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 Player = Container.expand(function () {
	var self = Container.call(this);
	// Properties
	self.speed = 5;
	self.health = 100;
	self.maxHealth = 100;
	self.score = 0;
	self.lastX = 0;
	self.lastY = 0;
	self.isMoving = false;
	self.lastDirection = 'right';
	// Create player graphic
	var playerGraphic = self.attachAsset('dataPacket', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Set player appearance
	playerGraphic.tint = 0xffffff; // White color
	playerGraphic.scaleX = 1.3;
	playerGraphic.scaleY = 1.3;
	// Health bar background
	var healthBarBg = self.attachAsset('stabilityBarBg', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.5,
		scaleY: 0.3
	});
	healthBarBg.y = -60;
	// Health bar
	var healthBar = self.attachAsset('stabilityBar', {
		anchorX: 0,
		anchorY: 0.5,
		scaleX: 1.5,
		scaleY: 0.2
	});
	healthBar.y = -60;
	healthBar.x = -healthBarBg.width / 2;
	// Set health level
	self.setHealth = function (amount) {
		self.health = Math.max(0, Math.min(self.maxHealth, amount));
		var healthPercentage = self.health / self.maxHealth;
		healthBar.scaleX = 1.5 * healthPercentage;
		// Update bar color based on health
		if (self.health <= 20) {
			healthBar.tint = 0xe74c3c; // Critical - red
		} else if (self.health <= 50) {
			healthBar.tint = 0xf39c12; // Warning - orange
		} else {
			healthBar.tint = 0x27ae60; // Normal - green
		}
	};
	// Move player in specified direction
	self.move = function (dx, dy) {
		self.isMoving = true;
		// Determine direction
		if (Math.abs(dx) > Math.abs(dy)) {
			self.lastDirection = dx > 0 ? 'right' : 'left';
		} else {
			self.lastDirection = dy > 0 ? 'down' : 'up';
		}
		// Update position
		self.lastX = self.x;
		self.lastY = self.y;
		self.x += dx * self.speed;
		self.y += dy * self.speed;
		// Keep player within game bounds
		self.x = Math.max(50, Math.min(2048 - 50, self.x));
		self.y = Math.max(150, Math.min(2732 - 150, self.y));
	};
	// Collect packet
	self.collectPacket = function (packet) {
		// Visual feedback
		tween(self, {
			scaleX: 1.2,
			scaleY: 1.2
		}, {
			duration: 200,
			onFinish: function onFinish() {
				tween(self, {
					scaleX: 1,
					scaleY: 1
				}, {
					duration: 200
				});
			}
		});
		// Increase score
		self.score += 10;
		// Heal player slightly
		self.setHealth(self.health + 5);
		return self.score;
	};
	// Take damage
	self.takeDamage = function (amount) {
		self.setHealth(self.health - amount);
		// Visual feedback
		LK.effects.flashObject(self, 0xff0000, 500);
		return self.health;
	};
	// Update method
	self.update = function () {
		// Reset moving state each frame
		self.isMoving = false;
		// Pulse effect when health is low
		if (self.health < 30) {
			var pulseAmount = Math.sin(LK.ticks * 0.1) * 0.1 + 1;
			playerGraphic.scale.set(pulseAmount * 1.3, pulseAmount * 1.3);
		}
		// Store last position for collision detection
		self.lastX = self.x;
		self.lastY = self.y;
	};
	// Initialize health
	self.setHealth(self.health);
	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;
});
var TaxmanPlayer = Container.expand(function () {
	var self = Container.call(this);
	// Properties
	self.active = false;
	self.taxRate = 0.10; // 10% tax rate
	self.taxCollected = 0;
	self.collectionInterval = 120; // Collect every 2 seconds (120 frames)
	self.lastCollectionTime = 0;
	self.targetPacket = null;
	// Visual representation
	var taxmanGraphic = self.attachAsset('dataPacket', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	taxmanGraphic.tint = 0x34495e; // Dark blue color for taxman
	taxmanGraphic.scaleX = 1.2;
	taxmanGraphic.scaleY = 1.2;
	// Toggle taxman activity
	self.toggle = function () {
		self.active = !self.active;
		return self.active;
	};
	// Find a packet to tax
	self.findPacketToTax = function () {
		if (!packets.length) return null;
		// Find the highest value packet (prefer packets being matched)
		var bestPacket = null;
		var highestValue = -1;
		for (var i = 0; i < packets.length; i++) {
			var packet = packets[i];
			// Skip packets being dragged
			if (packet.isBeingDragged) continue;
			var value = 10; // Base value
			// Prefer packets that are about to be matched
			for (var j = 0; j < storageNodes.length; j++) {
				var node = storageNodes[j];
				if (packet.colorIndex === node.colorIndex) {
					// Distance to node (closer = higher value)
					var distance = Math.sqrt(Math.pow(packet.x - node.x, 2) + Math.pow(packet.y - node.y, 2));
					if (distance < 300) {
						value += 300 - distance;
					}
				}
			}
			if (value > highestValue) {
				highestValue = value;
				bestPacket = packet;
			}
		}
		return bestPacket;
	};
	// Apply tax to a packet (reduces its value)
	self.taxPacket = function (packet) {
		if (!packet) return;
		// Visual feedback
		self.x = packet.x;
		self.y = packet.y;
		// Flash effect
		tween(self, {
			scaleX: 1.5,
			scaleY: 1.5,
			alpha: 0.7
		}, {
			duration: 300,
			onFinish: function onFinish() {
				tween(self, {
					scaleX: 1.2,
					scaleY: 1.2,
					alpha: 1
				}, {
					duration: 300
				});
			}
		});
		// Collect tax
		self.taxCollected += 1;
		// Reduce packet value visually (make it slightly transparent)
		packet.alpha = 0.8;
		// Update UI
		if (taxmanStatusText) {
			taxmanStatusText.setText('Taxman: ' + (self.active ? 'Active' : 'Paused') + ' ($' + self.taxCollected + ')');
		}
	};
	// Update method
	self.update = function () {
		if (!self.active || !gameRunning) return;
		// Only collect periodically
		if (LK.ticks - self.lastCollectionTime < self.collectionInterval) return;
		// Find and tax a packet
		var packetToTax = self.findPacketToTax();
		if (packetToTax) {
			self.taxPacket(packetToTax);
			self.lastCollectionTime = LK.ticks;
		}
	};
	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 player;
var playerHealthText;
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
var taxman; // Taxman 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);
// Taxman status text
var taxmanStatusText = new Text2('Taxman: Paused ($0)', {
	size: 60,
	fill: 0xFF0000
});
taxmanStatusText.anchor.set(0.5, 0);
taxmanStatusText.x = 0;
taxmanStatusText.y = 230;
LK.gui.top.addChild(taxmanStatusText);
// Create toggle button
var toggleBotBtn = new Text2('Toggle Bot', {
	size: 60,
	fill: 0xFFFFFF
});
toggleBotBtn.anchor.set(0.5, 0);
toggleBotBtn.x = 0;
toggleBotBtn.y = 120;
toggleBotBtn.interactive = true;
toggleBotBtn.hitArea = new Rectangle(-150, 0, 300, 60);
// Toggle bot event
toggleBotBtn.down = function () {
	if (semibot) {
		var isActive = semibot.toggle();
		botStatusText.setText('Bot: ' + (isActive ? 'Active' : 'Paused'));
		botStatusText.style.fill = isActive ? 0x00FF00 : 0xFF0000;
	}
};
LK.gui.top.addChild(toggleBotBtn);
// Create toggle taxman button
var toggleTaxmanBtn = new Text2('Toggle Taxman', {
	size: 60,
	fill: 0xFFFFFF
});
toggleTaxmanBtn.anchor.set(0.5, 0);
toggleTaxmanBtn.x = 0;
toggleTaxmanBtn.y = 300;
toggleTaxmanBtn.interactive = true;
toggleTaxmanBtn.hitArea = new Rectangle(-150, 0, 300, 60);
// Toggle taxman event
toggleTaxmanBtn.down = function () {
	if (taxman) {
		var isActive = taxman.toggle();
		taxmanStatusText.setText('Taxman: ' + (isActive ? 'Active' : 'Paused') + ' ($' + taxman.taxCollected + ')');
		taxmanStatusText.style.fill = isActive ? 0x00FF00 : 0xFF0000;
	}
};
LK.gui.top.addChild(toggleTaxmanBtn);
// Player health text
playerHealthText = new Text2('Health: 100%', {
	size: 60,
	fill: 0x00FF00
});
playerHealthText.anchor.set(0, 1);
playerHealthText.x = 50;
playerHealthText.y = -50;
LK.gui.bottomLeft.addChild(playerHealthText);
// 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;
		}
		// Apply tax reduction if packet was taxed (indicated by alpha < 1)
		if (packet.alpha < 1 && taxman) {
			// Reduce score by taxman's rate
			var taxAmount = Math.floor(score * taxman.taxRate);
			score -= taxAmount;
			taxman.taxCollected += taxAmount;
			// Update taxman display
			if (taxmanStatusText) {
				taxmanStatusText.setText('Taxman: ' + (taxman.active ? 'Active' : 'Paused') + ' ($' + taxman.taxCollected + ')');
			}
		}
		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 taxman player
taxman = new TaxmanPlayer();
game.addChild(taxman);
// Initialize game
createStorageNodes();
// Initialize player
player = new Player();
player.x = 2048 / 2;
player.y = 2732 / 2;
game.addChild(player);
// 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;
	}
	// If player exists and no object is being dragged, move player toward touch position
	if (player && !draggedObject) {
		var dx = x - player.x;
		var dy = y - player.y;
		var distance = Math.sqrt(dx * dx + dy * dy);
		// Only move if touch is not too close to player
		if (distance > 30) {
			// Normalize and move
			dx = dx / distance;
			dy = dy / distance;
			player.move(dx, dy);
		}
	}
};
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 player
	if (player) {
		player.update();
		// Update player health text
		playerHealthText.setText('Health: ' + player.health + '%');
		playerHealthText.style.fill = player.health <= 20 ? 0xe74c3c : player.health <= 50 ? 0xf39c12 : 0x00FF00;
		// Check collisions with packets
		for (var i = packets.length - 1; i >= 0; i--) {
			if (player.intersects(packets[i]) && !packets[i].isBeingDragged) {
				if (packets[i].colorIndex === 0) {
					// Blue packets are good for player
					player.collectPacket(packets[i]);
					packets.splice(i, 1);
				}
			}
		}
		// Check collisions with error blocks
		for (var i = errorBlocks.length - 1; i >= 0; i--) {
			if (player.intersects(errorBlocks[i])) {
				player.takeDamage(0.2); // Slow damage over time
			}
		}
		// Game over if player dies
		if (player.health <= 0 && gameRunning) {
			gameRunning = false;
			LK.effects.flashScreen(0xe74c3c, 1000);
			LK.showGameOver();
		}
	}
	// Update semibot if active
	if (semibot) {
		semibot.update();
	}
	// Update taxman if active
	if (taxman) {
		taxman.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
@@ -69,8 +69,124 @@
 		self.rotation += 0.01;
 	};
 	return self;
 });
+var Player = Container.expand(function () {
+	var self = Container.call(this);
+	// Properties
+	self.speed = 5;
+	self.health = 100;
+	self.maxHealth = 100;
+	self.score = 0;
+	self.lastX = 0;
+	self.lastY = 0;
+	self.isMoving = false;
+	self.lastDirection = 'right';
+	// Create player graphic
+	var playerGraphic = self.attachAsset('dataPacket', {
+		anchorX: 0.5,
+		anchorY: 0.5
+	});
+	// Set player appearance
+	playerGraphic.tint = 0xffffff; // White color
+	playerGraphic.scaleX = 1.3;
+	playerGraphic.scaleY = 1.3;
+	// Health bar background
+	var healthBarBg = self.attachAsset('stabilityBarBg', {
+		anchorX: 0.5,
+		anchorY: 0.5,
+		scaleX: 1.5,
+		scaleY: 0.3
+	});
+	healthBarBg.y = -60;
+	// Health bar
+	var healthBar = self.attachAsset('stabilityBar', {
+		anchorX: 0,
+		anchorY: 0.5,
+		scaleX: 1.5,
+		scaleY: 0.2
+	});
+	healthBar.y = -60;
+	healthBar.x = -healthBarBg.width / 2;
+	// Set health level
+	self.setHealth = function (amount) {
+		self.health = Math.max(0, Math.min(self.maxHealth, amount));
+		var healthPercentage = self.health / self.maxHealth;
+		healthBar.scaleX = 1.5 * healthPercentage;
+		// Update bar color based on health
+		if (self.health <= 20) {
+			healthBar.tint = 0xe74c3c; // Critical - red
+		} else if (self.health <= 50) {
+			healthBar.tint = 0xf39c12; // Warning - orange
+		} else {
+			healthBar.tint = 0x27ae60; // Normal - green
+		}
+	};
+	// Move player in specified direction
+	self.move = function (dx, dy) {
+		self.isMoving = true;
+		// Determine direction
+		if (Math.abs(dx) > Math.abs(dy)) {
+			self.lastDirection = dx > 0 ? 'right' : 'left';
+		} else {
+			self.lastDirection = dy > 0 ? 'down' : 'up';
+		}
+		// Update position
+		self.lastX = self.x;
+		self.lastY = self.y;
+		self.x += dx * self.speed;
+		self.y += dy * self.speed;
+		// Keep player within game bounds
+		self.x = Math.max(50, Math.min(2048 - 50, self.x));
+		self.y = Math.max(150, Math.min(2732 - 150, self.y));
+	};
+	// Collect packet
+	self.collectPacket = function (packet) {
+		// Visual feedback
+		tween(self, {
+			scaleX: 1.2,
+			scaleY: 1.2
+		}, {
+			duration: 200,
+			onFinish: function onFinish() {
+				tween(self, {
+					scaleX: 1,
+					scaleY: 1
+				}, {
+					duration: 200
+				});
+			}
+		});
+		// Increase score
+		self.score += 10;
+		// Heal player slightly
+		self.setHealth(self.health + 5);
+		return self.score;
+	};
+	// Take damage
+	self.takeDamage = function (amount) {
+		self.setHealth(self.health - amount);
+		// Visual feedback
+		LK.effects.flashObject(self, 0xff0000, 500);
+		return self.health;
+	};
+	// Update method
+	self.update = function () {
+		// Reset moving state each frame
+		self.isMoving = false;
+		// Pulse effect when health is low
+		if (self.health < 30) {
+			var pulseAmount = Math.sin(LK.ticks * 0.1) * 0.1 + 1;
+			playerGraphic.scale.set(pulseAmount * 1.3, pulseAmount * 1.3);
+		}
+		// Store last position for collision detection
+		self.lastX = self.x;
+		self.lastY = self.y;
+	};
+	// Initialize health
+	self.setHealth(self.health);
+	return self;
+});
 var PowerUp = Container.expand(function () {
 	var self = Container.call(this);
 	// Properties
 	self.type = 'slowTime'; // Default type
@@ -436,11 +552,11 @@
 
 /**** 
 * Game Code
 ****/ 
-// Tween library for animations
-// Game assets
 // 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 = [];
@@ -448,8 +564,10 @@
 var errorBlocks = [];
 var powerUps = [];
 var level = 1;
 var score = 0;
+var player;
+var playerHealthText;
 var stabilityBar;
 var scoreText;
 var levelText;
 var botStatusText;
@@ -531,8 +649,17 @@
 		taxmanStatusText.style.fill = isActive ? 0x00FF00 : 0xFF0000;
 	}
 };
 LK.gui.top.addChild(toggleTaxmanBtn);
+// Player health text
+playerHealthText = new Text2('Health: 100%', {
+	size: 60,
+	fill: 0x00FF00
+});
+playerHealthText.anchor.set(0, 1);
+playerHealthText.x = 50;
+playerHealthText.y = -50;
+LK.gui.bottomLeft.addChild(playerHealthText);
 // Initialize stability bar
 stabilityBar = new StabilityBar();
 stabilityBar.x = 80;
 stabilityBar.y = 2732 / 2;
@@ -676,8 +803,13 @@
 taxman = new TaxmanPlayer();
 game.addChild(taxman);
 // Initialize game
 createStorageNodes();
+// Initialize player
+player = new Player();
+player.x = 2048 / 2;
+player.y = 2732 / 2;
+game.addChild(player);
 // Game touch/mouse events
 game.down = function (x, y, obj) {
 	// Check if we're clicking on a packet or power-up
 	var foundObject = false;
@@ -708,8 +840,21 @@
 	if (draggedObject && draggedObject.isBeingDragged) {
 		draggedObject.x = x;
 		draggedObject.y = y;
 	}
+	// If player exists and no object is being dragged, move player toward touch position
+	if (player && !draggedObject) {
+		var dx = x - player.x;
+		var dy = y - player.y;
+		var distance = Math.sqrt(dx * dx + dy * dy);
+		// Only move if touch is not too close to player
+		if (distance > 30) {
+			// Normalize and move
+			dx = dx / distance;
+			dy = dy / distance;
+			player.move(dx, dy);
+		}
+	}
 };
 game.up = function (x, y, obj) {
 	if (draggedObject) {
 		// Check for matches with storage nodes
@@ -749,8 +894,37 @@
 };
 // Main game update loop
 game.update = function () {
 	if (!gameRunning) return;
+	// Update player
+	if (player) {
+		player.update();
+		// Update player health text
+		playerHealthText.setText('Health: ' + player.health + '%');
+		playerHealthText.style.fill = player.health <= 20 ? 0xe74c3c : player.health <= 50 ? 0xf39c12 : 0x00FF00;
+		// Check collisions with packets
+		for (var i = packets.length - 1; i >= 0; i--) {
+			if (player.intersects(packets[i]) && !packets[i].isBeingDragged) {
+				if (packets[i].colorIndex === 0) {
+					// Blue packets are good for player
+					player.collectPacket(packets[i]);
+					packets.splice(i, 1);
+				}
+			}
+		}
+		// Check collisions with error blocks
+		for (var i = errorBlocks.length - 1; i >= 0; i--) {
+			if (player.intersects(errorBlocks[i])) {
+				player.takeDamage(0.2); // Slow damage over time
+			}
+		}
+		// Game over if player dies
+		if (player.health <= 0 && gameRunning) {
+			gameRunning = false;
+			LK.effects.flashScreen(0xe74c3c, 1000);
+			LK.showGameOver();
+		}
+	}
 	// Update semibot if active
 	if (semibot) {
 		semibot.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