/**** 
* Classes
****/ 
// Note: This is a simplified simulation of a football game where players move randomly and the ball is kicked around randomly.;
var Ball = Container.expand(function () {
	var self = Container.call(this);
	// Create and attach a ball asset
	var ballGraphics = self.attachAsset('ball', {
		width: 30,
		height: 30,
		color: 0xffffff,
		shape: 'ellipse'
	});
	// Set initial speed
	self.speedX = 0;
	self.speedY = 0;
	// Update ball position based on speed and apply gravity and friction
	self.update = function () {
		// Since the game has a top-down view, gravity will not affect the ball's Y-axis movement.
		// Instead, simulate friction to slow down the ball on the field.
		var fieldFriction = 0.98; // Simulate friction on the field to slow down the ball
		// Apply field friction
		self.speedX *= fieldFriction;
		self.speedY *= fieldFriction;
		self.x += self.speedX;
		self.y += self.speedY;
		// Boundary checks for walls
		if (self.x < 0 || self.x > 2048) {
			self.speedX *= -1;
			self.x = self.x < 0 ? 0 : 2048;
		}
		// Boundary checks for floor and ceiling
		if (self.y < 0) {
			self.speedY *= -1;
			self.y = 0;
		} else if (self.y > 2732) {
			// Apply ground friction when ball hits the ground
			self.speedX *= groundFriction;
			self.speedY *= -groundFriction;
			self.y = 2732;
		}
	};
	// Function to kick the ball
	self.kick = function (speedX, speedY) {
		self.speedX = speedX;
		self.speedY = speedY;
	};
});
// Assets will be automatically created and loaded by the LK engine based on usage in the game code.
// Define a class for the football player
var Player = Container.expand(function (teamColor) {
	var self = Container.call(this);
	// Create and attach a player asset
	var playerGraphics = self.attachAsset(teamColor === 0xff0000 ? 'playerTeamA' : 'playerTeamB', {
		width: 50,
		height: 50,
		shape: 'ellipse'
	});
	// Set initial speed and direction
	self.speedX = 0;
	self.speedY = 0;
	// Update player position based on speed
	self.update = function () {
		var oldX = self.x;
		var oldY = self.y;
		self.x += self.speedX;
		self.y += self.speedY;
		// Implement basic boundary checks
		if (self.x < 0 || self.x > 2048) {
			self.speedX *= -1;
		}
		if (self.y < 0 || self.y > 2732) {
			self.speedY *= -1;
		}
		// Removed player-to-player collision logic to focus on goal-oriented behavior
		// Check for collision with the ball
		if (distance(self.x, self.y, ball.x, ball.y) < ball.width) {
			// If collision detected, move back to old position
			self.x = oldX;
			self.y = oldY;
		}
	};
	// Function to change direction based on behavior
	self.changeDirection = function () {
		// Adjust player behavior based on ball proximity to goal for more goal-oriented actions
		// Ensure goal objects are defined in the global scope before referencing them in player actions
		var goalForTeam;
		if (self.assetId === 'playerTeamA') {
			goalForTeam = typeof goalBottom !== 'undefined' ? goalBottom : {
				x: 1024 - 100,
				y: 2732 - 20,
				width: 200,
				height: 20
			};
		} else {
			goalForTeam = typeof goalTop !== 'undefined' ? goalTop : {
				x: 1024 - 100,
				y: 0,
				width: 200,
				height: 20
			};
		}
		var distanceToGoal = distance(ball.x, ball.y, goalForTeam.x + goalForTeam.width / 2, goalForTeam.y + (self.assetId === 'playerTeamA' ? goalForTeam.height : 0));
		if (distanceToGoal < 500) {
			// Decrease the distance to goal for increased urgency
			// If the ball is very close to the goal, significantly increase urgency to score
			self.speedX = (Math.random() * 10 - 5) * (goalForTeam.x + goalForTeam.width / 2 - self.x > 0 ? 1 : -1); // Increase speed and direct towards goal more aggressively
			self.speedY = (Math.random() * 10 - 5) * (goalForTeam.y + (self.assetId === 'playerTeamA' ? goalForTeam.height : 0) - self.y > 0 ? 1 : -1);
		} else {
			// Default behavior based on player role
			if (self.behavior === 'aggressive') {
				self.speedX = Math.random() * 4 - 2; // Speed range -2 to 2 for less erratic movement
				self.speedY = Math.random() * 4 - 2; // Speed range -2 to 2 for less erratic movement
			} else if (self.behavior === 'defensive') {
				self.speedX = Math.random() * 3 - 1.5; // Speed range -1.5 to 1.5 for slightly more urgency
				self.speedY = Math.random() * 3 - 1.5; // Speed range -1.5 to 1.5 for slightly more urgency
			}
		}
	};
	// Function to kick the ball if it is close enough
	self.kickBall = function (ball) {
		// Adjust the distance check to ensure players must be very close to the ball to kick it
		var dist = distance(self.x, self.y, ball.x, ball.y);
		if (dist < 100) {
			// Increase the distance from which a player can kick the ball to allow for more dynamic play
			// Players need to be within 50 pixels to kick the ball
			var goal;
			if (self.assetId === 'playerTeamA') {
				goal = goalTop; // Red team aims for the top goal
			} else {
				goal = goalBottom; // Blue team aims for the bottom goal
			}
			var dx = goal.x + goal.width / 2 - self.x;
			var dy = goal.y + (self.assetId === 'playerTeamA' ? goal.height : 0) - self.y;
			var angle = Math.atan2(dy, dx);
			// Prevent players from scoring in their own goal
			if (self.assetId === 'playerTeamA' && dy > 0 || self.assetId === 'playerTeamB' && dy < 0) {
				ball.kick(Math.cos(angle) * 10, Math.sin(angle) * 10);
			}
		}
		// Assign roles to players for more strategic gameplay
		if (self.assetId === 'playerTeamA') {
			// Divide Team A into defenders and attackers based on their initial position
			if (self.y < field.height / 2) {
				// Players on their own half are defenders
				self.role = 'defender';
				self.behavior = 'defensive';
			} else {
				// Players on the opponent's half are attackers
				self.role = 'attacker';
				self.behavior = 'aggressive';
			}
		} else if (self.assetId === 'playerTeamB') {
			// Divide Team B into defenders and attackers based on their initial position
			if (self.y > field.height / 2) {
				// Players on their own half are defenders
				self.role = 'defender';
				self.behavior = 'defensive';
			} else {
				// Players on the opponent's half are attackers
				self.role = 'attacker';
				self.behavior = 'aggressive';
			}
		}
		// Defenders focus on protecting their goal and clearing the ball from their half
		// Attackers focus on moving forward to score or assist in scoring
	};
	// Function to pass the ball to a teammate with improved accuracy and decision-making
	self.passBall = function (ball, teammate) {
		var dist = distance(self.x, self.y, ball.x, ball.y);
		if (dist < 150) {
			// Increased range for passing
			var dx = teammate.x - self.x;
			var dy = teammate.y - self.y;
			var angle = Math.atan2(dy, dx);
			// Adjust kick strength based on distance to teammate for more realistic passes
			var kickStrength = Math.min(10, 5 + dist / 30);
			ball.kick(Math.cos(angle) * kickStrength, Math.sin(angle) * kickStrength);
		}
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x778899 // Init game with custom background color
});
/**** 
* Game Code
****/ 
// Display the background image
var background = game.addChild(LK.getAsset('background', {
	x: game.width / 2,
	y: game.height / 2,
	anchorX: 0.5,
	anchorY: 0.5
}));
background.scaleX = game.width / background.width;
background.scaleY = game.height / background.height;
// Define the match duration (in seconds)
var matchDuration = 180; // 3 minutes
// Define the football field's dimensions and boundaries
var field = {
	width: 2048,
	height: 2732,
	goalWidth: 200,
	goalHeight: 20,
	penaltyAreaWidth: 400,
	penaltyAreaHeight: 600,
	centerCircleRadius: 300
};
// Function to calculate the distance between two points
function distance(x1, y1, x2, y2) {
	var dx = x2 - x1;
	var dy = y2 - y1;
	return Math.sqrt(dx * dx + dy * dy);
}
var teamA = [];
var teamB = [];
var ball = game.addChild(new Ball());
// Populate teams
for (var i = 0; i < 11; i++) {
	teamA.push(game.addChild(new Player(0xff0000))); // Team A in red
	teamB.push(game.addChild(new Player(0x0000ff))); // Team B in blue
}
// Assign different behaviors to the teams
teamA.forEach(function (player) {
	return player.behavior = 'aggressive';
});
teamB.forEach(function (player) {
	return player.behavior = 'defensive';
});
// Position teams and ball
teamA.forEach(function (player, index) {
	player.x = 300 + index * 150;
	player.y = 600;
	player.changeDirection();
});
teamB.forEach(function (player, index) {
	player.x = 300 + index * 150;
	player.y = 2100;
	player.changeDirection();
});
ball.x = 1024;
ball.y = 1366;
// Create and position goal posts
var goalTop = game.addChild(LK.getAsset('goal', {
	x: 1024 - 100,
	y: 0
}));
var goalBottom = game.addChild(LK.getAsset('goal', {
	x: 1024 - 100,
	y: 2732 - 20
}));
// Game update function
game.update = function () {
	// Randomly change player directions
	if (LK.ticks % 120 == 0) {
		// Every 2 seconds
		teamA.forEach(function (player) {
			player.changeDirection();
		});
		teamB.forEach(function (player) {
			player.changeDirection();
		});
	}
	// Check if a goal is scored
	if (ball.intersects(goalTop) && ball.y + ball.height <= goalTop.y + goalTop.height) {
		// Team B scores
		LK.setScore(LK.getScore() + 1);
		// Restart play
		ball.x = field.width / 2;
		ball.y = field.height / 2;
		ball.speedX = 0;
		ball.speedY = 0;
		// Update team scores
		teamBScore++;
	} else if (ball.intersects(goalBottom) && ball.y >= goalBottom.y) {
		// Team A scores
		LK.setScore(LK.getScore() + 1);
		// Restart play
		ball.x = field.width / 2;
		ball.y = field.height / 2;
		ball.speedX = 0;
		ball.speedY = 0;
		// Update team scores
		teamAScore++;
	}
	// Enhanced logic for players to decide between kicking or passing the ball
	teamA.concat(teamB).forEach(function (player) {
		// Find closest teammate for potential pass
		var teammates = (player.assetId === 'playerTeamA' ? teamA : teamB).filter(function (teammate) {
			return teammate !== player;
		});
		var closestTeammate = teammates.reduce(function (closest, teammate) {
			var currentDist = distance(player.x, player.y, teammate.x, teammate.y);
			if (currentDist < closest.dist) {
				return {
					teammate: teammate,
					dist: currentDist
				};
			}
			return closest;
		}, {
			teammate: null,
			dist: Infinity
		});
		// Decide to pass if a teammate is within 200 pixels and not directly aiming for the goal
		if (closestTeammate.teammate && closestTeammate.dist < 200) {
			player.passBall(ball, closestTeammate.teammate);
		} else {
			// Kick towards the goal if no suitable pass options
			player.kickBall(ball);
		}
	});
	// Boundary checks for the players
	teamA.concat(teamB).forEach(function (player) {
		if (player.x < 0) {
			player.x = 0;
		}
		if (player.x > field.width) {
			player.x = field.width;
		}
		if (player.y < 0) {
			player.y = 0;
		}
		if (player.y > field.height) {
			player.y = field.height;
		}
	});
	// Check if the ball is out of bounds
	if (ball.x < 0 || ball.x > field.width) {
		// Ball crossed the sideline, throw-in
		ball.x = ball.x < 0 ? 0 : field.width;
		ball.y = Math.random() * field.height; // Random y-coordinate for throw-in
		ball.speedX = 0;
		ball.speedY = 0;
	} else if (ball.y < 0) {
		// Ball crossed the goal line on team A's side, check for goal or goal kick
		if (ball.x > goalTop.x && ball.x < goalTop.x + goalTop.width) {
			// Goal for team B
			LK.setScore(LK.getScore() + 1);
		}
		// Restart play with goal kick
		ball.x = field.width / 2;
		ball.y = field.height / 4; // Quarter way down the field for team A's goal kick
		ball.speedX = 0;
		ball.speedY = 0;
	} else if (ball.y > field.height) {
		// Ball crossed the goal line on team B's side, check for goal or goal kick
		if (ball.x > goalBottom.x && ball.x < goalBottom.x + goalBottom.width) {
			// Goal for team A
			LK.setScore(LK.getScore() + 1);
		}
		// Restart play with goal kick
		ball.x = field.width / 2;
		ball.y = 3 * field.height / 4; // Quarter way up the field for team B's goal kick
		ball.speedX = 0;
		ball.speedY = 0;
	}
	// Update match duration
	matchDuration -= 1 / 60; // Subtract the time passed since the last frame (1/60th of a second)
	if (matchDuration <= 0) {
		// End the match when the duration reaches 0
		LK.showGameOver();
	}
};
// Note: This is a simplified simulation of a football game where players move randomly and the ball is kicked around randomly. /**** 
* Classes
****/ 
// Note: This is a simplified simulation of a football game where players move randomly and the ball is kicked around randomly.;
var Ball = Container.expand(function () {
	var self = Container.call(this);
	// Create and attach a ball asset
	var ballGraphics = self.attachAsset('ball', {
		width: 30,
		height: 30,
		color: 0xffffff,
		shape: 'ellipse'
	});
	// Set initial speed
	self.speedX = 0;
	self.speedY = 0;
	// Update ball position based on speed and apply gravity and friction
	self.update = function () {
		// Since the game has a top-down view, gravity will not affect the ball's Y-axis movement.
		// Instead, simulate friction to slow down the ball on the field.
		var fieldFriction = 0.98; // Simulate friction on the field to slow down the ball
		// Apply field friction
		self.speedX *= fieldFriction;
		self.speedY *= fieldFriction;
		self.x += self.speedX;
		self.y += self.speedY;
		// Boundary checks for walls
		if (self.x < 0 || self.x > 2048) {
			self.speedX *= -1;
			self.x = self.x < 0 ? 0 : 2048;
		}
		// Boundary checks for floor and ceiling
		if (self.y < 0) {
			self.speedY *= -1;
			self.y = 0;
		} else if (self.y > 2732) {
			// Apply ground friction when ball hits the ground
			self.speedX *= groundFriction;
			self.speedY *= -groundFriction;
			self.y = 2732;
		}
	};
	// Function to kick the ball
	self.kick = function (speedX, speedY) {
		self.speedX = speedX;
		self.speedY = speedY;
	};
});
// Assets will be automatically created and loaded by the LK engine based on usage in the game code.
// Define a class for the football player
var Player = Container.expand(function (teamColor) {
	var self = Container.call(this);
	// Create and attach a player asset
	var playerGraphics = self.attachAsset(teamColor === 0xff0000 ? 'playerTeamA' : 'playerTeamB', {
		width: 50,
		height: 50,
		shape: 'ellipse'
	});
	// Set initial speed and direction
	self.speedX = 0;
	self.speedY = 0;
	// Update player position based on speed
	self.update = function () {
		var oldX = self.x;
		var oldY = self.y;
		self.x += self.speedX;
		self.y += self.speedY;
		// Implement basic boundary checks
		if (self.x < 0 || self.x > 2048) {
			self.speedX *= -1;
		}
		if (self.y < 0 || self.y > 2732) {
			self.speedY *= -1;
		}
		// Removed player-to-player collision logic to focus on goal-oriented behavior
		// Check for collision with the ball
		if (distance(self.x, self.y, ball.x, ball.y) < ball.width) {
			// If collision detected, move back to old position
			self.x = oldX;
			self.y = oldY;
		}
	};
	// Function to change direction based on behavior
	self.changeDirection = function () {
		// Adjust player behavior based on ball proximity to goal for more goal-oriented actions
		// Ensure goal objects are defined in the global scope before referencing them in player actions
		var goalForTeam;
		if (self.assetId === 'playerTeamA') {
			goalForTeam = typeof goalBottom !== 'undefined' ? goalBottom : {
				x: 1024 - 100,
				y: 2732 - 20,
				width: 200,
				height: 20
			};
		} else {
			goalForTeam = typeof goalTop !== 'undefined' ? goalTop : {
				x: 1024 - 100,
				y: 0,
				width: 200,
				height: 20
			};
		}
		var distanceToGoal = distance(ball.x, ball.y, goalForTeam.x + goalForTeam.width / 2, goalForTeam.y + (self.assetId === 'playerTeamA' ? goalForTeam.height : 0));
		if (distanceToGoal < 500) {
			// Decrease the distance to goal for increased urgency
			// If the ball is very close to the goal, significantly increase urgency to score
			self.speedX = (Math.random() * 10 - 5) * (goalForTeam.x + goalForTeam.width / 2 - self.x > 0 ? 1 : -1); // Increase speed and direct towards goal more aggressively
			self.speedY = (Math.random() * 10 - 5) * (goalForTeam.y + (self.assetId === 'playerTeamA' ? goalForTeam.height : 0) - self.y > 0 ? 1 : -1);
		} else {
			// Default behavior based on player role
			if (self.behavior === 'aggressive') {
				self.speedX = Math.random() * 4 - 2; // Speed range -2 to 2 for less erratic movement
				self.speedY = Math.random() * 4 - 2; // Speed range -2 to 2 for less erratic movement
			} else if (self.behavior === 'defensive') {
				self.speedX = Math.random() * 3 - 1.5; // Speed range -1.5 to 1.5 for slightly more urgency
				self.speedY = Math.random() * 3 - 1.5; // Speed range -1.5 to 1.5 for slightly more urgency
			}
		}
	};
	// Function to kick the ball if it is close enough
	self.kickBall = function (ball) {
		// Adjust the distance check to ensure players must be very close to the ball to kick it
		var dist = distance(self.x, self.y, ball.x, ball.y);
		if (dist < 100) {
			// Increase the distance from which a player can kick the ball to allow for more dynamic play
			// Players need to be within 50 pixels to kick the ball
			var goal;
			if (self.assetId === 'playerTeamA') {
				goal = goalTop; // Red team aims for the top goal
			} else {
				goal = goalBottom; // Blue team aims for the bottom goal
			}
			var dx = goal.x + goal.width / 2 - self.x;
			var dy = goal.y + (self.assetId === 'playerTeamA' ? goal.height : 0) - self.y;
			var angle = Math.atan2(dy, dx);
			// Prevent players from scoring in their own goal
			if (self.assetId === 'playerTeamA' && dy > 0 || self.assetId === 'playerTeamB' && dy < 0) {
				ball.kick(Math.cos(angle) * 10, Math.sin(angle) * 10);
			}
		}
		// Assign roles to players for more strategic gameplay
		if (self.assetId === 'playerTeamA') {
			// Divide Team A into defenders and attackers based on their initial position
			if (self.y < field.height / 2) {
				// Players on their own half are defenders
				self.role = 'defender';
				self.behavior = 'defensive';
			} else {
				// Players on the opponent's half are attackers
				self.role = 'attacker';
				self.behavior = 'aggressive';
			}
		} else if (self.assetId === 'playerTeamB') {
			// Divide Team B into defenders and attackers based on their initial position
			if (self.y > field.height / 2) {
				// Players on their own half are defenders
				self.role = 'defender';
				self.behavior = 'defensive';
			} else {
				// Players on the opponent's half are attackers
				self.role = 'attacker';
				self.behavior = 'aggressive';
			}
		}
		// Defenders focus on protecting their goal and clearing the ball from their half
		// Attackers focus on moving forward to score or assist in scoring
	};
	// Function to pass the ball to a teammate with improved accuracy and decision-making
	self.passBall = function (ball, teammate) {
		var dist = distance(self.x, self.y, ball.x, ball.y);
		if (dist < 150) {
			// Increased range for passing
			var dx = teammate.x - self.x;
			var dy = teammate.y - self.y;
			var angle = Math.atan2(dy, dx);
			// Adjust kick strength based on distance to teammate for more realistic passes
			var kickStrength = Math.min(10, 5 + dist / 30);
			ball.kick(Math.cos(angle) * kickStrength, Math.sin(angle) * kickStrength);
		}
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x778899 // Init game with custom background color
});
/**** 
* Game Code
****/ 
// Display the background image
var background = game.addChild(LK.getAsset('background', {
	x: game.width / 2,
	y: game.height / 2,
	anchorX: 0.5,
	anchorY: 0.5
}));
background.scaleX = game.width / background.width;
background.scaleY = game.height / background.height;
// Define the match duration (in seconds)
var matchDuration = 180; // 3 minutes
// Define the football field's dimensions and boundaries
var field = {
	width: 2048,
	height: 2732,
	goalWidth: 200,
	goalHeight: 20,
	penaltyAreaWidth: 400,
	penaltyAreaHeight: 600,
	centerCircleRadius: 300
};
// Function to calculate the distance between two points
function distance(x1, y1, x2, y2) {
	var dx = x2 - x1;
	var dy = y2 - y1;
	return Math.sqrt(dx * dx + dy * dy);
}
var teamA = [];
var teamB = [];
var ball = game.addChild(new Ball());
// Populate teams
for (var i = 0; i < 11; i++) {
	teamA.push(game.addChild(new Player(0xff0000))); // Team A in red
	teamB.push(game.addChild(new Player(0x0000ff))); // Team B in blue
}
// Assign different behaviors to the teams
teamA.forEach(function (player) {
	return player.behavior = 'aggressive';
});
teamB.forEach(function (player) {
	return player.behavior = 'defensive';
});
// Position teams and ball
teamA.forEach(function (player, index) {
	player.x = 300 + index * 150;
	player.y = 600;
	player.changeDirection();
});
teamB.forEach(function (player, index) {
	player.x = 300 + index * 150;
	player.y = 2100;
	player.changeDirection();
});
ball.x = 1024;
ball.y = 1366;
// Create and position goal posts
var goalTop = game.addChild(LK.getAsset('goal', {
	x: 1024 - 100,
	y: 0
}));
var goalBottom = game.addChild(LK.getAsset('goal', {
	x: 1024 - 100,
	y: 2732 - 20
}));
// Game update function
game.update = function () {
	// Randomly change player directions
	if (LK.ticks % 120 == 0) {
		// Every 2 seconds
		teamA.forEach(function (player) {
			player.changeDirection();
		});
		teamB.forEach(function (player) {
			player.changeDirection();
		});
	}
	// Check if a goal is scored
	if (ball.intersects(goalTop) && ball.y + ball.height <= goalTop.y + goalTop.height) {
		// Team B scores
		LK.setScore(LK.getScore() + 1);
		// Restart play
		ball.x = field.width / 2;
		ball.y = field.height / 2;
		ball.speedX = 0;
		ball.speedY = 0;
		// Update team scores
		teamBScore++;
	} else if (ball.intersects(goalBottom) && ball.y >= goalBottom.y) {
		// Team A scores
		LK.setScore(LK.getScore() + 1);
		// Restart play
		ball.x = field.width / 2;
		ball.y = field.height / 2;
		ball.speedX = 0;
		ball.speedY = 0;
		// Update team scores
		teamAScore++;
	}
	// Enhanced logic for players to decide between kicking or passing the ball
	teamA.concat(teamB).forEach(function (player) {
		// Find closest teammate for potential pass
		var teammates = (player.assetId === 'playerTeamA' ? teamA : teamB).filter(function (teammate) {
			return teammate !== player;
		});
		var closestTeammate = teammates.reduce(function (closest, teammate) {
			var currentDist = distance(player.x, player.y, teammate.x, teammate.y);
			if (currentDist < closest.dist) {
				return {
					teammate: teammate,
					dist: currentDist
				};
			}
			return closest;
		}, {
			teammate: null,
			dist: Infinity
		});
		// Decide to pass if a teammate is within 200 pixels and not directly aiming for the goal
		if (closestTeammate.teammate && closestTeammate.dist < 200) {
			player.passBall(ball, closestTeammate.teammate);
		} else {
			// Kick towards the goal if no suitable pass options
			player.kickBall(ball);
		}
	});
	// Boundary checks for the players
	teamA.concat(teamB).forEach(function (player) {
		if (player.x < 0) {
			player.x = 0;
		}
		if (player.x > field.width) {
			player.x = field.width;
		}
		if (player.y < 0) {
			player.y = 0;
		}
		if (player.y > field.height) {
			player.y = field.height;
		}
	});
	// Check if the ball is out of bounds
	if (ball.x < 0 || ball.x > field.width) {
		// Ball crossed the sideline, throw-in
		ball.x = ball.x < 0 ? 0 : field.width;
		ball.y = Math.random() * field.height; // Random y-coordinate for throw-in
		ball.speedX = 0;
		ball.speedY = 0;
	} else if (ball.y < 0) {
		// Ball crossed the goal line on team A's side, check for goal or goal kick
		if (ball.x > goalTop.x && ball.x < goalTop.x + goalTop.width) {
			// Goal for team B
			LK.setScore(LK.getScore() + 1);
		}
		// Restart play with goal kick
		ball.x = field.width / 2;
		ball.y = field.height / 4; // Quarter way down the field for team A's goal kick
		ball.speedX = 0;
		ball.speedY = 0;
	} else if (ball.y > field.height) {
		// Ball crossed the goal line on team B's side, check for goal or goal kick
		if (ball.x > goalBottom.x && ball.x < goalBottom.x + goalBottom.width) {
			// Goal for team A
			LK.setScore(LK.getScore() + 1);
		}
		// Restart play with goal kick
		ball.x = field.width / 2;
		ball.y = 3 * field.height / 4; // Quarter way up the field for team B's goal kick
		ball.speedX = 0;
		ball.speedY = 0;
	}
	// Update match duration
	matchDuration -= 1 / 60; // Subtract the time passed since the last frame (1/60th of a second)
	if (matchDuration <= 0) {
		// End the match when the duration reaches 0
		LK.showGameOver();
	}
};
// Note: This is a simplified simulation of a football game where players move randomly and the ball is kicked around randomly.
 ЛОГОТИП НА ИГРОКЕ СВЕРХУ ФУТБОЛЬНОГО КЛУБА СПАРТАК. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 ЛОГОТИП НА ИГРОКЕ СВЕРХУ ФУТБОЛЬНОГО КЛУБА ЗЕНИТ. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 МЯЧ ФУТБОЛЬНЫЙ. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 ФУТБОЛЬНОЕ ПОЛЕ С РАЗМЕТКАМИ С ВИДУ СВЕРХУ. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.