 };
 int const enemyCount = 10;
 Particle particlePool[40] = {
-    Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(),
-    Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(),
-    Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(),
-    Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle()
+    Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle()
 };
 int const particleCount = 40;
 Spawner spawnPool[2] = {

    // DRAW
    if(boss.Alive()){
        boss._ticks ++;
        //if(boss._ticks%5 == 0){
        //    if(boss._pos > playerPosition){
        //        boss._pos -= 1;
        //    }else{
        //        boss._pos += 1;
        //    }
        //    spawnPool[0]._pos = boss._pos;
        //    spawnPool[1]._pos = boss._pos;
        //}
        for(int i = getLED(boss._pos-BOSS_WIDTH/2); i<=getLED(boss._pos+BOSS_WIDTH/2); i++){
            leds[i] = CRGB::DarkRed;
            leds[i] %= 100;

Boss boss = Boss();

CRGB leds[NUM_LEDS];
RunningMedian MPUAngleSamples = RunningMedian(5);
RunningMedian MPUWobbleSamples = RunningMedian(5);

void setup() {
    Serial.begin(9600);
