttacks();
}

async function bossPhaseFiveAttackE() {
    displayMessage("Trial 5", 3);
    await sleep(3000);

    const totalDuration = 25000;
    const spawnInterval = 700;

    const intervalId = setInterval(() => {
        let count;

        count = getRandomSpawnCount();
        for (let i = 0; i < count; i++) spawnEnemy();

        count = getRandomSpawnCount();
        for (let i = 0; i < count; i++) spawnFlyingEnemy();

        count = getRandomSpawnCount();
        for (let i = 0; i < count; i++) spawnSniperEnemy();
    }, spawnInterval);

    await new Promise(resolve => {
        setTimeout(() => {
            clearInterval(intervalId);
            resolve();
        }, totalDuration);
    });

    await cycleBossAttacks();
}

async function bossPhaseFiveAttackF() {
    displayMessage("Trial 6", 3);
    await sleep(3000);

    const totalDuration = 25000;
    const spawnInterval = 450;

    const intervalId = setInterval(() => {
        let count;

        count = getRandomSpawnCount();
        for (let i = 0; i < count; i++) spawnEnemy();

        count = getRandomSpawnCount();
        for (let i = 0; i < count; i++) spawnVirusDrone();

        count = getRandomSpawnCount();
        for (let i = 0; i < count; i++) spawnSplitterEnemy();
    }, spawnInterval);

    await new Promise(resolve => {
        setTimeout(() => {
            clearInterval(intervalId);
            resolve();
        }, totalDuration);
    });

    await cycleBossAttacks();
}

function EnemyBarrage() {
    const numberOfFlyingEnemies = 3; // Total number of flying enemies to summon
    const numberOfChargingEnemies = 5; // Number of charging enemies to spawn
    const flyingSpawnDelay = 3000; // Delay between each flying enemy spawn (in milliseconds)
    const chargingSpawnDelay = 4000; // Delay between each charging enemy spawn (in milliseconds)
    const totalDuration = 15000; // Total time for the flying enemy spawning process (in milliseconds)

    // Function to spawn multiple flying enemies
    const flyingEnemiesInterval = setInterval(() => {
        if (numberOfFlyingEnemies > 0) {
            SpawnSplitterEnemy(); // Call to spawn a single flying enemy
            numberOfFlyingEnemies--; // Decrement the count
        } else {
            clearInterval(flyingEnemiesInterval); // Stop spawning when done
        }
    }, flyingSpawnDelay); // Spawn every 2 seconds

    // Function to spawn charging enemies
    const chargingEnemiesInterval = setInterval(() => {
        if (numberOfChargingEnemies > 0) {
            spawnChargingEnemy(); // Call to spawn a charging enemy
            numberOfChargingEnemies--; // Decrement the count
        } else {
            clearInterval(chargingEnemiesInterval); // Stop spawning when done
        }
    }, chargingSpawnDelay); // Spawn every 3 seconds

    // Wait before proceeding to the next boss cycle
    setTimeout(() => {
        clearInterval(flyingEnemiesInterval); // Clear the spawn loops
        clearInterval(chargingEnemiesInterval);
        cycleBossAttacks(); // Proceed to the next boss attack
    }, totalDuration); // 10 seconds before moving to next attack
}

function bossPhaseThree() {
    const numberOfFlyingEnemies = 6; // Total number of flying enemies to summon
    const numberOfChargingEnemies = 10; // Number of charging enemies to spawn
    const flyingSpawnDelay = 3000; // Delay between each flying enemy spawn (in milliseconds)
    const chargingSpawnDelay = 4000; // Delay between each charging enemy spawn (in milliseconds)
    const totalDuration = 20000; // Total time for the flying enemy spawning process (in milliseconds)

    // Function to spawn multiple flying enemies
    const flyingEnemiesInterval = setInterval(() => {
        if (numberOfFlyingEnemies > 0) {
            spawnFlyingEnemy(); // Call to spawn a single flying enemy
            numberOfFlyingEnemies--; // Decrement the count
        } else {
            clearInterval(flyingEnemiesInterval); // Stop spawning when done
        }
    }, flyingSpawnDelay); // Spawn every 2 seconds

    // Function to spawn charging enemies
    const chargingEnemiesInterval = setInterval(() => {
        if (numberOfChargingEnemies > 0) {
            spawnChargingEnemy(); // Call to spawn a charging enemy
            numberOfChargingEnemies--; // Decrement the count
        } else {
            clearInterval(chargingEnemiesInterval); // Stop spawning when done
        }
    }, chargingSpawnDelay); // Spawn every 3 seconds

    // Wait before proceeding to the next boss cycle
    setTimeout(() => {
        clearInterval(flyingEnemiesInterval); // Clear the spawn loops
        clearInterval(chargingEnemiesInterval);
        cycleBossAttacks(); // Proceed to the next boss attack
    }, totalDuration); // 10 seconds before moving to next attack
}

function bossNewPower() {
    let shotsFired = 0;
    const maxShots = 15;
    const shotCooldown = 800; // 0.8 seconds between shots

    const shootInterval = setInterval(() => {
        if (shotsFired >= maxShots) {
            clearInterval(shootInterval);

            // Introduce a delay before invoking the next attack or phase
            setTimeout(() => {
                cycleBossAttacks(); // Call back the attack cycle function
            }, 2000); // 2 seconds for any cooling down or animation effect
            return; // Stop firing after maximum shots
        }

        // Calculate the boss's and player's positions
        const bossX = parseInt(boss.style.left) + boss.offsetWidth / 2; // Middle of the boss
        const bossY = parseInt(boss.style.bottom) + 30; // Just above the boss
        const playerX = parseInt(player.style.left) + player.offsetWidth / 2; // Middle of the player
        const playerY = parseInt(player.style.bottom); // Bottom of the player
        
        // Calculate the direction vector
        const dx = playerX - bossX;
        const dy = playerY - bossY;
        const distance = Math.sqrt(dx * dx + dy * dy);
        const velocity = 10; // Speed of the projectile

        // Create a projectile
        const projectile = document.createElement('div');
        projectile.classList.add('boss-projectile');
        projectile.style.width = '10px';
        projectile.style.height = '10px';
        projectile.style.backgroundColor = 'orange';
        projectile.style.position = 'absolute';
        projectile.style.left = `${bossX - 5}px`; // Center it
        projectile.style.bottom = `${bossY}px`; // Start just above the boss
        gameWorld.appendChild(projectile);

        let projectileInterval = setInterval(() => {
            // Move projectile towards the player
            const moveX = (dx / distance) * velocity; // Calculate x movement
            const moveY = (dy / distance) * velocity; // Calculate y movement
            projectile.style.left = (parseInt(projectile.style.left) + moveX) + 'px';
            projectile.style.bottom = (parseInt(projectile.style.bottom) + moveY) + 'px';

            // Check collision
            if (checkCollision(player, projectile)) {
                reduceLives(); // Reduce player lives on hit
                projectile.remove(); // Remove projectile on hit
                clearInterval(projectileInterval);
            }

            // Remove projectile if it goes off-screen
            if (parseInt(projectile.style.bottom) > gameContainer.offsetHeight || 
                parseInt(projectile.style.left) < 0 || 
                parseInt(projectile.style.left) > gameContainer.offsetWidth) {
                projectile.remove(); // Remove off-screen
                clearInterval(projectileInterval);
            }
        }, 50); // Update every 50ms

        shotsFired++;
    }, shotCooldown); // Fire every 0.8 seconds
}
 
 
 
 
            function displayBossHealth() {
                bossHealthBar.style.display = 'block';
                updateBossHealth();
            }
 
function updateBossHealth() {
    // Ensure the health bar width updates according to boss health
    const maxHealth = 150; // Define the maximum health for level 3
    const currentHealth = Math.max(0, Math.min(bossHealth, maxHealth)); // Ensure health stays within bounds

    // Calculate the percentage of current health relative to the maximum health
    const healthPercentage = (currentHealth / maxHealth) * 100;

    // Update the CSS width of the health bar to reflect the current health
    bossHealthBar.style.width = `${healthPercentage}%`;

    // Optional: Set a different color based on health status (for visual feedback)
    if (currentHealth > maxHealth * 0.5) {
        bossHealthBar.style.backgroundColor = 'green'; // Healthy
    } else if (currentHealth > maxHealth * 0.2) {
        bossHealthBar.style.backgroundColor = 'yellow'; // Caution
    } else {
        bossHealthBar.style.backgroundColor = 'red'; // Critical health
    }
}
 
            function spawnBossEnemies() {
                if (bossShielded) {
                    for (let i = 0; i < 2; i++) {
                        const enemy = createElement('enemy', enemies, parseInt(boss.style.left) + (i * 50));
                        enemy.style.bottom = `${Math.random() * 250}px`;
                    }
                }
            }
 
            function spawnBossBullets() {
                const bullet = createBullet();
                bullet.style.left = parseInt(boss.style.left) + 'px';
                bullet.style.bottom = parseInt(boss.style.bottom) + 30 + 'px';
                bullet.style.backgroundColor = 'orange';
                gameWorld.appendChild(bullet);
                bullets.push({ element: bullet, direction: -1 });
            }
 
function checkBossHit() {
    if (!boss || bossShielded) return; // Stop damaging if boss is shielded

    bullets.forEach((bullet, bulletIndex) => {
        if (checkCollision(bullet.element, boss)) {
            bossHealth -= 2; // Decrement boss health
            updateBossHealth();
            bullet.element.remove();
            bullets.splice(bulletIndex, 1);
            
            // Check if the boss is defeated
            if (bossHealth <= 0) {
                displayMessage("Boss defeated!");
                onBossDefeated(); // Trigger boss defeat logic
            }
        }
    });
}
 
 
 
function onBossDefeated() {
    bossHealthBar.style.display = 'none'; // Hide health bar upon defeat

    const gameMode = localStorage.getItem('gameMode');
    let messages = []; // Array to hold messages

    // Create messages based on the level
    if (level === 1) {
        messages = [
            "Player: Take THAT!.",
            "Boss: Noooo! You may have won, but I'll see you in the next level!",
            "Boss: Until next time.",
            "Boss: Prepare yourself for what's to come!"
        ];
    } else if (level === 2) {
        messages = [
            "Player: Heh to ez!.",
            "Boss: You think this is the end? I’ll return!",
            "Boss: With my new enemies, you will never win!",
            "Boss: Prepare for an even greater challenge in Level 3!",
            "Boss: You will need to be stronger to defeat me next time!",
        ];
} else if (level === 3) {
    messages = [
        "Boss: How could this happen?!",
        "Boss: Well... That was all the attacks I had... and you beated them.",
        "Boss: Well now worries because my brother knows about this now.",
        "Boss: He will make sure your dead.",
        "Player: What do you mean your brother is coming to get me?.",
        "Boss: The strongest one in our family known for wiping all advanturers.",
        "Player: How come he is the strongest.",
        "Boss: he is known for his annoying attacks and summoning things.",
        "Boss: He plays around to much with his players.",
        "Boss: Good luck because this might be your actual last fight...",
        "Player: Ok?...",
    ];
    } else if (level === 4) {
        messages = [
            "Boss: I wish not to speak with you get out.",
        ];
    } else if (level === 5) {
        messages = [
            "Trials ended",
            "Thank you for playing.",
            "That is the end of the game.",
        ];
}

// Function to display messages sequentially
function displaySequentialMessages(messages, index) {
    if (index < messages.length) {
        displayMessage(messages[index]); // Display current message
        
        // Set timeout for the next message
        setTimeout(() => {
            displaySequentialMessages(messages, index + 1); // Move to next message
        }, 4500); // 4.5 seconds delay
    } else {
        // After all messages in level 3, unlock Endless Mode
        if (level === 6) {
            localStorage.setItem('endlessModeUnlocked', 'true');
            displayMessage("Endless Mode And sandbox Unlocked!"); // Optional inform player
            showEndlessModeButton();
            setTimeout(() => {
                setupNextLevel(); // Proceed to the next level setup
            }, 3000);
        } else {
            setupNextLevel(); // Proceed to the next level setup
        }
    }
}



    // Start the message display
    displaySequentialMessages(messages, 0);
}

function setupNextLevel() {
    // Check if in Endless Mode or Story Mode to manage levels separately
    if (isEndlessMode) {
        // Increment level for Endless mode
        currentEndlessLevel++; 
        localStorage.setItem('endlessLevel', currentEndlessLevel); // Save updated level
        
        displayMessage(`You've advanced to Endless Level ${currentEndlessLevel}!`);
        
    } else {
        // Logic for Story Mode - increment story level
        storyModeLevel++;
        if (storyModeLevel > 5) {
            storyModeLevel = 1; // Reset back to Level 1 if beyond max
        }
        localStorage.setItem('storyLevel', storyModeLevel); // Save updated level
        
        displayMessage(`You've advanced to Story Level ${storyModeLevel}!`);
    }

    // Set up the boss door to advance to the next level
    const bossDoor = document.createElement('div'); // Create a new div for the boss door
    bossDoor.classList.add('boss-door'); // Add class for styling
    bossDoor.style.position = 'absolute'; // Positioning for the door
    bossDoor.style.left = '600px'; // Specify door's X position
    bossDoor.style.bottom = '0px'; // Specify door's Y position (ground level)
    bossDoor.style.width = '50px'; // Set width
    bossDoor.style.height = '100px'; // Set height
    bossDoor.style.backgroundColor = 'gold'; // Set background color (for visibility)
    bossDoor.style.border = '2px solid black'; // Optional: add a border
    bossDoor.style.boxShadow = '0 0 15px rgba(255, 215, 0, 1)'; // Glow effect

    // Append the boss door to the game world
    gameWorld.appendChild(bossDoor);

    // Inform the player they can interact with the door
    displayMessage("Press 'E' to proceed to the next level!");
    
    // Allow player to transition to the next level upon interacting
    document.addEventListener('keydown', function handleKeyDown(event) {
        if (event.key === 'E' || event.key === 'e') {
            displayMessage("Refreshing to Level " + level + "...");
            location.reload(); // Refresh the page to start the new level
            console.log("Page refreshed for Level " + level + ".");
            document.removeEventListener('keydown', handleKeyDown); // Remove the event listener to prevent repeated triggering
        }
    });
}

function clearAllElements() {
    // Clear all elements in the game (elements grouped into arrays for easier management)
    [obstacles, enemies, bullets.map(b => b.element), powerUps, platforms, bossDoors, coins].forEach(arr => {
        arr.forEach(el => el.remove());
        arr.length = 0; // Clear the array
    });
}

function SendBackToDoor() {
    setTimeout(() => {
        player.style.left = "50px";
        player.style.bottom = "0px";

        setTimeout(() => {
            activateBossPower();
            level = 2; // Reset to Level 1
            resetGame();
            startLevel(); // Restart the game
        }, 2000);
    }, 3000);
}
 
 
            function activateFriendDialogue() {
                interactMessage.style.display = 'none';
                displayMessage("Thank you for saving me!");
                setTimeout(() => {
                    displayMessage("I got a secret power for you.");
                    setTimeout(() => {
                        grantBossPowerUp();
                        sendbacktodoor();
                        friend.style.display = 'none';
                    }, 3000);
                }, 2000);
            }
 
let isCharging = false;
let chargeTime = 0;
 
function shootLaserBlast(chargeTime) {
    let laser = document.createElement('div');
    laser.classList.add('laser');
    laser.style.left = player.style.left;
    laser.style.bottom = player.style.bottom;
    laser.style.width = `${chargeTime * 10}px`;
    laser.style.height = "10px";
    laser.style.backgroundColor = "cyan";
    gameWorld.appendChild(laser);
 
    setTimeout(() => {
        laser.remove();
        enemies.forEach(enemy => {
            if (checkCollision(laser, enemy)) {
                enemy.remove();
            }
        });
    }, 100);
}
 
 
            function displayMessage(message) {
                powerUpMessage.textContent = message;
                powerUpMessage.style.display = 'block';
                setTimeout(() => {
                    powerUpMessage.style.display = 'none';
                }, 2000);
            }
 
            function checkScoreForLevelTransition() {
                   localStorage.setItem('playerLevel', level); // Save updated level in local stora
            }
 
            function spawnFlyingEnemy() {
                const flyingEnemy = createElement('flying-enemy', enemies, gameScrollPosition + gameContainer.offsetWidth);
                flyingEnemy.style.bottom = Math.random() * 150 + 50 + 'px';
            }
 
function moveFlyingEnemies() {
    enemies.forEach((enemy, index) => {
        if (enemy.classList.contains('flying-enemy')) {
            // Move the enemy up and down
            let enemyYPosition = parseInt(enemy.style.bottom) || 0; // Get current Y position or default to 0
            let direction = enemy.dataset.direction ? parseInt(enemy.dataset.direction) : 1; // Up or down direction

            // Update vertical position of the flying enemy
            enemyYPosition += direction * 1; // Move 1 pixel per frame 
            enemy.style.bottom = enemyYPosition + 'px';

            // Reverse direction if the flying enemy reaches a certain height
            if (enemyYPosition >= 150) { // Maximum height
                direction = -1; // Change to downward movement
            } else if (enemyYPosition <= 0) { // Minimum height (ground)
                direction = 1; // Change to upward movement
            }
            enemy.dataset.direction = direction; // Store the current direction for the next update

            // Move the enemy left
            enemy.style.left = (parseInt(enemy.style.left) - 2) + 'px';

            // Check shooting
            if (enemy.dataset.lastShotTime === undefined || Date.now() - enemy.dataset.lastShotTime > 10000) { // Every 10 seconds
                shootBulletAtPlayer(enemy); // Shoot at the player
                enemy.dataset.lastShotTime = Date.now(); // Update the last shot time
            }

            // Boundary checking and collision with the player
            if (parseInt(enemy.style.left) < 0) {
                removeElement(enemy, enemies, index, 30);
            } else if (checkCollision(player, enemy)) {
                reduceLives();
                removeElement(enemy, enemies, index, 0);
            }
        }
    });
}

// Function to shoot a bullet aimed at the player
function shootBulletAtPlayer(enemy) {
    const bullet = document.createElement('div');
    bullet.classList.add('bullet'); // Add your bullet class
    bullet.style.width = '10px';
    bullet.style.height = '5px';
    bullet.style.backgroundColor = 'orange'; // Bullet color
    bullet.style.position = 'absolute';
    
    // Position the bullet at the enemy's current position
    bullet.style.left = (parseInt(enemy.style.left) + 20) + 'px'; // Position it slightly in front of the enemy
    bullet.style.bottom = (parseInt(enemy.style.bottom) + 15) + 'px'; // Start just below the enemy
    gameWorld.appendChild(bullet); // Add bullet to the game world
    
    // Calculate angle towards the player
    const playerX = parseInt(player.style.left) + player.offsetWidth / 2; // Center of player
    const playerY = parseInt(player.style.bottom); // Bottom of player

    const dx = playerX - (parseInt(bullet.style.left) + bullet.offsetWidth / 2);
    const dy = playerY - (parseInt(bullet.style.bottom));
    const distance = Math.sqrt(dx * dx + dy * dy); 
    const velocity = 5; // Speed of the bullet

    // Bullet movement
    const moveBullet = setInterval(() => {
        const moveX = (dx / distance) * velocity; 
        const moveY = (dy / distance) * velocity;

        bullet.style.left = (parseInt(bullet.style.left) + moveX) + 'px';
        bullet.style.bottom = (parseInt(bullet.style.bottom) + moveY) + 'px';

        // Check if the bullet hits the player or goes off screen
        if (checkCollision(bullet, player)) {
            reduceLives(); // Damages the player
            bullet.remove(); // Remove bullet
            clearInterval(moveBullet); // Stop moving the bullet
        }

        if (parseInt(bullet.style.left) < 0 || parseInt(bullet.style.left) > gameWorld.offsetWidth || parseInt(bullet.style.bottom) < 0) {
            bullet.remove(); // Remove bullet if it goes off screen
            clearInterval(moveBullet); // Stop moving the bullet
        }
    }, 1000 / 60); // 60 FPS
}
 
            function spawnChargingEnemy() {
                const chargingEnemy = createElement('charging-enemy', enemies, gameScrollPosition + gameContainer.offsetWidth);
                chargingEnemy.style.bottom = '0px';
                chargingEnemy.setAttribute('data-charge', '0');
                chargingEnemy.classList.add('charging-prep'); // Fading in/out red glow effect
            }
 
 
            function createChargeTrail(x, y) {
                const trail = document.createElement('div');
                trail.classList.add('charge-trail');
                trail.style.left = x + 'px';
                trail.style.bottom = y + 'px';
                gameWorld.appendChild(trail);
 
                setTimeout(() => trail.remove(), 400); // Shorter effect for smoothness
            }
 
 
 
 
function moveChargingEnemies() {
    enemies.forEach((enemy, index) => {
        if (enemy.classList.contains('charging-enemy')) {
            let chargeTime = parseInt(enemy.getAttribute('data-charge'));
 
            if (chargeTime < 60) {
                // Charging phase (fading in/out glow)
                enemy.setAttribute('data-charge', chargeTime + 1);
            } else {
                // Fully Charged (Solid Red Outline + Charging Forward)
                enemy.classList.remove('charging-prep');
                enemy.classList.add('charging-active');
                enemy.style.left = (parseInt(enemy.style.left) - 6) + 'px';
 
                // Create a bright red trail
                createChargeTrail(parseInt(enemy.style.left), parseInt(enemy.style.bottom));
            }
 
            // Check collision with player
            if (checkCollision(player, enemy)) {
                createBurst(parseInt(enemy.style.left), parseInt(enemy.style.bottom)); // Impact explosion
                reduceLives();
                removeElement(enemy, enemies, index, 0);
            }
 
            // Remove if out of bounds
            if (parseInt(enemy.style.left) < gameScrollPosition - enemy.offsetWidth) {
                removeElement(enemy, enemies, index, 30);
            }
        }
    });
}
 
 
 
            function spawnStealthEnemy() {
                const stealthEnemy = createElement('stealth-enemy', enemies, gameScrollPosition + gameContainer.offsetWidth);
                stealthEnemy.setAttribute('data-stealth', '0');
                stealthEnemy.style.backgroundColor = '#555';
                stealthEnemy.style.opacity = '1';
            }
 
            function moveStealthEnemies() {
                enemies.forEach(en => {
                    if (en.classList.contains('stealth-enemy')) {
                        const stealth = parseInt(en.getAttribute('data-stealth'));
                        if (stealth > 50) {
                            en.style.opacity = en.style.opacity == '0' ? '1' : '0';
                            en.setAttribute('data-stealth', '0');
                        } else {
                            en.setAttribute('data-stealth', stealth + 1);
                        }
                    }
                });
            }

function moveSniperEnemies() {
    enemies.forEach((enemy, index) => {
        if (enemy.classList.contains('sniper-enemy')) {
            const enemyX = parseInt(enemy.style.left) + enemy.offsetWidth / 2; // Center position
            const enemyY = parseInt(enemy.style.bottom) + enemy.offsetHeight; // Height

            // Shooting mechanism
            if (!enemy.dataset.lastShotTime || Date.now() - enemy.dataset.lastShotTime > 3000) { // Every 3 seconds
                shootAtPlayer(enemy);
                enemy.dataset.lastShotTime = Date.now(); // Update for next shot
            }

            // Check distance to player
            const distanceToPlayer = Math.sqrt(Math.pow(enemyX - (parseInt(player.style.left) + player.offsetWidth / 2), 2) + 
                Math.pow(enemyY - parseInt(player.style.bottom), 2));
            
            if (distanceToPlayer < 300) { // Within 300 pixels visibility range
                enemy.style.opacity = '1'; // Fully visible
            } else {
                enemy.style.opacity = '0.5'; // Reduced opacity
            }
        }
    });
}

// Function for the sniper to shoot at the player
function shootAtPlayer(enemy) {
    const bullet = document.createElement('div');
    bullet.classList.add('bullet'); // Add your class for the bullet
    bullet.style.width = '10px';
    bullet.style.height = '5px';
    bullet.style.backgroundColor = 'red'; // Bullet color
    bullet.style.position = 'absolute';
    
    // Position the bullet at the sniper's location
    bullet.style.left = (parseInt(enemy.style.left) + 20) + 'px'; // Set slight offset
    bullet.style.bottom = (parseInt(enemy.style.bottom) + 15) + 'px'; // Set above the sniper
    gameWorld.appendChild(bullet); // Add bullet to the game world

    // Calculate angle towards the player
    const playerX = parseInt(player.style.left) + player.offsetWidth / 2; // Center of player
    const playerY = parseInt(player.style.bottom); // Bottom of player

    const dx = playerX - (parseInt(bullet.style.left) + bullet.offsetWidth / 2);
    const dy = playerY - (parseInt(bullet.style.bottom));
    const distance = Math.sqrt(dx * dx + dy * dy); 
    const velocity = 5; // Speed of the bullet

    // Bullet movement logic
    const moveBullet = setInterval(() => {
        const moveX = (dx / distance) * velocity; // Calculate x movement direction
        const moveY = (dy / distance) * velocity; // Calculate y movement direction

        bullet.style.left = (parseInt(bullet.style.left) + moveX) + 'px';
        bullet.style.bottom = (parseInt(bullet.style.bottom) + moveY) + 'px';

        // Check for bullet collision with player
        if (checkCollision(bullet, player)) {
            reduceLives(); // Damage player
            bullet.remove(); // Remove bullet
            clearInterval(moveBullet); // Stop bullet movement
        }

        // Remove bullet if it goes off screen
        if (parseInt(bullet.style.left) < 0 || parseInt(bullet.style.left) > gameWorld.offsetWidth || parseInt(bullet.style.bottom) < 0) {
            bullet.remove(); // Remove bullet if it goes off screen
            clearInterval(moveBullet); // Stop bullet movement
        }
    }, 1000 / 60); // 60 FPS
}
 
function spawnSplitterEnemy() {
    const leftPos = gameScrollPosition + gameContainer.offsetWidth;
    const splitter = createElement('split-enemy', enemies, leftPos);
    splitter.style.left = leftPos + 'px';
    splitter.style.bottom = '0px';
    splitter.classList.add('split');  // Important!
    splitter.style.width = '50px';    
    splitter.style.height = '50px';
}

function moveSplitterEnemies() {
    enemies.forEach((enemy, index) => {
        if (enemy.classList.contains('split-enemy')) {
            const speed = enemy.classList.contains('split') ? 1 : 3; // mini splitters move faster
            enemy.style.left = (parseInt(enemy.style.left) - speed) + 'px';

            if (parseInt(enemy.style.left) < gameScrollPosition - enemy.offsetWidth) {
                removeElement(enemy, enemies, index, 30);  // Give some score for killing
            } else if (checkCollision(player, enemy)) {
                reduceLives();
                removeElement(enemy, enemies, index, 0);
            }
        }
    });
}
 
function handleSplitterEnemyHit(enemy, enemyIndex) {
    console.log('Splitter hit triggered for enemy:', enemy);
    if (enemy.classList.contains('split')) {  // just to be sure
        const baseLeft = parseInt(enemy.style.left);
        const baseBottom = enemy.style.bottom;
        const miniSize = 20;          // Increased size from 15 to 20 px
        const gap = 10;               // Gap between minis (pixels)

        for (let i = 0; i < 2; i++) { // Spawn only 2 mini enemies
            // Calculate left position for each mini enemy to have gap between them
            const miniLeft = baseLeft + i * (miniSize + gap);
            const miniEnemy = createElement('split-enemy', enemies, miniLeft);
            miniEnemy.style.width = miniSize + 'px';
            miniEnemy.style.height = miniSize + 'px';
            miniEnemy.classList.remove('split');
            miniEnemy.style.bottom = baseBottom; // Appear at the same vertical pos
        }
    }
    removeElement(enemy, enemies, enemyIndex, 0);
}
 
            function handleExplosiveEnemyHit(enemy, enemyIndex) {
                removeElement(enemy, enemies, enemyIndex, 0);
                enemies.forEach((otherEnemy, index) => {
                    if (calculateDistance(enemy, otherEnemy) < 50) {
                        removeElement(otherEnemy, enemies, index, 0);
                    }
                });
                createBurst(parseInt(enemy.style.left), parseInt(enemy.style.bottom));
                reduceLives();
            }
 
            function spawnSniperEnemy() {
                const sniper = createElement('sniper-enemy', enemies, gameScrollPosition + gameContainer.offsetWidth);
                sniper.style.bottom = '200px';
                const sniperInterval = setInterval(() => {
                    if (Math.random() < 0.05 && calculateDistance(player, sniper) < 300) {
                        const bullet = createBullet();
                        bullet.style.left = parseInt(sniper.style.left) + 'px';
                        bullet.style.bottom = parseInt(sniper.style.bottom) + 'px';
                        bullet.style.backgroundColor = 'red';
                        gameWorld.appendChild(bullet);
                        bullets.push({ element: bullet, direction: -1 });
                    }
                }, 1000);
 
                sniper.setAttribute('data-interval', sniperInterval);
            }
 

// Function to spawn the reflective enemy at the bottom
function spawnReflectiveEnemy() {
    // Create the reflective enemy element
    var reflectiveEnemy = createElement('reflective-enemy', enemies, gameScrollPosition + gameContainer.offsetWidth);

    // Set initial attributes
    reflectiveEnemy.setAttribute('data-health', '10'); // Set initial health or reflection strength
    reflectiveEnemy.classList.add('outlined'); // Add CSS class for glowing outline
    reflectiveEnemy.dataset.reflectiveHits = 0; // Initialize reflection hits tracking

    // Position the reflective enemy at the bottom of the game world
    reflectiveEnemy.style.bottom = '0px'; // Set to 0 for the bottom position

    // Set up shooting capability
    reflectiveEnemy.dataset.lastShotTime = Date.now(); // Track when the last shot was fired

    // Append the reflective enemy to the game world
    gameWorld.appendChild(reflectiveEnemy);
}

// Function to handle shooting bullets at the player
function shootAtPlayer2(reflectiveEnemy) {
    const bullet = document.createElement('div');
    bullet.classList.add('enemy-bullet'); // Style class for the bullet
    bullet.style.width = '10px';
    bullet.style.height = '5px';
    bullet.style.backgroundColor = 'red'; // Enemy bullet color
    bullet.style.position = 'absolute';

    // Position the bullet at the enemy's location
    bullet.style.left = `${parseInt(reflectiveEnemy.style.left) + 20}px`; // Center the bullet
    bullet.style.bottom = `${parseInt(reflectiveEnemy.style.bottom) + 15}px`; // Above the enemy
    gameWorld.appendChild(bullet); // Add bullet to the game world

    // Calculate the player’s position
    const playerX = parseInt(player.style.left) + player.offsetWidth / 2; // Center of player
    const playerY = parseInt(player.style.bottom); // Bottom of player

    // Calculate direction towards the player
    const dx = playerX - (parseInt(bullet.style.left) + bullet.offsetWidth / 2);
    const dy = playerY - parseInt(bullet.style.bottom);
    const distance = Math.sqrt(dx * dx + dy * dy);
    const velocity = 5; // Speed of the bullet

    // Move the bullet towards the player
    const moveBulletInterval = setInterval(() => {
        const moveX = (dx / distance) * velocity; // Calculate x movement
        const moveY = (dy / distance) * velocity; // Calculate y movement

        bullet.style.left = (parseInt(bullet.style.left) + moveX) + 'px';
        bullet.style.bottom = (parseInt(bullet.style.bottom) + moveY) + 'px';

        // Check for collision with player
        if (checkCollision(player, bullet)) {
            reduceLives(); // Damage player
            bullet.remove(); // Remove bullet
            clearInterval(moveBulletInterval); // Stop movement
        }

        // Remove bullet if it goes off screen
        if (parseInt(bullet.style.left) < 0 || parseInt(bullet.style.left) > gameWorld.offsetWidth || parseInt(bullet.style.bottom) < 0) {
            bullet.remove(); // Remove bullet if it goes off screen
            clearInterval(moveBulletInterval); // Stop movement
        }
    }, 1000 / 60); // Move at 60 FPS
}

// Update reflective enemy behavior to shoot at player on hit
function handleBulletCollisionWithReflectiveEnemy(reflectiveEnemy, bullet) {
    // Check if the bullet collides with the reflective enemy
    if (checkCollision(reflectiveEnemy, bullet)) {
        bullet.remove(); // Remove bullet on collision
        reflectiveEnemy.dataset.reflectiveHits++; // Track the number of hits

        // Call the shoot function after a certain interval
        if (Date.now() - reflectiveEnemy.dataset.lastShotTime >= 1) { // Cooldown for 2 seconds between shots
            shootAtPlayer2(reflectiveEnemy);
            reflectiveEnemy.dataset.lastShotTime = Date.now(); // Reset the shot time
        }
    }
}
 
            function spawnNewInteractiveEnemies() {
                const randomFeature = Math.random();
                if (randomFeature < 0.2) {
                    spawnTeleporterEnemy();
                } else if (randomFeature < 0.6) {
                    spawnVelocityEnemy();
                } else if (randomFeature < 0.8) {
                    spawnStickyEnemy();
                } else {
                    spawnReflectiveEnemy();
                }
            }
 
            function moveNewEnemies() {
                moveTeleporterEnemies();
                moveVelocityEnemies();
                moveStickyEnemies();
            }
 
            // New enemies with creative features
            function spawnTeleporterEnemy() {
                const teleporterEnemy = createElement('teleporter-enemy', enemies, gameScrollPosition + gameContainer.offsetWidth);
                teleporterEnemy.style.backgroundColor = '#8A2BE2'; 
                teleporterEnemy.style.bottom = '0px';
                teleporterEnemy.setAttribute('data-teleport', '0');
            }
 
            function moveTeleporterEnemies() {
                enemies.forEach(en => {
                    if (en.classList.contains('teleporter-enemy')) {
                        const teleport = parseInt(en.getAttribute('data-teleport'));
                        if (teleport > 100) {
                            en.style.left = Math.random() * (gameWorld.offsetWidth - en.offsetWidth) + 'px';
                            en.setAttribute('data-teleport', '0');
                        } else {
                            en.setAttribute('data-teleport', teleport + 1);
                        }
                    }
                });
            }

function moveReflectiveEnemies() {
    var enemiesToRemove = []; // Array to track enemies to be removed

    enemies.forEach(function(en, index) {
        if (en.classList.contains('reflective-enemy')) {
            // Move the reflective enemy to the left
            en.style.left = (parseInt(en.style.left) - 1) + 'px';

            // Check for collision with bullets
            bullets.forEach(function(bullet, bulletIndex) {
                // If the bullet collides with the reflective enemy
                if (checkCollision(en, bullet.element)) {
                    // Reflect the bullet's direction
                    bullet.direction *= -1; 

                    // Adjust bullet position slightly to avoid getting stuck
                    bullet.element.style.left = (parseInt(bullet.element.style.left) + (bullet.direction * 5)) + 'px';

                    // Increment the reflective hits count
                    en.dataset.reflectiveHits++;

                    // Optional: handle when you want to remove the enemy after a number of hits, if desired
                    if (parseInt(en.dataset.reflectiveHits) >= 10) {
                        enemiesToRemove.push(index); // Mark for removal
                    }

                    // Remove the bullet
                    bullet.element.remove();
                    bullets.splice(bulletIndex, 1); // Remove bullet from the bullets array
                }
            });

            // Check for collision with the player
            if (checkCollision(player, en)) {
                reduceLives(); // Reduce lives if player hits the reflective enemy
                enemiesToRemove.push(index); // Mark enemy for removal
            }

            // Remove if off-screen
            if (parseInt(en.style.left) < -en.offsetWidth) {
                enemiesToRemove.push(index); // Mark for removal
            }
        }
    });

    // Remove enemies marked for removal
    enemiesToRemove.reverse().forEach(function(index) {
        removeElement(enemies[index], enemies, index, 0);
    });
}
 
            function spawnVelocityEnemy() {
                const velocityEnemy = createElement('velocity-enemy', enemies, gameScrollPosition + gameContainer.offsetWidth);
                velocityEnemy.style.backgroundColor = '#FF4500'; 
                velocityEnemy.style.bottom = Math.random() * 150 + 'px';
                velocityEnemy.setAttribute('data-speed', '2');
            }
 
            function moveVelocityEnemies() {
                enemies.forEach(en => {
                    if (en.classList.contains('velocity-enemy')) {
                        const speed = parseInt(en.getAttribute('data-speed'));
                        en.style.left = (parseInt(en.style.left) - speed) + 'px';
                        en.style.bottom = (parseInt(en.style.bottom) + (Math.random() - 0.5) * 10) + 'px';
                        if (parseInt(en.style.left) < gameScrollPosition - en.offsetWidth) {
                            removeElement(en, enemies, 0, 30);
                        } else if (checkCollision(player, en)) {
                            reduceLives();
                            removeElement(en, enemies, 0, 0);
                        }
                    }
                });
            }

function spawnVirusDrone() {
    const leftPos = gameScrollPosition + gameContainer.offsetWidth;
    const virus = document.createElement('div');
    virus.classList.add('virus-drone');
    virus.style.bottom = '380px'; // top of screen (400px height container minus 20 px)
    virus.style.left = leftPos + 'px';
    virus.dataset.speed = 8;
    virus.dataset.activeEnemy = ''; // enemy it’s currently infecting

    gameWorld.appendChild(virus);
    viruses.push(virus); // store in separate array to manage separately
}
 
            function spawnStickyEnemy() {
                const stickyEnemy = createElement('sticky-enemy', enemies, gameScrollPosition + gameContainer.offsetWidth);
                stickyEnemy.style.backgroundColor = '#FFD700'; 
                stickyEnemy.style.bottom = '0px';
            }
 
            function moveStickyEnemies() {
                enemies.forEach(en => {
                    if (en.classList.contains('sticky-enemy')) {
                        en.style.left = (parseInt(en.style.left) - 1) + 'px';
                        if (checkCollision(player, en)) {
                            player.style.backgroundColor = '#FFD700';
                            setTimeout(() => player.style.backgroundColor = '#4CAF50', 2000);
                            removeElement(en, enemies, 0, 0);
                        }
                    }
                });
            }
 
 
    </script>
</body>
</html>