text: function Antag(X,Y) {
  	var x = X;
  	var y = Y;
  	var width = scl;
  	var height = scl;
  
  	var vx = 0;
    var vy = 0;
  
  	var a = 0.5 + p.getProp().score/1700;
  
  	var dead = false;
  	var green, blue = 255;
  
  	var hyp, opp, adj;
  	var hypTL, hypTR, hypBL, hypBR, oppTL, oppTR, oppBL, oppBR, adjTL, adjTR, adjBL, adjBR;
  
  	function die() {
  			dead = true;
  			p.moreScore();
  	}
  
  	function despawnCheck() {
  		prop = p.getProp();
  		if (x + width < prop.x+prop.width/2-width/2-scl*9 ||
  			x > prop.x+prop.width/2+width/2+scl*9 ||
  			y + height < prop.y+prop.height/2-height/2-scl*9 ||
  			y > prop.y+prop.height/2+height/2+scl*9) {
  			dead = true;
  		}
  	}
  
  	function shadow( lightX, lightY) {
  		hypTL = Math.pow((Math.pow(x - lightX, 2) + Math.pow(y - lightY, 2)), 0.5);
  		adjTL = x - lightX;
  		oppTL = y - lightY;
  
  		hypTR = Math.pow((Math.pow(x + width - lightX, 2) + Math.pow(y - lightY, 2)), 0.5);
  		adjTR = x + width - lightX;
  		oppTR = y - lightY;
  
  		hypBL = Math.pow((Math.pow(x - lightX, 2) + Math.pow(y + height - lightY, 2)), 0.5);
  		adjBL = x - lightX;
  		oppBL = y + height - lightY;
  
  		hypBR = Math.pow((Math.pow(x + width - lightX, 2) + Math.pow(y + height - lightY, 2)), 0.5);
  		adjBR = x + width - lightX;
  		oppBR = y + height - lightY;
  
  		fill(0, 4, 145);
  		rect(x, y, width, height);
  		quad(x,y,lightX + 700*(adjTL/hypTL),lightY + 700*(oppTL/hypTL),lightX + 700*(adjBR/hypBR),lightY + 700*(oppBR/hypBR),x + width,y + height);
  		quad(x + width,y,lightX + 700*(adjTR/hypTR),lightY + 700*(oppTR/hypTR),lightX + 700*(adjBL/hypBL),lightY + 700*(oppBL/hypBL),x,y + height);
  	}
  
  	function move() {
  		prop = p.getProp();
  		hyp = Math.pow((Math.pow((x + width/2 - (prop.x + prop.width/2)), 2) + Math.pow((y + height/2 - (prop.y + prop.height/2)), 2)), 0.5);
  		opp = prop.y + prop.height/2 - (y + height/2);
  		adj = prop.x + prop.width/2 - (x + width/2);
  
  		if (hyp !== 0) {
  			x += a*(adj/hyp);
  			y += a*(opp/hyp);
  		}
  	}
  
  	function checkCollision(xdir, ydir) {
  		for(let i = 0; i < pewPews.length; i++) {
  			var blockLeftSide = pewPews[i].getProp().x, blockRightSide = pewPews[i].getProp().x + pewPews[i].getProp().width,
  					blockTopSide = pewPews[i].getProp().y, blockBottomSide = pewPews[i].getProp().y + pewPews[i].getProp().height;
  
  			var guyLeftSide = x, guyRightSide = x + width,
  					guyTopSide = y, guyBottomSide = y + height;
  
  			if (guyRightSide > blockLeftSide && // if it has collided
  			blockTopSide < guyBottomSide &&
  			blockBottomSide > guyTopSide &&
  			guyLeftSide < blockRightSide) {
  				die();
  			}
  		}
  	}
  
  	function show() {
      fill(255, 255, 255, 200);
  		noStroke();
      rect(x, y, width, height);
    }
  
  	function getProp() {
  		return {
  			x,
  			y,
  			width,
  			height,
  			dead
  		}
  	}
  
  	return {
  		despawnCheck,
  		shadow,
  		move,
  		checkCollision,
  		show,
  		getProp
  	}
  }
  