if Time >= start_time:

            Knight.x2 = pos[0]
            Knight.y2 = pos[1]

        # ALL GAME LOGIC SHOULD GO ABOVE THIS COMMENT
        # ALL CODE TO DRAW SHOULD GO BELOW THIS COMMENT
        if not boss_level:
            screen.fill(BLUE)
        else:
            screen.fill(RED)

        #Castle
        screen.blit(Castle,(250,0))

        Knight.draw_bars(screen)

        #Knight
        if Knight.x2 < Knight.x1:
            screen.blit(Knight.Image,(Knight.x2 - 50,Knight.y2 - 50))
            Knight.facing = -1
        elif Knight.x2 > Knight.x1:
            screen.blit(pygame.transform.flip(Knight.Image,True,False),(Knight.x2 - 50,Knight.y2 - 50))
            Knight.facing = 1
        elif Knight.x2 == Knight.x1:
            if Knight.facing == 1:
                screen.blit(pygame.transform.flip(Knight.Image,True,False),(Knight.x2 - 50,Knight.y2 - 50))
            elif Knight.facing == -1:
                screen.blit(Knight.Image,(Knight.x2 - 50, Knight.y2 - 50))

        Knight_rect = pygame.Rect(Knight.Image.get_rect())