export class VialDisplay {
  constructor(scene, x, y, label, fillColor, borderColor) {
    this.scene       = scene;
    this.baseX       = x;
    this.baseY       = y;
    this.label       = label;
    this.fillColor   = fillColor;
    this.borderColor = borderColor;

    this.VIAL_W        = 62;
    this.VIAL_H        = 370;
    this.MAX           = 2000;
    this.currentAmount = 0;
    this._shakeTween   = null;
    this._shakeApplied = 0; // last threshold at which shake was started
    this._won          = false;

    this._build();
  }

  _build() {
    const { scene, baseX, baseY, VIAL_W, VIAL_H, fillColor, borderColor } = this;
    const R = VIAL_W / 2; // radius for rounded top cap

    this.container = scene.add.container(baseX, baseY);

    // Dark glass interior
    const glassBg = scene.add.graphics();
    glassBg.fillStyle(0x060214, 0.95);
    glassBg.fillRoundedRect(-VIAL_W / 2, 0, VIAL_W, VIAL_H, { tl: R, tr: R, bl: 6, br: 6 });
    this.container.add(glassBg);

    // Fill graphic — redrawn dynamically
    this.fillGfx = scene.add.graphics();
    this.container.add(this.fillGfx);

    // Glass border rendered on top of fill so it stays crisp
    const border = scene.add.graphics();
    border.lineStyle(3, borderColor, 0.9);
    border.strokeRoundedRect(-VIAL_W / 2, 0, VIAL_W, VIAL_H, { tl: R, tr: R, bl: 6, br: 6 });
    // Outer glow ring
    border.lineStyle(10, borderColor, 0.18);
    border.strokeRoundedRect(-VIAL_W / 2 - 5, -5, VIAL_W + 10, VIAL_H + 10, { tl: R + 5, tr: R + 5, bl: 10, br: 10 });
    // Left-side glass highlight
    border.lineStyle(2, 0xffffff, 0.22);
    border.beginPath();
    border.moveTo(-VIAL_W / 2 + 6, R + 6);
    border.lineTo(-VIAL_W / 2 + 6, VIAL_H - 12);
    border.strokePath();
    this.container.add(border);

    // Tick marks at $500, $1000, $1500, $2000
    const ticks = scene.add.graphics();
    [500, 1000, 1500, 2000].forEach(amt => {
      const ty = VIAL_H - (amt / this.MAX) * VIAL_H;
      ticks.lineStyle(amt === 2000 ? 2 : 1, borderColor, amt === 2000 ? 0.6 : 0.25);
      ticks.beginPath();
      ticks.moveTo(-VIAL_W / 2 + 4, ty);
      ticks.lineTo( VIAL_W / 2 - 4, ty);
      ticks.strokePath();

      const lbl = scene.add.text(VIAL_W / 2 + 7, ty, `$${amt}`, {
        fontSize: amt === 2000 ? '12px' : '10px',
        fontFamily: 'Georgia, serif',
        color: amt === 2000 ? '#ffd700' : '#4a5a6a',
      }).setOrigin(0, 0.5);
      this.container.add(lbl);
    });
    this.container.add(ticks);

    // Floating amount text shown just above the fill surface
    this.amtText = scene.add.text(0, VIAL_H - 6, '$0', {
      fontSize: '11px',
      fontFamily: 'Georgia, serif',
      fontStyle: 'bold',
      color: '#ffffff',
      stroke: '#000000',
      strokeThickness: 2,
    }).setOrigin(0.5, 1).setAlpha(0);
    this.container.add(this.amtText);

    // Vial label below
    this.container.add(
      scene.add.text(0, VIAL_H + 14, this.label, {
        fontSize: '15px',
        fontFamily: 'Georgia, serif',
        color: '#c8a87e',
        stroke: '#000000',
        strokeThickness: 2,
      }).setOrigin(0.5, 0)
    );

    // Goal text
    this.container.add(
      scene.add.text(0, VIAL_H + 36, 'GOAL: $2,000', {
        fontSize: '10px',
        fontFamily: 'Georgia, serif',
        color: '#3a4a5a',
      }).setOrigin(0.5, 0)
    );
  }

  _drawFill(amount) {
    const { VIAL_W, VIAL_H, MAX, fillColor } = this;
    const capped = Math.min(amount, MAX);
    const fillH  = (capped / MAX) * VIAL_H;

    this.fillGfx.clear();
    if (fillH < 2) {
      this.amtText.setAlpha(0);
      return;
    }

    const fillY = VIAL_H - fillH;
    const R     = VIAL_W / 2;

    // Main fill body
    this.fillGfx.fillStyle(fillColor, 0.88);
    if (fillY < R) {
      // Near the rounded top — match the cap shape
      this.fillGfx.fillRoundedRect(-VIAL_W / 2 + 3, fillY, VIAL_W - 6, fillH, { tl: R - 3, tr: R - 3, bl: 4, br: 4 });
    } else {
      this.fillGfx.fillRoundedRect(-VIAL_W / 2 + 3, fillY, VIAL_W - 6, fillH, 4);
    }

    // Bright liquid surface shimmer
    this.fillGfx.fillStyle(0xffffff, 0.38);
    this.fillGfx.fillRoundedRect(-VIAL_W / 2 + 5, fillY, VIAL_W - 10, 5, 3);

    // Reposition floating amount label just above the surface
    this.amtText.setY(Math.max(fillY - 4, 4));
    this.amtText.setAlpha(1);
    this.amtText.setText(`$${Math.round(capped)}`);
  }

  /**
   * Animate mini coins flying from world position (fromX, fromY) into the vial,
   * then animate the fill rising to targetAmount.
   */
  animateUpdate(targetAmount, fromX, fromY, onComplete) {
    const scene    = this.scene;
    const toAmount = Math.min(targetAmount, this.MAX);

    if (toAmount <= this.currentAmount || this._won) {
      if (onComplete) onComplete();
      return;
    }

    const aimX     = this.baseX;
    const aimY     = this.baseY + this.VIAL_H * 0.78;
    const numCoins = Phaser.Math.Between(5, 8);
    let landed = 0;

    for (let i = 0; i < numCoins; i++) {
      const coin = scene.add.graphics();
      coin.fillStyle(this.fillColor, 1);
      coin.fillCircle(0, 0, 7);
      coin.lineStyle(1.5, 0xffffff, 0.5);
      coin.strokeCircle(0, 0, 7);
      coin.setPosition(fromX + Phaser.Math.Between(-14, 14), fromY);
      coin.setScale(0.1).setAlpha(0);

      scene.tweens.add({
        targets: coin,
        alpha: 1,
        scale: 1,
        duration: 140,
        delay: i * 80,
        ease: 'Back.easeOut',
        onComplete: () => {
          scene.tweens.add({
            targets: coin,
            x: aimX + Phaser.Math.Between(-6, 6),
            y: aimY,
            scale: 0.3,
            alpha: 0.7,
            duration: 480 + i * 50,
            ease: 'Cubic.easeIn',
            onComplete: () => {
              coin.destroy();
              if (++landed === numCoins) this._animateFill(toAmount, onComplete);
            },
          });
        },
      });
    }
  }

  _animateFill(toAmount, onComplete) {
    const scene = this.scene;
    const proxy = { value: this.currentAmount };

    scene.tweens.add({
      targets: proxy,
      value: toAmount,
      duration: 1100,
      ease: 'Cubic.easeOut',
      onUpdate: () => {
        this.currentAmount = proxy.value;
        this._drawFill(proxy.value);
        // Start shaking the first time the fill crosses $1500
        if (proxy.value >= 1500 && this._shakeApplied < 1500) {
          this._shakeApplied = 1500;
          this._applyShake(1500);
        }
      },
      onComplete: () => {
        this.currentAmount = toAmount;
        this._drawFill(toAmount);
        // Update shake to final intensity
        if (toAmount >= 1500) this._applyShake(toAmount);
        if (toAmount >= this.MAX && !this._won) {
          this._won = true;
          this._celebrateWin();
        }
        if (onComplete) onComplete();
      },
    });
  }

  _applyShake(amount) {
    if (amount < 1500) return;

    if (this._shakeTween) {
      this._shakeTween.stop();
      this._shakeTween = null;
      this.container.setX(this.baseX);
    }

    const pct       = Math.min((amount - 1500) / 500, 1);
    const intensity = 3 + pct * 15;         // 3px at $1500 → 18px at $2000
    const speed     = Math.max(22, 100 - pct * 82); // 100ms → 18ms (faster = more frantic)

    this._shakeTween = this.scene.tweens.add({
      targets: this.container,
      x: { from: this.baseX - intensity, to: this.baseX + intensity },
      duration: speed,
      yoyo: true,
      repeat: -1,
      ease: 'Sine.easeInOut',
    });
  }

  _celebrateWin() {
    const scene = this.scene;

    // Stop shaking and snap back to position
    if (this._shakeTween) {
      this._shakeTween.stop();
      this._shakeTween = null;
    }
    this.container.setX(this.baseX);

    // Rapid flash on the fill
    scene.tweens.add({
      targets: this.fillGfx,
      alpha: { from: 1, to: 0.1 },
      duration: 90,
      yoyo: true,
      repeat: 7,
    });

    // Expanding burst ring from vial center
    const burst = scene.add.graphics();
    burst.lineStyle(6, this.borderColor, 1);
    burst.strokeCircle(0, 0, 20);
    burst.setPosition(this.baseX, this.baseY + this.VIAL_H / 2);
    scene.tweens.add({
      targets: burst,
      scaleX: 6, scaleY: 6,
      alpha: 0,
      duration: 700,
      ease: 'Cubic.easeOut',
      onComplete: () => burst.destroy(),
    });

    // Winner badge punches in above the vial
    const badge = scene.add.text(this.baseX, this.baseY - 22, '✦ FULL ✦', {
      fontSize: '16px',
      fontFamily: 'Georgia, serif',
      fontStyle: 'bold',
      color: '#ffd700',
      stroke: '#000000',
      strokeThickness: 3,
      shadow: { offsetX: 0, offsetY: 0, color: '#ffd700', blur: 14, fill: true },
    }).setOrigin(0.5, 0.5).setAlpha(0).setScale(0.3);

    scene.tweens.add({
      targets: badge,
      alpha: 1,
      scale: 1,
      y: this.baseY - 40,
      duration: 500,
      ease: 'Back.easeOut',
    });

    scene.game.events.emit('vial-winner', { winner: this.label });
  }

  // ── Shatter animations ────────────────────────────────────────────────────

  /**
   * Evil destruction: Sin's vial implodes in a dark, decaying explosion.
   * Called when The Lord wins.
   */
  shatterEvil() {
    const scene = this.scene;
    const cx    = this.baseX;
    const cy    = this.baseY + this.VIAL_H / 2;
    const D     = 80; // base depth

    if (this._shakeTween) { this._shakeTween.stop(); this._shakeTween = null; }
    this.container.setPosition(this.baseX, this.baseY);

    // Dark red screen pulse
    const overlay = scene.add.rectangle(800, 450, 1600, 900, 0x330000).setAlpha(0).setDepth(D + 20);
    scene.tweens.add({
      targets: overlay, alpha: { from: 0, to: 0.6 },
      duration: 100, yoyo: true, repeat: 3,
      onComplete: () => overlay.destroy(),
    });

    // Violent random shake, escalating in intensity, then explode
    const proxy = { t: 0 };
    scene.tweens.add({
      targets: proxy, t: 1, duration: 380,
      onUpdate: () => {
        const amp = proxy.t * 15;
        this.container.setX(this.baseX + (Math.random() - 0.5) * amp);
        this.container.setY(this.baseY + (Math.random() - 0.5) * amp * 0.4);
      },
      onComplete: () => {
        this.container.setPosition(this.baseX, this.baseY);
        this._doEvilExplosion(cx, cy, D);
      },
    });

    // Crack lines drawn at 180 ms
    scene.time.delayedCall(180, () => {
      const cracks = scene.add.graphics().setDepth(D + 5);
      cracks.lineStyle(1.5, 0x880000, 1);
      for (let i = 0; i < 7; i++) {
        const a   = (Math.PI * 2 / 7) * i + (Math.random() - 0.5) * 0.4;
        const len = 18 + Math.random() * 28;
        cracks.beginPath();
        cracks.moveTo(cx, cy);
        cracks.lineTo(cx + Math.cos(a) * len, cy + Math.sin(a) * len);
        const bA = a + (Math.random() - 0.5) * 0.9;
        cracks.moveTo(cx + Math.cos(a) * len * 0.55, cy + Math.sin(a) * len * 0.55);
        cracks.lineTo(
          cx + Math.cos(a) * len * 0.55 + Math.cos(bA) * len * 0.55,
          cy + Math.sin(a) * len * 0.55 + Math.sin(bA) * len * 0.55,
        );
        cracks.strokePath();
      }
      scene.tweens.add({ targets: cracks, alpha: 0, delay: 220, duration: 80, onComplete: () => cracks.destroy() });
    });
  }

  _doEvilExplosion(cx, cy, D) {
    const scene = this.scene;

    // Vial implodes inward
    scene.tweens.add({
      targets: this.container, alpha: 0, scaleX: 0, scaleY: 0,
      duration: 300, ease: 'Back.easeIn',
    });

    // Two expanding dark rings
    [{ color: 0xaa0000, r: 15, delay: 0,  toScale: 9, dur: 650 },
     { color: 0x550066, r: 22, delay: 90, toScale: 6, dur: 750 }].forEach(o => {
      const ring = scene.add.graphics().setDepth(D);
      ring.lineStyle(5, o.color, 1);
      ring.strokeCircle(cx, cy, o.r);
      scene.tweens.add({
        targets: ring, scaleX: o.toScale, scaleY: o.toScale, alpha: 0,
        delay: o.delay, duration: o.dur, ease: 'Expo.easeOut',
        onComplete: () => ring.destroy(),
      });
    });

    // Central dark burst
    const burst = scene.add.graphics().setDepth(D + 2);
    burst.fillStyle(0x110000, 1);
    burst.fillCircle(cx, cy, 28);
    scene.tweens.add({
      targets: burst, scaleX: 4.5, scaleY: 4.5, alpha: 0,
      duration: 350, ease: 'Expo.easeOut', onComplete: () => burst.destroy(),
    });

    // Jagged dark shards radiate outward with gravity fall
    const shardColors = [0x990000, 0x440022, 0x221100, 0x000000, 0x660044];
    for (let i = 0; i < 14; i++) {
      const angle = (Math.PI * 2 / 14) * i + (Math.random() - 0.5) * 0.35;
      const dist  = 110 + Math.random() * 190;
      const sz    = 7 + Math.random() * 13;
      const shard = scene.add.graphics().setDepth(D + 1);
      shard.fillStyle(shardColors[i % shardColors.length], 1);
      shard.fillTriangle(0, -sz * 1.3, -sz * 0.45, sz * 0.4, sz * 0.5, sz * 0.3);
      shard.setPosition(cx, cy).setRotation(Math.random() * Math.PI * 2);
      scene.tweens.add({
        targets: shard,
        x: cx + Math.cos(angle) * dist,
        y: cy + Math.sin(angle) * dist + dist * 0.25,
        rotation: shard.rotation + (Math.random() - 0.5) * 9,
        scaleX: 0.1, scaleY: 0.1, alpha: 0,
        duration: 850 + Math.random() * 350,
        ease: 'Cubic.easeOut', delay: Math.random() * 80,
        onComplete: () => shard.destroy(),
      });
    }

    // Dark smoke clouds rise and dissolve
    const smokeColors = [0x1a0000, 0x0a000a, 0x110011, 0x001100];
    for (let i = 0; i < 9; i++) {
      const smoke = scene.add.graphics().setDepth(D - 1);
      smoke.fillStyle(smokeColors[i % smokeColors.length], 0.78);
      smoke.fillCircle(0, 0, 13 + Math.random() * 12);
      smoke.setPosition(cx + (Math.random() - 0.5) * 55, cy + (Math.random() - 0.5) * 40);
      smoke.setScale(0.4);
      scene.tweens.add({
        targets: smoke,
        x: smoke.x + (Math.random() - 0.5) * 75,
        y: smoke.y - 95 - Math.random() * 95,
        scaleX: 3, scaleY: 3, alpha: 0,
        duration: 1300 + Math.random() * 700,
        delay: Math.random() * 200, ease: 'Cubic.easeOut',
        onComplete: () => smoke.destroy(),
      });
    }

    // Evil energy particles scatter (red, purple, sickly green)
    const pColors = [0xff0000, 0xaa0000, 0x880055, 0x005500, 0x440000];
    for (let i = 0; i < 22; i++) {
      const dot = scene.add.graphics().setDepth(D + 1);
      dot.fillStyle(pColors[i % pColors.length], 1);
      dot.fillCircle(0, 0, 2 + Math.random() * 4);
      dot.setPosition(cx + (Math.random() - 0.5) * 25, cy + (Math.random() - 0.5) * 40);
      const pa = Math.random() * Math.PI * 2;
      const pd = 70 + Math.random() * 160;
      scene.tweens.add({
        targets: dot,
        x: dot.x + Math.cos(pa) * pd,
        y: dot.y + Math.sin(pa) * pd + 25,
        alpha: 0, scaleX: 0.1, scaleY: 0.1,
        duration: 750 + Math.random() * 450,
        delay: Math.random() * 150, ease: 'Cubic.easeOut',
        onComplete: () => dot.destroy(),
      });
    }

    // Skull icon rises from the wreckage
    const skull = scene.add.text(cx, cy - 10, '💀', { fontSize: '60px' })
      .setOrigin(0.5).setDepth(D + 6).setAlpha(0).setScale(0.2);
    scene.tweens.add({
      targets: skull, alpha: 1, scale: 1, duration: 250, ease: 'Back.easeOut',
      onComplete: () => {
        scene.tweens.add({
          targets: skull, y: skull.y - 140, alpha: 0, scale: 1.9,
          duration: 1900, delay: 400, ease: 'Cubic.easeOut',
          onComplete: () => skull.destroy(),
        });
      },
    });

    // "CONDEMNED" label punches in then sinks
    const condText = scene.add.text(cx, cy + 58, '☠  CONDEMNED  ☠', {
      fontSize: '18px', fontFamily: 'Georgia, serif',
      color: '#cc0000', stroke: '#000000', strokeThickness: 4,
    }).setOrigin(0.5).setDepth(D + 6).setAlpha(0).setScale(0.4);
    scene.tweens.add({
      targets: condText, alpha: 1, scale: 1, delay: 260, duration: 370, ease: 'Back.easeOut',
      onComplete: () => {
        scene.tweens.add({
          targets: condText, alpha: 0, y: condText.y + 65,
          delay: 1100, duration: 900, ease: 'Cubic.easeIn',
          onComplete: () => condText.destroy(),
        });
      },
    });
  }

  /**
   * Holy destruction: The Lord's vial ascends in a divine golden explosion.
   * Called when Sin wins.
   */
  shatterHoly() {
    const scene = this.scene;
    const cx    = this.baseX;
    const cy    = this.baseY + this.VIAL_H / 2;
    const D     = 80;

    if (this._shakeTween) { this._shakeTween.stop(); this._shakeTween = null; }
    this.container.setPosition(this.baseX, this.baseY);

    // Blinding white flash
    const overlay = scene.add.rectangle(800, 450, 1600, 900, 0xffffee).setAlpha(0).setDepth(D + 20);
    scene.tweens.add({
      targets: overlay, alpha: { from: 0, to: 0.85 },
      duration: 200, yoyo: true, ease: 'Sine.easeInOut',
      onComplete: () => overlay.destroy(),
    });

    // Golden glow outline surrounds the vial
    const glow = scene.add.graphics().setDepth(D - 1);
    glow.lineStyle(20, 0xffd700, 0.7);
    glow.strokeRoundedRect(
      cx - this.VIAL_W / 2 - 7, this.baseY - 7,
      this.VIAL_W + 14, this.VIAL_H + 14, this.VIAL_W / 2 + 4,
    );
    glow.setAlpha(0);
    scene.tweens.add({ targets: glow, alpha: 1, duration: 320, yoyo: true, onComplete: () => glow.destroy() });

    // Gentle double-pulse of the vial before it explodes
    scene.tweens.add({
      targets: this.container, scaleX: 1.08, scaleY: 1.08,
      duration: 200, yoyo: true, ease: 'Sine.easeInOut',
      onComplete: () => {
        scene.tweens.add({
          targets: this.container, scaleX: 1.12, scaleY: 1.12,
          duration: 200, yoyo: true, ease: 'Sine.easeInOut',
          onComplete: () => this._doHolyExplosion(cx, cy, D),
        });
      },
    });

    // God rays fan out at 150 ms (before the explosion)
    scene.time.delayedCall(150, () => {
      const rays = scene.add.graphics().setDepth(D - 2);
      rays.setPosition(cx, cy);
      const numRays = 16;
      for (let i = 0; i < numRays; i++) {
        const angle = (Math.PI * 2 / numRays) * i;
        const len   = 280;
        const hw    = 0.12; // half-angle of each ray
        rays.fillStyle(0xfff0a0, i % 2 === 0 ? 0.55 : 0.28);
        rays.fillTriangle(
          0, 0,
          Math.cos(angle - hw) * len, Math.sin(angle - hw) * len,
          Math.cos(angle + hw) * len, Math.sin(angle + hw) * len,
        );
      }
      rays.setScale(0.05);
      scene.tweens.add({
        targets: rays, scaleX: 1.7, scaleY: 1.7, alpha: 0,
        duration: 1100, ease: 'Cubic.easeOut',
        onComplete: () => rays.destroy(),
      });
    });
  }

  _doHolyExplosion(cx, cy, D) {
    const scene = this.scene;

    // Vial ascends and shrinks into heaven
    scene.tweens.add({
      targets: this.container,
      y: this.baseY - 190, alpha: 0, scaleX: 0.55, scaleY: 0.55,
      duration: 1400, ease: 'Cubic.easeOut',
    });

    // Two golden expanding rings
    [{ color: 0xffd700, r: 18, delay: 0,  toScale: 9, dur: 700 },
     { color: 0xffffff, r: 12, delay: 80, toScale: 7, dur: 820 }].forEach(o => {
      const ring = scene.add.graphics().setDepth(D);
      ring.lineStyle(5, o.color, 1);
      ring.strokeCircle(cx, cy, o.r);
      scene.tweens.add({
        targets: ring, scaleX: o.toScale, scaleY: o.toScale, alpha: 0,
        delay: o.delay, duration: o.dur, ease: 'Expo.easeOut',
        onComplete: () => ring.destroy(),
      });
    });

    // Radiant white burst from center
    const burst = scene.add.graphics().setDepth(D + 2);
    burst.fillStyle(0xffffff, 1);
    burst.fillCircle(cx, cy, 32);
    scene.tweens.add({
      targets: burst, scaleX: 5.5, scaleY: 5.5, alpha: 0,
      duration: 460, ease: 'Expo.easeOut', onComplete: () => burst.destroy(),
    });

    // Golden diamond shards biased upward (upper-half arc + some sideways)
    const shardColors = [0xffd700, 0xffffa0, 0xffffff, 0xffe066, 0xffc000];
    for (let i = 0; i < 14; i++) {
      const angle = (Math.PI * 1.4 / 14) * i - Math.PI * 1.1;
      const dist  = 100 + Math.random() * 210;
      const sz    = 5 + Math.random() * 11;
      const shard = scene.add.graphics().setDepth(D + 1);
      shard.fillStyle(shardColors[i % shardColors.length], 1);
      // Diamond shape: top + bottom triangle
      shard.fillTriangle(0, -sz, -sz * 0.3, 0,  sz * 0.3, 0);
      shard.fillTriangle(-sz * 0.3, 0, sz * 0.3, 0, 0, sz * 0.65);
      shard.setPosition(cx, cy).setRotation(Math.random() * Math.PI * 2);
      scene.tweens.add({
        targets: shard,
        x: cx + Math.cos(angle) * dist,
        y: cy + Math.sin(angle) * dist,
        rotation: shard.rotation + (Math.random() - 0.5) * 6,
        scaleX: 0.1, scaleY: 0.1, alpha: 0,
        duration: 1050 + Math.random() * 350,
        ease: 'Cubic.easeOut', delay: Math.random() * 80,
        onComplete: () => shard.destroy(),
      });
    }

    // Golden sparkle particles
    const sparkChars = ['✦', '★', '✧', '✶', '+'];
    for (let i = 0; i < 24; i++) {
      const sp = scene.add.text(
        cx + (Math.random() - 0.5) * 30, cy + (Math.random() - 0.5) * 40,
        sparkChars[Math.floor(Math.random() * sparkChars.length)],
        { fontSize: `${8 + Math.floor(Math.random() * 20)}px`, color: '#ffd700',
          stroke: '#ffffff', strokeThickness: 1 },
      ).setOrigin(0.5).setDepth(D + 3).setAlpha(0);
      const pa = Math.random() * Math.PI * 2;
      const pd = 75 + Math.random() * 190;
      scene.tweens.add({
        targets: sp,
        x: sp.x + Math.cos(pa) * pd,
        y: sp.y + Math.sin(pa) * pd - 35,
        alpha: { from: 1, to: 0 }, scale: 1.7,
        duration: 1100 + Math.random() * 500,
        delay: Math.random() * 180, ease: 'Cubic.easeOut',
        onComplete: () => sp.destroy(),
      });
    }

    // Large cross flashes and expands
    const cross = scene.add.text(cx, cy, '✝', {
      fontSize: '130px', color: '#ffffff',
      stroke: '#ffd700', strokeThickness: 5,
      shadow: { offsetX: 0, offsetY: 0, color: '#ffd700', blur: 30, fill: true },
    }).setOrigin(0.5).setDepth(D + 5).setAlpha(0).setScale(0.2);
    scene.tweens.add({
      targets: cross, alpha: 0.95, scale: 1.1, duration: 280, ease: 'Back.easeOut',
      onComplete: () => {
        scene.tweens.add({
          targets: cross, alpha: 0, scale: 2.0,
          duration: 750, ease: 'Cubic.easeOut',
          onComplete: () => cross.destroy(),
        });
      },
    });

    // "GLORY" text rises and fades
    const gloryText = scene.add.text(cx, cy + 55, '✝  GLORY  ✝', {
      fontSize: '20px', fontFamily: 'Georgia, serif',
      color: '#ffd700', stroke: '#ffffff', strokeThickness: 3,
      shadow: { offsetX: 0, offsetY: 0, color: '#ffd700', blur: 14, fill: true },
    }).setOrigin(0.5).setDepth(D + 5).setAlpha(0).setScale(0.4);
    scene.tweens.add({
      targets: gloryText, alpha: 1, scale: 1, delay: 260, duration: 400, ease: 'Back.easeOut',
      onComplete: () => {
        scene.tweens.add({
          targets: gloryText, alpha: 0, y: gloryText.y - 95,
          delay: 1300, duration: 1000, ease: 'Cubic.easeOut',
          onComplete: () => gloryText.destroy(),
        });
      },
    });
  }
}
