User prompt
Player can only shoot the villains
User prompt
When blue semibot See's player blue semibot helps player defeat the villains
User prompt
Make the blue semibot kill the villain make the blue semibot Chase the villain
User prompt
Please fix the bug: 'LK.setPersistent is not a function' in or related to this line: 'LK.setPersistent(semibot);' Line Number: 1246
User prompt
Can you make the blue semibot stay
User prompt
Add blue semibot character
User prompt
Rename Taxmanlcon to taxman and stop calling tax man player it's just the villain there's two villains
User prompt
Make the taxman come after the player
User prompt
The taxman is not the player the taxman is the enemy not Taxmanlcon
User prompt
Add the taxman asset
User prompt
Make a weapon for the player
User prompt
Main villain ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'playerHealthText.style.fill = player.health <= 20 ? 0xe74c3c : player.health <= 50 ? 0xf39c12 : 0x00FF00;' Line Number: 946
User prompt
Add a player
User prompt
Add player
User prompt
Add semibot and taxman
User prompt
I need a semibot player ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Repo bot player
Code edit (1 edits merged)
Please save this source code
User prompt
R.E.P.O. - Repository Emergency Protocol Override
Initial prompt
Make r.e.p.o.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var DataPacket = Container.expand(function () {
var self = Container.call(this);
// Color constants
var COLORS = [0x3498db, 0xe74c3c, 0xf39c12, 0x2ecc71, 0x9b59b6];
var COLOR_NAMES = ['blue', 'red', 'orange', 'green', 'purple'];
// Properties
self.colorIndex = 0;
self.colorName = '';
self.isBeingDragged = false;
self.lastX = 0;
self.lastY = 0;
self.lastWasIntersecting = false;
self.matchedNode = null;
// Create packet graphic
var packetGraphic = self.attachAsset('dataPacket', {
anchorX: 0.5,
anchorY: 0.5
});
// Set random color
self.setRandomColor = function () {
self.colorIndex = Math.floor(Math.random() * COLORS.length);
self.colorName = COLOR_NAMES[self.colorIndex];
packetGraphic.tint = COLORS[self.colorIndex];
};
// Down event for dragging
self.down = function (x, y, obj) {
self.isBeingDragged = true;
// Bring to front
if (self.parent) {
self.parent.removeChild(self);
self.parent.addChild(self);
}
};
// Update method called every tick
self.update = function () {
// Track position for intersection detection
self.lastX = self.x;
self.lastY = self.y;
};
// Initialize with random color
self.setRandomColor();
return self;
});
var ErrorBlock = Container.expand(function () {
var self = Container.call(this);
// Properties
self.lifespan = 10 * 60; // 10 seconds at 60fps
// Create block graphic
var blockGraphic = self.attachAsset('errorBlock', {
anchorX: 0.5,
anchorY: 0.5
});
// Update method
self.update = function () {
self.lifespan--;
// Fade out near end of lifespan
if (self.lifespan < 60) {
self.alpha = self.lifespan / 60;
}
// Rotate slowly
self.rotation += 0.01;
};
return self;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
// Properties
self.type = 'slowTime'; // Default type
self.isBeingDragged = false;
self.lastX = 0;
self.lastY = 0;
self.lastWasIntersecting = false;
// Create power-up graphic
var powerUpGraphic = self.attachAsset('powerUp', {
anchorX: 0.5,
anchorY: 0.5
});
// Power-up types and their colors
var TYPES = ['slowTime', 'clearPath', 'stabilityBoost'];
var TYPE_COLORS = [0xf39c12, 0x9b59b6, 0x3498db];
// Set type
self.setType = function (typeIndex) {
self.type = TYPES[typeIndex];
powerUpGraphic.tint = TYPE_COLORS[typeIndex];
};
// Down event for dragging
self.down = function (x, y, obj) {
self.isBeingDragged = true;
// Bring to front
if (self.parent) {
self.parent.removeChild(self);
self.parent.addChild(self);
}
};
// Update method
self.update = function () {
// Pulse effect
var pulseAmount = Math.sin(LK.ticks * 0.1) * 0.1 + 1;
self.scale.set(pulseAmount, pulseAmount);
// Track position
self.lastX = self.x;
self.lastY = self.y;
};
// Set random type
self.setType(Math.floor(Math.random() * TYPES.length));
return self;
});
var SemibotPlayer = Container.expand(function () {
var self = Container.call(this);
// Bot properties
self.active = true;
self.intelligence = 0.7; // 0-1 scale of bot intelligence
self.lastActionTime = 0;
self.actionDelay = 60; // Frames between actions
self.target = null;
// Toggle bot activity
self.toggle = function () {
self.active = !self.active;
return self.active;
};
// Find optimal move - returns best packet and target node
self.findOptimalMove = function () {
if (!packets.length || !storageNodes.length) return null;
// Only act if we have a good match
var bestMatch = null;
var highestScore = -1;
for (var i = 0; i < packets.length; i++) {
var packet = packets[i];
// Skip packets being dragged by player
if (packet.isBeingDragged) continue;
for (var j = 0; j < storageNodes.length; j++) {
var node = storageNodes[j];
var score = 0;
// Color match is most important
if (packet.colorIndex === node.colorIndex) {
score += 100;
// Prioritize continuing chains
if (lastSuccessfulChain === packet.colorIndex) {
score += 50 * chainCount;
}
// Adjust for difficulty based on distance and position
score -= Math.abs(packet.x - node.x) * 0.05;
score -= packet.y * 0.1; // Prioritize packets farther down
// Apply intelligence factor - sometimes make suboptimal choices
if (Math.random() > self.intelligence) {
score *= Math.random() * 0.5;
}
if (score > highestScore) {
highestScore = score;
bestMatch = {
packet: packet,
node: node
};
}
}
}
}
return bestMatch;
};
// Move a packet toward a node
self.movePacketToNode = function (packet, node) {
if (!packet || packet.isBeingDragged) return false;
// Release current target if we have one
if (self.target && self.target.isBeingDragged) {
self.target.isBeingDragged = false;
}
// Set target packet as being dragged by bot
self.target = packet;
packet.isBeingDragged = true;
// Move packet toward node with tweening for smooth movement
tween(packet, {
x: node.x,
y: node.y - 20
}, {
duration: 500,
easing: tween.easeOutQuad,
onFinish: function onFinish() {
// Release packet when it reaches the node
packet.isBeingDragged = false;
self.target = null;
// Check for match at destination
for (var i = 0; i < storageNodes.length; i++) {
if (checkNodeMatch(packet, storageNodes[i])) {
break;
}
}
}
});
return true;
};
// Update method
self.update = function () {
if (!self.active || !gameRunning) return;
// Only act periodically to allow player to also interact
if (LK.ticks - self.lastActionTime < self.actionDelay) return;
// Skip action randomly to make bot feel more human
if (Math.random() > 0.8) return;
// Check if we need to handle power-ups when stability is low
if (stabilityBar.stability < 30 && powerUps.length > 0) {
for (var i = 0; i < powerUps.length; i++) {
var powerUp = powerUps[i];
if (!powerUp.isBeingDragged && powerUp.y > 300) {
// Move power-up to center to activate it
tween(powerUp, {
x: 2048 / 2,
y: 2732 / 2
}, {
duration: 300,
easing: tween.easeOutQuad,
onFinish: function onFinish() {
activatePowerUp(powerUp);
var index = powerUps.indexOf(powerUp);
if (index !== -1) {
powerUps.splice(index, 1);
}
powerUp.destroy();
}
});
self.lastActionTime = LK.ticks;
return;
}
}
}
// Find and execute optimal move
var move = self.findOptimalMove();
if (move) {
self.movePacketToNode(move.packet, move.node);
self.lastActionTime = LK.ticks;
}
};
return self;
});
// Down event for dragging
var StabilityBar = Container.expand(function () {
var self = Container.call(this);
// Properties
self.stability = 50; // Start at 50%
self.maxStability = 100;
self.warningLevel = 25;
self.criticalLevel = 10;
// Create background
var barBg = self.attachAsset('stabilityBarBg', {
anchorX: 0.5,
anchorY: 0.5
});
// Create bar
var bar = self.attachAsset('stabilityBar', {
anchorX: 0.5,
anchorY: 1.0
});
// Position the bar
bar.y = barBg.height / 2;
// Set stability amount (0-100)
self.setStability = function (amount) {
self.stability = Math.max(0, Math.min(self.maxStability, amount));
// Update bar height
var heightPercentage = self.stability / self.maxStability;
bar.scaleY = heightPercentage;
// Update bar color based on stability
if (self.stability <= self.criticalLevel) {
bar.tint = 0xe74c3c; // Critical - red
} else if (self.stability <= self.warningLevel) {
bar.tint = 0xf39c12; // Warning - orange
} else {
bar.tint = 0x27ae60; // Normal - green
}
};
// Change stability
self.changeStability = function (delta) {
self.setStability(self.stability + delta);
return self.stability;
};
// Initialize
self.setStability(self.stability);
return self;
});
// Game variables
var StorageNode = Container.expand(function () {
var self = Container.call(this);
// Color constants
var COLORS = [0x3498db, 0xe74c3c, 0xf39c12, 0x2ecc71, 0x9b59b6];
var COLOR_NAMES = ['blue', 'red', 'orange', 'green', 'purple'];
// Properties
self.colorIndex = 0;
self.colorName = '';
self.lastPacketsStored = 0;
self.packetsStored = 0;
// Create node graphic
var nodeGraphic = self.attachAsset('storageNode', {
anchorX: 0.5,
anchorY: 0.5
});
// Set color
self.setColor = function (index) {
self.colorIndex = index;
self.colorName = COLOR_NAMES[index];
nodeGraphic.tint = COLORS[index];
};
// Handle packet storage
self.storePacket = function () {
self.packetsStored++;
// Visual feedback
tween(self, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
}
});
};
// Update method
self.update = function () {
self.lastPacketsStored = self.packetsStored;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Game variables
// Game assets
// Tween library for animations
var packetSpawnInterval = 3 * 60; // Spawn every 3 seconds at 60fps
var nextPacketSpawn = packetSpawnInterval;
var stabilityDecayRate = 0.05; // Stability decay per tick
var packets = [];
var storageNodes = [];
var errorBlocks = [];
var powerUps = [];
var level = 1;
var score = 0;
var stabilityBar;
var scoreText;
var levelText;
var botStatusText;
var draggedObject = null;
var gameRunning = true;
var lastSuccessfulChain = 0;
var chainCount = 0;
var semibot; // AI assistant player
// UI text setup
scoreText = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0);
scoreText.x = 50;
scoreText.y = 50;
LK.gui.topLeft.addChild(scoreText);
levelText = new Text2('Level: 1', {
size: 60,
fill: 0xFFFFFF
});
levelText.anchor.set(1, 0);
levelText.x = -50;
levelText.y = 50;
LK.gui.topRight.addChild(levelText);
// Bot status text
botStatusText = new Text2('Bot: Active', {
size: 60,
fill: 0x00FF00
});
botStatusText.anchor.set(0.5, 0);
botStatusText.x = 0;
botStatusText.y = 50;
LK.gui.top.addChild(botStatusText);
// Create toggle button
var toggleBotBtn = new Text2('Toggle Bot', {
size: 60,
fill: 0xFFFFFF
});
toggleBotBtn.anchor.set(0.5, 0);
toggleBotBtn.x = 0;
toggleBotBtn.y = 120;
toggleBotBtn.interactive = true;
toggleBotBtn.hitArea = new Rectangle(-150, 0, 300, 60);
// Toggle bot event
toggleBotBtn.down = function () {
if (semibot) {
var isActive = semibot.toggle();
botStatusText.setText('Bot: ' + (isActive ? 'Active' : 'Paused'));
botStatusText.style.fill = isActive ? 0x00FF00 : 0xFF0000;
}
};
LK.gui.top.addChild(toggleBotBtn);
// Initialize stability bar
stabilityBar = new StabilityBar();
stabilityBar.x = 80;
stabilityBar.y = 2732 / 2;
game.addChild(stabilityBar);
// Create storage nodes
function createStorageNodes() {
// Clear existing nodes
storageNodes.forEach(function (node) {
node.destroy();
});
storageNodes = [];
var numNodes = Math.min(5, 2 + Math.floor(level / 2)); // Increase nodes with level
var spacing = 2048 / (numNodes + 1);
for (var i = 0; i < numNodes; i++) {
var node = new StorageNode();
node.setColor(i % 5);
node.x = spacing * (i + 1);
node.y = 2732 - 300;
game.addChild(node);
storageNodes.push(node);
}
}
// Create a new data packet
function createDataPacket() {
var packet = new DataPacket();
packet.x = Math.random() * (2048 - 200) + 100;
packet.y = -100;
game.addChild(packet);
packets.push(packet);
// Random vertical speed based on level
packet.speedY = 1 + Math.random() * level * 0.5;
return packet;
}
// Create power-up
function createPowerUp() {
var powerUp = new PowerUp();
powerUp.x = Math.random() * (2048 - 200) + 100;
powerUp.y = -100;
game.addChild(powerUp);
powerUps.push(powerUp);
// Set vertical speed
powerUp.speedY = 1 + Math.random() * 0.5;
return powerUp;
}
// Create error block obstacle
function createErrorBlock(x, y) {
var block = new ErrorBlock();
block.x = x;
block.y = y;
game.addChild(block);
errorBlocks.push(block);
return block;
}
// Handle power-up effect
function activatePowerUp(powerUp) {
LK.getSound('powerup').play();
switch (powerUp.type) {
case 'slowTime':
// Slow down all packets
packets.forEach(function (packet) {
packet.speedY *= 0.5;
});
break;
case 'clearPath':
// Remove all error blocks
errorBlocks.forEach(function (block) {
block.destroy();
});
errorBlocks = [];
break;
case 'stabilityBoost':
// Boost stability
stabilityBar.changeStability(25);
break;
}
// Visual feedback
LK.effects.flashScreen(0xf39c12, 500);
}
// Check if a packet matches a storage node
function checkNodeMatch(packet, node) {
if (packet.colorIndex === node.colorIndex && packet.intersects(node)) {
// Match found
LK.getSound('match').play();
// Update score based on chain
if (lastSuccessfulChain === packet.colorIndex) {
chainCount++;
score += 10 * chainCount;
} else {
chainCount = 1;
score += 10;
}
lastSuccessfulChain = packet.colorIndex;
// Update score display
LK.setScore(score);
scoreText.setText('Score: ' + score);
// Increase stability
stabilityBar.changeStability(5);
// Visual feedback
node.storePacket();
// Remove packet
var index = packets.indexOf(packet);
if (index !== -1) {
packets.splice(index, 1);
}
packet.destroy();
// Level up check
if (score >= level * 100) {
levelUp();
}
return true;
}
return false;
}
// Handle level up
function levelUp() {
level++;
levelText.setText('Level: ' + level);
// Increase difficulty
packetSpawnInterval = Math.max(60, packetSpawnInterval - 15);
stabilityDecayRate += 0.01;
// Create new node layout
createStorageNodes();
// Visual feedback
LK.effects.flashScreen(0x2ecc71, 500);
}
// Initialize semibot player
semibot = new SemibotPlayer();
game.addChild(semibot);
// Initialize game
createStorageNodes();
// Game touch/mouse events
game.down = function (x, y, obj) {
// Check if we're clicking on a packet or power-up
var foundObject = false;
// Check packets first (in reverse to get top-most)
for (var i = packets.length - 1; i >= 0; i--) {
var packet = packets[i];
if (packet.getBounds().contains(x, y)) {
draggedObject = packet;
packet.down(x, y, obj);
foundObject = true;
break;
}
}
// Check power-ups if no packet was found
if (!foundObject) {
for (var i = powerUps.length - 1; i >= 0; i--) {
var powerUp = powerUps[i];
if (powerUp.getBounds().contains(x, y)) {
draggedObject = powerUp;
powerUp.down(x, y, obj);
foundObject = true;
break;
}
}
}
};
game.move = function (x, y, obj) {
if (draggedObject && draggedObject.isBeingDragged) {
draggedObject.x = x;
draggedObject.y = y;
}
};
game.up = function (x, y, obj) {
if (draggedObject) {
// Check for matches with storage nodes
if (draggedObject instanceof DataPacket) {
var matched = false;
for (var i = 0; i < storageNodes.length; i++) {
if (checkNodeMatch(draggedObject, storageNodes[i])) {
matched = true;
break;
}
}
// Create error block if no match
if (!matched) {
LK.getSound('error').play();
createErrorBlock(draggedObject.x, draggedObject.y);
stabilityBar.changeStability(-10);
// Remove the mismatched packet
var index = packets.indexOf(draggedObject);
if (index !== -1) {
packets.splice(index, 1);
}
draggedObject.destroy();
}
}
// Check if it's a power-up
else if (draggedObject instanceof PowerUp) {
activatePowerUp(draggedObject);
// Remove the used power-up
var index = powerUps.indexOf(draggedObject);
if (index !== -1) {
powerUps.splice(index, 1);
}
draggedObject.destroy();
}
draggedObject = null;
}
};
// Main game update loop
game.update = function () {
if (!gameRunning) return;
// Update semibot if active
if (semibot) {
semibot.update();
}
// Update all game objects
for (var i = packets.length - 1; i >= 0; i--) {
var packet = packets[i];
packet.update();
// Move non-dragged packets down
if (!packet.isBeingDragged) {
packet.y += packet.speedY;
}
// Check if packet is out of bounds
if (packet.y > 2732 + 100) {
// Missed packet - penalty
stabilityBar.changeStability(-15);
LK.getSound('error').play();
// Remove packet
packets.splice(i, 1);
packet.destroy();
continue;
}
}
// Update power-ups
for (var i = powerUps.length - 1; i >= 0; i--) {
var powerUp = powerUps[i];
powerUp.update();
// Move non-dragged power-ups down
if (!powerUp.isBeingDragged) {
powerUp.y += powerUp.speedY;
}
// Remove if out of bounds
if (powerUp.y > 2732 + 100) {
powerUps.splice(i, 1);
powerUp.destroy();
}
}
// Update error blocks
for (var i = errorBlocks.length - 1; i >= 0; i--) {
var block = errorBlocks[i];
block.update();
// Remove expired blocks
if (block.lifespan <= 0) {
errorBlocks.splice(i, 1);
block.destroy();
}
}
// Update storage nodes
for (var i = 0; i < storageNodes.length; i++) {
storageNodes[i].update();
}
// Spawn new packets
nextPacketSpawn--;
if (nextPacketSpawn <= 0) {
createDataPacket();
nextPacketSpawn = packetSpawnInterval;
// Occasionally spawn power-ups (5% chance)
if (Math.random() < 0.05) {
createPowerUp();
}
}
// Decrease stability over time
stabilityBar.changeStability(-stabilityDecayRate);
// Warning when stability is low
if (stabilityBar.stability <= stabilityBar.warningLevel && LK.ticks % 60 === 0) {
LK.getSound('warning').play();
}
// Check for game over
if (stabilityBar.stability <= 0) {
gameRunning = false;
LK.effects.flashScreen(0xe74c3c, 1000);
LK.showGameOver();
}
};
// Set background color to dark blue/grey for tech theme
game.setBackgroundColor(0x2c3e50); ===================================================================
--- original.js
+++ change.js
@@ -112,8 +112,134 @@
// Set random type
self.setType(Math.floor(Math.random() * TYPES.length));
return self;
});
+var SemibotPlayer = Container.expand(function () {
+ var self = Container.call(this);
+ // Bot properties
+ self.active = true;
+ self.intelligence = 0.7; // 0-1 scale of bot intelligence
+ self.lastActionTime = 0;
+ self.actionDelay = 60; // Frames between actions
+ self.target = null;
+ // Toggle bot activity
+ self.toggle = function () {
+ self.active = !self.active;
+ return self.active;
+ };
+ // Find optimal move - returns best packet and target node
+ self.findOptimalMove = function () {
+ if (!packets.length || !storageNodes.length) return null;
+ // Only act if we have a good match
+ var bestMatch = null;
+ var highestScore = -1;
+ for (var i = 0; i < packets.length; i++) {
+ var packet = packets[i];
+ // Skip packets being dragged by player
+ if (packet.isBeingDragged) continue;
+ for (var j = 0; j < storageNodes.length; j++) {
+ var node = storageNodes[j];
+ var score = 0;
+ // Color match is most important
+ if (packet.colorIndex === node.colorIndex) {
+ score += 100;
+ // Prioritize continuing chains
+ if (lastSuccessfulChain === packet.colorIndex) {
+ score += 50 * chainCount;
+ }
+ // Adjust for difficulty based on distance and position
+ score -= Math.abs(packet.x - node.x) * 0.05;
+ score -= packet.y * 0.1; // Prioritize packets farther down
+ // Apply intelligence factor - sometimes make suboptimal choices
+ if (Math.random() > self.intelligence) {
+ score *= Math.random() * 0.5;
+ }
+ if (score > highestScore) {
+ highestScore = score;
+ bestMatch = {
+ packet: packet,
+ node: node
+ };
+ }
+ }
+ }
+ }
+ return bestMatch;
+ };
+ // Move a packet toward a node
+ self.movePacketToNode = function (packet, node) {
+ if (!packet || packet.isBeingDragged) return false;
+ // Release current target if we have one
+ if (self.target && self.target.isBeingDragged) {
+ self.target.isBeingDragged = false;
+ }
+ // Set target packet as being dragged by bot
+ self.target = packet;
+ packet.isBeingDragged = true;
+ // Move packet toward node with tweening for smooth movement
+ tween(packet, {
+ x: node.x,
+ y: node.y - 20
+ }, {
+ duration: 500,
+ easing: tween.easeOutQuad,
+ onFinish: function onFinish() {
+ // Release packet when it reaches the node
+ packet.isBeingDragged = false;
+ self.target = null;
+ // Check for match at destination
+ for (var i = 0; i < storageNodes.length; i++) {
+ if (checkNodeMatch(packet, storageNodes[i])) {
+ break;
+ }
+ }
+ }
+ });
+ return true;
+ };
+ // Update method
+ self.update = function () {
+ if (!self.active || !gameRunning) return;
+ // Only act periodically to allow player to also interact
+ if (LK.ticks - self.lastActionTime < self.actionDelay) return;
+ // Skip action randomly to make bot feel more human
+ if (Math.random() > 0.8) return;
+ // Check if we need to handle power-ups when stability is low
+ if (stabilityBar.stability < 30 && powerUps.length > 0) {
+ for (var i = 0; i < powerUps.length; i++) {
+ var powerUp = powerUps[i];
+ if (!powerUp.isBeingDragged && powerUp.y > 300) {
+ // Move power-up to center to activate it
+ tween(powerUp, {
+ x: 2048 / 2,
+ y: 2732 / 2
+ }, {
+ duration: 300,
+ easing: tween.easeOutQuad,
+ onFinish: function onFinish() {
+ activatePowerUp(powerUp);
+ var index = powerUps.indexOf(powerUp);
+ if (index !== -1) {
+ powerUps.splice(index, 1);
+ }
+ powerUp.destroy();
+ }
+ });
+ self.lastActionTime = LK.ticks;
+ return;
+ }
+ }
+ }
+ // Find and execute optimal move
+ var move = self.findOptimalMove();
+ if (move) {
+ self.movePacketToNode(move.packet, move.node);
+ self.lastActionTime = LK.ticks;
+ }
+ };
+ return self;
+});
+// Down event for dragging
var StabilityBar = Container.expand(function () {
var self = Container.call(this);
// Properties
self.stability = 50; // Start at 50%
@@ -181,15 +307,19 @@
// Handle packet storage
self.storePacket = function () {
self.packetsStored++;
// Visual feedback
- tween.to(self, 0.2, {
+ tween(self, {
scaleX: 1.2,
- scaleY: 1.2,
- onComplete: function onComplete() {
- tween.to(self, 0.2, {
+ scaleY: 1.2
+ }, {
+ duration: 200,
+ onFinish: function onFinish() {
+ tween(self, {
scaleX: 1,
scaleY: 1
+ }, {
+ duration: 200
});
}
});
};
@@ -224,12 +354,14 @@
var score = 0;
var stabilityBar;
var scoreText;
var levelText;
+var botStatusText;
var draggedObject = null;
var gameRunning = true;
var lastSuccessfulChain = 0;
var chainCount = 0;
+var semibot; // AI assistant player
// UI text setup
scoreText = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
@@ -245,8 +377,36 @@
levelText.anchor.set(1, 0);
levelText.x = -50;
levelText.y = 50;
LK.gui.topRight.addChild(levelText);
+// Bot status text
+botStatusText = new Text2('Bot: Active', {
+ size: 60,
+ fill: 0x00FF00
+});
+botStatusText.anchor.set(0.5, 0);
+botStatusText.x = 0;
+botStatusText.y = 50;
+LK.gui.top.addChild(botStatusText);
+// Create toggle button
+var toggleBotBtn = new Text2('Toggle Bot', {
+ size: 60,
+ fill: 0xFFFFFF
+});
+toggleBotBtn.anchor.set(0.5, 0);
+toggleBotBtn.x = 0;
+toggleBotBtn.y = 120;
+toggleBotBtn.interactive = true;
+toggleBotBtn.hitArea = new Rectangle(-150, 0, 300, 60);
+// Toggle bot event
+toggleBotBtn.down = function () {
+ if (semibot) {
+ var isActive = semibot.toggle();
+ botStatusText.setText('Bot: ' + (isActive ? 'Active' : 'Paused'));
+ botStatusText.style.fill = isActive ? 0x00FF00 : 0xFF0000;
+ }
+};
+LK.gui.top.addChild(toggleBotBtn);
// Initialize stability bar
stabilityBar = new StabilityBar();
stabilityBar.x = 80;
stabilityBar.y = 2732 / 2;
@@ -371,8 +531,11 @@
createStorageNodes();
// Visual feedback
LK.effects.flashScreen(0x2ecc71, 500);
}
+// Initialize semibot player
+semibot = new SemibotPlayer();
+game.addChild(semibot);
// Initialize game
createStorageNodes();
// Game touch/mouse events
game.down = function (x, y, obj) {
@@ -446,8 +609,12 @@
};
// Main game update loop
game.update = function () {
if (!gameRunning) return;
+ // Update semibot if active
+ if (semibot) {
+ semibot.update();
+ }
// Update all game objects
for (var i = packets.length - 1; i >= 0; i--) {
var packet = packets[i];
packet.update();
Stroge node. In-Game asset. High contrast. No shadows
Error. In-Game asset. High contrast. No shadows
Power up. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Semibot. In-Game asset. High contrast. No shadows
(StabilityBarBg). In-Game asset. High contrast. No shadows
Creepy sad and happy emoji with black eyes and white people's. In-Game asset. High contrast. No shadows
Blue semibot. In-Game asset. High contrast. No shadows