/// <summary>
        /// Updates the logic and conditional checking for the test boss.
        /// </summary>
        /// <param name="gameTime"></param>
        public override void Update(GameTime gameTime)
        {
            float dt = (float)gameTime.ElapsedGameTime.TotalMilliseconds;

            stageTimer  += dt;
            bulletTimer += dt;
            float theta = stageTimer / 1000f;

            //Velocity = new Vector2((float)Math.Cos(theta), (float)Math.Sin(theta)) * 100f;

            if (bulletTimer > 500f)
            {
                bulletTimer = 0f;
                for (int i = 0; i < 4; i++)
                {
                    Player p = GetPlayer(i);

                    if (p != null)
                    {
                        float        angle = GetAngleBetweenSprite(p);
                        Vector2      vel   = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)) * 500f;
                        LinearBullet b     = new LinearBullet(EntitySide.ENEMY, 7000f, vel)
                        {
                            Texture  = BulletTexture,
                            Position = Position,
                            Size     = new Point(15, 8),
                            Color    = Color.YellowGreen,
                        };

                        CurrentStage.AddBullet(b);
                    }
                }
            }
            vortexSpawnTimer -= dt;
            if ((float)(Health) / MAX_HEALTH < 0.5f && vortexSpawnTimer <= 0)
            {
                vortexSpawnTimer = 3000f;
                int         Swidth  = ScreenManager.GetInstance().Width;
                int         Sheight = ScreenManager.GetInstance().Height;
                VortexEnemy en      = new VortexEnemy(CurrentStage.Players, 4, 4000f, 10000f)
                {
                    Velocity      = new Vector2(0, -200f),
                    Position      = new Vector2(200, Sheight),
                    Texture       = vortexEnemyTexture,
                    BulletTexture = Blank,
                    Size          = new Point(vortexEnemyTexture.Width * SCALE, vortexEnemyTexture.Height * SCALE),
                };
                VortexEnemy en2 = new VortexEnemy(CurrentStage.Players, 4, 4000f, 10000f)
                {
                    Velocity      = new Vector2(0, -200f),
                    Position      = new Vector2(Swidth - 200, Sheight),
                    Texture       = vortexEnemyTexture,
                    BulletTexture = Blank,
                    Size          = new Point(vortexEnemyTexture.Width * SCALE, vortexEnemyTexture.Height * SCALE),
                };
                en.SetBullets(Bullets);
                en2.SetBullets(Bullets);
                CurrentStage.AddEnemy(en);
                CurrentStage.AddEnemy(en2);
            }


            //Position += Velocity * (float)gameTime.ElapsedGameTime.TotalSeconds;
            //Velocity = Vector2.Zero;
            // no velocity, position is fixed
            int width  = ScreenManager.GetInstance().Width;
            int height = ScreenManager.GetInstance().Height;

            Position = new Vector2((float)(Math.Cos(theta) + 1) / 2 * width * 0.75f + 0.125f * width,
                                   (float)(Math.Sin(theta) + 1) / 2 * height / 4 + 200);
            base.Update(gameTime);
        }
        /// <summary>
        /// Updates the logic and conditional checking for the test boss.
        /// </summary>
        /// <param name="gameTime"></param>
        public override void Update(GameTime gameTime)
        {
            float dt = (float)gameTime.ElapsedGameTime.TotalMilliseconds;

            stageTimer  += dt;
            bulletTimer += dt;
            sinSpawner  -= dt;
            sinSpawner2 -= dt;
            float theta = stageTimer / 1000f;

            //Velocity = new Vector2((float)Math.Cos(theta), (float)Math.Sin(theta)) * 100f;

            if (bulletTimer > 300f)
            {
                bulletTimer = 0f;
                for (int i = 0; i < 4; i++)
                {
                    Player p = GetPlayer(i);

                    if (p == null)
                    {
                        p = CurrentStage.GetRandomPlayer();
                    }

                    float        rot    = MathHelper.PiOver2 * i + Rotation;
                    Vector2      offset = new Vector2((float)(Math.Cos(rot)), (float)(Math.Sin(rot))) * 220f;
                    Vector2      pos    = Position + offset;
                    float        angle  = GetAngleBetweenSprite(p, pos);
                    Vector2      vel    = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)) * 800f;
                    LinearBullet b      = new LinearBullet(EntitySide.ENEMY, 7000f, vel)
                    {
                        Texture  = BulletTexture,
                        Position = pos,
                        Size     = new Point(18, 8),
                        Color    = Color.OrangeRed,
                    };

                    CurrentStage.AddBullet(b);
                }
            }
            vortexSpawnTimer -= dt;
            if ((float)(Health) / MAX_HEALTH < 0.75f && vortexSpawnTimer <= 0)
            {
                vortexSpawnTimer = 2500f;
                int         Swidth  = ScreenManager.GetInstance().Width;
                int         Sheight = ScreenManager.GetInstance().Height + 200;
                VortexEnemy en      = new VortexEnemy(CurrentStage.Players, 4, 4000f, 10000f)
                {
                    Velocity      = new Vector2(0, -200f),
                    Position      = new Vector2(200, Sheight),
                    Texture       = vortexEnemyTexture,
                    BulletTexture = Blank,
                    Size          = new Point(vortexEnemyTexture.Width * 3, vortexEnemyTexture.Height * 3),
                };
                VortexEnemy en2 = new VortexEnemy(CurrentStage.Players, 4, 4000f, 10000f)
                {
                    Velocity      = new Vector2(0, -200f),
                    Position      = new Vector2(Swidth - 200, Sheight),
                    Texture       = vortexEnemyTexture,
                    BulletTexture = Blank,
                    Size          = new Point(vortexEnemyTexture.Width * 3, vortexEnemyTexture.Height * 3),
                };
                CurrentStage.AddEnemy(en);
                CurrentStage.AddEnemy(en2);
            }

            if ((float)Health / MAX_HEALTH < 0.5f && sinSpawner <= 0)
            {
                sinSpawner = 1750f;
                CurrentStage.SpawnSinEnemy(new Vector2(ScreenManager.GetInstance().Width + 100, 300), false);
            }

            if ((float)Health / MAX_HEALTH <= 0.3f && sinSpawner2 <= 0)
            {
                sinSpawner2 = 1750f;
                CurrentStage.SpawnInvisSinEnemy(new Vector2(-100, 300), true);
            }

            if (opacity < 1)
            {
                opacity += (float)gameTime.ElapsedGameTime.TotalSeconds / 3;
            }


            //Position += Velocity * (float)gameTime.ElapsedGameTime.TotalSeconds;
            //Velocity = Vector2.Zero;
            // no velocity, position is fixed
            int width  = ScreenManager.GetInstance().Width;
            int height = ScreenManager.GetInstance().Height;

            Position = new Vector2((float)(Math.Cos(theta) + 1) / 2 * width * 0.75f + 0.125f * width,
                                   (float)(Math.Sin(theta) + 1) / 2 * height / 4 + 200);
            Rotation += dt / 3000 * MathHelper.TwoPi;
            base.Update(gameTime);
        }