User prompt
Dont change colors when i select the player
User prompt
Make ball and players big 2 times
User prompt
More taller
User prompt
Make goal More tall
User prompt
İt not work
User prompt
Take our goal a little bit up
User prompt
He didnt throw the ball change this
User prompt
İf ball follow the other teams Player and he stops Make ball throw at the our goal
User prompt
Make just one Player to run at ball
User prompt
Remove the barrier
User prompt
Make other team can More closer the goal
User prompt
Other team dont throw ball just runs in the goal
User prompt
Make the other team runs at the goal
User prompt
Make our goals hitbox More the goal but not bigger than goal
User prompt
İ want he is goal the goal
User prompt
He stops not throw the ball
User prompt
Not that close
User prompt
He must close the goal
User prompt
Make other teams Player throw the ball at south
User prompt
Make other teams Player throw the ball at our goal not his
User prompt
He didnt throw ball he just wait
User prompt
İf other teams Player closer the our goal Make he throw ball at the goal
User prompt
Make My teammates not run the ball but defens the goal
User prompt
Other team cant goal
User prompt
More faster 2 times
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Ball = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.friction = 0.95;
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
self.velocityX *= self.friction;
self.velocityY *= self.friction;
// No barrier: Ball can move freely within the field bounds
if (self.x < 100) {
self.x = 100;
}
if (self.x > 1948) {
self.x = 1948;
}
if (self.y < 200) {
self.y = 200;
}
if (self.y > 2500) {
self.y = 2500;
}
};
self.kick = function (targetX, targetY, power) {
var dx = targetX - self.x;
var dy = targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.velocityX = dx / distance * power;
self.velocityY = dy / distance * power;
}
LK.getSound('kick').play();
};
return self;
});
var Opponent = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('opponent', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2; // Slower opponent speed
self.team = 'opponent';
self.targetX = 0;
self.targetY = 0;
self.update = function () {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 5) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.isSelected = false;
self.team = 'player';
self.originalColor = 0x0066cc;
self.select = function () {
self.isSelected = true;
};
self.deselect = function () {
self.isSelected = false;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x228b22
});
/****
* Game Code
****/
// Game field setup
var field = game.addChild(LK.getAsset('field', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366
}));
var centerLine = game.addChild(LK.getAsset('centerLine', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366
}));
var topGoal = game.addChild(LK.getAsset('goal', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 150,
alpha: 1,
// visible goal
width: 500,
// hitbox is now the same as the visible goal, not bigger
height: 200 // increased height to make goal even taller
}));
var bottomGoal = game.addChild(LK.getAsset('goal', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 2480,
// moved up by 100px
alpha: 1,
// visible goal
width: 500,
// hitbox is now the same as the visible goal, not bigger
height: 200 // increased height to make goal even taller
}));
// Game state
var players = [];
var opponents = [];
var selectedPlayer = null;
var isDragging = false;
var dragStartX = 0;
var dragStartY = 0;
var playerScore = 0;
var opponentScore = 0;
var gameTime = 120; // 2 minutes in seconds
var gameStarted = false;
// Ball possession and immunity
var ballHolder = null; // The player or opponent currently holding the ball
var lastBallHolder = null;
var globalImmunityUntil = 0; // Timestamp until which everyone is immune
var IMMUNITY_DURATION = 2000; // ms
// Create ball
var ball = game.addChild(new Ball());
ball.x = 1024;
ball.y = 1366;
// Create player team (bottom half)
for (var i = 0; i < 5; i++) {
var player = game.addChild(new Player());
player.x = 400 + i * 300;
player.y = 1800 + i % 2 * 200;
player._id = "player" + i;
players.push(player);
}
// Create opponent team (top half)
for (var i = 0; i < 5; i++) {
var opponent = game.addChild(new Opponent());
opponent.x = 400 + i * 300;
opponent.y = 900 + i % 2 * 200;
opponent.targetX = opponent.x;
opponent.targetY = opponent.y;
opponent._id = "opponent" + i;
opponents.push(opponent);
}
// UI elements
var scoreText = new Text2('Player: 0 - Opponent: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
// Only the throw button is used for controls now
var sizeControl = game.addChild(LK.getAsset('ball', {
anchorX: 0.5,
anchorY: 0.5,
x: 1624,
y: 2532,
alpha: 0.5,
scaleX: 2,
scaleY: 2
}));
var timeText = new Text2('2:00', {
size: 50,
fill: 0xFFFFFF
});
timeText.anchor.set(1, 0);
LK.gui.topRight.addChild(timeText);
var instructionText = new Text2('Control any blue player! Tap near a player to select them, then tap where to move. Non-selected players are AI bots. Tap big ball icon to make everything bigger!', {
size: 40,
fill: 0xFFFFFF
});
instructionText.anchor.set(0.5, 1);
LK.gui.bottom.addChild(instructionText);
// --- Move Buttons (Right Side) ---
var moveBtnSize = 180;
var moveBtnAlpha = 0.7;
var moveBtnOffset = 60;
// Up Button
var upBtn = new Text2('▲', {
size: moveBtnSize,
fill: 0xFFFF00,
font: "Impact, Arial Black, Tahoma"
});
upBtn.anchor.set(0.5, 0.5);
upBtn.alpha = moveBtnAlpha;
upBtn.interactive = true;
upBtn.buttonMode = true;
LK.gui.bottomRight.addChild(upBtn);
// Down Button
var downBtn = new Text2('▼', {
size: moveBtnSize,
fill: 0xFFFF00,
font: "Impact, Arial Black, Tahoma"
});
downBtn.anchor.set(0.5, 0.5);
downBtn.alpha = moveBtnAlpha;
downBtn.interactive = true;
downBtn.buttonMode = true;
LK.gui.bottomRight.addChild(downBtn);
// Left Button
var leftBtn = new Text2('◀', {
size: moveBtnSize,
fill: 0xFFFF00,
font: "Impact, Arial Black, Tahoma"
});
leftBtn.anchor.set(0.5, 0.5);
leftBtn.alpha = moveBtnAlpha;
leftBtn.interactive = true;
leftBtn.buttonMode = true;
LK.gui.bottomRight.addChild(leftBtn);
// Right Button
var rightBtn = new Text2('▶', {
size: moveBtnSize,
fill: 0xFFFF00,
font: "Impact, Arial Black, Tahoma"
});
rightBtn.anchor.set(0.5, 0.5);
rightBtn.alpha = moveBtnAlpha;
rightBtn.interactive = true;
rightBtn.buttonMode = true;
LK.gui.bottomRight.addChild(rightBtn);
// Position move buttons relative to each other (bottom right corner)
LK.setTimeout(function () {
// Use LK.gui.bottomRight's width/height for layout
// Move the move buttons a little bit further left by increasing the offset
var leftwardOffset = 320; // Amount to move left (in px) - increased for "a little bit left"
// Move the move buttons higher up by increasing the upward offset
var upwardOffset = 350; // Amount to move up (in px)
var baseX = LK.gui.bottomRight.width - moveBtnSize - moveBtnOffset - leftwardOffset;
var baseY = LK.gui.bottomRight.height - moveBtnSize - moveBtnOffset - upwardOffset;
upBtn.x = baseX + moveBtnSize;
upBtn.y = baseY - moveBtnSize * 0.7;
downBtn.x = baseX + moveBtnSize;
downBtn.y = baseY + moveBtnSize * 0.7;
leftBtn.x = baseX;
leftBtn.y = baseY;
rightBtn.x = baseX + moveBtnSize * 2;
rightBtn.y = baseY;
}, 0);
// --- Throw Button (Left Side) ---
var throwButton = new Text2('THROW', {
size: 160,
fill: 0xFFFF00,
font: "Impact, Arial Black, Tahoma"
});
throwButton.anchor.set(0, 1);
throwButton.interactive = true;
throwButton.buttonMode = true;
LK.gui.bottomLeft.addChild(throwButton);
// Handle throw button tap
throwButton.down = function (x, y, obj) {
// Only allow throw if player is holding the ball
if (ballHolder && ballHolder.team === 'player') {
// Throw the ball towards the top goal (opponent's goal)
ballHolder = null; // Release the ball
// Give a strong upward kick towards the center of the top goal
ball.kick(1024, 150, 15); // (no change needed, but included for clarity)
}
};
// Move button handlers
// --- Hold-to-move logic for move buttons ---
var moveHoldInterval = 80; // ms between repeated moves while holding
var upBtnTimer = null;
var downBtnTimer = null;
var leftBtnTimer = null;
var rightBtnTimer = null;
upBtn.down = function () {
moveSelectedPlayer(0, -120);
if (upBtnTimer) LK.clearInterval(upBtnTimer);
upBtnTimer = LK.setInterval(function () {
moveSelectedPlayer(0, -120);
}, moveHoldInterval);
};
upBtn.up = function () {
if (upBtnTimer) {
LK.clearInterval(upBtnTimer);
upBtnTimer = null;
}
};
downBtn.down = function () {
moveSelectedPlayer(0, 120);
if (downBtnTimer) LK.clearInterval(downBtnTimer);
downBtnTimer = LK.setInterval(function () {
moveSelectedPlayer(0, 120);
}, moveHoldInterval);
};
downBtn.up = function () {
if (downBtnTimer) {
LK.clearInterval(downBtnTimer);
downBtnTimer = null;
}
};
leftBtn.down = function () {
moveSelectedPlayer(-120, 0);
if (leftBtnTimer) LK.clearInterval(leftBtnTimer);
leftBtnTimer = LK.setInterval(function () {
moveSelectedPlayer(-120, 0);
}, moveHoldInterval);
};
leftBtn.up = function () {
if (leftBtnTimer) {
LK.clearInterval(leftBtnTimer);
leftBtnTimer = null;
}
};
rightBtn.down = function () {
moveSelectedPlayer(120, 0);
if (rightBtnTimer) LK.clearInterval(rightBtnTimer);
rightBtnTimer = LK.setInterval(function () {
moveSelectedPlayer(120, 0);
}, moveHoldInterval);
};
rightBtn.up = function () {
if (rightBtnTimer) {
LK.clearInterval(rightBtnTimer);
rightBtnTimer = null;
}
};
// Game timer
var gameTimer = LK.setInterval(function () {
if (gameStarted && gameTime > 0) {
gameTime--;
var minutes = Math.floor(gameTime / 60);
var seconds = gameTime % 60;
timeText.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds);
if (gameTime <= 0) {
// Game over
if (playerScore > opponentScore) {
LK.showYouWin();
} else {
LK.showGameOver();
}
LK.clearInterval(gameTimer);
}
}
}, 1000);
// Start game after short delay
LK.setTimeout(function () {
gameStarted = true;
}, 1000);
function updateScore() {
scoreText.setText('Player: ' + playerScore + ' - Opponent: ' + opponentScore);
}
function findClosestPlayer(x, y) {
var closestPlayer = null;
var minDistance = Infinity;
// Check all players to find the closest one
for (var i = 0; i < players.length; i++) {
var player = players[i];
var dx = player.x - x;
var dy = player.y - y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 150 && distance < minDistance) {
minDistance = distance;
closestPlayer = player;
}
}
return closestPlayer;
}
function deselectAllPlayers() {
for (var i = 0; i < players.length; i++) {
players[i].deselect();
}
selectedPlayer = null;
}
function checkGoal() {
// Use intersects for goal detection, only trigger on the frame the ball enters the goal
if (typeof ball.lastWasInTopGoal === "undefined") ball.lastWasInTopGoal = false;
if (typeof ball.lastWasInBottomGoal === "undefined") ball.lastWasInBottomGoal = false;
var nowInTopGoal = ball.intersects(topGoal);
var nowInBottomGoal = ball.intersects(bottomGoal);
// Top goal (opponent's goal)
if (!ball.lastWasInTopGoal && nowInTopGoal) {
playerScore++;
updateScore();
LK.getSound('goal').play();
resetBallPosition();
ball.lastWasInTopGoal = nowInTopGoal;
ball.lastWasInBottomGoal = nowInBottomGoal;
return true;
}
// Bottom goal (player's goal)
if (!ball.lastWasInBottomGoal && nowInBottomGoal) {
opponentScore++;
updateScore();
LK.getSound('goal').play();
resetBallPosition();
ball.lastWasInTopGoal = nowInTopGoal;
ball.lastWasInBottomGoal = nowInBottomGoal;
return true;
}
ball.lastWasInTopGoal = nowInTopGoal;
ball.lastWasInBottomGoal = nowInBottomGoal;
return false;
}
function resetBallPosition() {
ball.x = 1024;
ball.y = 1366;
ball.velocityX = 0;
ball.velocityY = 0;
}
function updateOpponentAI() {
// If an opponent is holding the ball, make them only run into the goal (never throw or kick)
if (ballHolder && ballHolder.team === 'opponent') {
for (var i = 0; i < opponents.length; i++) {
var opponent = opponents[i];
if (opponent === ballHolder) {
// Always run directly at the center, but allow even closer to the bottom goal (just above the goal line)
opponent.targetX = 1024;
opponent.targetY = 2500; // was 2600, now allows closer (goal y=2480, goal height=40, so 2500 is just inside)
// --- NEW LOGIC: If the ball is following the opponent and he stops, throw at our goal ---
// We'll consider "stopped" as not moving towards the target anymore (distance to target < 5)
if (typeof opponent.lastX === "undefined") opponent.lastX = opponent.x;
if (typeof opponent.lastY === "undefined") opponent.lastY = opponent.y;
var dx = opponent.targetX - opponent.x;
var dy = opponent.targetY - opponent.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// If the opponent is stopped (distance to target < 5) and still holding the ball, throw at our goal
if (distance < 5 && ballHolder === opponent) {
// Only throw if the ball is still on the opponent (not already thrown)
// Throw the ball towards the bottom goal (our goal)
// Move the ball slightly ahead of the opponent so it visually leaves the player
var throwDx = 1024 - opponent.x;
var throwDy = 2480 - opponent.y;
var throwDist = Math.sqrt(throwDx * throwDx + throwDy * throwDy);
if (throwDist > 0) {
ball.x = opponent.x + throwDx / throwDist * 60;
ball.y = opponent.y + throwDy / throwDist * 60;
}
ballHolder = null; // Release the ball
// Actually throw the ball: set velocity and move the ball off the opponent
ball.kick(1024, 2480, 18); // Kick towards center of our goal with a bit more power
}
opponent.lastX = opponent.x;
opponent.lastY = opponent.y;
// --- END NEW LOGIC ---
} else {
opponent.targetX = 400 + i * 300;
opponent.targetY = 600 + i % 2 * 300;
}
}
return;
}
// Only the closest opponent to the ball runs at the ball, others idle in place
var closestIdx = -1;
var minDist = Infinity;
for (var i = 0; i < opponents.length; i++) {
var dx = ball.x - opponents[i].x;
var dy = ball.y - opponents[i].y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < minDist) {
minDist = dist;
closestIdx = i;
}
}
for (var i = 0; i < opponents.length; i++) {
if (i === closestIdx) {
opponents[i].targetX = ball.x;
opponents[i].targetY = ball.y;
} else {
// Idle in place (stay at current position)
opponents[i].targetX = opponents[i].x;
opponents[i].targetY = opponents[i].y;
}
}
// If opponent touches ball, do not allow them to kick towards player goal
// (Disable opponent goal attempts)
}
function updatePlayerAI() {
// AI for non-selected players only
for (var i = 0; i < players.length; i++) {
var player = players[i];
// Skip the currently selected player
if (player === selectedPlayer) continue;
// Defensive AI: Move to defend the goal, not chase the ball
// Assign each player a defensive position in front of the goal
var defendX = 600 + i * 200; // Spread out in front of goal horizontally
var defendY = 2350 + i % 2 * 100; // Two rows in front of goal
// If the ball is very close to the goal, collapse to the center to block
if (ball.y > 2200) {
defendX = 1024 + (i - 2) * 90; // Cluster in front of goal center
defendY = 2450 + i % 2 * 40;
}
// Move towards defensive position
var dx = defendX - player.x;
var dy = defendY - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var moveSpeed = 7.5 * 8; // Keep fast repositioning
if (distance > 10) {
player.x += dx / distance * moveSpeed;
player.y += dy / distance * moveSpeed;
}
}
}
// Movement control zones
var controlZoneSize = 200;
var leftZone = {
x: 100,
y: 2532,
width: controlZoneSize,
height: controlZoneSize
};
var rightZone = {
x: 1748,
y: 2532,
width: controlZoneSize,
height: controlZoneSize
};
var upZone = {
x: 924,
y: 2432,
width: controlZoneSize,
height: controlZoneSize
};
var downZone = {
x: 924,
y: 2632,
width: controlZoneSize,
height: controlZoneSize
};
var sizeUpZone = {
x: 1524,
y: 2432,
width: controlZoneSize,
height: controlZoneSize
};
function isInZone(x, y, zone) {
return x >= zone.x && x <= zone.x + zone.width && y >= zone.y && y <= zone.y + zone.width;
}
function moveSelectedPlayer(dx, dy) {
if (!selectedPlayer) return;
var newX = selectedPlayer.x + dx;
var newY = selectedPlayer.y + dy;
// Keep within field bounds
newX = Math.max(100, Math.min(1948, newX));
newY = Math.max(200, Math.min(2500, newY)); // Allow movement to entire field
tween(selectedPlayer, {
x: newX,
y: newY
}, {
duration: 200,
easing: tween.easeOut
});
}
function makeBigger() {
// Make ball bigger
tween(ball, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 500,
easing: tween.easeOut
});
// Make all players bigger
for (var i = 0; i < players.length; i++) {
tween(players[i], {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 500,
easing: tween.easeOut
});
}
// Make all opponents bigger
for (var i = 0; i < opponents.length; i++) {
tween(opponents[i], {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 500,
easing: tween.easeOut
});
}
}
game.down = function (x, y, obj) {
if (!gameStarted) return;
// Check size up zone first
if (isInZone(x, y, sizeUpZone)) {
makeBigger();
return;
}
// If a player is selected, move them to the tapped location
if (selectedPlayer) {
// Allow movement anywhere on the field
var targetX = Math.max(100, Math.min(1948, x));
var targetY = Math.max(200, Math.min(2500, y)); // Allow movement to entire field
tween(selectedPlayer, {
x: targetX,
y: targetY
}, {
duration: 400,
easing: tween.easeOut
});
// Player kick is disabled
} else {
// Find and select closest player
var clickedPlayer = findClosestPlayer(x, y);
if (clickedPlayer) {
deselectAllPlayers();
clickedPlayer.select();
selectedPlayer = clickedPlayer;
}
}
};
game.move = function (x, y, obj) {
// Move function simplified - main control is now tap-to-move in down event
};
game.up = function (x, y, obj) {
// Up function simplified - main control is now tap-to-move
};
game.update = function () {
if (!gameStarted) return;
// Track lastY for goal detection
if (typeof ball.lastY === "undefined") ball.lastY = ball.y;
var prevBallY = ball.y;
ball.update();
ball.lastY = prevBallY;
// --- Ball possession and immunity logic ---
var now = Date.now();
var newHolder = null;
// If no one is holding the ball, allow anyone to take it by touching the ball
if (!ballHolder && now > globalImmunityUntil) {
// Check if any player touches the ball and can take it
for (var i = 0; i < players.length; i++) {
var player = players[i];
var dx = ball.x - player.x;
var dy = ball.y - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 100) {
newHolder = player;
break;
}
}
// If no player, check if any opponent can take the ball
if (!newHolder) {
for (var i = 0; i < opponents.length; i++) {
var opponent = opponents[i];
var dx = ball.x - opponent.x;
var dy = ball.y - opponent.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 100) {
newHolder = opponent;
break;
}
}
}
} else if (ballHolder && now > globalImmunityUntil) {
// If someone is holding the ball, check if another player (not the holder) touches the holder to steal the ball
// Check for player-to-player steal
if (ballHolder.team === 'player') {
for (var i = 0; i < players.length; i++) {
var otherPlayer = players[i];
if (otherPlayer !== ballHolder) {
var dx = ballHolder.x - otherPlayer.x;
var dy = ballHolder.y - otherPlayer.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 100) {
newHolder = otherPlayer;
break;
}
}
}
}
// Check for opponent-to-opponent steal
if (!newHolder && ballHolder.team === 'opponent') {
for (var i = 0; i < opponents.length; i++) {
var otherOpponent = opponents[i];
if (otherOpponent !== ballHolder) {
var dx = ballHolder.x - otherOpponent.x;
var dy = ballHolder.y - otherOpponent.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 100) {
newHolder = otherOpponent;
break;
}
}
}
}
// Check for opponent stealing from player
if (!newHolder && ballHolder.team === 'player') {
for (var i = 0; i < opponents.length; i++) {
var opponent = opponents[i];
var dx = ballHolder.x - opponent.x;
var dy = ballHolder.y - opponent.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 100) {
newHolder = opponent;
break;
}
}
}
// Check for player stealing from opponent
if (!newHolder && ballHolder.team === 'opponent') {
for (var i = 0; i < players.length; i++) {
var player = players[i];
var dx = ballHolder.x - player.x;
var dy = ballHolder.y - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 100) {
newHolder = player;
break;
}
}
}
}
// If someone new takes the ball
if (newHolder && newHolder !== ballHolder) {
// Set global immunity for everyone for 2 seconds
globalImmunityUntil = now + IMMUNITY_DURATION;
ballHolder = newHolder;
// Move ball to holder's position
ball.x = ballHolder.x;
ball.y = ballHolder.y;
ball.velocityX = 0;
ball.velocityY = 0;
// Player keeps the ball after gaining possession (do not drop)
}
// If someone is holding the ball, keep ball on them
if (ballHolder) {
ball.x = ballHolder.x;
ball.y = ballHolder.y;
}
// --- End ball possession and immunity logic ---
// Update opponents
for (var i = 0; i < opponents.length; i++) {
opponents[i].update();
}
// Update AI
if (LK.ticks % 30 === 0) {
// Update AI every half second
updateOpponentAI();
updatePlayerAI();
}
// Check for goals
checkGoal();
// Keep players within field bounds
for (var i = 0; i < players.length; i++) {
var player = players[i];
if (player.y < 200) {
player.y = 200;
}
if (player.y > 2500) {
player.y = 2500;
}
}
// Keep opponents within field bounds (allow anywhere on field)
for (var i = 0; i < opponents.length; i++) {
var opponent = opponents[i];
if (opponent.x < 100) {
opponent.x = 100;
}
if (opponent.x > 1948) {
opponent.x = 1948;
}
if (opponent.y < 200) {
opponent.y = 200;
}
if (opponent.y > 2500) {
opponent.y = 2500;
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -78,13 +78,11 @@
self.team = 'player';
self.originalColor = 0x0066cc;
self.select = function () {
self.isSelected = true;
- graphics.tint = 0xffff00;
};
self.deselect = function () {
self.isSelected = false;
- graphics.tint = self.originalColor;
};
return self;
});