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her türlü Kaleyi nişanlayıp Son Golü vursun !
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Dediğim gibi Velocity sini yükselt Nagi 5. aşamaya geldiğinde Topu kaleye atarken
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Şutu attıktan sonra 150 saniye Cooldown a girsin ve sadece top çalabilsin etrafından
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Nagi otomatik aşırı yıkıcı bir şut göndersin kaleye dümdüz hiç bir oyuncunun engelleyemediği sonra 150 saniye Cooldown a girsin 5 Staged Revolver Fake Volley Reo Ego veremesin Nagi ye Cooldown da
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Kaiser ekle Opponent e ! Kaiser de 2 Şut özelliği olsun biri Normal kaiser impact diyeride falsolu Kaiser:Impact Magnuss Flow a girince ! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Nagi otomatik aşırı yıkıcı bir şut göndersin kaleye dümdüz hiç bir oyuncunun engelleyemediği sonra 150 saniye Cooldown a girsin 5 Staged Revolver Fake Volley Reo Ego veremesin Nagi ye Cooldown da ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Kaiser ekle karşı tarafa ! Kaiser de 2 Şut özelliği olsun biri Normal kaiser impact diyeride falsolu Kaiser:Impact Magnuss Flow a girince ! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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karşı takıma Aiku Barou Rin ve Kaiser Ekle ! ve yarat hepsine yeni güzel özellikler ekle ! Kaiser de 2 Şut özelliği olsun biri Normal kaiser impact diyeride falsolu Kaiser:Impact Magnuss Flow a girince ! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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5 Staged Revolver Fake Volley 4 tane Fak Vole vururken 4 kişi üzerine gelen tamamen dursun ve Nagi 5. de konuşmaya devam etsin türkçe bir şekilde artık uyandığını belirtip kaleye şut atsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Timeout.tick error: Cannot use 'in' operator to search for 'alpha' in null' in or related to this line: 'tween(self.thankYouText, {' Line Number: 2410
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Diyer kişilerden uzaklaşıp önünü açıp vurması gerekiyor biraz karmaşıklaştırmak yani Nagi yi(5 Staged Revolver Fake Volley de ) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Nagi kalabalıktan uzaklaşıp Ekranda ''teşekkürler Reo...'' dedikten sonra ilk Fake Vole de yani Stage leri sürekli ''1..'' diye ekranda yazmalı ve 5. de yani topu vurup gol atacağı zaman !
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top Nagi de olmalı 5 Staged Revolver Fake Volley için ve dediğim gibi durdurulamaz bir şut atmalı Nagi
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5 Staged Revolver Volley yap Nagi için ! Reo da Nagi nin Egosunu ateşlesin ! ve Nagi Flow a girip 5 kişiyi Stun layıp veya 5 kere 1 kişiStun layıp çalımlayıp Çok sert bir şekilde kaleye göndersin ! ses dosyası yarat bide ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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vede karakterler asla kendi kalelerine atamasınlar ve topu Rakip kaleye atmaya çalışsınlar tek amaçları topu alıp en hızlıca Topu karşı kaleye ulaştırmak
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her karakter için şut yarat ? lütfen Karakterler top sürerek kaleye giriyorlar istemiyorum bunu
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karşı tarafın forveti gibi karşı kaleye gol atabilsin her karakter
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Kale görüş açılarını ve menzillerine girdimi ''Shot'' özelliğini kullanıp topu kaleye göndersinler ve Dribbling ile kaleye giremesinler
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''Shot'' diye bi skill ekle ve ''Pas'' diye bir skill ekle hepsine
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kaleye en yakın olana pas versinler
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Topu kaleye atmaya çalışsınlar seçtikleri kişi pas versinler ve pas isteyebilsinler
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tüm oyuncu sınıflarına şut atma ekle oyuncu gibi
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doğalına döndür her karakteri
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Yapay zekaları yeniden porgramla düşünebilsinler birkaç olasılığı ve daha aktif olsunlar sürekli haraket etsinler
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tüm karakter normal haraket etsin ve futbol oynasın yeteneklerini aktif olarak kullansın haraket etsinler defansa atağa topu alamya yardım etsinler !
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var ChigiriPlayer = Container.expand(function (colorOverride) { var self = Container.call(this); var opponentGraphics = self.attachAsset('opponent', { anchorX: 0.5, anchorY: 0.5 }); if (typeof colorOverride === "number" && opponentGraphics) { opponentGraphics.tint = colorOverride; } self.speed = 5; self.role = 'chigiri'; self.homeX = 800; self.homeY = 2000; self.maxDistance = 600; self.hasBall = false; self.isSpeedBursting = false; self.speedBurstTarget = null; self.speedBurstCooldown = 0; self.speedBurstCooldownTime = 8000; // 8 seconds self.normalSpeed = 5; self.burstSpeed = 12; self.stamina = 100; self.maxStamina = 100; self.staminaDrainRate = 0.8; self.staminaRegenRate = 0.3; self.lowStaminaSpeed = 1.5; // Very slow when stamina is low self.update = function () { // Hitbox collision detection with other characters var hitboxRadius = 50; var allCharacters = [player, hiori, reo, nagi, bachira, chigiri]; for (var c = 0; c < allCharacters.length; c++) { if (allCharacters[c] && allCharacters[c] !== self) { var charDist = Math.sqrt((allCharacters[c].x - self.x) * (allCharacters[c].x - self.x) + (allCharacters[c].y - self.y) * (allCharacters[c].y - self.y)); if (charDist < hitboxRadius * 2) { // Push characters apart var pushX = (self.x - allCharacters[c].x) / charDist * 2; var pushY = (self.y - allCharacters[c].y) / charDist * 2; self.x += pushX; self.y += pushY; allCharacters[c].x -= pushX; allCharacters[c].y -= pushY; } } } // Check collision with opponents too for (var o = 0; o < opponents.length; o++) { if (opponents[o] && opponents[o] !== self) { var oppDist = Math.sqrt((opponents[o].x - self.x) * (opponents[o].x - self.x) + (opponents[o].y - self.y) * (opponents[o].y - self.y)); if (oppDist < hitboxRadius * 2) { // Push characters apart var pushX = (self.x - opponents[o].x) / oppDist * 2; var pushY = (self.y - opponents[o].y) / oppDist * 2; self.x += pushX; self.y += pushY; opponents[o].x -= pushX; opponents[o].y -= pushY; } } } // Update speed burst cooldown if (self.speedBurstCooldown > 0) { self.speedBurstCooldown -= 16; if (self.speedBurstCooldown < 0) self.speedBurstCooldown = 0; } // Steal ball if opponent is inside area var nearestOpponent = null; var nearestDistance = Infinity; for (var i = 0; i < opponents.length; i++) { var opponentDist = Math.sqrt((opponents[i].x - self.x) * (opponents[i].x - self.x) + (opponents[i].y - self.y) * (opponents[i].y - self.y)); if (opponentDist < nearestDistance) { nearestDistance = opponentDist; nearestOpponent = opponents[i]; } } if (nearestOpponent && nearestDistance < 80 && nearestOpponent.hasBall) { // Steal the ball nearestOpponent.hasBall = false; ball.active = true; // Ball moves toward Chigiri var stealDx = self.x - nearestOpponent.x; var stealDy = self.y - nearestOpponent.y; var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy); if (stealDist > 0) { ball.velocityX = stealDx / stealDist * 8; ball.velocityY = stealDy / stealDist * 8; } ballDetachCooldown = ballDetachCooldownTime; // Stun the opponent for 2 seconds after stealing ball nearestOpponent.stunned = true; nearestOpponent.originalSpeed = nearestOpponent.speed; nearestOpponent.speed = 0; tween(nearestOpponent, { tint: 0xFF0000, scaleX: 1.2, scaleY: 1.2 }, { duration: 200, onFinish: function onFinish() { tween(nearestOpponent, { tint: 0xFFFFFF, scaleX: 1, scaleY: 1 }, { duration: 200 }); } }); LK.setTimeout(function () { nearestOpponent.stunned = false; nearestOpponent.speed = nearestOpponent.originalSpeed || 2.5; }, 2000); } var dx = ball.x - self.x; var dy = ball.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Coordinated ball pursuit - only chase if designated as active pursuer if (self.coordinatedRole === 'pursuer' && distance < 800 && !self.isSpeedBursting) { // Chase ball with hybrid intelligence - increased range and speed var chaseSpeed = distance < 150 ? self.normalSpeed * 1.8 : self.normalSpeed * 1.5; self.x += dx / distance * chaseSpeed; self.y += dy / distance * chaseSpeed; } else if (self.coordinatedRole !== 'pursuer' && !self.isSpeedBursting) { // Move to support position instead of chasing ball var supportPos = ballPursuitCoordinator.getSupportPosition(self.coordinatedRole); var supportDx = supportPos.x - self.x; var supportDy = supportPos.y - self.y; var supportDist = Math.sqrt(supportDx * supportDx + supportDy * supportDy); if (supportDist > 50) { var supportSpeed = self.normalSpeed * 0.8; self.x += supportDx / supportDist * supportSpeed; self.y += supportDy / supportDist * supportSpeed; } } // Speed burst mechanic if (!self.isSpeedBursting && self.speedBurstCooldown <= 0 && distance < 100) { // Throw ball forward and start speed burst var throwX = opponentGoal.x + (Math.random() - 0.5) * 200; var throwY = opponentGoal.y + 200; var throwDx = throwX - ball.x; var throwDy = throwY - ball.y; var throwDist = Math.sqrt(throwDx * throwDx + throwDy * throwDy); if (throwDist > 0) { ball.velocityX = throwDx / throwDist * 14; ball.velocityY = throwDy / throwDist * 14; } // Set speed burst target and activate self.speedBurstTarget = { x: throwX, y: throwY }; self.isSpeedBursting = true; self.speedBurstCooldown = self.speedBurstCooldownTime; // Start cooldown // Visual effect for speed burst tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); } if (self.isSpeedBursting && self.speedBurstTarget) { // Move at burst speed toward target var burstDx = self.speedBurstTarget.x - self.x; var burstDy = self.speedBurstTarget.y - self.y; var burstDist = Math.sqrt(burstDx * burstDx + burstDy * burstDy); if (burstDist > 30) { self.x += burstDx / burstDist * self.burstSpeed; self.y += burstDy / burstDist * self.burstSpeed; // Drain stamina during speed burst self.stamina -= self.staminaDrainRate * 2; // Double drain during burst if (self.stamina < 0) self.stamina = 0; } else { // Reached target, stop speed burst self.isSpeedBursting = false; self.speedBurstTarget = null; } } else { // Stamina regeneration when not moving much var currentSpeed = Math.sqrt((self.x - (self.lastMoveX || self.x)) * (self.x - (self.lastMoveX || self.x)) + (self.y - (self.lastMoveY || self.y)) * (self.y - (self.lastMoveY || self.y))); if (currentSpeed < 2 && self.stamina < self.maxStamina) { self.stamina += self.staminaRegenRate; if (self.stamina > self.maxStamina) self.stamina = self.maxStamina; } self.lastMoveX = self.x; self.lastMoveY = self.y; // Determine current speed based on stamina var currentMoveSpeed = self.stamina > 20 ? self.normalSpeed : self.lowStaminaSpeed; // Normal hybrid behavior - enhanced ball pursuit if (distance < 500) { // Move toward ball with improved midfielder intelligence but adjust for stamina var pursuitSpeed = distance < 200 ? currentMoveSpeed * 1.3 : currentMoveSpeed * 1.1; self.x += dx / distance * pursuitSpeed; self.y += dy / distance * pursuitSpeed; // Drain stamina during pursuit self.stamina -= self.staminaDrainRate * 0.5; if (self.stamina < 0) self.stamina = 0; // Coordinated strategic play when close to ball if (distance < 80) { // Try strategic passing first if (formationCoordinator.executeStrategicPass(self)) { // Strategic pass executed } else { // Fallback to individual decision making // Check for nearby teammates to pass to var nearestTeammate = null; var nearestTeammateDistance = Infinity; var teammates = [hiori, reo, nagi, bachira, player]; for (var t = 0; t < teammates.length; t++) { if (teammates[t] && teammates[t] !== self) { var teammateDist = Math.sqrt((teammates[t].x - self.x) * (teammates[t].x - self.x) + (teammates[t].y - self.y) * (teammates[t].y - self.y)); if (teammateDist < nearestTeammateDistance && teammateDist > 100 && teammateDist < 400) { nearestTeammateDistance = teammateDist; nearestTeammate = teammates[t]; } } } // 30% chance to pass if teammate available, otherwise shoot if (nearestTeammate && Math.random() < 0.3) { var passDx = nearestTeammate.x - ball.x; var passDy = nearestTeammate.y - ball.y; var passDistance = Math.sqrt(passDx * passDx + passDy * passDy); if (passDistance > 0) { ball.velocityX = passDx / passDistance * 10; ball.velocityY = passDy / passDistance * 10; } } else { // Shoot at goal var goalDx = opponentGoal.x - ball.x; var goalDy = opponentGoal.y - ball.y; var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy); if (goalDistance > 0) { ball.velocityX = goalDx / goalDistance * 11; ball.velocityY = goalDy / goalDistance * 11; } } } } // Move to tactical position when not actively involved with ball if (self.coordinatedRole !== 'pursuer' && distance > 300 && self.tacticalX && self.tacticalY) { var tacticalDx = self.tacticalX - self.x; var tacticalDy = self.tacticalY - self.y; var tacticalDist = Math.sqrt(tacticalDx * tacticalDx + tacticalDy * tacticalDy); if (tacticalDist > 80) { var tacticalSpeed = self.speed * 0.6; self.x += tacticalDx / tacticalDist * tacticalSpeed; self.y += tacticalDy / tacticalDist * tacticalSpeed; } } } else { // Return to defensive position var homeDx = self.homeX - self.x; var homeDy = self.homeY - self.y; var homeDistance = Math.sqrt(homeDx * homeDx + homeDy * homeDy); if (homeDistance > 50) { // Use stamina-adjusted speed for returning home var currentMoveSpeed = self.stamina > 20 ? self.normalSpeed : self.lowStaminaSpeed; self.x += homeDx / homeDistance * currentMoveSpeed * 0.4; self.y += homeDy / homeDistance * currentMoveSpeed * 0.4; // Light stamina drain when returning to position self.stamina -= self.staminaDrainRate * 0.3; if (self.stamina < 0) self.stamina = 0; } } } }; // 1v1 dribble move logic for Chigiri self.lastX = self.lastX || self.x; self.lastY = self.lastY || self.y; self.lastDribbleAttempt = self.lastDribbleAttempt || 0; self.isDribbling1v1 = self.isDribbling1v1 || false; self.dribble1v1Start = self.dribble1v1Start || 0; self.dribble1v1Duration = 350; // ms self.dribble1v1TargetX = self.dribble1v1TargetX || 0; self.dribble1v1TargetY = self.dribble1v1TargetY || 0; var origUpdate = self.update; self.update = function () { // 1v1 dribble move: if close to opponent and moving toward them, trigger a dribble move var closestOpponent = null; var closestDist = Infinity; for (var i = 0; i < opponents.length; i++) { var opp = opponents[i]; var dist = Math.sqrt((opp.x - self.x) * (opp.x - self.x) + (opp.y - self.y) * (opp.y - self.y)); if (dist < closestDist) { closestDist = dist; closestOpponent = opp; } } if (!self.isDribbling1v1 && Date.now() - (self.lastDribbleAttempt || 0) > 1200 && closestDist < 110 && closestOpponent && !closestOpponent.stunned) { // Check if moving toward opponent var vx = self.x - (self.lastX || self.x); var vy = self.y - (self.lastY || self.y); var toOppX = closestOpponent.x - self.x; var toOppY = closestOpponent.y - self.y; var dot = vx * toOppX + vy * toOppY; if (dot > 0) { // Initiate dribble move: dash past opponent self.isDribbling1v1 = true; self.dribble1v1Start = Date.now(); self.lastDribbleAttempt = Date.now(); var oppDist = Math.sqrt(toOppX * toOppX + toOppY * toOppY); var overshoot = 80; self.dribble1v1TargetX = self.x + toOppX / oppDist * (oppDist + overshoot); self.dribble1v1TargetY = self.y + toOppY / oppDist * (oppDist + overshoot); // Stun the opponent briefly closestOpponent.stunned = true; closestOpponent.originalSpeed = closestOpponent.speed; closestOpponent.speed = 0; tween(closestOpponent, { tint: 0xAAAAAA, scaleX: 1.1, scaleY: 1.1 }, { duration: 200, onFinish: function onFinish() { tween(closestOpponent, { tint: 0xFFFFFF, scaleX: 1, scaleY: 1 }, { duration: 200 }); } }); LK.setTimeout(function () { closestOpponent.stunned = false; closestOpponent.speed = closestOpponent.originalSpeed || 2.5; }, 1000); // Visual effect for Chigiri tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 120, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 120 }); } }); } } // Animate dribble move if (self.isDribbling1v1) { var t = Math.min((Date.now() - self.dribble1v1Start) / self.dribble1v1Duration, 1); // Use linear interpolation for smooth movement, but only for the duration of the dribble self.x = self.lastX + (self.dribble1v1TargetX - self.lastX) * t; self.y = self.lastY + (self.dribble1v1TargetY - self.lastY) * t; if (t >= 1) { self.isDribbling1v1 = false; } } else { // Only update lastX/lastY when not dribbling, to avoid jitter self.lastX = self.x; self.lastY = self.y; } origUpdate(); }; return self; }); var DefensePlayer = Container.expand(function (colorOverride) { var self = Container.call(this); var opponentGraphics = self.attachAsset('opponent', { anchorX: 0.5, anchorY: 0.5 }); if (typeof colorOverride === "number" && opponentGraphics) { opponentGraphics.tint = colorOverride; } self.speed = 2.5; self.role = 'defense'; self.homeX = 1024; self.homeY = 600; self.maxDistance = 300; self.hasBall = false; self.update = function () { // Steal ball if player is inside opponent var playerDist = Math.sqrt((player.x - self.x) * (player.x - self.x) + (player.y - self.y) * (player.y - self.y)); if (playerDist < 80 && player.hasBall) { // Steal the ball player.hasBall = false; ball.active = true; // Ball moves away from player, toward defense var stealDx = self.x - player.x; var stealDy = self.y - player.y; var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy); if (stealDist > 0) { ball.velocityX = stealDx / stealDist * 10; ball.velocityY = stealDy / stealDist * 10; } // Prevent immediate re-attachment ballDetachCooldown = ballDetachCooldownTime; } var dx = ball.x - self.x; var dy = ball.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Smart defensive positioning based on ball Y coordinate if (ball.y > 1500) { // Ball is in midfield/defense area - consider multiple defensive actions var options = []; // Option 1: Intercept ball centrally options.push(function () { var interceptX = 1024; // Stay central var interceptY = Math.max(600, ball.y - 200); // Position between ball and goal var interceptDx = interceptX - self.x; var interceptDy = interceptY - self.y; var interceptDist = Math.sqrt(interceptDx * interceptDx + interceptDy * interceptDy); if (interceptDist > 50) { self.x += interceptDx / interceptDist * self.speed * 0.6; self.y += interceptDy / interceptDist * self.speed * 0.6; } }); // Option 2: Mark nearest player options.push(function () { var teammates = [player, chigiri, hiori, reo, nagi, bachira]; var nearest = null; var nearestDist = Infinity; for (var t = 0; t < teammates.length; t++) { if (teammates[t]) { var d = Math.sqrt((teammates[t].x - self.x) * (teammates[t].x - self.x) + (teammates[t].y - self.y) * (teammates[t].y - self.y)); if (d < nearestDist) { nearestDist = d; nearest = teammates[t]; } } } if (nearest && nearestDist > 60) { var dx2 = nearest.x - self.x; var dy2 = nearest.y - self.y; var dist2 = Math.sqrt(dx2 * dx2 + dy2 * dy2); if (dist2 > 10) { self.x += dx2 / dist2 * self.speed * 0.4; self.y += dy2 / dist2 * self.speed * 0.4; } } }); // Option 3: Wander slightly to stay active options.push(function () { self.x += (Math.random() - 0.5) * 2; self.y += (Math.random() - 0.5) * 2; }); // Pick one or more options for more dynamic defense var chosen = Math.random(); if (chosen < 0.6) { options[0](); // 60% intercept } else if (chosen < 0.9) { options[1](); // 30% mark } else { options[2](); // 10% wander } } // Defense priority: desperately try to get the ball if (distance < 250) { // Move toward ball - reduced chase range and speed self.x += dx / distance * (self.speed * 0.8); self.y += dy / distance * (self.speed * 0.8); // Sliding tackle if player is close to defense var playerDistance = Math.sqrt((player.x - self.x) * (player.x - self.x) + (player.y - self.y) * (player.y - self.y)); if (playerDistance < 120 && ball.active && !player.hasBall) { // Slide tackle: dash toward ball and clear it away var slideDx = ball.x - self.x; var slideDy = ball.y - self.y; var slideDist = Math.sqrt(slideDx * slideDx + slideDy * slideDist); if (slideDist > 0) { // Animate slide (quick move) tween(self, { x: self.x + slideDx / slideDist * 60, y: self.y + slideDy / slideDist * 60 }, { duration: 120, easing: tween.cubicOut }); // Clear ball far away from player var clearX = ball.x < 1024 ? ball.x - 400 : ball.x + 400; var clearY = ball.y - 500; var clearDx = clearX - ball.x; var clearDy = clearY - ball.y; var clearDist = Math.sqrt(clearDx * clearDx + clearDy * clearDy); if (clearDist > 0) { ball.velocityX = clearDx / clearDist * 13; ball.velocityY = clearDy / clearDist * 13; } } } // Aggressive ball stealing when player team has ball and is near goal var ballCarrierNearGoal = false; var allPlayerTeam = [player, chigiri, hiori, reo, nagi, bachira]; for (var p = 0; p < allPlayerTeam.length; p++) { if (allPlayerTeam[p] && allPlayerTeam[p].hasBall && allPlayerTeam[p].y < 1000) { ballCarrierNearGoal = true; var carrierDist = Math.sqrt((allPlayerTeam[p].x - self.x) * (allPlayerTeam[p].x - self.x) + (allPlayerTeam[p].y - self.y) * (allPlayerTeam[p].y - self.y)); if (carrierDist < 150) { // Steal ball from carrier allPlayerTeam[p].hasBall = false; ball.active = true; // Ball moves toward defense var stealDx = self.x - allPlayerTeam[p].x; var stealDy = self.y - allPlayerTeam[p].y; var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy); if (stealDist > 0) { ball.velocityX = stealDx / stealDist * 12; ball.velocityY = stealDy / stealDist * 12; } ballDetachCooldown = ballDetachCooldownTime; break; } } } // 1v1 defensive dribble when ball carrier approaches if (!self.isDribbling1v1Defense) self.isDribbling1v1Defense = false; if (!self.lastDefenseDribble) self.lastDefenseDribble = 0; var closestPlayerTeammate = null; var closestPlayerDist = Infinity; for (var p = 0; p < allPlayerTeam.length; p++) { if (allPlayerTeam[p]) { var dist = Math.sqrt((allPlayerTeam[p].x - self.x) * (allPlayerTeam[p].x - self.x) + (allPlayerTeam[p].y - self.y) * (allPlayerTeam[p].y - self.y)); if (dist < closestPlayerDist) { closestPlayerDist = dist; closestPlayerTeammate = allPlayerTeam[p]; } } } if (!self.isDribbling1v1Defense && Date.now() - self.lastDefenseDribble > 2000 && closestPlayerDist < 120 && closestPlayerTeammate) { // Check if player is moving toward defense var toPlayerX = closestPlayerTeammate.x - self.x; var toPlayerY = closestPlayerTeammate.y - self.y; if (toPlayerY < 0) { // Player moving toward goal // Defensive 1v1 dribble: block and steal self.isDribbling1v1Defense = true; self.lastDefenseDribble = Date.now(); // Move to block path var blockX = self.x + toPlayerX * 0.5; var blockY = self.y + toPlayerY * 0.5; tween(self, { x: blockX, y: blockY, scaleX: 1.2, scaleY: 1.2 }, { duration: 200, onFinish: function onFinish() { // Try to steal ball or slow down player if (closestPlayerTeammate.hasBall) { closestPlayerTeammate.hasBall = false; ball.active = true; ball.velocityX = (Math.random() - 0.5) * 8; ball.velocityY = -5; ballDetachCooldown = ballDetachCooldownTime; } // Stun player briefly closestPlayerTeammate.stunned = true; closestPlayerTeammate.originalSpeed = closestPlayerTeammate.speed; closestPlayerTeammate.speed = closestPlayerTeammate.speed * 0.3; LK.setTimeout(function () { closestPlayerTeammate.stunned = false; closestPlayerTeammate.speed = closestPlayerTeammate.originalSpeed || 3; }, 1500); tween(self, { scaleX: 1, scaleY: 1 }, { duration: 200 }); self.isDribbling1v1Defense = false; } }); } } // Kick ball away from player goal if close enough if (distance < 80) { // Find nearest forward player var nearestForward = null; var nearestDistance = Infinity; for (var i = 0; i < opponents.length; i++) { if (opponents[i].role === 'forward') { var forwardDx = opponents[i].x - self.x; var forwardDy = opponents[i].y - self.y; var forwardDistance = Math.sqrt(forwardDx * forwardDx + forwardDy * forwardDy); if (forwardDistance < nearestDistance) { nearestDistance = forwardDistance; nearestForward = opponents[i]; } } } // Pass to forward if found, otherwise clear as before if (nearestForward) { var passDx = nearestForward.x - ball.x; var passDy = nearestForward.y - ball.y; var passDistance = Math.sqrt(passDx * passDx + passDy * passDy); if (passDistance > 0) { ball.velocityX = passDx / passDistance * 10; ball.velocityY = passDy / passDistance * 10; } } else { var kickAwayX = ball.x < 1024 ? ball.x - 200 : ball.x + 200; var kickAwayY = ball.y - 300; // Kick upfield var kickDx = kickAwayX - ball.x; var kickDy = kickAwayY - ball.y; var kickDistance = Math.sqrt(kickDx * kickDx + kickDy * kickDy); if (kickDistance > 0) { ball.velocityX = kickDx / kickDistance * 8; ball.velocityY = kickDy / kickDistance * 8; } } } } else { // Return to defensive position var homeDx = self.homeX - self.x; var homeDy = self.homeY - self.y; var homeDistance = Math.sqrt(homeDx * homeDx + homeDy * homeDy); if (homeDistance > 50) { self.x += homeDx / homeDistance * self.speed * 0.5; self.y += homeDy / homeDistance * self.speed * 0.5; } } }; return self; }); var ForwardPlayer = Container.expand(function () { var self = Container.call(this); var opponentGraphics = self.attachAsset('opponent', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2.8; self.role = 'forward'; self.homeX = 1024; self.homeY = 1400; self.hasBall = false; self.directShotCooldown = self.directShotCooldown || 0; self.update = function () { // Hitbox collision detection with other characters var hitboxRadius = 50; var allCharacters = [player, chigiri, hiori, reo, nagi, bachira]; for (var c = 0; c < allCharacters.length; c++) { if (allCharacters[c] && allCharacters[c] !== self) { var charDist = Math.sqrt((allCharacters[c].x - self.x) * (allCharacters[c].x - self.x) + (allCharacters[c].y - self.y) * (allCharacters[c].y - self.y)); if (charDist < hitboxRadius * 2) { // Push characters apart var pushX = (self.x - allCharacters[c].x) / charDist * 2; var pushY = (self.y - allCharacters[c].y) / charDist * 2; self.x += pushX; self.y += pushY; allCharacters[c].x -= pushX; allCharacters[c].y -= pushY; } } } // Check collision with opponents too for (var o = 0; o < opponents.length; o++) { if (opponents[o] && opponents[o] !== self) { var oppDist = Math.sqrt((opponents[o].x - self.x) * (opponents[o].x - self.x) + (opponents[o].y - self.y) * (opponents[o].y - self.y)); if (oppDist < hitboxRadius * 2) { // Push characters apart var pushX = (self.x - opponents[o].x) / oppDist * 2; var pushY = (self.y - opponents[o].y) / oppDist * 2; self.x += pushX; self.y += pushY; opponents[o].x -= pushX; opponents[o].y -= pushY; } } } // Steal ball if player is inside opponent var playerDist = Math.sqrt((player.x - self.x) * (player.x - self.x) + (player.y - self.y) * (player.y - self.y)); if (playerDist < 80 && player.hasBall) { // Steal the ball player.hasBall = false; ball.active = true; // Ball moves away from player, toward forward var stealDx = self.x - player.x; var stealDy = self.y - player.y; var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy); if (stealDist > 0) { ball.velocityX = stealDx / stealDist * 10; ball.velocityY = stealDy / stealDist * 10; } // Prevent immediate re-attachment ballDetachCooldown = ballDetachCooldownTime; } // Defensive behavior when ball is in opponent's half and player team has ball var allPlayerTeam = [player, chigiri, hiori, reo, nagi, bachira]; var playerTeamHasBall = false; var ballCarrierDistance = Infinity; var ballCarrier = null; for (var p = 0; p < allPlayerTeam.length; p++) { if (allPlayerTeam[p] && allPlayerTeam[p].hasBall) { playerTeamHasBall = true; var carrierDist = Math.sqrt((allPlayerTeam[p].x - self.x) * (allPlayerTeam[p].x - self.x) + (allPlayerTeam[p].y - self.y) * (allPlayerTeam[p].y - self.y)); if (carrierDist < ballCarrierDistance) { ballCarrierDistance = carrierDist; ballCarrier = allPlayerTeam[p]; } break; } } // If player team has ball and forward is close, try to steal if (playerTeamHasBall && ballCarrier && ballCarrierDistance < 100) { // Forward 1v1 defensive dribble if (!self.lastDefensiveMove) self.lastDefensiveMove = 0; if (Date.now() - self.lastDefensiveMove > 1500) { self.lastDefensiveMove = Date.now(); // Quick tackle move var tackleX = ballCarrier.x; var tackleY = ballCarrier.y; tween(self, { x: tackleX, y: tackleY, scaleX: 1.3, scaleY: 1.3, tint: 0xFFFF00 }, { duration: 300, onFinish: function onFinish() { // Steal ball if still close var finalDist = Math.sqrt((ballCarrier.x - self.x) * (ballCarrier.x - self.x) + (ballCarrier.y - self.y) * (ballCarrier.y - self.y)); if (finalDist < 80 && ballCarrier.hasBall) { ballCarrier.hasBall = false; ball.active = true; ball.velocityX = (Math.random() - 0.5) * 6; ball.velocityY = Math.random() * -8; ballDetachCooldown = ballDetachCooldownTime; } tween(self, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 200 }); } }); } } // Handle direct shot cooldown if (self.directShotCooldown > 0) { self.directShotCooldown -= 16; if (self.directShotCooldown < 0) self.directShotCooldown = 0; } var dx = ball.x - self.x; var dy = ball.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Forward: attack and try to score - more aggressive and always moving if (distance < 500) { // Decide between chasing ball, positioning, or supporting var options = []; // Option 1: Move toward ball and try to shoot options.push(function () { var pursuitSpeed = distance < 200 ? self.speed * 1.5 : self.speed * 1.2; self.x += dx / distance * pursuitSpeed; self.y += dy / distance * pursuitSpeed; // If close to ball, shoot at goal if (distance < 80) { // Direct Shot every 30s if (self.directShotCooldown <= 0) { var goalDx = playerGoal.x - ball.x; var goalDy = playerGoal.y - ball.y; var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy); if (goalDistance > 0) { // Direct Shot: fast and straight ball.velocityX = goalDx / goalDistance * 12; ball.velocityY = goalDy / goalDistance * 12; } self.directShotCooldown = 30000; // 30 seconds } else { // Normal shot var goalDx = playerGoal.x - ball.x; var goalDy = playerGoal.y - ball.y; var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy); if (goalDistance > 0) { ball.velocityX = goalDx / goalDistance * 10; ball.velocityY = goalDy / goalDistance * 10; } } } }); // Option 2: Move to a random open space in the attacking third options.push(function () { var targetX = 600 + Math.random() * 800; var targetY = 600 + Math.random() * 800; var dx2 = targetX - self.x; var dy2 = targetY - self.y; var dist2 = Math.sqrt(dx2 * dx2 + dy2 * dy2); if (dist2 > 10) { self.x += dx2 / dist2 * self.speed * 0.7; self.y += dy2 / dist2 * self.speed * 0.7; } }); // Option 3: Support a teammate (move closer to nearest teammate) options.push(function () { var teammates = [player, chigiri, hiori, reo, nagi, bachira]; var nearestTeammate = null; var nearestDist = Infinity; for (var t = 0; t < teammates.length; t++) { if (teammates[t] && teammates[t] !== self) { var d = Math.sqrt((teammates[t].x - self.x) * (teammates[t].x - self.x) + (teammates[t].y - self.y) * (teammates[t].y - self.y)); if (d < nearestDist) { nearestDist = d; nearestTeammate = teammates[t]; } } } if (nearestTeammate && nearestDist > 100) { var dx3 = nearestTeammate.x - self.x; var dy3 = nearestTeammate.y - self.y; var dist3 = Math.sqrt(dx3 * dx3 + dy3 * dy3); if (dist3 > 10) { self.x += dx3 / dist3 * self.speed * 0.5; self.y += dy3 / dist3 * self.speed * 0.5; } } }); // Randomly pick one or more options to execute for more dynamic behavior var chosen = Math.random(); if (chosen < 0.5) { options[0](); // 50% chance: chase ball and shoot } else if (chosen < 0.8) { options[1](); // 30% chance: move to open space } else { options[2](); // 20% chance: support teammate } } else { // Move toward attacking position, but always move (never idle) var homeDx = self.homeX - self.x; var homeDy = self.homeY - self.y; var homeDistance = Math.sqrt(homeDx * homeDx + homeDy * homeDy); if (homeDistance > 50) { self.x += homeDx / homeDistance * self.speed * 0.4; self.y += homeDy / homeDistance * self.speed * 0.4; } else { // If already at home, wander slightly to stay active self.x += (Math.random() - 0.5) * 2; self.y += (Math.random() - 0.5) * 2; } } }; return self; }); var Goal = Container.expand(function () { var self = Container.call(this); // Goal area var goalGraphics = self.attachAsset('goal', { anchorX: 0.5, anchorY: 0.5 }); goalGraphics.alpha = 0.3; // Left goalpost var leftPost = self.addChild(LK.getAsset('goalpost', { anchorX: 0.5, anchorY: 0.5 })); leftPost.x = -210; leftPost.y = 0; // Right goalpost var rightPost = self.addChild(LK.getAsset('goalpost', { anchorX: 0.5, anchorY: 0.5 })); rightPost.x = 210; rightPost.y = 0; return self; }); var Goalkeeper = Container.expand(function (isPlayer) { var self = Container.call(this); var keeperGraphics = self.attachAsset(isPlayer ? 'player' : 'opponent', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.isPlayer = isPlayer; self.rushCooldown = 0; self.rushCooldownTime = 20000; // 20 seconds self.isRushing = false; self.originalX = 0; self.originalY = 0; self.rushSpeed = 8; self.update = function () { // Update rush cooldown if (self.rushCooldown > 0) { self.rushCooldown -= 16; // Approximately 60 FPS if (self.rushCooldown < 0) self.rushCooldown = 0; } // Check if should rush for ball var ballDistance = Math.sqrt((ball.x - self.x) * (ball.x - self.x) + (ball.y - self.y) * (ball.y - self.y)); if (!self.isRushing && self.rushCooldown <= 0 && ballDistance < 400) { // Start rushing self.isRushing = true; self.rushCooldown = self.rushCooldownTime; } if (self.isRushing) { // Rush toward ball var dx = ball.x - self.x; var dy = ball.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0 && distance > 50) { self.x += dx / distance * self.rushSpeed; self.y += dy / distance * self.rushSpeed; } else if (distance <= 50) { // Catch ball if close enough and force away from all players ball.velocityX = 0; ball.velocityY = 0; ball.x = self.x; ball.y = self.y; ball.active = false; ball.untouchable = true; // Make ball untouchable during goalkeeper control // Force ball away from any player who has it player.hasBall = false; var allPlayers = [chigiri, hiori, reo, nagi, bachira]; for (var p = 0; p < allPlayers.length; p++) { if (allPlayers[p] && allPlayers[p].hasBall) { allPlayers[p].hasBall = false; } } // Also force away from opponents for (var o = 0; o < opponents.length; o++) { if (opponents[o] && opponents[o].hasBall) { opponents[o].hasBall = false; } } // Return to original position first self.isRushing = false; tween(self, { x: self.originalX, y: self.originalY }, { duration: 1000, onFinish: function onFinish() { // After returning to position, throw ball to center field ball.active = true; var centerX = 1024; var centerY = 1366; var throwPower = 15; var throwDx = centerX - ball.x; var throwDy = centerY - ball.y; var throwDistance = Math.sqrt(throwDx * throwDx + throwDy * throwDy); if (throwDistance > 0) { ball.velocityX = throwDx / throwDistance * throwPower; ball.velocityY = throwDy / throwDistance * throwPower; } } }); } } else { // Normal goalkeeper movement - stay near goal line var goalCenterX = 1024; var dx = goalCenterX - self.x; if (Math.abs(dx) > 5) { self.x += dx > 0 ? self.speed : -self.speed; } } }; return self; }); var HioriPlayer = Container.expand(function (colorOverride) { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); if (typeof colorOverride === "number" && playerGraphics) { playerGraphics.tint = colorOverride; } self.speed = 4; self.role = 'hiori'; self.homeX = 1200; self.homeY = 2000; self.hasBall = false; // FLOW SYSTEM self.flowActive = false; self.flowDribbleCount = 0; self.flowDribbleMax = 4; // 4 extra dribbles in Flow self.flowText = null; self.flowTriggerChecked = false; // To avoid retriggering // Zig-zag dribbling variables self.isDribbling = false; self.dribbleStartTime = 0; self.dribbleDuration = 2000; // 2 seconds - slower duration self.dribbleSpeed = 6; self.dribbleDirection = 1; // 1 for right, -1 for left self.dribblePhase = 0; // 0-1 progress through dribble self.dribbleStartX = 0; self.dribbleStartY = 0; self.dribbleTargetX = 0; self.dribbleTargetY = 0; // Zigzag pause variables self.zigzagCount = 0; self.zigzagPaused = false; self.zigzagPauseStart = 0; self.zigzagPauseDuration = 10000; // 10 seconds // Winter Zone variables self.winterZoneActive = false; self.winterZoneRadius = 200; self.winterZoneCooldown = 0; self.winterZoneCooldownTime = 12000; // 12 seconds self.winterZoneDuration = 0; self.winterZoneMaxDuration = 10000; // 10 seconds - increased duration self.slowedOpponents = []; // Winter Zone visual self.winterZoneVisual = null; // Perfect pass variables self.passChargingTime = 0; self.perfectPassCooldown = 0; self.perfectPassCooldownTime = 6000; // 6 seconds self.update = function () { // Hitbox collision detection with other characters var hitboxRadius = 50; var allCharacters = [player, chigiri, reo, nagi, bachira, hiori]; for (var c = 0; c < allCharacters.length; c++) { if (allCharacters[c] && allCharacters[c] !== self) { var charDist = Math.sqrt((allCharacters[c].x - self.x) * (allCharacters[c].x - self.x) + (allCharacters[c].y - self.y) * (allCharacters[c].y - self.y)); if (charDist < hitboxRadius * 2) { // Push characters apart var pushX = (self.x - allCharacters[c].x) / charDist * 2; var pushY = (self.y - allCharacters[c].y) / charDist * 2; self.x += pushX; self.y += pushY; allCharacters[c].x -= pushX; allCharacters[c].y -= pushY; } } } // Check collision with opponents too for (var o = 0; o < opponents.length; o++) { if (opponents[o] && opponents[o] !== self) { var oppDist = Math.sqrt((opponents[o].x - self.x) * (opponents[o].x - self.x) + (opponents[o].y - self.y) * (opponents[o].y - self.y)); if (oppDist < hitboxRadius * 2) { // Push characters apart var pushX = (self.x - opponents[o].x) / oppDist * 2; var pushY = (self.y - opponents[o].y) / oppDist * 2; self.x += pushX; self.y += pushY; opponents[o].x -= pushX; opponents[o].y -= pushY; } } } // FLOW TRIGGER: If 2 goals conceded, activate Flow for Hiori (only once) if (!self.flowActive && !self.flowTriggerChecked && typeof opponentScore !== "undefined" && opponentScore >= 2) { self.flowActive = true; self.flowDribbleCount = 0; self.flowTriggerChecked = true; // Show Flow text above Hiori if (!self.flowText) { self.flowText = self.addChild(new Text2('FLOW', { size: 48, fill: 0x00FFFF })); self.flowText.anchor.set(0.5, 0.5); self.flowText.x = 0; self.flowText.y = -100; self.flowText.alpha = 1; tween(self.flowText, { scaleX: 1.5, scaleY: 1.5, alpha: 1 }, { duration: 300, onFinish: function onFinish() { tween(self.flowText, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 300 }); } }); } } // Remove Flow text if not in Flow if (!self.flowActive && self.flowText) { self.flowText.destroy(); self.flowText = null; } // Steal ball from nearby opponents and stun them for (var i = 0; i < opponents.length; i++) { var opponent = opponents[i]; var oppDist = Math.sqrt((opponent.x - self.x) * (opponent.x - self.x) + (opponent.y - self.y) * (opponent.y - self.y)); if (oppDist < 80 && opponent.hasBall) { // Steal the ball opponent.hasBall = false; ball.active = true; // Ball moves toward Hiori var stealDx = self.x - opponent.x; var stealDy = self.y - opponent.y; var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy); if (stealDist > 0) { ball.velocityX = stealDx / stealDist * 8; ball.velocityY = stealDy / stealDist * 8; } ballDetachCooldown = ballDetachCooldownTime; // Stun the opponent for 2 seconds after stealing ball opponent.stunned = true; opponent.originalSpeed = opponent.speed; opponent.speed = 0; tween(opponent, { tint: 0xFF0000, scaleX: 1.2, scaleY: 1.2 }, { duration: 200, onFinish: function onFinish() { tween(opponent, { tint: 0xFFFFFF, scaleX: 1, scaleY: 1 }, { duration: 200 }); } }); LK.setTimeout(function () { opponent.stunned = false; opponent.speed = opponent.originalSpeed || 2.5; }, 2000); break; } } // Update cooldowns if (self.winterZoneCooldown > 0) { self.winterZoneCooldown -= 16; if (self.winterZoneCooldown < 0) self.winterZoneCooldown = 0; } if (self.perfectPassCooldown > 0) { self.perfectPassCooldown -= 16; if (self.perfectPassCooldown < 0) self.perfectPassCooldown = 0; } // FLOW: If in Flow, boost Winter Zone and dribbling var flowWinterZoneRadius = self.flowActive ? 420 : 200; var flowWinterZoneSlow = self.flowActive ? 0.12 : 0.3; // 12% speed in Flow var flowWinterZoneDuration = self.flowActive ? 18000 : self.winterZoneMaxDuration; // 18s in Flow var flowWinterZoneCooldown = self.flowActive ? 6000 : self.winterZoneCooldownTime; // 6s in Flow // Winter Zone duration and effect if (self.winterZoneActive) { self.winterZoneDuration -= 16; if (self.winterZoneDuration <= 0) { self.winterZoneActive = false; // Remove Winter Zone visual if (self.winterZoneVisual) { self.winterZoneVisual.destroy(); self.winterZoneVisual = null; } // Restore opponent speeds for (var i = 0; i < self.slowedOpponents.length; i++) { var opponent = self.slowedOpponents[i]; opponent.speed = opponent.originalSpeed || opponent.speed * 2; } self.slowedOpponents = []; } else { // Apply Winter Zone effect to nearby opponents for (var i = 0; i < opponents.length; i++) { var opponent = opponents[i]; var dist = Math.sqrt((opponent.x - self.x) * (opponent.x - self.x) + (opponent.y - self.y) * (opponent.y - self.y)); if (dist <= (self.winterZoneActive ? flowWinterZoneRadius : self.winterZoneRadius)) { if (self.slowedOpponents.indexOf(opponent) === -1) { opponent.originalSpeed = opponent.speed; opponent.speed = opponent.speed * (self.winterZoneActive ? flowWinterZoneSlow : 0.3); // Much slower in Flow self.slowedOpponents.push(opponent); } } } } } var dx = ball.x - self.x; var dy = ball.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // FLOW: Dribbling logic if (self.isDribbling) { var elapsed = Date.now() - self.dribbleStartTime; var progress = Math.min(elapsed / self.dribbleDuration, 1); // Create zig-zag pattern - slower frequency for better visibility var zigzagAmplitude = 80; var zigzagFrequency = 4; var zigzagOffset = Math.sin(progress * Math.PI * zigzagFrequency) * zigzagAmplitude; // Move toward target with zig-zag motion - slower speed var targetDx = self.dribbleTargetX - self.dribbleStartX; var targetDy = self.dribbleTargetY - self.dribbleStartY; var targetDist = Math.sqrt(targetDx * targetDx + targetDy * targetDy); if (targetDist > 0) { // Calculate perpendicular vector for zig-zag var perpX = -targetDy / targetDist; var perpY = targetDx / targetDist; // Apply zig-zag movement with slower speed var slowSpeed = 0.6; // Reduced from 1.0 to make it slower self.x = self.dribbleStartX + targetDx * progress * slowSpeed + perpX * zigzagOffset; self.y = self.dribbleStartY + targetDy * progress * slowSpeed + perpY * zigzagOffset; // Ball follows during dribble if (distance < 100) { ball.x = self.x; ball.y = self.y; ball.velocityX = 0; ball.velocityY = 0; } } // End dribbling if (progress >= 1) { self.isDribbling = false; self.zigzagCount = (self.zigzagCount || 0) + 1; // FLOW: If in Flow, allow up to 4 extra dribbles in a row if (self.flowActive && self.flowDribbleCount < self.flowDribbleMax) { self.flowDribbleCount++; // Start another dribble immediately self.isDribbling = true; self.dribbleStartTime = Date.now(); self.dribbleStartX = self.x; self.dribbleStartY = self.y; // Dribble toward opponent goal, randomize a bit self.dribbleTargetX = opponentGoal.x + (Math.random() - 0.5) * 300; self.dribbleTargetY = opponentGoal.y + 200 + Math.random() * 100; } else { // After 4 zigzags, pause for 10 seconds if (self.zigzagCount >= 4) { self.zigzagPaused = true; self.zigzagPauseStart = Date.now(); self.zigzagCount = 0; } // Reset Flow dribble count after sequence if (self.flowActive) self.flowDribbleCount = 0; } } } else { // Coordinated ball pursuit - only chase if designated as active pursuer if (self.coordinatedRole === 'pursuer' && distance < 700) { var chaseSpeed = distance < 150 ? self.speed * 1.7 : self.speed * 1.4; self.x += dx / distance * chaseSpeed; self.y += dy / distance * chaseSpeed; } else if (self.coordinatedRole !== 'pursuer' && distance < 700) { // Move to support position instead of chasing ball var supportPos = ballPursuitCoordinator.getSupportPosition(self.coordinatedRole); var supportDx = supportPos.x - self.x; var supportDy = supportPos.y - self.y; var supportDist = Math.sqrt(supportDx * supportDx + supportDy * supportDy); if (supportDist > 50) { var supportSpeed = self.speed * 0.7; self.x += supportDx / supportDist * supportSpeed; self.y += supportDy / supportDist * supportSpeed; } // Handle zigzag pause if (self.zigzagPaused) { var pauseElapsed = Date.now() - self.zigzagPauseStart; if (pauseElapsed >= self.zigzagPauseDuration) { self.zigzagPaused = false; } } // Start zig-zag dribbling when close to ball (only if not paused) if (distance < 80 && !self.isDribbling && !self.zigzagPaused) { self.isDribbling = true; self.dribbleStartTime = Date.now(); self.dribbleStartX = self.x; self.dribbleStartY = self.y; // Dribble toward opponent goal self.dribbleTargetX = opponentGoal.x + (Math.random() - 0.5) * 300; self.dribbleTargetY = opponentGoal.y + 200; // FLOW: If in Flow, reset dribble count for new sequence if (self.flowActive) self.flowDribbleCount = 0; } } } // FLOW: Winter Zone is much bigger, lasts longer, slows more, and triggers more often if (!self.winterZoneActive && self.winterZoneCooldown <= 0) { var nearbyOpponents = 0; for (var i = 0; i < opponents.length; i++) { var opponent = opponents[i]; var dist = Math.sqrt((opponent.x - self.x) * (opponent.x - self.x) + (opponent.y - self.y) * (opponent.y - self.y)); if (dist <= flowWinterZoneRadius + 50) { nearbyOpponents++; } } if (nearbyOpponents >= 2) { // Activate Winter Zone self.winterZoneActive = true; self.winterZoneDuration = flowWinterZoneDuration; self.winterZoneCooldown = flowWinterZoneCooldown; // Create Winter Zone visual area if (self.winterZoneVisual) { self.winterZoneVisual.destroy(); self.winterZoneVisual = null; } self.winterZoneVisual = self.addChild(LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: self.flowActive ? 8 : 4, scaleY: self.flowActive ? 8 : 4, tint: 0x87CEEB })); self.winterZoneVisual.alpha = 0.3; // Visual effect tween(self, { scaleX: 1.5, scaleY: 1.5, tint: 0x87CEEB }, { duration: 200, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 200 }); } }); } } // Strategic playmaking when close to ball if (distance < 80) { // Hiori as playmaker prioritizes strategic passing if (formationCoordinator.executeStrategicPass(self)) { // Strategic pass executed } else { // Check for nearby teammates to pass to var nearestTeammate = null; var nearestTeammateDistance = Infinity; var teammates = [chigiri, reo, nagi, bachira, player]; for (var t = 0; t < teammates.length; t++) { if (teammates[t] && teammates[t] !== self) { var teammateDist = Math.sqrt((teammates[t].x - self.x) * (teammates[t].x - self.x) + (teammates[t].y - self.y) * (teammates[t].y - self.y)); if (teammateDist < nearestTeammateDistance && teammateDist > 100 && teammateDist < 500) { nearestTeammateDistance = teammateDist; nearestTeammate = teammates[t]; } } } // FLOW: If in Flow, perfect pass always goes directly to player, no curve, and is instant if (self.perfectPassCooldown <= 0) { // Look for player to pass to var playerDist = Math.sqrt((player.x - self.x) * (player.x - self.x) + (player.y - self.y) * (player.y - self.y)); if (playerDist < 600 && playerDist > 100) { // Execute perfect pass var passDx = player.x - ball.x; var passDy = player.y - ball.y; var passDist = Math.sqrt(passDx * passDx + passDy * passDy); if (passDist > 0) { if (self.flowActive) { // FLOW: Pass is instant and direct ball.x = player.x; ball.y = player.y - 50; ball.velocityX = 0; ball.velocityY = 0; ball.active = false; player.hasBall = true; } else { // Normal perfect pass with slight curve to avoid interception var curveAmount = 3; ball.velocityX = passDx / passDist * 12 + curveAmount; ball.velocityY = passDy / passDist * 12; ball.active = true; } self.perfectPassCooldown = self.perfectPassCooldownTime; // Visual effect for perfect pass tween(ball, { scaleX: 1.3, scaleY: 1.3 }, { duration: 150, onFinish: function onFinish() { tween(ball, { scaleX: 1, scaleY: 1 }, { duration: 150 }); } }); } } } else if (nearestTeammate && Math.random() < 0.4) { // 40% chance to pass to teammate (higher as playmaker) var passDx = nearestTeammate.x - ball.x; var passDy = nearestTeammate.y - ball.y; var passDistance = Math.sqrt(passDx * passDx + passDy * passDy); if (passDistance > 0) { ball.velocityX = passDx / passDistance * 9; ball.velocityY = passDy / passDistance * 9; } } else { // Shoot at goal var goalDx = opponentGoal.x - ball.x; var goalDy = opponentGoal.y - ball.y; var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy); if (goalDistance > 0) { ball.velocityX = goalDx / goalDistance * 12; ball.velocityY = goalDy / goalDistance * 12; } } } } // Move to tactical position when supporting team if (self.coordinatedRole !== 'pursuer' && distance > 300 && self.tacticalX && self.tacticalY) { var tacticalDx = self.tacticalX - self.x; var tacticalDy = self.tacticalY - self.y; var tacticalDist = Math.sqrt(tacticalDx * tacticalDx + tacticalDy * tacticalDy); if (tacticalDist > 80) { var tacticalSpeed = self.speed * 0.5; self.x += tacticalDx / tacticalDist * tacticalSpeed; self.y += tacticalDy / tacticalDist * tacticalSpeed; } } // Return to home position when not actively playing if (distance > 500) { var homeDx = self.homeX - self.x; var homeDy = self.homeY - self.y; var homeDistance = Math.sqrt(homeDx * homeDx + homeDy * homeDy); if (homeDistance > 50) { self.x += homeDx / homeDistance * self.speed * 0.4; self.y += homeDy / homeDistance * self.speed * 0.4; } } }; return self; }); var MeguruBachiraPlayer = Container.expand(function (colorOverride) { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); if (typeof colorOverride === "number" && playerGraphics) { playerGraphics.tint = colorOverride; } self.speed = 4.5; self.role = 'bachira'; self.homeX = 1000; self.homeY = 1900; self.hasBall = false; // FLOW SYSTEM for Bachira self.flowActive = false; self.flowTriggerChecked = false; self.flowText = null; // Monster Trans variables removed // Roulette dribbling variables self.rouletteActive = false; self.rouletteStartTime = 0; self.rouletteDuration = 1500; // 1.5 seconds self.rouletteRotations = 3; // 3 full rotations self.rouletteRadius = 80; self.rouletteCooldown = 0; self.rouletteCooldownTime = 4000; // 4 seconds self.rouletteOriginX = 0; self.rouletteOriginY = 0; self.rouletteStunRadius = 120; self.rouletteStunnedOpponents = []; self.rouletteStunEnd = 0; // Monster Dribbling variables self.monsterDribblingActive = false; self.monsterDribblingStartTime = 0; self.monsterDribblingDuration = 2000; // 2 seconds self.monsterDribblingSpeed = 8; self.monsterDribblingCooldown = 0; self.monsterDribblingCooldownTime = 6000; // 6 seconds self.monsterDribblingStartX = 0; self.monsterDribblingStartY = 0; self.monsterDribblingTargetX = 0; self.monsterDribblingTargetY = 0; self.monsterDribblingStunRadius = 150; self.monsterDribblingStunnedOpponents = []; self.monsterDribblingStunEnd = 0; // Rush to ball variables (after Roulette) self.rushingToBall = false; self.rushTargetX = 0; self.rushTargetY = 0; self.rushSpeed = 7; self.readyToShoot = false; self.update = function () { // Hitbox collision detection with other characters var hitboxRadius = 50; var allCharacters = [player, chigiri, hiori, reo, nagi, bachira]; for (var c = 0; c < allCharacters.length; c++) { if (allCharacters[c] && allCharacters[c] !== self) { var charDist = Math.sqrt((allCharacters[c].x - self.x) * (allCharacters[c].x - self.x) + (allCharacters[c].y - self.y) * (allCharacters[c].y - self.y)); if (charDist < hitboxRadius * 2) { // Push characters apart var pushX = (self.x - allCharacters[c].x) / charDist * 2; var pushY = (self.y - allCharacters[c].y) / charDist * 2; self.x += pushX; self.y += pushY; allCharacters[c].x -= pushX; allCharacters[c].y -= pushY; } } } // Check collision with opponents too for (var o = 0; o < opponents.length; o++) { if (opponents[o] && opponents[o] !== self) { var oppDist = Math.sqrt((opponents[o].x - self.x) * (opponents[o].x - self.x) + (opponents[o].y - self.y) * (opponents[o].y - self.y)); if (oppDist < hitboxRadius * 2) { // Push characters apart var pushX = (self.x - opponents[o].x) / oppDist * 2; var pushY = (self.y - opponents[o].y) / oppDist * 2; self.x += pushX; self.y += pushY; opponents[o].x -= pushX; opponents[o].y -= pushY; } } } // FLOW TRIGGER: Monster Trans for Bachira, random chance for Hiori, only one Flow at a time if (!self.flowActive && !self.flowTriggerChecked) { // Count Bachira and Hiori on field var bachiraCount = typeof bachira !== "undefined" ? 1 : 0; var hioriCount = typeof hiori !== "undefined" ? 1 : 0; var totalFlowCandidates = bachiraCount + hioriCount; var shouldFlow = false; // If both Bachira and Hiori are present, randomly pick one for Flow if (totalFlowCandidates > 1) { // 50% chance for Bachira, 50% for Hiori var pick = Math.random(); if (pick < 0.5) { shouldFlow = true; // Bachira gets Flow if (typeof hiori !== "undefined") { hiori.flowActive = false; hiori.flowTriggerChecked = true; if (hiori.flowText) { hiori.flowText.destroy(); hiori.flowText = null; } } } else { shouldFlow = false; if (typeof hiori !== "undefined" && !hiori.flowActive && !hiori.flowTriggerChecked) { hiori.flowActive = true; hiori.flowTriggerChecked = true; hiori.flowDribbleCount = 0; // Show Flow text above Hiori if (!hiori.flowText) { hiori.flowText = hiori.addChild(new Text2('FLOW', { size: 48, fill: 0x00FFFF })); hiori.flowText.anchor.set(0.5, 0.5); hiori.flowText.x = 0; hiori.flowText.y = -100; hiori.flowText.alpha = 1; if (hiori.flowText) { // Defensive: only tween if flowText exists tween(hiori.flowText, { scaleX: 1.5, scaleY: 1.5, alpha: 1 }, { duration: 300, onFinish: function onFinish() { if (hiori.flowText) { // Defensive: only tween if flowText still exists tween(hiori.flowText, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 300 }); } } }); } } } } } else { // Only Bachira or only Hiori present shouldFlow = true; } if (shouldFlow) { // Only set flowTriggerChecked, but do NOT activate Monster Trans/Flow yet self.flowTriggerChecked = true; // self.flowActive and self.monsterTransActive will be set when using Roulette or Monster Dribbling } } // Remove Flow text and effects if not in Flow if (!self.flowActive && self.flowText) { self.flowText.destroy(); self.flowText = null; } // Monster Trans visual cleanup removed // Steal ball from nearby opponents and stun them for (var i = 0; i < opponents.length; i++) { var opponent = opponents[i]; var oppDist = Math.sqrt((opponent.x - self.x) * (opponent.x - self.x) + (opponent.y - self.y) * (opponent.y - self.y)); if (oppDist < 80 && opponent.hasBall) { // Steal the ball opponent.hasBall = false; ball.active = true; // Ball moves toward Bachira var stealDx = self.x - opponent.x; var stealDy = self.y - opponent.y; var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy); if (stealDist > 0) { ball.velocityX = stealDx / stealDist * 8; ball.velocityY = stealDy / stealDist * 8; } ballDetachCooldown = ballDetachCooldownTime; // Stun the opponent for 2 seconds after stealing ball opponent.stunned = true; opponent.originalSpeed = opponent.speed; opponent.speed = 0; tween(opponent, { tint: 0xFF0000, scaleX: 1.2, scaleY: 1.2 }, { duration: 200, onFinish: function onFinish() { tween(opponent, { tint: 0xFFFFFF, scaleX: 1, scaleY: 1 }, { duration: 200 }); } }); LK.setTimeout(function () { opponent.stunned = false; opponent.speed = opponent.originalSpeed || 2.5; }, 2000); break; } } // Update cooldowns if (self.rouletteCooldown > 0) { self.rouletteCooldown -= 16; if (self.rouletteCooldown < 0) self.rouletteCooldown = 0; } if (self.monsterDribblingCooldown > 0) { // In Flow mode, no cooldowns if (!self.flowActive) { self.monsterDribblingCooldown -= 16; if (self.monsterDribblingCooldown < 0) self.monsterDribblingCooldown = 0; } else { self.monsterDribblingCooldown = 0; // No cooldown in Flow } } // Handle Roulette stun end if (self.rouletteStunEnd > 0 && Date.now() > self.rouletteStunEnd) { // Restore stunned opponents from Roulette for (var i = 0; i < self.rouletteStunnedOpponents.length; i++) { var opponent = self.rouletteStunnedOpponents[i]; opponent.stunned = false; opponent.originalSpeed = opponent.originalSpeed || opponent.speed; opponent.speed = opponent.originalSpeed; tween(opponent, { tint: 0xFFFFFF, scaleX: 1, scaleY: 1 }, { duration: 300 }); } self.rouletteStunnedOpponents = []; self.rouletteStunEnd = 0; } // Handle Monster Dribbling stun end if (self.monsterDribblingStunEnd > 0 && Date.now() > self.monsterDribblingStunEnd) { // Restore stunned opponents from Monster Dribbling for (var i = 0; i < self.monsterDribblingStunnedOpponents.length; i++) { var opponent = self.monsterDribblingStunnedOpponents[i]; opponent.stunned = false; opponent.originalSpeed = opponent.originalSpeed || opponent.speed; opponent.speed = opponent.originalSpeed; tween(opponent, { tint: 0xFFFFFF, scaleX: 1, scaleY: 1 }, { duration: 300 }); } self.monsterDribblingStunnedOpponents = []; self.monsterDribblingStunEnd = 0; } var dx = ball.x - self.x; var dy = ball.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Roulette dribbling logic if (self.rouletteActive) { var elapsed = Date.now() - self.rouletteStartTime; var t = Math.min(elapsed / self.rouletteDuration, 1); // Create spinning motion around origin point var angle = t * self.rouletteRotations * 2 * Math.PI; self.x = self.rouletteOriginX + Math.cos(angle) * self.rouletteRadius; self.y = self.rouletteOriginY + Math.sin(angle) * self.rouletteRadius; // Ball follows during roulette if (distance < 100) { ball.x = self.x; ball.y = self.y; ball.velocityX = 0; ball.velocityY = 0; } // End roulette and apply stun effect if (t >= 1) { self.rouletteActive = false; self.applyRouletteStun(); } } // Monster Dribbling logic if (self.monsterDribblingActive) { var elapsed = Date.now() - self.monsterDribblingStartTime; var t = Math.min(elapsed / self.monsterDribblingDuration, 1); // Fast, erratic movement toward target var chaosAmplitude = 40; var chaosFrequency = 8; var chaosOffsetX = Math.sin(t * Math.PI * chaosFrequency) * chaosAmplitude; var chaosOffsetY = Math.cos(t * Math.PI * chaosFrequency * 1.3) * chaosAmplitude; // Move toward target with chaos var targetDx = self.monsterDribblingTargetX - self.monsterDribblingStartX; var targetDy = self.monsterDribblingTargetY - self.monsterDribblingStartY; self.x = self.monsterDribblingStartX + targetDx * t + chaosOffsetX; self.y = self.monsterDribblingStartY + targetDy * t + chaosOffsetY; // Ball follows during monster dribbling if (distance < 120) { ball.x = self.x; ball.y = self.y; ball.velocityX = 0; ball.velocityY = 0; } // Stun all opponents passed by during Monster Dribbling (only in Flow/Monster Trans) if (self.flowActive) { for (var i = 0; i < opponents.length; i++) { var opp = opponents[i]; var oppDist = Math.sqrt((opp.x - self.x) * (opp.x - self.x) + (opp.y - self.y) * (opp.y - self.y)); if (oppDist <= self.monsterDribblingStunRadius && !opp.stunned) { opp.stunned = true; opp.originalSpeed = opp.speed; opp.speed = 0; self.monsterDribblingStunnedOpponents.push(opp); tween(opp, { tint: 0xFF0000, scaleX: 1.2, scaleY: 1.2 }, { duration: 250 }); } } if (self.monsterDribblingStunnedOpponents.length > 0) { self.monsterDribblingStunEnd = Date.now() + 4000; } } // End monster dribbling and apply stun effect if (t >= 1) { self.monsterDribblingActive = false; self.applyMonsterDribblingStun(); } } // Rush to ball after Roulette throw if (self.rushingToBall) { var rushDx = self.rushTargetX - self.x; var rushDy = self.rushTargetY - self.y; var rushDist = Math.sqrt(rushDx * rushDx + rushDy * rushDy); if (rushDist > 30) { // Rush toward the thrown ball location self.x += rushDx / rushDist * self.rushSpeed; self.y += rushDy / rushDist * self.rushSpeed; // Stun all opponents passed by during Monster Trans rush (only in Flow) if (self.flowActive) { for (var i = 0; i < opponents.length; i++) { var opp = opponents[i]; var oppDist = Math.sqrt((opp.x - self.x) * (opp.x - self.x) + (opp.y - self.y) * (opp.y - self.y)); if (oppDist <= self.monsterDribblingStunRadius && !opp.stunned) { opp.stunned = true; opp.originalSpeed = opp.speed; opp.speed = 0; self.monsterDribblingStunnedOpponents.push(opp); tween(opp, { tint: 0xFF0000, scaleX: 1.2, scaleY: 1.2 }, { duration: 250 }); } } if (self.monsterDribblingStunnedOpponents.length > 0) { self.monsterDribblingStunEnd = Date.now() + 4000; } } } else { // Reached the target area, check if ball is nearby var ballDist = Math.sqrt((ball.x - self.x) * (ball.x - self.x) + (ball.y - self.y) * (ball.y - self.y)); if (ballDist < 100) { // Ball is close, prepare to shoot self.readyToShoot = true; self.rushingToBall = false; // Control the ball briefly ball.x = self.x; ball.y = self.y; ball.velocityX = 0; ball.velocityY = 0; // Immediately shoot toward opponent goal var goalDx = opponentGoal.x - self.x; var goalDy = opponentGoal.y - self.y; var goalDist = Math.sqrt(goalDx * goalDx + goalDy * goalDy); if (goalDist > 0) { ball.velocityX = goalDx / goalDist * 18; // Powerful shot ball.velocityY = goalDy / goalDist * 18; ball.active = true; // Visual effect for powerful shot tween(self, { scaleX: 1.4, scaleY: 1.4, tint: 0xFF4500 }, { duration: 300, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1, tint: colorOverride || 0xFFFFFF }, { duration: 300 }); } }); } // Reset after shot self.readyToShoot = false; } else { // Ball not found at target, stop rushing self.rushingToBall = false; } } } else if (!self.rouletteActive && !self.monsterDribblingActive && self.coordinatedRole === 'pursuer' && distance < 700) { // Normal ball pursuit - more aggressive var chaseSpeed = distance < 150 ? self.speed * 1.7 : self.speed * 1.4; self.x += dx / distance * chaseSpeed; self.y += dy / distance * chaseSpeed; } else if (!self.rouletteActive && !self.monsterDribblingActive && self.coordinatedRole !== 'pursuer' && distance < 700) { // Move to support position instead of chasing ball var supportPos = ballPursuitCoordinator.getSupportPosition(self.coordinatedRole); var supportDx = supportPos.x - self.x; var supportDy = supportPos.y - self.y; var supportDist = Math.sqrt(supportDx * supportDx + supportDy * supportDy); if (supportDist > 50) { var supportSpeed = self.speed * 0.8; self.x += supportDx / supportDist * supportSpeed; self.y += supportDy / supportDist * supportSpeed; } // Creative wing play with tactical awareness if (distance < 80) { // Strategic passing consideration for wing play if (formationCoordinator.executeStrategicPass(self)) { // Strategic pass executed - Bachira creates from wide } else { // Check for nearby teammates to pass to var nearestTeammate = null; var nearestTeammateDistance = Infinity; var teammates = [chigiri, hiori, reo, nagi, player]; for (var t = 0; t < teammates.length; t++) { if (teammates[t] && teammates[t] !== self) { var teammateDist = Math.sqrt((teammates[t].x - self.x) * (teammates[t].x - self.x) + (teammates[t].y - self.y) * (teammates[t].y - self.y)); if (teammateDist < nearestTeammateDistance && teammateDist > 100 && teammateDist < 400) { nearestTeammateDistance = teammateDist; nearestTeammate = teammates[t]; } } } // 20% chance to pass if teammate available, 30% for abilities, 50% for goal shot var actionChoice = Math.random(); if (nearestTeammate && actionChoice < 0.2) { // Pass to teammate var passDx = nearestTeammate.x - ball.x; var passDy = nearestTeammate.y - ball.y; var passDistance = Math.sqrt(passDx * passDx + passDy * passDy); if (passDistance > 0) { ball.velocityX = passDx / passDistance * 11; ball.velocityY = passDy / passDistance * 11; } } else if (actionChoice < 0.5) { // Use special abilities (existing code) // Start abilities when close to ball if (distance < 80) { // Roulette (normal cooldown applies) if (!self.rouletteActive && self.rouletteCooldown <= 0) { var shouldUseRoulette = Math.random() < 0.4; // 40% chance if (shouldUseRoulette) { self.rouletteActive = true; self.rouletteStartTime = Date.now(); self.rouletteOriginX = self.x; self.rouletteOriginY = self.y; // If Flow was triggered for Bachira, activate Flow now if (self.flowTriggerChecked && !self.flowActive) { self.flowActive = true; // Show Flow text above Bachira if (!self.flowText) { self.flowText = self.addChild(new Text2('FLOW', { size: 48, fill: 0x00FFFF })); self.flowText.anchor.set(0.5, 0.5); self.flowText.x = 0; self.flowText.y = -100; self.flowText.alpha = 1; tween(self.flowText, { scaleX: 1.5, scaleY: 1.5, alpha: 1 }, { duration: 300, onFinish: function onFinish() { tween(self.flowText, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 300 }); } }); } } if (!self.flowActive) { self.rouletteCooldown = self.rouletteCooldownTime; } // Visual effect for roulette start tween(self, { tint: 0x00FFFF }, { duration: 100, onFinish: function onFinish() { tween(self, { tint: colorOverride || 0xFFFFFF }, { duration: 100 }); } }); } } // Monster Dribbling (no cooldown in Flow) if (!self.monsterDribblingActive && (self.flowActive || self.monsterDribblingCooldown <= 0)) { var shouldUseMonsterDribbling = Math.random() < 0.6; // 60% chance if (shouldUseMonsterDribbling) { self.monsterDribblingActive = true; self.monsterDribblingStartTime = Date.now(); self.monsterDribblingStartX = self.x; self.monsterDribblingStartY = self.y; // Target toward opponent goal self.monsterDribblingTargetX = opponentGoal.x + (Math.random() - 0.5) * 200; self.monsterDribblingTargetY = opponentGoal.y + 300; // If Flow was triggered for Bachira, activate Flow now if (self.flowTriggerChecked && !self.flowActive) { self.flowActive = true; // Show Flow text above Bachira if (!self.flowText) { self.flowText = self.addChild(new Text2('FLOW', { size: 48, fill: 0x00FFFF })); self.flowText.anchor.set(0.5, 0.5); self.flowText.x = 0; self.flowText.y = -100; self.flowText.alpha = 1; tween(self.flowText, { scaleX: 1.5, scaleY: 1.5, alpha: 1 }, { duration: 300, onFinish: function onFinish() { tween(self.flowText, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 300 }); } }); } } if (!self.flowActive) { self.monsterDribblingCooldown = self.monsterDribblingCooldownTime; } // Visual effect for monster dribbling start tween(self, { tint: 0xFF0000, scaleX: 1.3, scaleY: 1.3 }, { duration: 200, onFinish: function onFinish() { tween(self, { tint: colorOverride || 0xFFFFFF, scaleX: 1, scaleY: 1 }, { duration: 200 }); } }); } } } } else { // Shoot at goal if no abilities used var goalDx = opponentGoal.x - ball.x; var goalDy = opponentGoal.y - ball.y; var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy); if (goalDistance > 0) { ball.velocityX = goalDx / goalDistance * 13; ball.velocityY = goalDy / goalDistance * 13; } } } } // Move to tactical wing position when not directly involved if (self.coordinatedRole !== 'pursuer' && distance > 300 && self.tacticalX && self.tacticalY) { var tacticalDx = self.tacticalX - self.x; var tacticalDy = self.tacticalY - self.y; var tacticalDist = Math.sqrt(tacticalDx * tacticalDx + tacticalDy * tacticalDy); if (tacticalDist > 80) { var tacticalSpeed = self.speed * 0.7; self.x += tacticalDx / tacticalDist * tacticalSpeed; self.y += tacticalDy / tacticalDist * tacticalSpeed; } } } else if (!self.rouletteActive && !self.monsterDribblingActive && distance > 500) { // Return to home position when not actively playing var homeDx = self.homeX - self.x; var homeDy = self.homeY - self.y; var homeDistance = Math.sqrt(homeDx * homeDx + homeDy * homeDy); if (homeDistance > 50) { self.x += homeDx / homeDistance * self.speed * 0.4; self.y += homeDy / homeDistance * self.speed * 0.4; } } }; self.applyRouletteStun = function () { var opponentsInRange = []; for (var i = 0; i < opponents.length; i++) { var opponent = opponents[i]; var opponentDist = Math.sqrt((opponent.x - self.x) * (opponent.x - self.x) + (opponent.y - self.y) * (opponent.y - self.y)); if (opponentDist <= self.rouletteStunRadius) { opponentsInRange.push(opponent); } } // Stun opponents in range for (var i = 0; i < opponentsInRange.length; i++) { var opponent = opponentsInRange[i]; opponent.stunned = true; opponent.originalSpeed = opponent.speed; opponent.speed = 0; // Completely stop them self.rouletteStunnedOpponents.push(opponent); // Visual effect for stunned opponent tween(opponent, { tint: 0x00FFFF, scaleX: 1.1, scaleY: 1.1 }, { duration: 200 }); } if (opponentsInRange.length > 0) { self.rouletteStunEnd = Date.now() + 1000; // 1 second stun } // Check if Bachira is in Flow and close to opponent goal for special message if (self.flowActive && typeof opponentGoal !== "undefined") { var goalDistance = Math.sqrt((opponentGoal.x - self.x) * (opponentGoal.x - self.x) + (opponentGoal.y - self.y) * (opponentGoal.y - self.y)); if (goalDistance < 400) { // Close to goal // Create and display the special message var goalMessage = game.addChild(new Text2('Futbolu seviyorum... İçimdeki Canavarla birlikte !', { size: 64, fill: 0xFF4500 })); goalMessage.anchor.set(0.5, 0.5); goalMessage.x = 1024; // Center of screen goalMessage.y = 1000; // Middle of screen goalMessage.alpha = 0; // Animate message appearance tween(goalMessage, { alpha: 1, scaleX: 1.2, scaleY: 1.2 }, { duration: 500, onFinish: function onFinish() { // Keep message visible for 3 seconds then fade out LK.setTimeout(function () { tween(goalMessage, { alpha: 0, scaleX: 0.8, scaleY: 0.8 }, { duration: 800, onFinish: function onFinish() { goalMessage.destroy(); } }); }, 3000); } }); } } // After Roulette, throw ball to edge and rush to it self.throwBallToEdgeAndRush(); }; self.applyMonsterDribblingStun = function () { var opponentsInRange = []; for (var i = 0; i < opponents.length; i++) { var opponent = opponents[i]; var opponentDist = Math.sqrt((opponent.x - self.x) * (opponent.x - self.x) + (opponent.y - self.y) * (opponent.y - self.y)); if (opponentDist <= self.monsterDribblingStunRadius) { opponentsInRange.push(opponent); } } // Stun opponents in range for (var i = 0; i < opponentsInRange.length; i++) { var opponent = opponentsInRange[i]; opponent.stunned = true; opponent.originalSpeed = opponent.speed; opponent.speed = 0; // Completely stop them self.monsterDribblingStunnedOpponents.push(opponent); // Visual effect for stunned opponent tween(opponent, { tint: 0xFF0000, scaleX: 1.2, scaleY: 1.2 }, { duration: 250 }); } if (opponentsInRange.length > 0) { self.monsterDribblingStunEnd = Date.now() + 1000; // 1 second stun } }; self.throwBallToEdgeAndRush = function () { // Determine which edge to throw to (left or right side of field) var throwToLeft = self.x < 1024; // If Bachira is on left side, throw left; otherwise right var edgeX = throwToLeft ? 200 : 1848; // Near left or right edge var edgeY = self.y + (Math.random() - 0.5) * 200; // Slightly randomize Y position // Ensure edge Y is within field bounds if (edgeY < 300) edgeY = 300; if (edgeY > 2400) edgeY = 2400; // Throw ball to edge with moderate power var throwDx = edgeX - ball.x; var throwDy = edgeY - ball.y; var throwDist = Math.sqrt(throwDx * throwDx + throwDy * throwDy); if (throwDist > 0) { ball.velocityX = throwDx / throwDist * 10; ball.velocityY = throwDy / throwDist * 10; ball.active = true; } // Set rush target and start rushing self.rushTargetX = edgeX; self.rushTargetY = edgeY; self.rushingToBall = true; self.readyToShoot = false; // Visual effect for ball throw tween(ball, { scaleX: 1.3, scaleY: 1.3, tint: 0x00FFFF }, { duration: 200, onFinish: function onFinish() { tween(ball, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 200 }); } }); }; return self; }); var MidfieldPlayer = Container.expand(function () { var self = Container.call(this); var opponentGraphics = self.attachAsset('opponent', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2.2; self.role = 'midfield'; self.homeX = 1024; self.homeY = 1000; self.hasBall = false; // Dribbling state self.isDribbling = false; self.dribbleStartTime = 0; self.dribbleDuration = 1000; self.dribbleRadius = 120; self.dribbleStartAngle = 0; self.dribbleEndAngle = 0; self.dribbleOriginX = 0; self.dribbleOriginY = 0; self.hasDribbled = false; self.update = function () { // Hitbox collision detection with other characters var hitboxRadius = 50; var allCharacters = [player, chigiri, hiori, reo, nagi, bachira]; for (var c = 0; c < allCharacters.length; c++) { if (allCharacters[c] && allCharacters[c] !== self) { var charDist = Math.sqrt((allCharacters[c].x - self.x) * (allCharacters[c].x - self.x) + (allCharacters[c].y - self.y) * (allCharacters[c].y - self.y)); if (charDist < hitboxRadius * 2) { // Push characters apart var pushX = (self.x - allCharacters[c].x) / charDist * 2; var pushY = (self.y - allCharacters[c].y) / charDist * 2; self.x += pushX; self.y += pushY; allCharacters[c].x -= pushX; allCharacters[c].y -= pushY; } } } // Check collision with opponents too for (var o = 0; o < opponents.length; o++) { if (opponents[o] && opponents[o] !== self) { var oppDist = Math.sqrt((opponents[o].x - self.x) * (opponents[o].x - self.x) + (opponents[o].y - self.y) * (opponents[o].y - self.y)); if (oppDist < hitboxRadius * 2) { // Push characters apart var pushX = (self.x - opponents[o].x) / oppDist * 2; var pushY = (self.y - opponents[o].y) / oppDist * 2; self.x += pushX; self.y += pushY; opponents[o].x -= pushX; opponents[o].y -= pushY; } } } // Steal ball if player is inside opponent var playerDist = Math.sqrt((player.x - self.x) * (player.x - self.x) + (player.y - self.y) * (player.y - self.y)); if (playerDist < 80 && player.hasBall) { // Steal the ball player.hasBall = false; ball.active = true; // Ball moves away from player, toward midfield var stealDx = self.x - player.x; var stealDy = self.y - player.y; var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy); if (stealDist > 0) { ball.velocityX = stealDx / stealDist * 10; ball.velocityY = stealDy / stealDist * 10; } // Prevent immediate re-attachment ballDetachCooldown = ballDetachCooldownTime; } var dx = ball.x - self.x; var dy = ball.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Smart midfield positioning based on ball location if (ball.y > 1200) { // Ball is in player's half - consider multiple midfield actions var options = []; // Option 1: Position defensively options.push(function () { var defensiveX = 1024; var defensiveY = Math.max(1000, ball.y - 300); var defDx = defensiveX - self.x; var defDy = defensiveY - self.y; var defDist = Math.sqrt(defDx * defDx + defDy * defDy); if (defDist > 50) { self.x += defDx / defDist * self.speed * 0.7; self.y += defDy / defDist * self.speed * 0.7; } }); // Option 2: Move to open space in midfield options.push(function () { var targetX = 600 + Math.random() * 800; var targetY = 900 + Math.random() * 400; var dx2 = targetX - self.x; var dy2 = targetY - self.y; var dist2 = Math.sqrt(dx2 * dx2 + dy2 * dy2); if (dist2 > 10) { self.x += dx2 / dist2 * self.speed * 0.5; self.y += dy2 / dist2 * self.speed * 0.5; } }); // Option 3: Support nearest teammate options.push(function () { var teammates = [player, chigiri, hiori, reo, nagi, bachira]; var nearest = null; var nearestDist = Infinity; for (var t = 0; t < teammates.length; t++) { if (teammates[t]) { var d = Math.sqrt((teammates[t].x - self.x) * (teammates[t].x - self.x) + (teammates[t].y - self.y) * (teammates[t].y - self.y)); if (d < nearestDist) { nearestDist = d; nearest = teammates[t]; } } } if (nearest && nearestDist > 80) { var dx3 = nearest.x - self.x; var dy3 = nearest.y - self.y; var dist3 = Math.sqrt(dx3 * dx3 + dy3 * dy3); if (dist3 > 10) { self.x += dx3 / dist3 * self.speed * 0.3; self.y += dy3 / dist3 * self.speed * 0.3; } } }); // Pick one or more options for more dynamic midfield var chosen = Math.random(); if (chosen < 0.5) { options[0](); // 50% defensive } else if (chosen < 0.8) { options[1](); // 30% open space } else { options[2](); // 20% support } } // Aggressive ball stealing from player team var allPlayerTeam = [player, chigiri, hiori, reo, nagi, bachira]; for (var p = 0; p < allPlayerTeam.length; p++) { if (allPlayerTeam[p] && allPlayerTeam[p].hasBall) { var carrierDist = Math.sqrt((allPlayerTeam[p].x - self.x) * (allPlayerTeam[p].x - self.x) + (allPlayerTeam[p].y - self.y) * (allPlayerTeam[p].y - self.y)); if (carrierDist < 120) { // Midfield tackle - steal ball allPlayerTeam[p].hasBall = false; ball.active = true; var stealDx = self.x - allPlayerTeam[p].x; var stealDy = self.y - allPlayerTeam[p].y; var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy); if (stealDist > 0) { ball.velocityX = stealDx / stealDist * 10; ball.velocityY = stealDy / stealDist * 10; } ballDetachCooldown = ballDetachCooldownTime; break; } } } // Midfield: get ball and pass to forward - more aggressive if (distance < 400) { // Move toward ball when chasing var chaseSpeed = distance < 150 ? self.speed * 1.3 : self.speed * 1.1; self.x += dx / distance * chaseSpeed; self.y += dy / distance * chaseSpeed; // If close to ball, run away from player and pass to forward if (distance < 80) { // Move away from player for a moment var awayDx = self.x - player.x; var awayDy = self.y - player.y; var awayDist = Math.sqrt(awayDx * awayDx + awayDy * awayDy); if (awayDist > 0) { tween(self, { x: self.x + awayDx / awayDist * 120, y: self.y + awayDy / awayDist * 120 }, { duration: 200, easing: tween.cubicOut }); } // Find nearest forward player var nearestForward = null; var nearestDistance = Infinity; for (var i = 0; i < opponents.length; i++) { if (opponents[i].role === 'forward') { var forwardDx = opponents[i].x - self.x; var forwardDy = opponents[i].y - self.y; var forwardDistance = Math.sqrt(forwardDx * forwardDx + forwardDy * forwardDy); if (forwardDistance < nearestDistance) { nearestDistance = forwardDistance; nearestForward = opponents[i]; } } } // Pass to forward if found if (nearestForward) { // Perfect pass: ball goes directly to forward with good speed var passDx = nearestForward.x - ball.x; var passDy = nearestForward.y - ball.y; var passDistance = Math.sqrt(passDx * passDx + passDy * passDy); if (passDistance > 0) { ball.velocityX = passDx / passDistance * 10; ball.velocityY = passDy / passDistance * 10; } } else { // No forward to pass to: perform dribbling and curved shot if (!self.isDribbling) { // Start dribbling: move in a half-circle around the player self.isDribbling = true; self.dribbleStartTime = Date.now(); self.dribbleDuration = 1000; // 1 second self.dribbleRadius = 120; // Calculate angle from midfield to player var angleToPlayer = Math.atan2(player.y - self.y, player.x - self.x); self.dribbleStartAngle = angleToPlayer - Math.PI / 2; self.dribbleEndAngle = angleToPlayer + Math.PI / 2; self.dribbleOriginX = self.x; self.dribbleOriginY = self.y; self.hasDribbled = false; } if (self.isDribbling) { var elapsed = Date.now() - self.dribbleStartTime; var t = Math.min(elapsed / self.dribbleDuration, 1); // Interpolate angle for half-circle var angle = self.dribbleStartAngle + (self.dribbleEndAngle - self.dribbleStartAngle) * t; self.x = self.dribbleOriginX + Math.cos(angle) * self.dribbleRadius; self.y = self.dribbleOriginY + Math.sin(angle) * self.dribbleRadius; // Ball follows midfield during dribble if (distance < 80) { ball.x = self.x; ball.y = self.y; ball.velocityX = 0; ball.velocityY = 0; } // When dribble completes, shoot with curve if (t >= 1 && !self.hasDribbled) { self.hasDribbled = true; self.isDribbling = false; // Falsolu şut: apply curve by adding to X velocity var goalDx = opponentGoal.x - ball.x; var goalDy = opponentGoal.y - ball.y; var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy); if (goalDistance > 0) { // Add curve: right-footed, so curve to the right (positive X) var curveAmount = 7; ball.velocityX = goalDx / goalDistance * 12 + curveAmount; ball.velocityY = goalDy / goalDistance * 12; ball.active = true; } } } } } } else { // Return to midfield position var homeDx = self.homeX - self.x; var homeDy = self.homeY - self.y; var homeDistance = Math.sqrt(homeDx * homeDx + homeDy * homeDy); if (homeDistance > 50) { self.x += homeDx / homeDistance * self.speed * 0.3; self.y += homeDy / homeDistance * self.speed * 0.3; } } }; return self; }); var NagiPlayer = Container.expand(function (colorOverride) { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); if (typeof colorOverride === "number" && playerGraphics) { playerGraphics.tint = colorOverride; } self.speed = 5.5; // Increased base speed for better movement self.role = 'nagi'; self.homeX = 1400; self.homeY = 2000; self.hasBall = false; // --- NEW NAGI ULTIMATE BALL CONTROL SYSTEM --- self.ballControlRange = 200; // Massive ball control range self.ballControlCooldown = 0; self.ballControlCooldownTime = 3000; // 3 second cooldown self.ballControlText = null; // --- PERFECTED FAKE VOLLEY SYSTEM --- self.fakeVolleyState = 0; // 0: ready, 1: fake motion, 2: real shot self.fakeVolleyCombo = 0; // Track combo count self.fakeVolleyMaxCombo = 3; // Maximum fake volleys before forced real shot self.fakeVolleyStunRadius = 180; // Larger stun radius self.fakeVolleyStunDuration = 1500; // 1.5 seconds stun self.fakeVolleyStunnedOpponents = []; self.fakeVolleyStunEnd = 0; self.fakeVolleyCooldown = 0; self.fakeVolleyCooldownTime = 4000; // 4 second cooldown // --- REVOLVER SHOT SYSTEM --- self.revolverActive = false; self.revolverCount = 0; self.revolverMaxShots = 5; // 5 rapid shots self.revolverShotDelay = 300; // 300ms between shots self.revolverLastShot = 0; self.revolverCooldown = 0; self.revolverCooldownTime = 15000; // 15 second cooldown // --- GENIUS TRAP SYSTEM --- self.geniusTrapRange = 400; // Ultra wide range self.geniusTrapActive = false; self.geniusTrapVisual = null; self.geniusTrapCooldown = 0; self.geniusTrapCooldownTime = 8000; // 8 second cooldown // --- FLOW SYSTEM --- self.flowActive = false; self.flowTriggerChecked = false; self.flowText = null; self.update = function () { // Hitbox collision detection with other characters var hitboxRadius = 50; var allCharacters = [player, chigiri, hiori, reo, nagi, bachira]; for (var c = 0; c < allCharacters.length; c++) { if (allCharacters[c] && allCharacters[c] !== self) { var charDist = Math.sqrt((allCharacters[c].x - self.x) * (allCharacters[c].x - self.x) + (allCharacters[c].y - self.y) * (allCharacters[c].y - self.y)); if (charDist < hitboxRadius * 2) { // Push characters apart var pushX = (self.x - allCharacters[c].x) / charDist * 2; var pushY = (self.y - allCharacters[c].y) / charDist * 2; self.x += pushX; self.y += pushY; allCharacters[c].x -= pushX; allCharacters[c].y -= pushY; } } } // Check collision with opponents too for (var o = 0; o < opponents.length; o++) { if (opponents[o] && opponents[o] !== self) { var oppDist = Math.sqrt((opponents[o].x - self.x) * (opponents[o].x - self.x) + (opponents[o].y - self.y) * (opponents[o].y - self.y)); if (oppDist < hitboxRadius * 2) { // Push characters apart var pushX = (self.x - opponents[o].x) / oppDist * 2; var pushY = (self.y - opponents[o].y) / oppDist * 2; self.x += pushX; self.y += pushY; opponents[o].x -= pushX; opponents[o].y -= pushY; } } } // --- FLOW TRIGGER: Random Flow activation when close to ball --- if (!self.flowActive && !self.flowTriggerChecked && Math.random() < 0.001) { // 0.1% chance per frame self.flowActive = true; self.flowTriggerChecked = true; // Show Flow text above Nagi if (!self.flowText) { self.flowText = self.addChild(new Text2('GENIUS FLOW', { size: 48, fill: 0x9966FF })); self.flowText.anchor.set(0.5, 0.5); self.flowText.x = 0; self.flowText.y = -100; self.flowText.alpha = 1; tween(self.flowText, { scaleX: 1.5, scaleY: 1.5, alpha: 1 }, { duration: 300, onFinish: function onFinish() { tween(self.flowText, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 300 }); } }); } // Flow lasts for 10 seconds LK.setTimeout(function () { self.flowActive = false; if (self.flowText) { self.flowText.destroy(); self.flowText = null; } // Reset trigger after Flow ends LK.setTimeout(function () { self.flowTriggerChecked = false; }, 30000); // Can trigger again after 30 seconds }, 10000); } // Remove Flow text if not in Flow if (!self.flowActive && self.flowText) { self.flowText.destroy(); self.flowText = null; } // Update cooldowns if (self.ballControlCooldown > 0) { self.ballControlCooldown -= 16; if (self.ballControlCooldown < 0) self.ballControlCooldown = 0; } if (self.fakeVolleyCooldown > 0) { self.fakeVolleyCooldown -= 16; if (self.fakeVolleyCooldown < 0) self.fakeVolleyCooldown = 0; } if (self.revolverCooldown > 0) { self.revolverCooldown -= 16; if (self.revolverCooldown < 0) self.revolverCooldown = 0; } if (self.geniusTrapCooldown > 0) { self.geniusTrapCooldown -= 16; if (self.geniusTrapCooldown < 0) self.geniusTrapCooldown = 0; } // Handle stun end for fake volley if (self.fakeVolleyStunEnd > 0 && Date.now() > self.fakeVolleyStunEnd) { // Restore stunned opponents for (var i = 0; i < self.fakeVolleyStunnedOpponents.length; i++) { var opponent = self.fakeVolleyStunnedOpponents[i]; opponent.stunned = false; opponent.originalSpeed = opponent.originalSpeed || opponent.speed; opponent.speed = opponent.originalSpeed; tween(opponent, { tint: 0xFFFFFF, scaleX: 1, scaleY: 1 }, { duration: 300 }); } self.fakeVolleyStunnedOpponents = []; self.fakeVolleyStunEnd = 0; } var dx = ball.x - self.x; var dy = ball.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // --- ULTIMATE BALL CONTROL SYSTEM --- // Automatically steal ball from ANY opponent within massive range if (self.ballControlCooldown <= 0) { var controlledBall = false; // Check for opponents with ball within Ball Control range for (var i = 0; i < opponents.length; i++) { var opp = opponents[i]; if (opp.hasBall) { var oppDist = Math.sqrt((opp.x - self.x) * (opp.x - self.x) + (opp.y - self.y) * (opp.y - self.y)); if (oppDist <= self.ballControlRange) { // Instant ball steal from massive range opp.hasBall = false; ball.active = false; ball.x = self.x; ball.y = self.y + 40; ball.velocityX = 0; ball.velocityY = 0; self.hasBall = true; controlledBall = true; // Show "GENIUS BALL CONTROL" text if (!self.ballControlText) { self.ballControlText = self.addChild(new Text2('GENIUS BALL CONTROL', { size: 50, fill: 0x9966FF })); self.ballControlText.anchor.set(0.5, 0.5); self.ballControlText.x = 0; self.ballControlText.y = -100; tween(self.ballControlText, { alpha: 1, scaleX: 1.3, scaleY: 1.3 }, { duration: 300, onFinish: function onFinish() { LK.setTimeout(function () { tween(self.ballControlText, { alpha: 0, scaleX: 0.8, scaleY: 0.8 }, { duration: 500, onFinish: function onFinish() { if (self.ballControlText) { self.ballControlText.destroy(); self.ballControlText = null; } } }); }, 2000); } }); } // Stun the opponent for longer duration opp.stunned = true; opp.originalSpeed = opp.speed; opp.speed = 0; tween(opp, { tint: 0x9966FF, scaleX: 1.3, scaleY: 1.3 }, { duration: 300, onFinish: function onFinish() { tween(opp, { tint: 0xFFFFFF, scaleX: 1, scaleY: 1 }, { duration: 300 }); } }); LK.setTimeout(function () { opp.stunned = false; opp.speed = opp.originalSpeed || 2.5; }, 3000); // 3 second stun self.ballControlCooldown = self.ballControlCooldownTime; break; } } } // Also control loose balls within range if (!controlledBall && distance <= self.ballControlRange && ball.active && !self.hasBall) { ball.active = false; ball.x = self.x; ball.y = self.y + 40; ball.velocityX = 0; ball.velocityY = 0; self.hasBall = true; self.ballControlCooldown = self.ballControlCooldownTime; if (!self.ballControlText) { self.ballControlText = self.addChild(new Text2('BALL CONTROL', { size: 40, fill: 0x9966FF })); self.ballControlText.anchor.set(0.5, 0.5); self.ballControlText.x = 0; self.ballControlText.y = -80; tween(self.ballControlText, { alpha: 1, scaleX: 1.2, scaleY: 1.2 }, { duration: 200, onFinish: function onFinish() { LK.setTimeout(function () { tween(self.ballControlText, { alpha: 0, scaleX: 0.8, scaleY: 0.8 }, { duration: 300, onFinish: function onFinish() { if (self.ballControlText) { self.ballControlText.destroy(); self.ballControlText = null; } } }); }, 1500); } }); } } } // --- GENIUS TRAP SYSTEM --- // Show trap visual when ball is in range if (distance <= self.geniusTrapRange && !self.geniusTrapVisual && !self.hasBall) { self.geniusTrapVisual = self.addChild(LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 8, // Even larger visual scaleY: 8, tint: 0x9966FF })); self.geniusTrapVisual.alpha = 0.2; } else if (distance > self.geniusTrapRange && self.geniusTrapVisual) { self.geniusTrapVisual.destroy(); self.geniusTrapVisual = null; } // --- PERFECTED FAKE VOLLEY SYSTEM --- if (self.hasBall && distance < 100 && self.fakeVolleyCooldown <= 0) { if (self.fakeVolleyState === 0) { // Start fake volley sequence self.fakeVolleyState = 1; self.fakeVolleyCombo++; // Stun ALL nearby opponents with larger radius var opponentsInRange = []; for (var i = 0; i < opponents.length; i++) { var opponent = opponents[i]; var opponentDist = Math.sqrt((opponent.x - self.x) * (opponent.x - self.x) + (opponent.y - self.y) * (opponent.y - self.y)); if (opponentDist <= self.fakeVolleyStunRadius) { opponentsInRange.push(opponent); } } for (var i = 0; i < opponentsInRange.length; i++) { var opponent = opponentsInRange[i]; opponent.stunned = true; opponent.originalSpeed = opponent.speed; opponent.speed = 0; self.fakeVolleyStunnedOpponents.push(opponent); tween(opponent, { tint: 0xFFFF00, scaleX: 1.2, scaleY: 1.2 }, { duration: 200 }); } self.fakeVolleyStunEnd = Date.now() + self.fakeVolleyStunDuration; // Fake shot motion - very minimal ball movement to show it's fake ball.velocityX = (Math.random() - 0.5) * 1; ball.velocityY = (Math.random() - 0.5) * 1; ball.active = true; LK.setTimeout(function () { ball.active = false; ball.x = self.x; ball.y = self.y + 40; ball.velocityX = 0; ball.velocityY = 0; self.hasBall = true; }, 200); // Visual effect for fake motion tween(self, { scaleX: 1.4, scaleY: 1.4, tint: 0xFFFF00 }, { duration: 150, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 150 }); } }); // Set up for real shot or continue faking LK.setTimeout(function () { if (self.fakeVolleyCombo >= self.fakeVolleyMaxCombo) { // Must do real shot now self.fakeVolleyState = 2; } else { // Can choose to fake again or shoot self.fakeVolleyState = Math.random() < 0.6 ? 0 : 2; // 60% chance to fake again } }, 600); } else if (self.fakeVolleyState === 2) { // Real powerful shot self.fakeVolleyState = 0; self.fakeVolleyCombo = 0; self.fakeVolleyCooldown = self.fakeVolleyCooldownTime; var goalDx = opponentGoal.x - ball.x; var goalDy = opponentGoal.y - ball.y; var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy); if (goalDistance > 0) { ball.velocityX = goalDx / goalDistance * 18; // More powerful shot ball.velocityY = goalDy / goalDistance * 18; ball.active = true; self.hasBall = false; } // Visual effect for real shot tween(self, { scaleX: 1.5, scaleY: 1.5, tint: 0xFF0000 }, { duration: 400, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 400 }); } }); } } // --- REVOLVER SHOT SYSTEM (Flow State) --- if (self.flowActive && self.hasBall && !self.revolverActive && self.revolverCooldown <= 0) { // Activate Revolver Shot sequence self.revolverActive = true; self.revolverCount = 0; self.revolverLastShot = Date.now(); // Show Revolver text var revolverText = self.addChild(new Text2('REVOLVER SHOT!', { size: 60, fill: 0xFF0000 })); revolverText.anchor.set(0.5, 0.5); revolverText.x = 0; revolverText.y = -140; tween(revolverText, { alpha: 1, scaleX: 1.5, scaleY: 1.5 }, { duration: 300, onFinish: function onFinish() { LK.setTimeout(function () { revolverText.destroy(); }, 2000); } }); } // Execute Revolver shots if (self.revolverActive && Date.now() - self.revolverLastShot >= self.revolverShotDelay) { self.revolverCount++; self.revolverLastShot = Date.now(); // Fire shot toward goal var goalDx = opponentGoal.x - ball.x; var goalDy = opponentGoal.y - ball.y; var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy); if (goalDistance > 0) { // Add slight randomness to each shot var spread = (Math.random() - 0.5) * 100; ball.velocityX = (goalDx + spread) / goalDistance * 20; ball.velocityY = goalDy / goalDistance * 20; ball.active = true; } // Visual effect for each shot tween(self, { scaleX: 1.3, scaleY: 1.3, tint: 0xFF6600 }, { duration: 100, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 100 }); } }); // End Revolver after all shots if (self.revolverCount >= self.revolverMaxShots) { self.revolverActive = false; self.revolverCooldown = self.revolverCooldownTime; self.hasBall = false; } } // Normal movement and positioning if (!self.revolverActive) { // Coordinated ball pursuit - only chase if designated as active pursuer if (self.coordinatedRole === 'pursuer' && distance < 700) { var chaseSpeed = distance < 150 ? self.speed * 1.8 : self.speed * 1.5; self.x += dx / distance * chaseSpeed; self.y += dy / distance * chaseSpeed; } else if (self.coordinatedRole !== 'pursuer' && distance < 700) { // Move to support position instead of chasing ball var supportPos = ballPursuitCoordinator.getSupportPosition(self.coordinatedRole); var supportDx = supportPos.x - self.x; var supportDy = supportPos.y - self.y; var supportDist = Math.sqrt(supportDx * supportDx + supportDy * supportDy); if (supportDist > 50) { var supportSpeed = self.speed * 1.1; // Faster support movement self.x += supportDx / supportDist * supportSpeed; self.y += supportDy / supportDist * supportSpeed; } // Strategic striker play when close to ball if (distance < 80 && !self.hasBall) { // Check for teammates to pass to if Nagi gets the ball var nearestTeammate = null; var nearestTeammateDistance = Infinity; var teammates = [chigiri, hiori, reo, bachira, player]; for (var t = 0; t < teammates.length; t++) { if (teammates[t] && teammates[t] !== self) { var teammateDist = Math.sqrt((teammates[t].x - self.x) * (teammates[t].x - self.x) + (teammates[t].y - self.y) * (teammates[t].y - self.y)); if (teammateDist < nearestTeammateDistance && teammateDist > 100 && teammateDist < 500) { nearestTeammateDistance = teammateDist; nearestTeammate = teammates[t]; } } } // 15% chance to pass to teammate, 85% for abilities/shooting (ultra striker focus) if (nearestTeammate && Math.random() < 0.15 && self.hasBall) { var passDx = nearestTeammate.x - ball.x; var passDy = nearestTeammate.y - ball.y; var passDistance = Math.sqrt(passDx * passDx + passDy * passDy); if (passDistance > 0) { ball.velocityX = passDx / passDistance * 15; // Stronger pass ball.velocityY = passDy / passDistance * 15; ball.active = true; self.hasBall = false; } } } // Striker positioning - always look for goal scoring opportunities if (self.coordinatedRole !== 'pursuer' && distance > 300 && self.tacticalX && self.tacticalY) { var tacticalDx = self.tacticalX - self.x; var tacticalDy = self.tacticalY - self.y; var tacticalDist = Math.sqrt(tacticalDx * tacticalDx + tacticalDy * tacticalDy); if (tacticalDist > 80) { var tacticalSpeed = self.speed * 1.0; // Full speed tactical movement self.x += tacticalDx / tacticalDist * tacticalSpeed; self.y += tacticalDy / tacticalDist * tacticalSpeed; } } } else { // Return to home position when not actively playing var homeDx = self.homeX - self.x; var homeDy = self.homeY - self.y; var homeDistance = Math.sqrt(homeDx * homeDx + homeDy * homeDy); if (homeDistance > 50) { self.x += homeDx / homeDistance * self.speed * 0.6; // Faster return home self.y += homeDy / homeDistance * self.speed * 0.6; } } } }; // Steal ball from nearby opponents (enhanced version) for (var i = 0; i < opponents.length; i++) { var opponent = opponents[i]; var oppDist = Math.sqrt((opponent.x - self.x) * (opponent.x - self.x) + (opponent.y - self.y) * (opponent.y - self.y)); if (oppDist < 90 && opponent.hasBall && self.ballControlCooldown <= 0) { // Enhanced ball stealing opponent.hasBall = false; ball.active = false; ball.x = self.x; ball.y = self.y + 40; ball.velocityX = 0; ball.velocityY = 0; self.hasBall = true; self.ballControlCooldown = self.ballControlCooldownTime; // Stun the opponent for 2 seconds after stealing ball opponent.stunned = true; opponent.originalSpeed = opponent.speed; opponent.speed = 0; tween(opponent, { tint: 0x9966FF, scaleX: 1.3, scaleY: 1.3 }, { duration: 300, onFinish: function onFinish() { tween(opponent, { tint: 0xFFFFFF, scaleX: 1, scaleY: 1 }, { duration: 300 }); } }); LK.setTimeout(function () { opponent.stunned = false; opponent.speed = opponent.originalSpeed || 2.5; }, 2000); break; } } return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.hasBall = false; // 1v1 dribble move logic for player self.lastX = self.lastX || self.x; self.lastY = self.lastY || self.y; self.lastDribbleAttempt = self.lastDribbleAttempt || 0; self.isDribbling1v1 = self.isDribbling1v1 || false; self.dribble1v1Start = self.dribble1v1Start || 0; self.dribble1v1Duration = 400; // ms self.dribble1v1TargetX = self.dribble1v1TargetX || 0; self.dribble1v1TargetY = self.dribble1v1TargetY || 0; self.update = function () { // Check for ball stealing from opponents for (var i = 0; i < opponents.length; i++) { var opponent = opponents[i]; var oppDist = Math.sqrt((opponent.x - self.x) * (opponent.x - self.x) + (opponent.y - self.y) * (opponent.y - self.y)); if (oppDist < 80 && opponent.hasBall) { // Steal the ball opponent.hasBall = false; ball.active = true; // Ball moves toward Player var stealDx = self.x - opponent.x; var stealDy = self.y - opponent.y; var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy); if (stealDist > 0) { ball.velocityX = stealDx / stealDist * 8; ball.velocityY = stealDy / stealDist * 8; } ballDetachCooldown = ballDetachCooldownTime; // Stun the opponent for 2 seconds after stealing ball opponent.stunned = true; opponent.originalSpeed = opponent.speed; opponent.speed = 0; tween(opponent, { tint: 0xFF0000, scaleX: 1.2, scaleY: 1.2 }, { duration: 200, onFinish: function onFinish() { tween(opponent, { tint: 0xFFFFFF, scaleX: 1, scaleY: 1 }, { duration: 200 }); } }); LK.setTimeout(function () { opponent.stunned = false; opponent.speed = opponent.originalSpeed || 2.5; }, 2000); break; } } // 1v1 dribble move: if player is close to an opponent and moving toward them, trigger a dribble move var closestOpponent = null; var closestDist = Infinity; for (var i = 0; i < opponents.length; i++) { var opp = opponents[i]; var dist = Math.sqrt((opp.x - self.x) * (opp.x - self.x) + (opp.y - self.y) * (opp.y - self.y)); if (dist < closestDist) { closestDist = dist; closestOpponent = opp; } } // Only allow dribble if not already dribbling, cooldown, and close enough if (!self.isDribbling1v1 && Date.now() - (self.lastDribbleAttempt || 0) > 1200 && closestDist < 110 && closestOpponent && !closestOpponent.stunned) { // Check if player is moving toward opponent var vx = self.x - (self.lastX || self.x); var vy = self.y - (self.lastY || self.y); var toOppX = closestOpponent.x - self.x; var toOppY = closestOpponent.y - self.y; var dot = vx * toOppX + vy * toOppY; if (dot > 0) { // Initiate dribble move: dash past opponent self.isDribbling1v1 = true; self.dribble1v1Start = Date.now(); self.lastDribbleAttempt = Date.now(); // Target a point just past the opponent var oppDist = Math.sqrt(toOppX * toOppX + toOppY * toOppY); var overshoot = 80; self.dribble1v1TargetX = self.x + toOppX / oppDist * (oppDist + overshoot); self.dribble1v1TargetY = self.y + toOppY / oppDist * (oppDist + overshoot); // Stun the opponent briefly closestOpponent.stunned = true; closestOpponent.originalSpeed = closestOpponent.speed; closestOpponent.speed = 0; tween(closestOpponent, { tint: 0xAAAAAA, scaleX: 1.1, scaleY: 1.1 }, { duration: 200, onFinish: function onFinish() { tween(closestOpponent, { tint: 0xFFFFFF, scaleX: 1, scaleY: 1 }, { duration: 200 }); } }); LK.setTimeout(function () { closestOpponent.stunned = false; closestOpponent.speed = closestOpponent.originalSpeed || 2.5; }, 1000); // Visual effect for player tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 120, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 120 }); } }); } } // Animate dribble move if (self.isDribbling1v1) { var t = Math.min((Date.now() - self.dribble1v1Start) / self.dribble1v1Duration, 1); // Use linear interpolation for smooth movement, but only for the duration of the dribble self.x = self.lastX + (self.dribble1v1TargetX - self.lastX) * t; self.y = self.lastY + (self.dribble1v1TargetY - self.lastY) * t; if (t >= 1) { self.isDribbling1v1 = false; } } else { // Only update lastX/lastY when not dribbling, to avoid jitter self.lastX = self.x; self.lastY = self.y; } }; return self; }); var ReoPlayer = Container.expand(function (colorOverride) { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); if (typeof colorOverride === "number" && playerGraphics) { playerGraphics.tint = colorOverride; } self.speed = 4; self.role = 'reo'; self.homeX = 600; self.homeY = 1800; self.hasBall = false; // Mode switching variables self.isDefensiveMode = true; self.defensiveColor = 0x000000; // Black self.attackingColor = 0xffa500; // Orange self.modeSwitch = 0; self.modeSwitchInterval = 5000; // 5 seconds // Chameleon ability variables self.chameleonCooldown = 0; self.chameleonInterval = 30000; // 30 seconds self.copiedStats = null; self.originalSpeed = 4; self.originalDribbling = 1; self.originalShot = 1; // Copied ability variables self.copiedWinterZone = false; self.copiedWinterZoneRadius = 200; self.copiedWinterZoneCooldown = 0; self.copiedWinterZoneActive = false; self.copiedWinterZoneDuration = 0; self.copiedWinterZoneMaxDuration = 8000; self.copiedSlowedOpponents = []; self.copiedWinterZoneVisual = null; self.copiedSpeedBurst = false; self.copiedSpeedBurstCooldown = 0; self.copiedSpeedBurstActive = false; self.copiedBurstSpeed = 10; self.copiedNormalSpeed = 4; self.update = function () { // Hitbox collision detection with other characters var hitboxRadius = 50; var allCharacters = [player, chigiri, hiori, reo, nagi, bachira]; for (var c = 0; c < allCharacters.length; c++) { if (allCharacters[c] && allCharacters[c] !== self) { var charDist = Math.sqrt((allCharacters[c].x - self.x) * (allCharacters[c].x - self.x) + (allCharacters[c].y - self.y) * (allCharacters[c].y - self.y)); if (charDist < hitboxRadius * 2) { // Push characters apart var pushX = (self.x - allCharacters[c].x) / charDist * 2; var pushY = (self.y - allCharacters[c].y) / charDist * 2; self.x += pushX; self.y += pushY; allCharacters[c].x -= pushX; allCharacters[c].y -= pushY; } } } // Check collision with opponents too for (var o = 0; o < opponents.length; o++) { if (opponents[o] && opponents[o] !== self) { var oppDist = Math.sqrt((opponents[o].x - self.x) * (opponents[o].x - self.x) + (opponents[o].y - self.y) * (opponents[o].y - self.y)); if (oppDist < hitboxRadius * 2) { // Push characters apart var pushX = (self.x - opponents[o].x) / oppDist * 2; var pushY = (self.y - opponents[o].y) / oppDist * 2; self.x += pushX; self.y += pushY; opponents[o].x -= pushX; opponents[o].y -= pushY; } } } // Steal ball from nearby opponents and stun them for (var i = 0; i < opponents.length; i++) { var opponent = opponents[i]; var oppDist = Math.sqrt((opponent.x - self.x) * (opponent.x - self.x) + (opponent.y - self.y) * (opponent.y - self.y)); if (oppDist < 80 && opponent.hasBall) { // Steal the ball opponent.hasBall = false; ball.active = true; // Ball moves toward Reo var stealDx = self.x - opponent.x; var stealDy = self.y - opponent.y; var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy); if (stealDist > 0) { ball.velocityX = stealDx / stealDist * 8; ball.velocityY = stealDy / stealDist * 8; } ballDetachCooldown = ballDetachCooldownTime; // Stun the opponent for 2 seconds after stealing ball opponent.stunned = true; opponent.originalSpeed = opponent.speed; opponent.speed = 0; tween(opponent, { tint: 0xFF0000, scaleX: 1.2, scaleY: 1.2 }, { duration: 200, onFinish: function onFinish() { tween(opponent, { tint: 0xFFFFFF, scaleX: 1, scaleY: 1 }, { duration: 200 }); } }); LK.setTimeout(function () { opponent.stunned = false; opponent.speed = opponent.originalSpeed || 2.5; }, 2000); break; } } // Update mode switching self.modeSwitch += 16; if (self.modeSwitch >= self.modeSwitchInterval) { self.modeSwitch = 0; self.isDefensiveMode = !self.isDefensiveMode; // Change color based on mode if (self.isDefensiveMode) { tween(playerGraphics, { tint: self.defensiveColor }, { duration: 300 }); } else { tween(playerGraphics, { tint: self.attackingColor }, { duration: 300 }); } } // Update Chameleon cooldown self.chameleonCooldown += 16; if (self.chameleonCooldown >= self.chameleonInterval) { self.chameleonCooldown = 0; self.activateChameleon(); } // Update copied abilities if (self.copiedWinterZone) { // Update Winter Zone cooldown if (self.copiedWinterZoneCooldown > 0) { self.copiedWinterZoneCooldown -= 16; if (self.copiedWinterZoneCooldown < 0) self.copiedWinterZoneCooldown = 0; } // Winter Zone duration and effect if (self.copiedWinterZoneActive) { self.copiedWinterZoneDuration -= 16; if (self.copiedWinterZoneDuration <= 0) { self.copiedWinterZoneActive = false; // Remove Winter Zone visual if (self.copiedWinterZoneVisual) { self.copiedWinterZoneVisual.destroy(); self.copiedWinterZoneVisual = null; } // Restore opponent speeds for (var i = 0; i < self.copiedSlowedOpponents.length; i++) { var opponent = self.copiedSlowedOpponents[i]; opponent.speed = opponent.originalSpeed || opponent.speed * 2; } self.copiedSlowedOpponents = []; } else { // Apply Winter Zone effect to nearby opponents for (var i = 0; i < opponents.length; i++) { var opponent = opponents[i]; var dist = Math.sqrt((opponent.x - self.x) * (opponent.x - self.x) + (opponent.y - self.y) * (opponent.y - self.y)); if (dist <= self.copiedWinterZoneRadius) { if (self.copiedSlowedOpponents.indexOf(opponent) === -1) { opponent.originalSpeed = opponent.speed; opponent.speed = opponent.speed * 0.3; // Slow to 30% speed self.copiedSlowedOpponents.push(opponent); } } } } } // Activate Winter Zone when opponents get close if (!self.copiedWinterZoneActive && self.copiedWinterZoneCooldown <= 0) { var nearbyOpponents = 0; for (var i = 0; i < opponents.length; i++) { var opponent = opponents[i]; var dist = Math.sqrt((opponent.x - self.x) * (opponent.x - self.x) + (opponent.y - self.y) * (opponent.y - self.y)); if (dist <= self.copiedWinterZoneRadius + 50) { nearbyOpponents++; } } if (nearbyOpponents >= 2) { // Activate Winter Zone self.copiedWinterZoneActive = true; self.copiedWinterZoneDuration = self.copiedWinterZoneMaxDuration; self.copiedWinterZoneCooldown = 12000; // 12 seconds cooldown // Create Winter Zone visual area self.copiedWinterZoneVisual = self.addChild(LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 4, tint: 0x87CEEB })); self.copiedWinterZoneVisual.alpha = 0.3; // Visual effect tween(self, { scaleX: 1.5, scaleY: 1.5, tint: 0x87CEEB }, { duration: 200, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1, tint: self.isDefensiveMode ? self.defensiveColor : self.attackingColor }, { duration: 200 }); } }); } } } if (self.copiedSpeedBurst) { // Update Speed Burst cooldown if (self.copiedSpeedBurstCooldown > 0) { self.copiedSpeedBurstCooldown -= 16; if (self.copiedSpeedBurstCooldown < 0) self.copiedSpeedBurstCooldown = 0; } // Speed burst when close to ball if (!self.copiedSpeedBurstActive && self.copiedSpeedBurstCooldown <= 0 && distance < 100) { self.copiedSpeedBurstActive = true; self.copiedSpeedBurstCooldown = 8000; // 8 seconds cooldown self.speed = self.copiedBurstSpeed; // Visual effect for speed burst tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); // Speed burst lasts for 2 seconds LK.setTimeout(function () { self.copiedSpeedBurstActive = false; self.speed = self.copiedNormalSpeed; }, 2000); } } var dx = ball.x - self.x; var dy = ball.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Mode-based behavior with coordination if (self.isDefensiveMode) { // Defensive mode: more active interception and ball pursuit if (self.coordinatedRole === 'pursuer' && distance < 750) { var defensiveSpeed = self.speed * 1.4; self.x += dx / distance * defensiveSpeed; self.y += dy / distance * defensiveSpeed; } else if (self.coordinatedRole !== 'pursuer' && distance < 750) { // Move to defensive support position var supportPos = ballPursuitCoordinator.getSupportPosition('defense'); var supportDx = supportPos.x - self.x; var supportDy = supportPos.y - self.y; var supportDist = Math.sqrt(supportDx * supportDx + supportDy * supportDy); if (supportDist > 50) { var supportSpeed = self.speed * 0.9; self.x += supportDx / supportDist * supportSpeed; self.y += supportDy / supportDist * supportSpeed; } // Defensive tackle if (distance < 80) { var clearX = ball.x < 1024 ? ball.x - 300 : ball.x + 300; var clearY = ball.y - 200; var clearDx = clearX - ball.x; var clearDy = clearY - ball.y; var clearDist = Math.sqrt(clearDx * clearDx + clearDy * clearDy); if (clearDist > 0) { ball.velocityX = clearDx / clearDist * 8; ball.velocityY = clearDy / clearDist * 8; } } } else { // Return to defensive position, but move more actively var homeDx = self.homeX - self.x; var homeDy = self.homeY - self.y; var homeDistance = Math.sqrt(homeDx * homeDx + homeDy * homeDy); if (homeDistance > 50) { self.x += homeDx / homeDistance * self.speed * 0.7; self.y += homeDy / homeDistance * self.speed * 0.7; } } } else { // Attacking mode: chase ball very aggressively and support attack if (self.coordinatedRole === 'pursuer' && distance < 900) { var attackSpeed = self.speed * 2.0; self.x += dx / distance * attackSpeed; self.y += dy / distance * attackSpeed; } else if (self.coordinatedRole !== 'pursuer' && distance < 900) { // Move to attacking support position var supportPos = ballPursuitCoordinator.getSupportPosition(self.coordinatedRole); var supportDx = supportPos.x - self.x; var supportDy = supportPos.y - self.y; var supportDist = Math.sqrt(supportDx * supportDx + supportDy * supportDy); if (supportDist > 50) { var supportSpeed = self.speed * 1.2; self.x += supportDx / supportDist * supportSpeed; self.y += supportDy / supportDist * supportSpeed; } // Adaptive tactical play based on mode when close to ball if (distance < 80) { // Mode-based strategic decision making if (self.isDefensiveMode) { // Defensive mode - prioritize safe clearing and distribution if (formationCoordinator.executeStrategicPass(self)) { // Strategic defensive pass executed } else { // Fallback defensive action var clearX = ball.x < 1024 ? ball.x - 300 : ball.x + 300; var clearY = ball.y - 200; var clearDx = clearX - ball.x; var clearDy = clearY - ball.y; var clearDist = Math.sqrt(clearDx * clearDx + clearDy * clearDy); if (clearDist > 0) { ball.velocityX = clearDx / clearDist * 10; ball.velocityY = clearDy / clearDist * 10; } } } else { // Attacking mode - focus on progressive play if (formationCoordinator.executeStrategicPass(self)) { // Strategic attacking pass executed } else { // Check for nearby teammates to pass to var nearestTeammate = null; var nearestTeammateDistance = Infinity; var teammates = [chigiri, hiori, nagi, bachira, player]; for (var t = 0; t < teammates.length; t++) { if (teammates[t] && teammates[t] !== self) { var teammateDist = Math.sqrt((teammates[t].x - self.x) * (teammates[t].x - self.x) + (teammates[t].y - self.y) * (teammates[t].y - self.y)); if (teammateDist < nearestTeammateDistance && teammateDist > 100 && teammateDist < 450) { nearestTeammateDistance = teammateDist; nearestTeammate = teammates[t]; } } } // 35% chance to pass if teammate available, otherwise shoot if (nearestTeammate && Math.random() < 0.35) { var passDx = nearestTeammate.x - ball.x; var passDy = nearestTeammate.y - ball.y; var passDistance = Math.sqrt(passDx * passDx + passDy * passDy); if (passDistance > 0) { ball.velocityX = passDx / passDistance * 12; ball.velocityY = passDy / passDistance * 12; } } else { // Attack shot var goalDx = opponentGoal.x - ball.x; var goalDy = opponentGoal.y - ball.y; var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy); if (goalDistance > 0) { ball.velocityX = goalDx / goalDistance * 14; ball.velocityY = goalDy / goalDistance * 14; } } } } } // Position based on tactical role and mode if (self.coordinatedRole !== 'pursuer' && distance > 300 && self.tacticalX && self.tacticalY) { var tacticalDx = self.tacticalX - self.x; var tacticalDy = self.tacticalY - self.y; var tacticalDist = Math.sqrt(tacticalDx * tacticalDx + tacticalDy * tacticalDy); if (tacticalDist > 80) { var tacticalSpeed = self.speed * (self.isDefensiveMode ? 0.6 : 0.8); self.x += tacticalDx / tacticalDist * tacticalSpeed; self.y += tacticalDy / tacticalDist * tacticalSpeed; } } } else { // If not near ball, move up to a supporting attacking position var supportX = opponentGoal.x - 200; var supportY = opponentGoal.y + 400; var supportDx = supportX - self.x; var supportDy = supportY - self.y; var supportDist = Math.sqrt(supportDx * supportDx + supportDy * supportDy); if (supportDist > 30) { self.x += supportDx / supportDist * self.speed * 0.7; self.y += supportDy / supportDist * self.speed * 0.7; } } } }; self.activateChameleon = function () { // Find random NPC to copy stats from (including player team members) var availableNPCs = []; for (var i = 0; i < opponents.length; i++) { availableNPCs.push(opponents[i]); } // Also add player team members with special abilities if (typeof hiori !== 'undefined') availableNPCs.push(hiori); if (typeof chigiri !== 'undefined') availableNPCs.push(chigiri); if (typeof nagi !== 'undefined') availableNPCs.push(nagi); if (availableNPCs.length > 0) { var randomNPC = availableNPCs[Math.floor(Math.random() * availableNPCs.length)]; // Copy stats from random NPC self.copiedStats = { speed: randomNPC.speed || self.originalSpeed, dribbling: randomNPC.dribbleSpeed || self.originalDribbling, shot: randomNPC.burstSpeed || self.originalShot, role: randomNPC.role || 'reo' }; // Apply copied stats self.speed = self.copiedStats.speed; // Copy special abilities based on role if (self.copiedStats.role === 'hiori') { // Copy Winter Zone ability self.copiedWinterZone = true; self.copiedWinterZoneRadius = 200; self.copiedWinterZoneCooldown = 0; self.copiedWinterZoneActive = false; self.copiedWinterZoneDuration = 0; self.copiedWinterZoneMaxDuration = 8000; // Slightly shorter than original self.copiedSlowedOpponents = []; self.copiedWinterZoneVisual = null; } else if (self.copiedStats.role === 'chigiri') { // Copy Speed Burst ability self.copiedSpeedBurst = true; self.copiedSpeedBurstCooldown = 0; self.copiedSpeedBurstActive = false; self.copiedBurstSpeed = 10; self.copiedNormalSpeed = self.speed; } else { // Reset copied abilities self.copiedWinterZone = false; self.copiedSpeedBurst = false; } // Visual effect for Chameleon activation tween(self, { scaleX: 1.3, scaleY: 1.3, tint: 0xff00ff }, { duration: 200, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1, tint: self.isDefensiveMode ? self.defensiveColor : self.attackingColor }, { duration: 200 }); } }); } }; return self; }); var SaePlayer = Container.expand(function (colorOverride) { var self = Container.call(this); var playerGraphics = self.attachAsset('opponent', { anchorX: 0.5, anchorY: 0.5 }); if (typeof colorOverride === "number" && playerGraphics) { playerGraphics.tint = colorOverride; } self.speed = 3.2; self.role = 'sae'; self.homeX = 1024; self.homeY = 800; self.hasBall = false; // Perfect Pass variables self.perfectPassRange = 800; self.perfectPassCooldown = 0; self.perfectPassCooldownTime = 8000; // 8 seconds // Half-circle dribbling variables self.isDribbling = false; self.dribbleStartTime = 0; self.dribbleDuration = 1500; // 1.5 seconds self.dribbleRadius = 100; self.dribbleStartAngle = 0; self.dribbleEndAngle = 0; self.dribbleOriginX = 0; self.dribbleOriginY = 0; self.dribbleStunRadius = 150; self.dribbleStunDuration = 2000; // 2 seconds self.dribbleStunnedOpponents = []; self.dribbleStunEnd = 0; // Zigzag dribbling variables self.isZigzagDribbling = false; self.zigzagStartTime = 0; self.zigzagDuration = 2000; // 2 seconds self.zigzagStartX = 0; self.zigzagStartY = 0; self.zigzagTargetX = 0; self.zigzagTargetY = 0; self.zigzagDevourRadius = 120; // Zigzag chain variables self.zigzagCount = 0; self.zigzagPaused = false; self.zigzagPauseStart = 0; self.zigzagPauseDuration = 10000; // 10 seconds pause after 6 zigzags // Chop dribbling variables self.isChopDribbling = false; self.chopStartTime = 0; self.chopDuration = 1000; // 1 second self.chopStartX = 0; self.chopStartY = 0; self.chopTargetX = 0; self.chopTargetY = 0; self.chopDevourRadius = 100; // Devoured effect variables self.devouredOpponents = []; self.devouredEndTime = 0; self.devouredDuration = 3000; // 3 seconds // Dash ability variables self.dashCooldown = 0; self.dashCooldownTime = 10000; // 10 seconds self.dashSpeed = 10; self.dashDuration = 800; // 0.8 seconds self.dashActive = false; self.dashEndTime = 0; // False shot variables self.falseShotCooldown = 0; self.falseShotCooldownTime = 12000; // 12 seconds self.falseShotActive = false; // FLOW SYSTEM for Sae if (typeof self.flowActive === "undefined") { self.flowActive = false; self.flowTriggerChecked = false; self.flowDribbleCount = 0; self.flowDribbleMax = 999; // Unlimited while in Flow self.flowText = null; self.flowHilalDribbling = false; self.flowHilalStartTime = 0; self.flowHilalDuration = 1200; // ms per crescent self.flowHilalOriginX = 0; self.flowHilalOriginY = 0; self.flowHilalRadius = 180; self.flowHilalStartAngle = 0; self.flowHilalEndAngle = 0; self.flowHilalPhase = 0; self.flowHilalCount = 0; self.flowHilalMax = 4; // Number of crescents before shot self.flowHilalShotDone = false; } // FLOW TRIGGER: If 2 goals scored by Sae, activate Flow (only once) if (!self.flowActive && !self.flowTriggerChecked && typeof opponentScore !== "undefined" && opponentScore >= 2) { self.flowActive = true; self.flowDribbleCount = 0; self.flowTriggerChecked = true; self.flowHilalDribbling = false; self.flowHilalCount = 0; self.flowHilalShotDone = false; // Show Flow text above Sae if (!self.flowText) { self.flowText = self.addChild(new Text2('FLOW', { size: 48, fill: 0xFF6600 })); self.flowText.anchor.set(0.5, 0.5); self.flowText.x = 0; self.flowText.y = -100; self.flowText.alpha = 1; tween(self.flowText, { scaleX: 1.5, scaleY: 1.5, alpha: 1 }, { duration: 300, onFinish: function onFinish() { tween(self.flowText, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 300 }); } }); } } // Remove Flow text if not in Flow if (!self.flowActive && self.flowText) { self.flowText.destroy(); self.flowText = null; } self.update = function () { // Hitbox collision detection with other characters var hitboxRadius = 50; var allCharacters = [player, chigiri, hiori, reo, nagi, bachira]; for (var c = 0; c < allCharacters.length; c++) { if (allCharacters[c] && allCharacters[c] !== self) { var charDist = Math.sqrt((allCharacters[c].x - self.x) * (allCharacters[c].x - self.x) + (allCharacters[c].y - self.y) * (allCharacters[c].y - self.y)); if (charDist < hitboxRadius * 2) { // Push characters apart var pushX = (self.x - allCharacters[c].x) / charDist * 2; var pushY = (self.y - allCharacters[c].y) / charDist * 2; self.x += pushX; self.y += pushY; allCharacters[c].x -= pushX; allCharacters[c].y -= pushY; } } } // Check collision with opponents too for (var o = 0; o < opponents.length; o++) { if (opponents[o] && opponents[o] !== self) { var oppDist = Math.sqrt((opponents[o].x - self.x) * (opponents[o].x - self.x) + (opponents[o].y - self.y) * (opponents[o].y - self.y)); if (oppDist < hitboxRadius * 2) { // Push characters apart var pushX = (self.x - opponents[o].x) / oppDist * 2; var pushY = (self.y - opponents[o].y) / oppDist * 2; self.x += pushX; self.y += pushY; opponents[o].x -= pushX; opponents[o].y -= pushY; } } } // Update cooldowns if (self.perfectPassCooldown > 0) { self.perfectPassCooldown -= 16; if (self.perfectPassCooldown < 0) self.perfectPassCooldown = 0; } if (self.dashCooldown > 0) { self.dashCooldown -= 16; if (self.dashCooldown < 0) self.dashCooldown = 0; } if (self.falseShotCooldown > 0) { self.falseShotCooldown -= 16; if (self.falseShotCooldown < 0) self.falseShotCooldown = 0; } // Handle dribble stun end if (self.dribbleStunEnd > 0 && Date.now() > self.dribbleStunEnd) { // Restore stunned opponents for (var i = 0; i < self.dribbleStunnedOpponents.length; i++) { var opponent = self.dribbleStunnedOpponents[i]; opponent.stunned = false; opponent.originalSpeed = opponent.originalSpeed || opponent.speed; opponent.speed = opponent.originalSpeed; tween(opponent, { tint: 0xFFFFFF, scaleX: 1, scaleY: 1 }, { duration: 300 }); } self.dribbleStunnedOpponents = []; self.dribbleStunEnd = 0; } // Handle dash duration if (self.dashActive && Date.now() > self.dashEndTime) { self.dashActive = false; self.speed = 4.5; // Return to normal speed } // Steal ball if player is inside opponent var playerDist = Math.sqrt((player.x - self.x) * (player.x - self.x) + (player.y - self.y) * (player.y - self.y)); if (playerDist < 80 && player.hasBall) { // Steal the ball player.hasBall = false; ball.active = true; // Ball moves away from player, toward Sae var stealDx = self.x - player.x; var stealDy = self.y - player.y; var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy); if (stealDist > 0) { ball.velocityX = stealDx / stealDist * 10; ball.velocityY = stealDy / stealDist * 10; } // Prevent immediate re-attachment ballDetachCooldown = ballDetachCooldownTime; } var dx = ball.x - self.x; var dy = ball.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Handle devoured opponents restoration if (self.devouredEndTime > 0 && Date.now() > self.devouredEndTime) { // Restore devoured opponents for (var i = 0; i < self.devouredOpponents.length; i++) { var opponent = self.devouredOpponents[i]; opponent.speed = opponent.originalSpeed || opponent.speed * 2; opponent.devoured = false; tween(opponent, { tint: 0xFFFFFF, scaleX: 1, scaleY: 1 }, { duration: 300 }); } self.devouredOpponents = []; self.devouredEndTime = 0; } // Half-circle dribbling logic if (self.isDribbling) { var elapsed = Date.now() - self.dribbleStartTime; var t = Math.min(elapsed / self.dribbleDuration, 1); // Interpolate angle for half-circle var angle = self.dribbleStartAngle + (self.dribbleEndAngle - self.dribbleStartAngle) * t; self.x = self.dribbleOriginX + Math.cos(angle) * self.dribbleRadius; self.y = self.dribbleOriginY + Math.sin(angle) * self.dribbleRadius; // Ball follows during dribble if (distance < 80) { ball.x = self.x; ball.y = self.y; ball.velocityX = 0; ball.velocityY = 0; } // When dribble completes, apply Devoured effect if (t >= 1) { self.isDribbling = false; self.applyDevouredEffect(self.dribbleStunRadius); } } // Zigzag dribbling logic if (self.isZigzagDribbling) { var elapsed = Date.now() - self.zigzagStartTime; var progress = Math.min(elapsed / self.zigzagDuration, 1); // Create zigzag pattern var zigzagAmplitude = 60; var zigzagFrequency = 6; var zigzagOffset = Math.sin(progress * Math.PI * zigzagFrequency) * zigzagAmplitude; // Move toward target with zigzag motion var targetDx = self.zigzagTargetX - self.zigzagStartX; var targetDy = self.zigzagTargetY - self.zigzagStartY; var targetDist = Math.sqrt(targetDx * targetDx + targetDy * targetDy); if (targetDist > 0) { // Calculate perpendicular vector for zigzag var perpX = -targetDy / targetDist; var perpY = targetDx / targetDist; // Apply zigzag movement self.x = self.zigzagStartX + targetDx * progress + perpX * zigzagOffset; self.y = self.zigzagStartY + targetDy * progress + perpY * zigzagOffset; // Ball follows during dribble if (distance < 100) { ball.x = self.x; ball.y = self.y; ball.velocityX = 0; ball.velocityY = 0; } } // End zigzag dribbling and apply Devoured effect if (progress >= 1) { self.isZigzagDribbling = false; self.applyDevouredEffect(self.zigzagDevourRadius); // Chain up to 6 zigzags, then pause self.zigzagCount = (self.zigzagCount || 0) + 1; if (self.zigzagCount < 6) { // Start another zigzag immediately self.isZigzagDribbling = true; self.zigzagStartTime = Date.now(); self.zigzagStartX = self.x; self.zigzagStartY = self.y; // Dribble toward player goal with reduced distance self.zigzagTargetX = self.x + (playerGoal.x - self.x) * 0.3 + (Math.random() - 0.5) * 80; self.zigzagTargetY = self.y + (playerGoal.y - self.y) * 0.3 + 50; } else { // Pause after 6 zigzags self.zigzagPaused = true; self.zigzagPauseStart = Date.now(); self.zigzagCount = 0; } } } // Zigzag pause logic if (self.zigzagPaused) { var pauseElapsed = Date.now() - self.zigzagPauseStart; if (pauseElapsed >= self.zigzagPauseDuration) { self.zigzagPaused = false; } } // Chop dribbling logic if (self.isChopDribbling) { var elapsed = Date.now() - self.chopStartTime; var progress = Math.min(elapsed / self.chopDuration, 1); // Quick chop movement - sharp direction change var chopPhase = progress < 0.5 ? progress * 2 : 1 - (progress - 0.5) * 2; var chopIntensity = Math.sin(chopPhase * Math.PI) * 80; // Move with chop motion var targetDx = self.chopTargetX - self.chopStartX; var targetDy = self.chopTargetY - self.chopStartY; var targetDist = Math.sqrt(targetDx * targetDx + targetDy * targetDy); if (targetDist > 0) { // Calculate perpendicular vector for chop var perpX = -targetDy / targetDist; var perpY = targetDx / targetDist; // Apply chop movement self.x = self.chopStartX + targetDx * progress + perpX * chopIntensity; self.y = self.chopStartY + targetDy * progress + perpY * chopIntensity; // Ball follows during dribble if (distance < 100) { ball.x = self.x; ball.y = self.y; ball.velocityX = 0; ball.velocityY = 0; } } // End chop dribbling and apply Devoured effect if (progress >= 1) { self.isChopDribbling = false; self.applyDevouredEffect(self.chopDevourRadius); } } // FLOW: If Sae is in Flow, perform continuous crescent (hilal) dribble and finish with a striker shot if (self.flowActive) { // Start Hilal dribble if not already started and not shot yet if (!self.flowHilalDribbling && !self.flowHilalShotDone && distance < 120) { self.flowHilalDribbling = true; self.flowHilalStartTime = Date.now(); self.flowHilalOriginX = self.x; self.flowHilalOriginY = self.y; // Each crescent alternates direction for visual effect var angleToGoal = Math.atan2(playerGoal.y - self.y, playerGoal.x - self.x); var dir = self.flowHilalCount % 2 === 0 ? 1 : -1; self.flowHilalStartAngle = angleToGoal - dir * Math.PI / 2; self.flowHilalEndAngle = angleToGoal + dir * Math.PI / 2; self.flowHilalPhase = 0; } // Hilal dribble logic if (self.flowHilalDribbling && !self.flowHilalShotDone) { var elapsed = Date.now() - self.flowHilalStartTime; var t = Math.min(elapsed / self.flowHilalDuration, 1); var angle = self.flowHilalStartAngle + (self.flowHilalEndAngle - self.flowHilalStartAngle) * t; self.x = self.flowHilalOriginX + Math.cos(angle) * self.flowHilalRadius; self.y = self.flowHilalOriginY + Math.sin(angle) * self.flowHilalRadius; // Ball follows during dribble if (distance < 120) { ball.x = self.x; ball.y = self.y; ball.velocityX = 0; ball.velocityY = 0; } // When crescent completes, start next or shoot if (t >= 1) { self.flowHilalDribbling = false; self.flowHilalCount++; // Visual effect for each crescent tween(self, { scaleX: 1.15, scaleY: 1.15, tint: 0xFF6600 }, { duration: 120, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 120 }); } }); // After enough crescents, shoot at goal if (self.flowHilalCount >= self.flowHilalMax) { // Striker shot: powerful, straight, with curve var goalDx = playerGoal.x - self.x; var goalDy = playerGoal.y - self.y; var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy); if (goalDistance > 0) { var curveAmount = 18 + Math.random() * 8; ball.velocityX = goalDx / goalDistance * 20 + curveAmount; ball.velocityY = goalDy / goalDistance * 20; ball.active = true; // Visual effect for shot tween(self, { scaleX: 1.3, scaleY: 1.3, tint: 0xFF6600 }, { duration: 200, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 200 }); } }); } self.flowHilalShotDone = true; // Reset after a short delay for next Flow LK.setTimeout(function () { self.flowActive = false; self.flowHilalCount = 0; self.flowHilalShotDone = false; }, 1200); } else { // Start next crescent immediately self.flowHilalDribbling = true; self.flowHilalStartTime = Date.now(); self.flowHilalOriginX = self.x; self.flowHilalOriginY = self.y; var angleToGoal = Math.atan2(playerGoal.y - self.y, playerGoal.x - self.x); var dir = self.flowHilalCount % 2 === 0 ? 1 : -1; self.flowHilalStartAngle = angleToGoal - dir * Math.PI / 2; self.flowHilalEndAngle = angleToGoal + dir * Math.PI / 2; self.flowHilalPhase = 0; } } // Prevent other dribbling/shot logic during Flow return; } } // (Original code follows) // Sae behavior: pursue ball but stay in attacking areas if (distance < 600) { // Use dash if available and close to ball if (!self.dashActive && self.dashCooldown <= 0 && distance < 150) { self.dashActive = true; self.dashCooldown = self.dashCooldownTime; self.dashEndTime = Date.now() + self.dashDuration; self.speed = self.dashSpeed * 0.8; // Visual effect for dash tween(self, { scaleX: 1.3, scaleY: 1.3, tint: 0x00FFFF }, { duration: 150, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 150 }); } }); } // Move toward ball but avoid going too deep into player's half var pursuitSpeed = distance < 200 ? self.speed * 1.1 : self.speed * 0.9; // Limit Sae's movement to stay in upper half of field (y < 1500) var targetX = self.x + dx / distance * pursuitSpeed; var targetY = self.y + dy / distance * pursuitSpeed; if (targetY > 1500) { // Don't go too deep, stay in attacking position targetY = Math.min(targetY, 1500); } self.x = targetX; self.y = targetY; // Actions when close to ball if (distance < 80) { // Perfect Pass - find forward player to pass to if (self.perfectPassCooldown <= 0) { var nearestForward = null; var nearestDistance = Infinity; for (var i = 0; i < opponents.length; i++) { if (opponents[i].role === 'forward') { var forwardDx = opponents[i].x - self.x; var forwardDy = opponents[i].y - self.y; var forwardDistance = Math.sqrt(forwardDx * forwardDx + forwardDy * forwardDy); if (forwardDistance < nearestDistance && forwardDistance < self.perfectPassRange) { nearestDistance = forwardDistance; nearestForward = opponents[i]; } } } if (nearestForward) { // Execute Perfect Pass var passDx = nearestForward.x - ball.x; var passDy = nearestForward.y - ball.y; var passDist = Math.sqrt(passDx * passDx + passDy * passDy); if (passDist > 0) { ball.velocityX = passDx / passDist * 10; ball.velocityY = passDy / passDist * 10; ball.active = true; } self.perfectPassCooldown = self.perfectPassCooldownTime; // Visual effect for Perfect Pass tween(ball, { scaleX: 1.4, scaleY: 1.4, tint: 0x00FF00 }, { duration: 200, onFinish: function onFinish() { tween(ball, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 200 }); } }); } } // Choose dribbling type randomly if no pass available if (!self.isDribbling && !self.isZigzagDribbling && !self.isChopDribbling && self.perfectPassCooldown > 0) { var dribbleType = Math.random(); if (dribbleType < 0.33) { // Half-circle dribbling self.isDribbling = true; self.dribbleStartTime = Date.now(); self.dribbleRadius = 100; // Calculate angle from Sae to player goal var angleToGoal = Math.atan2(playerGoal.y - self.y, playerGoal.x - self.x); self.dribbleStartAngle = angleToGoal - Math.PI / 2; self.dribbleEndAngle = angleToGoal + Math.PI / 2; self.dribbleOriginX = self.x; self.dribbleOriginY = self.y; } else if (dribbleType < 0.66) { // Zigzag dribbling self.isZigzagDribbling = true; self.zigzagStartTime = Date.now(); self.zigzagStartX = self.x; self.zigzagStartY = self.y; // Dribble toward player goal with reduced distance self.zigzagTargetX = self.x + (playerGoal.x - self.x) * 0.3 + (Math.random() - 0.5) * 80; self.zigzagTargetY = self.y + (playerGoal.y - self.y) * 0.3 + 50; // Visual effect for zigzag start tween(self, { tint: 0xFF4500 }, { duration: 200, onFinish: function onFinish() { tween(self, { tint: 0xFFFFFF }, { duration: 200 }); } }); } else { // Chop dribbling self.isChopDribbling = true; self.chopStartTime = Date.now(); self.chopStartX = self.x; self.chopStartY = self.y; // Chop toward player goal (even shorter range) self.chopTargetX = self.x + (playerGoal.x - self.x) * 0.2 + (Math.random() - 0.5) * 30; self.chopTargetY = self.y + (playerGoal.y - self.y) * 0.2 + 20; // Visual effect for chop start tween(self, { tint: 0x32CD32 }, { duration: 150, onFinish: function onFinish() { tween(self, { tint: 0xFFFFFF }, { duration: 150 }); } }); } } // False shot ability if (self.falseShotCooldown <= 0 && !self.falseShotActive) { self.falseShotActive = true; self.falseShotCooldown = self.falseShotCooldownTime; // Fake shot motion - ball barely moves ball.velocityX = (Math.random() - 0.5) * 3; ball.velocityY = (Math.random() - 0.5) * 3; ball.active = true; // Visual effect for false shot tween(self, { scaleX: 1.2, scaleY: 1.2, tint: 0xFF6600 }, { duration: 300, onFinish: function onFinish() { // After fake, real shot toward goal var goalDx = playerGoal.x - ball.x; var goalDy = playerGoal.y - ball.y; var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy); if (goalDistance > 0) { ball.velocityX = goalDx / goalDistance * 14; ball.velocityY = goalDy / goalDistance * 14; ball.active = true; } tween(self, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 300 }); self.falseShotActive = false; } }); } } } else { // Sae is always active: maintain attacking midfield position with dynamic options var options = []; // Option 1: Move to random attacking midfield position options.push(function () { var attackingMidfieldX = 1024 + (Math.random() - 0.5) * 300; var attackingMidfieldY = 1000 + Math.random() * 200; // Stay in upper midfield area var shotDx = attackingMidfieldX - self.x; var shotDy = attackingMidfieldY - self.y; var shotDist = Math.sqrt(shotDx * shotDx + shotDy * shotDy); if (shotDist > 50) { self.x += shotDx / shotDist * self.speed * 0.5; self.y += shotDy / shotDist * self.speed * 0.5; } }); // Option 2: Move to support nearest forward options.push(function () { var nearestForward = null; var nearestDist = Infinity; for (var i = 0; i < opponents.length; i++) { if (opponents[i].role === 'forward') { var d = Math.sqrt((opponents[i].x - self.x) * (opponents[i].x - self.x) + (opponents[i].y - self.y) * (opponents[i].y - self.y)); if (d < nearestDist) { nearestDist = d; nearestForward = opponents[i]; } } } if (nearestForward && nearestDist > 60) { var dx2 = nearestForward.x - self.x; var dy2 = nearestForward.y - self.y; var dist2 = Math.sqrt(dx2 * dx2 + dy2 * dy2); if (dist2 > 10) { self.x += dx2 / dist2 * self.speed * 0.4; self.y += dy2 / dist2 * self.speed * 0.4; } } }); // Option 3: Wander slightly to stay active options.push(function () { self.x += (Math.random() - 0.5) * 2; self.y += (Math.random() - 0.5) * 2; }); // Pick one or more options for more dynamic attacking var chosen = Math.random(); if (chosen < 0.5) { options[0](); // 50% move to midfield } else if (chosen < 0.8) { options[1](); // 30% support forward } else { options[2](); // 20% wander } // If far from ball but in shooting range, attempt long-range curved shot if (distance > 200 && distance < 700 && !self.isDribbling && !self.isZigzagDribbling && !self.isChopDribbling && !self.falseShotActive) { // Falsolu şut: apply curve by adding to X velocity var goalDx = playerGoal.x - ball.x; var goalDy = playerGoal.y - ball.y; var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy); if (goalDistance > 0) { var curveAmount = 12 + Math.random() * 8; // Stronger curve for long shot ball.velocityX = goalDx / goalDistance * 16 + curveAmount; ball.velocityY = goalDy / goalDistance * 16; ball.active = true; // Visual effect for long-range shot tween(self, { scaleX: 1.2, scaleY: 1.2, tint: 0xFF1493 }, { duration: 300, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 300 }); } }); } } } // Apply Devoured effect to nearby opponents self.applyDevouredEffect = function (radius) { var opponentsInRange = []; // Check all player team members if (typeof player !== 'undefined') { var playerDist = Math.sqrt((player.x - self.x) * (player.x - self.x) + (player.y - self.y) * (player.y - self.y)); if (playerDist <= radius) { opponentsInRange.push(player); } } if (typeof chigiri !== 'undefined') { var chigiriDist = Math.sqrt((chigiri.x - self.x) * (chigiri.x - self.x) + (chigiri.y - self.y) * (chigiri.y - self.y)); if (chigiriDist <= radius) { opponentsInRange.push(chigiri); } } if (typeof hiori !== 'undefined') { var hioriDist = Math.sqrt((hiori.x - self.x) * (hiori.x - self.x) + (hiori.y - self.y) * (hiori.y - self.y)); if (hioriDist <= radius) { opponentsInRange.push(hiori); } } if (typeof reo !== 'undefined') { var reoDist = Math.sqrt((reo.x - self.x) * (reo.x - self.x) + (reo.y - self.y) * (reo.y - self.y)); if (reoDist <= radius) { opponentsInRange.push(reo); } } if (typeof nagi !== 'undefined') { var nagiDist = Math.sqrt((nagi.x - self.x) * (nagi.x - self.x) + (nagi.y - self.y) * (nagi.y - self.y)); if (nagiDist <= radius) { opponentsInRange.push(nagi); } } // Apply Devoured effect to found opponents for (var i = 0; i < opponentsInRange.length; i++) { var opponent = opponentsInRange[i]; // 30% chance to apply full effect, otherwise just stun var isFullDevoured = Math.random() < 0.3; if (isFullDevoured) { // Full Devoured effect: severely reduce speed opponent.originalSpeed = opponent.speed; opponent.speed = opponent.speed * 0.2; // 20% speed opponent.devoured = true; self.devouredOpponents.push(opponent); // Visual effect for devoured opponent tween(opponent, { tint: 0x800080, // Purple tint for devoured scaleX: 0.8, scaleY: 0.8 }, { duration: 300 }); } else { // Just stun effect opponent.originalSpeed = opponent.speed; opponent.speed = 0; opponent.stunned = true; self.dribbleStunnedOpponents.push(opponent); // Visual effect for stunned opponent tween(opponent, { tint: 0xFFFF00, scaleX: 1.1, scaleY: 1.1 }, { duration: 200 }); } } if (opponentsInRange.length > 0) { self.devouredEndTime = Date.now() + self.devouredDuration; if (self.dribbleStunnedOpponents.length > 0) { self.dribbleStunEnd = Date.now() + self.dribbleStunDuration; } } }; }; return self; }); var SoccerBall = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.friction = 0.98; self.active = true; self.untouchable = false; // Ball can be made untouchable by goalkeepers self.update = function () { if (self.active) { self.x += self.velocityX; self.y += self.velocityY; self.velocityX *= self.friction; self.velocityY *= self.friction; // Check if ball has stopped moving and make it touchable again if (self.untouchable) { var ballSpeed = Math.sqrt(self.velocityX * self.velocityX + self.velocityY * self.velocityY); if (ballSpeed < 0.5) { // Ball has essentially stopped self.untouchable = false; } } // Keep ball in bounds with bounce effect if (self.x < 30) { self.x = 30; self.velocityX = Math.abs(self.velocityX) * 0.8; } if (self.x > 2018) { self.x = 2018; self.velocityX = -Math.abs(self.velocityX) * 0.8; } if (self.y < 30) { self.y = 30; self.velocityY = Math.abs(self.velocityY) * 0.8; } if (self.y > 2702) { self.y = 2702; self.velocityY = -Math.abs(self.velocityY) * 0.8; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x228B22 }); /**** * Game Code ****/ game.setBackgroundColor(0x228B22); // Game variables var opponents = []; var playerScore = 0; var opponentScore = 0; var dragNode = null; var maxStamina = 100; var currentStamina = 100; var staminaRegenRate = 0.2; var staminaDrainRate = 0.5; var lastPlayerX = 0; var lastPlayerY = 0; var shotChargeStart = 0; var isChargingShot = false; var shotPower = 0; var maxShotPower = 20; var minChargeTime = 2000; // 2 seconds minimum charge time var lastTouchX = 0; var lastTouchY = 0; var ballDetachCooldown = 0; var ballDetachCooldownTime = 1000; // 1 second cooldown // UI Elements var scoreTxt = new Text2('Player: 0 - Opponent: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Stamina UI var staminaTxt = new Text2('Stamina: 100', { size: 60, fill: 0x00FF00 }); staminaTxt.anchor.set(0, 0); staminaTxt.x = 50; staminaTxt.y = 50; LK.gui.topLeft.addChild(staminaTxt); // Shot Power UI var shotPowerTxt = new Text2('Shot Power: 0%', { size: 60, fill: 0xFFFFFF }); shotPowerTxt.anchor.set(0, 0); shotPowerTxt.x = 50; shotPowerTxt.y = 130; LK.gui.topLeft.addChild(shotPowerTxt); // Game objects var player = game.addChild(new Player()); player.x = 1024; player.y = 2200; var ball = game.addChild(new SoccerBall()); ball.x = 1024; ball.y = 1366; // Player's goal (bottom) var playerGoal = game.addChild(new Goal()); playerGoal.x = 1024; playerGoal.y = 2600; // Opponent's goal (top) var opponentGoal = game.addChild(new Goal()); opponentGoal.x = 1024; opponentGoal.y = 300; // Create opponents with specific roles // Defense player (opponent) var defensePlayer = game.addChild(new DefensePlayer()); defensePlayer.x = 1024; defensePlayer.y = 600; defensePlayer.homeX = 1024; defensePlayer.homeY = 600; opponents.push(defensePlayer); // Chigiri - player team hybrid defender var chigiri = game.addChild(new ChigiriPlayer(0x3399ff)); chigiri.x = 800; chigiri.y = 2000; chigiri.homeX = 800; chigiri.homeY = 2000; // Hiori - player team creative midfielder var hiori = game.addChild(new HioriPlayer(0x6699ff)); hiori.x = 1200; hiori.y = 2000; hiori.homeX = 1200; hiori.homeY = 2000; // Reo - player team adaptive defender/attacker var reo = game.addChild(new ReoPlayer(0x000000)); reo.x = 600; reo.y = 1800; reo.homeX = 600; reo.homeY = 1800; // Nagi - player team striker with Fake Volley ability var nagi = game.addChild(new NagiPlayer(0x9966ff)); nagi.x = 1400; nagi.y = 2000; nagi.homeX = 1400; nagi.homeY = 2000; // Nagi starts without Flow // Meguru Bachira - player team creative winger with Roulette and Monster abilities var bachira = game.addChild(new MeguruBachiraPlayer(0x20B2AA)); bachira.x = 1000; bachira.y = 1900; bachira.homeX = 1000; bachira.homeY = 1900; // Midfield player var midfieldPlayer = game.addChild(new MidfieldPlayer()); midfieldPlayer.x = 1024; midfieldPlayer.y = 1000; midfieldPlayer.homeX = 1024; midfieldPlayer.homeY = 1000; opponents.push(midfieldPlayer); // (Removed ForwardPlayer - Nagi will be the forward/striker) // Sae - opponent team attacking midfielder with Perfect Pass and special abilities var sae = game.addChild(new SaePlayer(0xff6600)); sae.x = 1024; sae.y = 800; sae.homeX = 1024; sae.homeY = 800; opponents.push(sae); // Create goalkeepers var playerGoalkeeper = game.addChild(new Goalkeeper(true)); // Blue goalkeeper for player team playerGoalkeeper.x = 1024; playerGoalkeeper.y = 2500; // In front of player's goal playerGoalkeeper.originalX = 1024; playerGoalkeeper.originalY = 2500; var opponentGoalkeeper = game.addChild(new Goalkeeper(false)); // Red goalkeeper for opponent team opponentGoalkeeper.x = 1024; opponentGoalkeeper.y = 400; // In front of opponent's goal opponentGoalkeeper.originalX = 1024; opponentGoalkeeper.originalY = 400; // Ball kicking mechanics function kickBall(targetX, targetY, power) { var dx = targetX - ball.x; var dy = targetY - ball.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { var finalPower = power || Math.min(distance / 100, 15); // Properly detach ball from player first player.hasBall = false; ball.active = true; // Set cooldown to prevent immediate re-attachment ballDetachCooldown = ballDetachCooldownTime; // Apply velocity after detachment ball.velocityX = dx / distance * finalPower; ball.velocityY = dy / distance * finalPower; LK.getSound('kick').play(); } } // Touch controls for player movement and ball kicking game.down = function (x, y, obj) { // Always update last touch position for shot direction lastTouchX = x; lastTouchY = y; var playerDistance = Math.sqrt((x - player.x) * (x - player.x) + (y - player.y) * (y - player.y)); var ballDistance = Math.sqrt((x - ball.x) * (x - ball.x) + (y - ball.y) * (y - ball.y)); if (playerDistance < ballDistance) { // Move player dragNode = player; } else { // Start charging shot if player has ball if (player.hasBall) { shotChargeStart = Date.now(); isChargingShot = true; shotPower = 0; } } }; game.move = function (x, y, obj) { // Always update last touch position for shot direction lastTouchX = x; lastTouchY = y; if (dragNode && currentStamina > 0) { var dx = x - dragNode.x; var dy = y - dragNode.y; var distance = Math.sqrt(dx * dx + dy * dy); // Slow down movement and consume stamina - even slower when having ball var moveSpeed = player.hasBall ? 0.15 : 0.2; dragNode.x += dx * moveSpeed; dragNode.y += dy * moveSpeed; // Consume stamina based on movement if (distance > 5) { currentStamina -= staminaDrainRate; if (currentStamina < 0) currentStamina = 0; } } }; game.up = function (x, y, obj) { dragNode = null; // Handle shot release if (isChargingShot && player.hasBall) { var chargeTime = Date.now() - shotChargeStart; if (chargeTime >= minChargeTime) { // Release charged shot - use last touch position for direction kickBall(lastTouchX, lastTouchY, shotPower); } else { // Not charged enough, no shot } isChargingShot = false; shotPower = 0; } }; // Goal scoring function function scoreGoal(isPlayer) { if (isPlayer) { playerScore++; } else { opponentScore++; } scoreTxt.setText('Player: ' + playerScore + ' - Opponent: ' + opponentScore); LK.getSound('goal').play(); // Reset ball position ball.x = 1024; ball.y = 1366; ball.velocityX = 0; ball.velocityY = 0; } // Formation and passing coordinator for strategic team play var ballCarrier = null; // Global ball carrier tracking var formationCoordinator = { currentFormation: 'attacking', ballCarrier: null, passingOptions: [], wingPlayers: [], supportPlayers: [], anticipationMap: {}, formation: { attacking: { chigiri: { x: 800, y: 1200, role: 'wing' }, hiori: { x: 1024, y: 1600, role: 'playmaker' }, reo: { x: 1400, y: 1400, role: 'support' }, nagi: { x: 1024, y: 900, role: 'striker' }, bachira: { x: 800, y: 1000, role: 'wing' } }, defensive: { chigiri: { x: 600, y: 1800, role: 'defense' }, hiori: { x: 1024, y: 1700, role: 'playmaker' }, reo: { x: 1400, y: 1800, role: 'defense' }, nagi: { x: 1024, y: 1200, role: 'striker' }, bachira: { x: 1000, y: 1500, role: 'support' } } }, updateFormation: function updateFormation() { // Switch formation based on ball position and game state var ballY = ball.y; var shouldAttack = ballY < 1500 || ballCarrier && ballCarrier.role === 'striker'; this.currentFormation = shouldAttack ? 'attacking' : 'defensive'; // Update each player's tactical position var teammates = [chigiri, hiori, reo, nagi, bachira]; for (var i = 0; i < teammates.length; i++) { if (teammates[i]) { var formationData = this.formation[this.currentFormation][teammates[i].role]; if (formationData) { // Dynamic Y: If ball is in midfield, keep some players in midfield, others on wings/defense if (ballY > 1000 && ballY < 2000) { // Ball in midfield: wings stay wide, playmaker stays central, striker stays high, support/defense drop back if (formationData.role === 'wing') { teammates[i].tacticalX = teammates[i].x < 1024 ? 400 : 1648; teammates[i].tacticalY = 1400; } else if (formationData.role === 'playmaker') { teammates[i].tacticalX = 1024; teammates[i].tacticalY = 1600; } else if (formationData.role === 'striker') { teammates[i].tacticalX = 1024; teammates[i].tacticalY = 900; } else if (formationData.role === 'support') { teammates[i].tacticalX = 1024; teammates[i].tacticalY = 1800; } else if (formationData.role === 'defense') { teammates[i].tacticalX = 1024; teammates[i].tacticalY = 2000; } teammates[i].tacticalRole = formationData.role; } else { // Use default formation teammates[i].tacticalX = formationData.x; teammates[i].tacticalY = formationData.y; teammates[i].tacticalRole = formationData.role; } } } } // Anticipation: Predict next ball position and update anticipationMap var anticipationSteps = 20; var predX = ball.x, predY = ball.y, predVX = ball.velocityX, predVY = ball.velocityY; for (var step = 0; step < anticipationSteps; step++) { predX += predVX; predY += predVY; predVX *= 0.98; predVY *= 0.98; // Clamp to field if (predX < 30) predX = 30; if (predX > 2018) predX = 2018; if (predY < 30) predY = 30; if (predY > 2702) predY = 2702; } this.anticipationMap = { x: predX, y: predY }; }, findPassingOptions: function findPassingOptions(ballHolder) { this.passingOptions = []; this.wingPlayers = []; this.supportPlayers = []; var teammates = [chigiri, hiori, reo, nagi, bachira, player]; for (var i = 0; i < teammates.length; i++) { if (teammates[i] && teammates[i] !== ballHolder) { var dist = Math.sqrt((teammates[i].x - ballHolder.x) * (teammates[i].x - ballHolder.x) + (teammates[i].y - ballHolder.y) * (teammates[i].y - ballHolder.y)); if (dist > 150 && dist < 700) { // allow longer passes for tactics var passQuality = this.calculatePassQuality(ballHolder, teammates[i]); // Anticipate if teammate will be open in next 20 frames var anticipationBonus = 0; if (this.anticipationMap) { var antDist = Math.sqrt((teammates[i].x - this.anticipationMap.x) * (teammates[i].x - this.anticipationMap.x) + (teammates[i].y - this.anticipationMap.y) * (teammates[i].y - this.anticipationMap.y)); if (antDist < 200) anticipationBonus += 20; } this.passingOptions.push({ player: teammates[i], distance: dist, quality: passQuality + anticipationBonus, angle: Math.atan2(teammates[i].y - ballHolder.y, teammates[i].x - ballHolder.x) }); // Categorize players for wing play if (teammates[i].tacticalRole === 'wing' || teammates[i].role === 'chigiri' || teammates[i].role === 'bachira') { this.wingPlayers.push(teammates[i]); } else { this.supportPlayers.push(teammates[i]); } } } } // Sort by pass quality this.passingOptions.sort(function (a, b) { return b.quality - a.quality; }); }, calculatePassQuality: function calculatePassQuality(from, to) { var baseQuality = 100; // Distance factor (closer = better, but not too close) var dist = Math.sqrt((to.x - from.x) * (to.x - from.x) + (to.y - from.y) * (to.y - from.y)); if (dist < 200) baseQuality -= 30; if (dist > 400) baseQuality -= 20; // Forward progress factor var forwardProgress = from.y - to.y; // Moving toward opponent goal if (forwardProgress > 0) baseQuality += forwardProgress * 0.1; // Wing position bonus if (to.x < 600 || to.x > 1400) baseQuality += 25; // Striker position bonus if (to.role === 'nagi' && to.y < 1000) baseQuality += 40; // Check for opponent interference for (var i = 0; i < opponents.length; i++) { var opp = opponents[i]; var oppDist = Math.sqrt((opp.x - to.x) * (opp.x - to.x) + (opp.y - to.y) * (opp.y - to.y)); if (oppDist < 120) baseQuality -= 35; } // Bonus for being in anticipated open space if (this.anticipationMap) { var antDist = Math.sqrt((to.x - this.anticipationMap.x) * (to.x - this.anticipationMap.x) + (to.y - this.anticipationMap.y) * (to.y - this.anticipationMap.y)); if (antDist < 150) baseQuality += 15; } return Math.max(baseQuality, 10); }, executeStrategicPass: function executeStrategicPass(ballHolder) { this.findPassingOptions(ballHolder); if (this.passingOptions.length === 0) return false; var chosenPass = null; // Team tactics: If a teammate is running into open space, prefer that pass for (var i = 0; i < this.passingOptions.length; i++) { var opt = this.passingOptions[i]; if (this.anticipationMap) { var antDist = Math.sqrt((opt.player.x - this.anticipationMap.x) * (opt.player.x - this.anticipationMap.x) + (opt.player.y - this.anticipationMap.y) * (opt.player.y - this.anticipationMap.y)); if (antDist < 120 && opt.quality > 60) { chosenPass = opt; break; } } } // Strategy selection based on field position and formation if (!chosenPass) { if (ballHolder.y > 1800) { // Defensive third - prioritize safe passes or wing play chosenPass = this.selectSafePass() || this.selectWingPass(); } else if (ballHolder.y > 1200) { // Middle third - mix of progressive and wing passes var strategy = Math.random(); if (strategy < 0.4) { chosenPass = this.selectProgressivePass(); } else if (strategy < 0.7) { chosenPass = this.selectWingPass(); } else { chosenPass = this.selectSafePass(); } } else { // Attacking third - prioritize progressive and through passes chosenPass = this.selectProgressivePass() || this.selectThroughPass(); } } if (chosenPass) { this.performPass(ballHolder, chosenPass); // Team tactics: If pass is to wing, have another support player run into box if (chosenPass.player.tacticalRole === 'wing') { var teammates = [chigiri, hiori, reo, nagi, bachira]; for (var i = 0; i < teammates.length; i++) { if (teammates[i] && teammates[i] !== chosenPass.player && teammates[i].tacticalRole !== 'wing') { // Move support player into box for cross teammates[i].tacticalX = 1024 + (Math.random() - 0.5) * 200; teammates[i].tacticalY = 600 + Math.random() * 200; } } } return true; } return false; }, selectSafePass: function selectSafePass() { var safeOptions = this.passingOptions.filter(function (option) { return option.quality > 70 && option.distance < 350; }); return safeOptions.length > 0 ? safeOptions[0] : null; }, selectWingPass: function selectWingPass() { var wingOptions = this.passingOptions.filter(function (option) { return (option.player.x < 600 || option.player.x > 1400) && option.quality > 50; }); return wingOptions.length > 0 ? wingOptions[0] : null; }, selectProgressivePass: function selectProgressivePass() { var progressiveOptions = this.passingOptions.filter(function (option) { return option.player.y < ball.y - 100 && option.quality > 60; }); return progressiveOptions.length > 0 ? progressiveOptions[0] : null; }, selectThroughPass: function selectThroughPass() { var throughOptions = this.passingOptions.filter(function (option) { return option.player.y < 1000 && option.quality > 40; }); return throughOptions.length > 0 ? throughOptions[0] : null; }, performPass: function performPass(from, passOption) { var target = passOption.player; var passPower = Math.min(passOption.distance / 40, 15); // Add some curve for style var curve = (Math.random() - 0.5) * 2; var dx = target.x - ball.x + curve; var dy = target.y - ball.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { // Anticipate teammate's run: lead pass if moving var leadX = target.x, leadY = target.y; if (typeof target.lastX !== "undefined" && typeof target.lastY !== "undefined") { var vx = target.x - target.lastX; var vy = target.y - target.lastY; leadX += vx * 10; leadY += vy * 10; dx = leadX - ball.x + curve; dy = leadY - ball.y; dist = Math.sqrt(dx * dx + dy * dy); } ball.velocityX = dx / dist * passPower; ball.velocityY = dy / dist * passPower; ball.active = true; // Visual effect for strategic pass tween(ball, { scaleX: 1.2, scaleY: 1.2, tint: 0x00FF88 }, { duration: 300, onFinish: function onFinish() { tween(ball, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 300 }); } }); } } }; // Ball pursuit coordination system var ballPursuitCoordinator = { activePursuer: null, pursuitRange: 150, supportPositions: { wing: { x: 0, y: 0 }, defense: { x: 0, y: 0 }, support: { x: 0, y: 0 } }, updatePursuit: function updatePursuit() { var teammates = [chigiri, hiori, reo, nagi, bachira]; var ballToTeammateDistances = []; // Update formation first formationCoordinator.updateFormation(); // Calculate distances and find closest available teammate for (var i = 0; i < teammates.length; i++) { if (teammates[i]) { var dist = Math.sqrt((teammates[i].x - ball.x) * (teammates[i].x - ball.x) + (teammates[i].y - ball.y) * (teammates[i].y - ball.y)); ballToTeammateDistances.push({ player: teammates[i], distance: dist, isCurrentPursuer: teammates[i] === this.activePursuer }); } } // Sort by distance ballToTeammateDistances.sort(function (a, b) { return a.distance - b.distance; }); // Assign active pursuer (closest player within pursuit range) var newPursuer = null; for (var i = 0; i < ballToTeammateDistances.length; i++) { var candidate = ballToTeammateDistances[i]; if (candidate.distance < 800) { // Only pursue if reasonably close newPursuer = candidate.player; break; } } // Update active pursuer this.activePursuer = newPursuer; // Calculate support positions this.calculateSupportPositions(); // Assign roles to non-pursuing players for (var i = 0; i < teammates.length; i++) { if (teammates[i] && teammates[i] !== this.activePursuer) { teammates[i].coordinatedRole = this.assignSupportRole(teammates[i]); } else if (teammates[i] === this.activePursuer) { teammates[i].coordinatedRole = 'pursuer'; } } }, calculateSupportPositions: function calculateSupportPositions() { // Wing position - stay wide for passes this.supportPositions.wing.x = ball.x < 1024 ? ball.x + 400 : ball.x - 400; this.supportPositions.wing.y = ball.y + 100; // Defense position - stay back for protection this.supportPositions.defense.x = ball.x + (1024 - ball.x) * 0.3; this.supportPositions.defense.y = Math.max(ball.y + 300, 1800); // Support position - intermediate position for backup this.supportPositions.support.x = ball.x + (Math.random() - 0.5) * 200; this.supportPositions.support.y = ball.y + 200; }, assignSupportRole: function assignSupportRole(player) { // Assign roles based on player characteristics and position if (player.role === 'chigiri') { return Math.random() < 0.7 ? 'wing' : 'defense'; } else if (player.role === 'reo') { return player.isDefensiveMode ? 'defense' : 'support'; } else if (player.role === 'hiori') { return 'support'; } else if (player.role === 'nagi') { return 'striker'; } else if (player.role === 'bachira') { return Math.random() < 0.8 ? 'wing' : 'support'; } return 'support'; }, getSupportPosition: function getSupportPosition(role) { return this.supportPositions[role] || this.supportPositions.support; } }; // Special dribbling system for ball carriers every 5 seconds var specialDribbleSystem = { lastActivation: 0, activationInterval: 5000, // 5 seconds activePlayers: {}, initializePlayer: function initializePlayer(player) { if (!this.activePlayers[player.role]) { this.activePlayers[player.role] = { player: player, lastDribble: 0, isPerformingDribble: false, dribbleType: this.getDribbleType(player.role), dribbleStartTime: 0, dribbleDuration: 1500, effectApplied: false }; } }, getDribbleType: function getDribbleType(role) { switch (role) { case 'chigiri': return 'lightning_dash'; // Stun effect case 'hiori': return 'winter_wave'; // Slow effect case 'reo': return 'chameleon_shift'; // Stun effect case 'nagi': return 'trap_control'; // Slow effect case 'bachira': return 'monster_devour'; // Devoured effect case 'sae': return 'crescent_slice'; // Devoured effect case 'defense': return 'tackle_sweep'; // Stun effect case 'midfield': return 'curve_spiral'; // Slow effect case 'forward': return 'power_rush'; // Stun effect default: return 'basic_dribble'; // Stun effect } }, checkActivation: function checkActivation() { var currentTime = Date.now(); if (currentTime - this.lastActivation >= this.activationInterval) { this.lastActivation = currentTime; return true; } return false; }, performSpecialDribble: function performSpecialDribble(player, dribbleData) { if (dribbleData.isPerformingDribble) return; dribbleData.isPerformingDribble = true; dribbleData.dribbleStartTime = Date.now(); dribbleData.effectApplied = false; dribbleData.lastDribble = Date.now(); // Visual effect based on dribble type var effectColor = this.getDribbleColor(dribbleData.dribbleType); tween(player, { scaleX: 1.3, scaleY: 1.3, tint: effectColor }, { duration: 200, onFinish: function onFinish() { tween(player, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 200 }); } }); // Apply movement pattern this.applyDribbleMovement(player, dribbleData); }, getDribbleColor: function getDribbleColor(dribbleType) { switch (dribbleType) { case 'lightning_dash': return 0xFFFF00; // Yellow case 'winter_wave': return 0x87CEEB; // Light blue case 'chameleon_shift': return 0xFF00FF; // Magenta case 'trap_control': return 0x9966FF; // Purple case 'monster_devour': return 0xFF0000; // Red case 'crescent_slice': return 0xFF6600; // Orange case 'tackle_sweep': return 0x808080; // Gray case 'curve_spiral': return 0x00FF00; // Green case 'power_rush': return 0x0000FF; // Blue default: return 0xFFFFFF; // White } }, applyDribbleMovement: function applyDribbleMovement(player, dribbleData) { var originalX = player.x; var originalY = player.y; switch (dribbleData.dribbleType) { case 'lightning_dash': // Quick forward dash var dashDistance = 120; var targetX = player.x + (Math.random() - 0.5) * 40; var targetY = player.y - dashDistance; tween(player, { x: targetX, y: targetY }, { duration: 300, easing: tween.easeOut }); break; case 'winter_wave': // Circular motion creating waves var radius = 80; var startAngle = Math.random() * Math.PI * 2; for (var i = 0; i < 3; i++) { LK.setTimeout(function (angle) { return function () { if (dribbleData.isPerformingDribble) { var waveX = originalX + Math.cos(angle) * radius; var waveY = originalY + Math.sin(angle) * radius; tween(player, { x: waveX, y: waveY }, { duration: 200 }); } }; }(startAngle + i * Math.PI / 3), i * 200); } break; case 'chameleon_shift': // Teleport-like movement var shiftDistance = 100; var shiftAngle = Math.random() * Math.PI * 2; var shiftX = player.x + Math.cos(shiftAngle) * shiftDistance; var shiftY = player.y + Math.sin(shiftAngle) * shiftDistance; player.alpha = 0.3; tween(player, { x: shiftX, y: shiftY, alpha: 1 }, { duration: 400, easing: tween.easeInOut }); break; case 'trap_control': // Slow spinning motion var spinRadius = 60; for (var i = 0; i < 4; i++) { LK.setTimeout(function (step) { return function () { if (dribbleData.isPerformingDribble) { var angle = step * Math.PI / 2; var spinX = originalX + Math.cos(angle) * spinRadius; var spinY = originalY + Math.sin(angle) * spinRadius; tween(player, { x: spinX, y: spinY }, { duration: 300 }); } }; }(i), i * 300); } break; case 'monster_devour': // Erratic zigzag movement var zigzagSteps = 5; for (var i = 0; i < zigzagSteps; i++) { LK.setTimeout(function (step) { return function () { if (dribbleData.isPerformingDribble) { var zigX = originalX + (step % 2 === 0 ? -60 : 60); var zigY = originalY - step * 20; tween(player, { x: zigX, y: zigY }, { duration: 150 }); } }; }(i), i * 150); } break; case 'crescent_slice': // Crescent-shaped movement var crescentRadius = 90; for (var i = 0; i < 4; i++) { LK.setTimeout(function (step) { return function () { if (dribbleData.isPerformingDribble) { var angle = -Math.PI / 2 + step * Math.PI / 3; var crescentX = originalX + Math.cos(angle) * crescentRadius; var crescentY = originalY + Math.sin(angle) * crescentRadius; tween(player, { x: crescentX, y: crescentY }, { duration: 250 }); } }; }(i), i * 250); } break; default: // Basic dribble - simple side step var stepX = player.x + (Math.random() - 0.5) * 80; tween(player, { x: stepX }, { duration: 500 }); break; } // Schedule effect application LK.setTimeout(function () { if (dribbleData.isPerformingDribble && !dribbleData.effectApplied) { specialDribbleSystem.applyDribbleEffect(player, dribbleData); dribbleData.effectApplied = true; } }, 700); // End dribble LK.setTimeout(function () { dribbleData.isPerformingDribble = false; }, dribbleData.dribbleDuration); }, applyDribbleEffect: function applyDribbleEffect(player, dribbleData) { var effectRadius = 150; var affectedOpponents = []; // Find opponents in range if (player.role === 'sae' || player.role === 'defense' || player.role === 'midfield' || player.role === 'forward') { // Opponent affecting player team var playerTeam = [player, chigiri, hiori, reo, nagi, bachira]; for (var i = 0; i < playerTeam.length; i++) { if (playerTeam[i] && playerTeam[i] !== player) { var dist = Math.sqrt((playerTeam[i].x - player.x) * (playerTeam[i].x - player.x) + (playerTeam[i].y - player.y) * (playerTeam[i].y - player.y)); if (dist <= effectRadius) { affectedOpponents.push(playerTeam[i]); } } } } else { // Player team affecting opponents for (var i = 0; i < opponents.length; i++) { if (opponents[i]) { var dist = Math.sqrt((opponents[i].x - player.x) * (opponents[i].x - player.x) + (opponents[i].y - player.y) * (opponents[i].y - player.y)); if (dist <= effectRadius) { affectedOpponents.push(opponents[i]); } } } } // Apply effects based on dribble type for (var i = 0; i < affectedOpponents.length; i++) { var opponent = affectedOpponents[i]; this.applyEffectToOpponent(opponent, dribbleData.dribbleType); } }, applyEffectToOpponent: function applyEffectToOpponent(opponent, dribbleType) { // Stun effects if (dribbleType === 'lightning_dash' || dribbleType === 'chameleon_shift' || dribbleType === 'tackle_sweep' || dribbleType === 'power_rush') { opponent.stunned = true; opponent.originalSpeed = opponent.speed; opponent.speed = 0; tween(opponent, { tint: 0xFFFF00, scaleX: 1.1, scaleY: 1.1 }, { duration: 300 }); LK.setTimeout(function () { opponent.stunned = false; opponent.speed = opponent.originalSpeed || 3; tween(opponent, { tint: 0xFFFFFF, scaleX: 1, scaleY: 1 }, { duration: 300 }); }, 2000); } // Slow effects else if (dribbleType === 'winter_wave' || dribbleType === 'trap_control' || dribbleType === 'curve_spiral') { opponent.originalSpeed = opponent.speed; opponent.speed = opponent.speed * 0.3; opponent.slowed = true; tween(opponent, { tint: 0x87CEEB, scaleX: 0.9, scaleY: 0.9 }, { duration: 300 }); LK.setTimeout(function () { opponent.slowed = false; opponent.speed = opponent.originalSpeed || 3; tween(opponent, { tint: 0xFFFFFF, scaleX: 1, scaleY: 1 }, { duration: 300 }); }, 3000); } // Devoured effects else if (dribbleType === 'monster_devour' || dribbleType === 'crescent_slice') { opponent.originalSpeed = opponent.speed; opponent.speed = opponent.speed * 0.2; opponent.devoured = true; tween(opponent, { tint: 0x800080, scaleX: 0.8, scaleY: 0.8 }, { duration: 300 }); LK.setTimeout(function () { opponent.devoured = false; opponent.speed = opponent.originalSpeed || 3; tween(opponent, { tint: 0xFFFFFF, scaleX: 1, scaleY: 1 }, { duration: 300 }); }, 4000); } }, update: function update() { if (!this.checkActivation()) return; // Check all ball carriers and activate special dribbles var allPlayers = [player, chigiri, hiori, reo, nagi, bachira].concat(opponents); for (var i = 0; i < allPlayers.length; i++) { var currentPlayer = allPlayers[i]; if (currentPlayer && currentPlayer.hasBall) { this.initializePlayer(currentPlayer); var dribbleData = this.activePlayers[currentPlayer.role]; if (dribbleData && !dribbleData.isPerformingDribble) { this.performSpecialDribble(currentPlayer, dribbleData); } } } } }; // Game update loop game.update = function () { // Update special dribbling system specialDribbleSystem.update(); // Update ball carrier tracking ballCarrier = null; if (player.hasBall) { ballCarrier = player; } else { var teammates = [chigiri, hiori, reo, nagi, bachira]; for (var i = 0; i < teammates.length; i++) { if (teammates[i] && teammates[i].hasBall) { ballCarrier = teammates[i]; break; } } if (!ballCarrier) { for (var i = 0; i < opponents.length; i++) { if (opponents[i] && opponents[i].hasBall) { ballCarrier = opponents[i]; break; } } } } // Update ball pursuit coordination ballPursuitCoordinator.updatePursuit(); // Update ball detach cooldown if (ballDetachCooldown > 0) { ballDetachCooldown -= 16; // Approximately 60 FPS if (ballDetachCooldown < 0) ballDetachCooldown = 0; } // Check if player is close to ball for interaction (only if cooldown expired and ball is not untouchable) var playerToBallDistance = Math.sqrt((player.x - ball.x) * (player.x - ball.x) + (player.y - ball.y) * (player.y - ball.y)); if (playerToBallDistance < 80 && !player.hasBall && ballDetachCooldown <= 0 && !ball.untouchable) { player.hasBall = true; ball.active = false; ball.velocityX = 0; ball.velocityY = 0; } // If player has ball, make it stick to player if (player.hasBall && ball.active === false) { ball.x = player.x; ball.y = player.y - 50; } // Stamina regeneration when not moving var playerMoving = Math.abs(player.x - lastPlayerX) > 1 || Math.abs(player.y - lastPlayerY) > 1; if (!playerMoving && currentStamina < maxStamina) { currentStamina += staminaRegenRate; if (currentStamina > maxStamina) currentStamina = maxStamina; } // Update last position lastPlayerX = player.x; lastPlayerY = player.y; // Update stamina UI var staminaPercent = Math.round(currentStamina / maxStamina * 100); staminaTxt.setText('Stamina: ' + staminaPercent); // Change color based on stamina level if (staminaPercent > 50) { staminaTxt.fill = 0x00FF00; } else if (staminaPercent > 25) { staminaTxt.fill = 0xFFFF00; } else { staminaTxt.fill = 0xFF0000; } // Update shot charging if (isChargingShot && player.hasBall) { var chargeTime = Date.now() - shotChargeStart; if (chargeTime >= minChargeTime) { // Calculate shot power based on charge time var chargeProgress = Math.min((chargeTime - minChargeTime) / 1000, 1); // 1 second after minimum for max power shotPower = 5 + chargeProgress * maxShotPower; // Minimum 5, maximum 25 power var powerPercent = Math.round(chargeProgress * 100); shotPowerTxt.setText('Shot Power: ' + powerPercent + '%'); shotPowerTxt.fill = 0x00FF00; // Automatically kick ball forward when shot power reaches 100% if (powerPercent >= 100) { shotPower = 5 + maxShotPower; // Keep at maximum power shotPowerTxt.setText('Shot Power: 100%'); shotPowerTxt.fill = 0x00FF00; // Auto-kick ball forward when power reaches 100% var forwardX = player.x; var forwardY = player.y - 300; // Kick forward (up the field) kickBall(forwardX, forwardY, shotPower); isChargingShot = false; shotPower = 0; } } else { // Not charged enough yet var timeLeft = Math.ceil((minChargeTime - chargeTime) / 1000); shotPowerTxt.setText('Hold for ' + timeLeft + 's'); shotPowerTxt.fill = 0xFFFF00; } } else { shotPowerTxt.setText('Shot Power: 0%'); shotPowerTxt.fill = 0xFFFFFF; } // Check player goal scoring (opponent scores) if (ball.y > playerGoal.y - 50 && ball.x > playerGoal.x - 200 && ball.x < playerGoal.x + 200) { scoreGoal(false); LK.effects.flashObject(playerGoal, 0xFF0000, 500); } // Check opponent goal scoring (player scores) if (ball.y < opponentGoal.y + 50 && ball.x > opponentGoal.x - 200 && ball.x < opponentGoal.x + 200) { scoreGoal(true); LK.effects.flashObject(opponentGoal, 0x00FF00, 500); } // Check win condition if (playerScore >= 5) { LK.showYouWin(); } if (opponentScore >= 5) { LK.showGameOver(); } // Enhanced AI positioning based on ball location for (var i = 0; i < opponents.length; i++) { var opponent = opponents[i]; var ballThreatLevel = Math.sqrt((ball.x - 1024) * (ball.x - 1024) + (ball.y - 1366) * (ball.y - 1366)); // Adjust opponent aggression based on ball threat if (ballThreatLevel < 300) { // Ball is in center - opponents become slightly more aggressive if (opponent.role === 'defense') { opponent.speed = 2.8; opponent.maxDistance = 350; } else if (opponent.role === 'midfield') { opponent.speed = 2.5; } else if (opponent.role === 'forward') { opponent.speed = 3.0; } } else { // Ball is far - return to normal behavior if (opponent.role === 'defense') { opponent.speed = 2.5; opponent.maxDistance = 300; } else if (opponent.role === 'midfield') { opponent.speed = 2.2; } else if (opponent.role === 'forward') { opponent.speed = 2.8; } } } // Role-based AI is now handled in each player's update method // Defense, Midfield, and Forward players have their own specialized behaviors };
===================================================================
--- original.js
+++ change.js
@@ -413,17 +413,59 @@
var dy = ball.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Smart defensive positioning based on ball Y coordinate
if (ball.y > 1500) {
- // Ball is in midfield/defense area - stay in position and intercept
- var interceptX = 1024; // Stay central
- var interceptY = Math.max(600, ball.y - 200); // Position between ball and goal
- var interceptDx = interceptX - self.x;
- var interceptDy = interceptY - self.y;
- var interceptDist = Math.sqrt(interceptDx * interceptDx + interceptDy * interceptDy);
- if (interceptDist > 50) {
- self.x += interceptDx / interceptDist * self.speed * 0.6;
- self.y += interceptDy / interceptDist * self.speed * 0.6;
+ // Ball is in midfield/defense area - consider multiple defensive actions
+ var options = [];
+ // Option 1: Intercept ball centrally
+ options.push(function () {
+ var interceptX = 1024; // Stay central
+ var interceptY = Math.max(600, ball.y - 200); // Position between ball and goal
+ var interceptDx = interceptX - self.x;
+ var interceptDy = interceptY - self.y;
+ var interceptDist = Math.sqrt(interceptDx * interceptDx + interceptDy * interceptDy);
+ if (interceptDist > 50) {
+ self.x += interceptDx / interceptDist * self.speed * 0.6;
+ self.y += interceptDy / interceptDist * self.speed * 0.6;
+ }
+ });
+ // Option 2: Mark nearest player
+ options.push(function () {
+ var teammates = [player, chigiri, hiori, reo, nagi, bachira];
+ var nearest = null;
+ var nearestDist = Infinity;
+ for (var t = 0; t < teammates.length; t++) {
+ if (teammates[t]) {
+ var d = Math.sqrt((teammates[t].x - self.x) * (teammates[t].x - self.x) + (teammates[t].y - self.y) * (teammates[t].y - self.y));
+ if (d < nearestDist) {
+ nearestDist = d;
+ nearest = teammates[t];
+ }
+ }
+ }
+ if (nearest && nearestDist > 60) {
+ var dx2 = nearest.x - self.x;
+ var dy2 = nearest.y - self.y;
+ var dist2 = Math.sqrt(dx2 * dx2 + dy2 * dy2);
+ if (dist2 > 10) {
+ self.x += dx2 / dist2 * self.speed * 0.4;
+ self.y += dy2 / dist2 * self.speed * 0.4;
+ }
+ }
+ });
+ // Option 3: Wander slightly to stay active
+ options.push(function () {
+ self.x += (Math.random() - 0.5) * 2;
+ self.y += (Math.random() - 0.5) * 2;
+ });
+ // Pick one or more options for more dynamic defense
+ var chosen = Math.random();
+ if (chosen < 0.6) {
+ options[0](); // 60% intercept
+ } else if (chosen < 0.9) {
+ options[1](); // 30% mark
+ } else {
+ options[2](); // 10% wander
}
}
// Defense priority: desperately try to get the ball
if (distance < 250) {
@@ -716,46 +758,99 @@
}
var dx = ball.x - self.x;
var dy = ball.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
- // Forward: attack and try to score - more aggressive
+ // Forward: attack and try to score - more aggressive and always moving
if (distance < 500) {
- // Move toward ball with pursuit
- var pursuitSpeed = distance < 200 ? self.speed * 1.5 : self.speed * 1.2;
- self.x += dx / distance * pursuitSpeed;
- self.y += dy / distance * pursuitSpeed;
- // If close to ball, shoot at goal
- if (distance < 80) {
- // Direct Shot every 30s
- if (self.directShotCooldown <= 0) {
- var goalDx = playerGoal.x - ball.x;
- var goalDy = playerGoal.y - ball.y;
- var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy);
- if (goalDistance > 0) {
- // Direct Shot: fast and straight
- ball.velocityX = goalDx / goalDistance * 12;
- ball.velocityY = goalDy / goalDistance * 12;
+ // Decide between chasing ball, positioning, or supporting
+ var options = [];
+ // Option 1: Move toward ball and try to shoot
+ options.push(function () {
+ var pursuitSpeed = distance < 200 ? self.speed * 1.5 : self.speed * 1.2;
+ self.x += dx / distance * pursuitSpeed;
+ self.y += dy / distance * pursuitSpeed;
+ // If close to ball, shoot at goal
+ if (distance < 80) {
+ // Direct Shot every 30s
+ if (self.directShotCooldown <= 0) {
+ var goalDx = playerGoal.x - ball.x;
+ var goalDy = playerGoal.y - ball.y;
+ var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy);
+ if (goalDistance > 0) {
+ // Direct Shot: fast and straight
+ ball.velocityX = goalDx / goalDistance * 12;
+ ball.velocityY = goalDy / goalDistance * 12;
+ }
+ self.directShotCooldown = 30000; // 30 seconds
+ } else {
+ // Normal shot
+ var goalDx = playerGoal.x - ball.x;
+ var goalDy = playerGoal.y - ball.y;
+ var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy);
+ if (goalDistance > 0) {
+ ball.velocityX = goalDx / goalDistance * 10;
+ ball.velocityY = goalDy / goalDistance * 10;
+ }
}
- self.directShotCooldown = 30000; // 30 seconds
- } else {
- // Normal shot
- var goalDx = playerGoal.x - ball.x;
- var goalDy = playerGoal.y - ball.y;
- var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy);
- if (goalDistance > 0) {
- ball.velocityX = goalDx / goalDistance * 10;
- ball.velocityY = goalDy / goalDistance * 10;
+ }
+ });
+ // Option 2: Move to a random open space in the attacking third
+ options.push(function () {
+ var targetX = 600 + Math.random() * 800;
+ var targetY = 600 + Math.random() * 800;
+ var dx2 = targetX - self.x;
+ var dy2 = targetY - self.y;
+ var dist2 = Math.sqrt(dx2 * dx2 + dy2 * dy2);
+ if (dist2 > 10) {
+ self.x += dx2 / dist2 * self.speed * 0.7;
+ self.y += dy2 / dist2 * self.speed * 0.7;
+ }
+ });
+ // Option 3: Support a teammate (move closer to nearest teammate)
+ options.push(function () {
+ var teammates = [player, chigiri, hiori, reo, nagi, bachira];
+ var nearestTeammate = null;
+ var nearestDist = Infinity;
+ for (var t = 0; t < teammates.length; t++) {
+ if (teammates[t] && teammates[t] !== self) {
+ var d = Math.sqrt((teammates[t].x - self.x) * (teammates[t].x - self.x) + (teammates[t].y - self.y) * (teammates[t].y - self.y));
+ if (d < nearestDist) {
+ nearestDist = d;
+ nearestTeammate = teammates[t];
+ }
}
}
+ if (nearestTeammate && nearestDist > 100) {
+ var dx3 = nearestTeammate.x - self.x;
+ var dy3 = nearestTeammate.y - self.y;
+ var dist3 = Math.sqrt(dx3 * dx3 + dy3 * dy3);
+ if (dist3 > 10) {
+ self.x += dx3 / dist3 * self.speed * 0.5;
+ self.y += dy3 / dist3 * self.speed * 0.5;
+ }
+ }
+ });
+ // Randomly pick one or more options to execute for more dynamic behavior
+ var chosen = Math.random();
+ if (chosen < 0.5) {
+ options[0](); // 50% chance: chase ball and shoot
+ } else if (chosen < 0.8) {
+ options[1](); // 30% chance: move to open space
+ } else {
+ options[2](); // 20% chance: support teammate
}
} else {
- // Move toward attacking position
+ // Move toward attacking position, but always move (never idle)
var homeDx = self.homeX - self.x;
var homeDy = self.homeY - self.y;
var homeDistance = Math.sqrt(homeDx * homeDx + homeDy * homeDy);
if (homeDistance > 50) {
self.x += homeDx / homeDistance * self.speed * 0.4;
self.y += homeDy / homeDistance * self.speed * 0.4;
+ } else {
+ // If already at home, wander slightly to stay active
+ self.x += (Math.random() - 0.5) * 2;
+ self.y += (Math.random() - 0.5) * 2;
}
}
};
return self;
@@ -2166,17 +2261,66 @@
var dy = ball.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Smart midfield positioning based on ball location
if (ball.y > 1200) {
- // Ball is in player's half - position defensively
- var defensiveX = 1024;
- var defensiveY = Math.max(1000, ball.y - 300);
- var defDx = defensiveX - self.x;
- var defDy = defensiveY - self.y;
- var defDist = Math.sqrt(defDx * defDx + defDy * defDy);
- if (defDist > 50) {
- self.x += defDx / defDist * self.speed * 0.7;
- self.y += defDy / defDist * self.speed * 0.7;
+ // Ball is in player's half - consider multiple midfield actions
+ var options = [];
+ // Option 1: Position defensively
+ options.push(function () {
+ var defensiveX = 1024;
+ var defensiveY = Math.max(1000, ball.y - 300);
+ var defDx = defensiveX - self.x;
+ var defDy = defensiveY - self.y;
+ var defDist = Math.sqrt(defDx * defDx + defDy * defDy);
+ if (defDist > 50) {
+ self.x += defDx / defDist * self.speed * 0.7;
+ self.y += defDy / defDist * self.speed * 0.7;
+ }
+ });
+ // Option 2: Move to open space in midfield
+ options.push(function () {
+ var targetX = 600 + Math.random() * 800;
+ var targetY = 900 + Math.random() * 400;
+ var dx2 = targetX - self.x;
+ var dy2 = targetY - self.y;
+ var dist2 = Math.sqrt(dx2 * dx2 + dy2 * dy2);
+ if (dist2 > 10) {
+ self.x += dx2 / dist2 * self.speed * 0.5;
+ self.y += dy2 / dist2 * self.speed * 0.5;
+ }
+ });
+ // Option 3: Support nearest teammate
+ options.push(function () {
+ var teammates = [player, chigiri, hiori, reo, nagi, bachira];
+ var nearest = null;
+ var nearestDist = Infinity;
+ for (var t = 0; t < teammates.length; t++) {
+ if (teammates[t]) {
+ var d = Math.sqrt((teammates[t].x - self.x) * (teammates[t].x - self.x) + (teammates[t].y - self.y) * (teammates[t].y - self.y));
+ if (d < nearestDist) {
+ nearestDist = d;
+ nearest = teammates[t];
+ }
+ }
+ }
+ if (nearest && nearestDist > 80) {
+ var dx3 = nearest.x - self.x;
+ var dy3 = nearest.y - self.y;
+ var dist3 = Math.sqrt(dx3 * dx3 + dy3 * dy3);
+ if (dist3 > 10) {
+ self.x += dx3 / dist3 * self.speed * 0.3;
+ self.y += dy3 / dist3 * self.speed * 0.3;
+ }
+ }
+ });
+ // Pick one or more options for more dynamic midfield
+ var chosen = Math.random();
+ if (chosen < 0.5) {
+ options[0](); // 50% defensive
+ } else if (chosen < 0.8) {
+ options[1](); // 30% open space
+ } else {
+ options[2](); // 20% support
}
}
// Aggressive ball stealing from player team
var allPlayerTeam = [player, chigiri, hiori, reo, nagi, bachira];
@@ -4147,17 +4291,58 @@
});
}
}
} else {
- // Sae is always active: maintain attacking midfield position
- var attackingMidfieldX = 1024 + (Math.random() - 0.5) * 300;
- var attackingMidfieldY = 1000 + Math.random() * 200; // Stay in upper midfield area
- var shotDx = attackingMidfieldX - self.x;
- var shotDy = attackingMidfieldY - self.y;
- var shotDist = Math.sqrt(shotDx * shotDx + shotDy * shotDy);
- if (shotDist > 50) {
- self.x += shotDx / shotDist * self.speed * 0.5;
- self.y += shotDy / shotDist * self.speed * 0.5;
+ // Sae is always active: maintain attacking midfield position with dynamic options
+ var options = [];
+ // Option 1: Move to random attacking midfield position
+ options.push(function () {
+ var attackingMidfieldX = 1024 + (Math.random() - 0.5) * 300;
+ var attackingMidfieldY = 1000 + Math.random() * 200; // Stay in upper midfield area
+ var shotDx = attackingMidfieldX - self.x;
+ var shotDy = attackingMidfieldY - self.y;
+ var shotDist = Math.sqrt(shotDx * shotDx + shotDy * shotDy);
+ if (shotDist > 50) {
+ self.x += shotDx / shotDist * self.speed * 0.5;
+ self.y += shotDy / shotDist * self.speed * 0.5;
+ }
+ });
+ // Option 2: Move to support nearest forward
+ options.push(function () {
+ var nearestForward = null;
+ var nearestDist = Infinity;
+ for (var i = 0; i < opponents.length; i++) {
+ if (opponents[i].role === 'forward') {
+ var d = Math.sqrt((opponents[i].x - self.x) * (opponents[i].x - self.x) + (opponents[i].y - self.y) * (opponents[i].y - self.y));
+ if (d < nearestDist) {
+ nearestDist = d;
+ nearestForward = opponents[i];
+ }
+ }
+ }
+ if (nearestForward && nearestDist > 60) {
+ var dx2 = nearestForward.x - self.x;
+ var dy2 = nearestForward.y - self.y;
+ var dist2 = Math.sqrt(dx2 * dx2 + dy2 * dy2);
+ if (dist2 > 10) {
+ self.x += dx2 / dist2 * self.speed * 0.4;
+ self.y += dy2 / dist2 * self.speed * 0.4;
+ }
+ }
+ });
+ // Option 3: Wander slightly to stay active
+ options.push(function () {
+ self.x += (Math.random() - 0.5) * 2;
+ self.y += (Math.random() - 0.5) * 2;
+ });
+ // Pick one or more options for more dynamic attacking
+ var chosen = Math.random();
+ if (chosen < 0.5) {
+ options[0](); // 50% move to midfield
+ } else if (chosen < 0.8) {
+ options[1](); // 30% support forward
+ } else {
+ options[2](); // 20% wander
}
// If far from ball but in shooting range, attempt long-range curved shot
if (distance > 200 && distance < 700 && !self.isDribbling && !self.isZigzagDribbling && !self.isChopDribbling && !self.falseShotActive) {
// Falsolu şut: apply curve by adding to X velocity
@@ -5437,67 +5622,31 @@
}
// Enhanced AI positioning based on ball location
for (var i = 0; i < opponents.length; i++) {
var opponent = opponents[i];
- // Defensive/attacking stabilization: ensure all AI are always moving and using abilities
- if (typeof opponent.stunned !== "undefined" && opponent.stunned) {
- // If stunned, skip movement for this frame
- continue;
- }
- // If opponent is out of bounds, bring them back in
- if (opponent.x < 30) opponent.x = 30;
- if (opponent.x > 2018) opponent.x = 2018;
- if (opponent.y < 30) opponent.y = 30;
- if (opponent.y > 2702) opponent.y = 2702;
- // If opponent is not moving, nudge toward home position
- if (typeof opponent.lastX === "undefined") opponent.lastX = opponent.x;
- if (typeof opponent.lastY === "undefined") opponent.lastY = opponent.y;
- var moved = Math.abs(opponent.x - opponent.lastX) > 1 || Math.abs(opponent.y - opponent.lastY) > 1;
- if (!moved) {
- // Nudge toward home position if stuck
- var homeDx = (opponent.homeX || 1024) - opponent.x;
- var homeDy = (opponent.homeY || 1366) - opponent.y;
- var homeDist = Math.sqrt(homeDx * homeDx + homeDy * homeDy);
- if (homeDist > 1) {
- opponent.x += homeDx / homeDist * (opponent.speed || 2.5) * 0.5;
- opponent.y += homeDy / homeDist * (opponent.speed || 2.5) * 0.5;
+ var ballThreatLevel = Math.sqrt((ball.x - 1024) * (ball.x - 1024) + (ball.y - 1366) * (ball.y - 1366));
+ // Adjust opponent aggression based on ball threat
+ if (ballThreatLevel < 300) {
+ // Ball is in center - opponents become slightly more aggressive
+ if (opponent.role === 'defense') {
+ opponent.speed = 2.8;
+ opponent.maxDistance = 350;
+ } else if (opponent.role === 'midfield') {
+ opponent.speed = 2.5;
+ } else if (opponent.role === 'forward') {
+ opponent.speed = 3.0;
}
- }
- opponent.lastX = opponent.x;
- opponent.lastY = opponent.y;
- // If opponent has a special ability/cooldown, ensure it is ticking down
- if (typeof opponent.update === "function") {
- // Call their update to ensure abilities and movement are handled
- opponent.update();
- }
- }
- // Stabilize player team as well (chigiri, hiori, reo, nagi, bachira)
- var teammates = [chigiri, hiori, reo, nagi, bachira];
- for (var i = 0; i < teammates.length; i++) {
- var mate = teammates[i];
- if (!mate) continue;
- if (typeof mate.stunned !== "undefined" && mate.stunned) continue;
- if (mate.x < 30) mate.x = 30;
- if (mate.x > 2018) mate.x = 2018;
- if (mate.y < 30) mate.y = 30;
- if (mate.y > 2702) mate.y = 2702;
- if (typeof mate.lastX === "undefined") mate.lastX = mate.x;
- if (typeof mate.lastY === "undefined") mate.lastY = mate.y;
- var moved = Math.abs(mate.x - mate.lastX) > 1 || Math.abs(mate.y - mate.lastY) > 1;
- if (!moved) {
- var homeDx = (mate.homeX || 1024) - mate.x;
- var homeDy = (mate.homeY || 1366) - mate.y;
- var homeDist = Math.sqrt(homeDx * homeDx + homeDy * homeDy);
- if (homeDist > 1) {
- mate.x += homeDx / homeDist * (mate.speed || 3) * 0.5;
- mate.y += homeDy / homeDist * (mate.speed || 3) * 0.5;
+ } else {
+ // Ball is far - return to normal behavior
+ if (opponent.role === 'defense') {
+ opponent.speed = 2.5;
+ opponent.maxDistance = 300;
+ } else if (opponent.role === 'midfield') {
+ opponent.speed = 2.2;
+ } else if (opponent.role === 'forward') {
+ opponent.speed = 2.8;
}
}
- mate.lastX = mate.x;
- mate.lastY = mate.y;
- if (typeof mate.update === "function") {
- mate.update();
- }
}
- // Ensure all characters are always actively playing, using abilities, moving, defending, attacking, and helping recover the ball
- // All role-based AI and abilities are handled in each player's update method
+ // Role-based AI is now handled in each player's update method
+ // Defense, Midfield, and Forward players have their own specialized behaviors
};
\ No newline at end of file