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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
User prompt
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
User prompt
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
User prompt
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
User prompt
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
User prompt
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
User prompt
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 () {
// 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;
}
var dx = ball.x - self.x;
var dy = ball.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Enhanced ball pursuit for hybrid player
if (distance < 500 && !self.isSpeedBursting) {
// Chase ball with hybrid intelligence
var chaseSpeed = distance < 150 ? self.normalSpeed * 1.4 : self.normalSpeed * 1.1;
self.x += dx / distance * chaseSpeed;
self.y += dy / distance * chaseSpeed;
}
// 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;
// Attack opponent goal if close to ball
if (distance < 80) {
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;
}
}
} 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;
}
}
}
};
// Add shootBall method to ChigiriPlayer
self.shootBall = function (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);
self.hasBall = false;
ball.active = true;
ballDetachCooldown = ballDetachCooldownTime;
ball.velocityX = dx / distance * finalPower;
ball.velocityY = dy / distance * finalPower;
LK.getSound('kick').play();
}
};
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 = 4;
self.role = 'defense';
self.homeX = 1024;
self.homeY = 600;
self.maxDistance = 400;
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);
// Defense priority: desperately try to get the ball
if (distance < 400) {
// Move aggressively toward ball - increased chase range
self.x += dx / distance * (self.speed * 1.2);
self.y += dy / distance * (self.speed * 1.2);
// 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 * slideDy);
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;
}
}
}
// 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;
}
}
};
// Add shootBall method to DefensePlayer
self.shootBall = function (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);
self.hasBall = false;
ball.active = true;
ballDetachCooldown = ballDetachCooldownTime;
ball.velocityX = dx / distance * finalPower;
ball.velocityY = dy / distance * finalPower;
LK.getSound('kick').play();
}
};
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 = 3.5;
self.role = 'forward';
self.homeX = 1024;
self.homeY = 1400;
self.hasBall = false;
self.directShotCooldown = self.directShotCooldown || 0;
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 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;
}
// 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
if (distance < 400) {
// Move toward ball with aggressive pursuit
var pursuitSpeed = distance < 200 ? self.speed * 1.8 : self.speed * 1.3;
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: very fast and straight
ball.velocityX = goalDx / goalDistance * 18;
ball.velocityY = goalDy / goalDistance * 18;
}
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;
}
}
}
} else {
// Move toward attacking 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 * 0.4;
self.y += homeDy / homeDistance * self.speed * 0.4;
}
}
};
// Add shootBall method to ForwardPlayer
self.shootBall = function (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);
self.hasBall = false;
ball.active = true;
ballDetachCooldown = ballDetachCooldownTime;
ball.velocityX = dx / distance * finalPower;
ball.velocityY = dy / distance * finalPower;
LK.getSound('kick').play();
}
};
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
ball.velocityX = 0;
ball.velocityY = 0;
ball.x = self.x;
ball.y = self.y;
ball.active = false;
player.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 () {
// 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;
}
// 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 {
// Normal ball pursuit
if (distance < 400) {
var chaseSpeed = distance < 150 ? self.speed * 1.3 : self.speed * 1.1;
self.x += dx / distance * chaseSpeed;
self.y += dy / distance * chaseSpeed;
// 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
});
}
});
}
}
// FLOW: If in Flow, perfect pass always goes directly to player, no curve, and is instant
if (distance < 80 && 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
});
}
});
}
}
}
// 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;
}
}
};
// Add shootBall method to HioriPlayer
self.shootBall = function (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);
self.hasBall = false;
ball.active = true;
ballDetachCooldown = ballDetachCooldownTime;
ball.velocityX = dx / distance * finalPower;
ball.velocityY = dy / distance * finalPower;
LK.getSound('kick').play();
}
};
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 () {
// 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
// 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 && distance < 400) {
// Normal ball pursuit
var chaseSpeed = distance < 150 ? self.speed * 1.3 : self.speed * 1.1;
self.x += dx / distance * chaseSpeed;
self.y += dy / distance * chaseSpeed;
// 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 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() + 3000; // 3 seconds 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() + 4000; // 4 seconds 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
});
}
});
};
// Add shootBall method to MeguruBachiraPlayer
self.shootBall = function (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);
self.hasBall = false;
ball.active = true;
ballDetachCooldown = ballDetachCooldownTime;
ball.velocityX = dx / distance * finalPower;
ball.velocityY = dy / distance * finalPower;
LK.getSound('kick').play();
}
};
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 = 3;
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 () {
// 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);
// Midfield: get ball and pass to forward
if (distance < 350) {
// Move toward ball with increased speed when chasing
var chaseSpeed = distance < 150 ? self.speed * 1.5 : self.speed * 1.2;
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;
}
}
};
// Add shootBall method to MidfieldPlayer
self.shootBall = function (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);
self.hasBall = false;
ball.active = true;
ballDetachCooldown = ballDetachCooldownTime;
ball.velocityX = dx / distance * finalPower;
ball.velocityY = dy / distance * finalPower;
LK.getSound('kick').play();
}
};
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 = 4;
self.role = 'nagi';
self.homeX = 1400;
self.homeY = 2000;
self.hasBall = false;
// --- FLOW SYSTEM for Nagi ---
self.flowActive = false;
self.flowTriggerChecked = false;
self.flowVolleyCount = 0;
self.flowVolleyMax = 5; // 5 Revolver Fake Volleys in Flow
self.flowText = null;
// Fake Volley variables
self.fakeVolleyState = 0; // 0: ready, 1: fake shot done, 2: real shot done
self.fakeVolleyTarget = null;
self.fakeVolleyStunRadius = 120;
self.fakeVolleyStunDuration = 2000; // 2 seconds
self.fakeVolleyStunnedOpponents = [];
self.fakeVolleyStunEnd = 0;
// Fake Attack variables
self.fakeAttackCooldown = 0;
self.fakeAttackCooldownTime = 5000; // Base 5 seconds, will be randomized
self.fakeAttackStunRadius = 140;
self.fakeAttackStunDuration = 0; // Will be randomized 5-10 seconds
self.fakeAttackStunnedOpponents = [];
self.fakeAttackStunEnd = 0;
self.fakeAttackChance = 0.3; // 30% chance for shots to be fake
self.fakeVolleyVisual = null;
// Ball pull variables
self.ballPullRange = 150;
self.ballPullActive = false;
self.ballPullVisual = null;
self.ballPullCooldown = 0;
self.ballPullCooldownTime = 5000; // 5 seconds
// Ball control text
self.ballControlText = null;
self.update = function () {
// --- FLOW TRIGGER: If 2 goals scored by Nagi's team, activate Flow for random teammate (including Nagi) ---
if (!self.flowActive && !self.flowTriggerChecked && typeof playerScore !== "undefined" && playerScore >= 2) {
self.flowTriggerChecked = true;
// Pick a random teammate (Nagi, Hiori, Chigiri, Reo) to enter Flow
var teammates = [];
if (typeof nagi !== "undefined") teammates.push(nagi);
if (typeof hiori !== "undefined") teammates.push(hiori);
if (typeof chigiri !== "undefined") teammates.push(chigiri);
if (typeof reo !== "undefined") teammates.push(reo);
if (teammates.length > 0) {
var idx = Math.floor(Math.random() * teammates.length);
var chosen = teammates[idx];
if (chosen && typeof chosen.flowActive !== "undefined") {
chosen.flowActive = true;
chosen.flowVolleyCount = 0;
// Show Flow text above chosen
if (!chosen.flowText) {
chosen.flowText = chosen.addChild(new Text2('FLOW', {
size: 48,
fill: 0x00FFFF
}));
chosen.flowText.anchor.set(0.5, 0.5);
chosen.flowText.x = 0;
chosen.flowText.y = -100;
chosen.flowText.alpha = 1;
tween(chosen.flowText, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 1
}, {
duration: 300,
onFinish: function onFinish() {
tween(chosen.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;
}
// Update cooldowns
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;
}
if (self.ballPullCooldown > 0) {
self.ballPullCooldown -= 16;
if (self.ballPullCooldown < 0) self.ballPullCooldown = 0;
}
// Update Fake Attack cooldown
if (self.fakeAttackCooldown > 0) {
self.fakeAttackCooldown -= 16;
if (self.fakeAttackCooldown < 0) self.fakeAttackCooldown = 0;
}
// Handle Fake Attack stun end
if (self.fakeAttackStunEnd > 0 && Date.now() > self.fakeAttackStunEnd) {
// Restore stunned opponents from Fake Attack
for (var i = 0; i < self.fakeAttackStunnedOpponents.length; i++) {
var opponent = self.fakeAttackStunnedOpponents[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.fakeAttackStunnedOpponents = [];
self.fakeAttackStunEnd = 0;
}
var dx = ball.x - self.x;
var dy = ball.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Nagi Ball Control: Steal from opponent if close and not immune
if (!self.nagiStealImmunity) self.nagiStealImmunity = 0;
var canSteal = true;
if (self.nagiStealImmunity > Date.now()) canSteal = false;
// Check for opponent with ball in Ball Control range
var stoleFromOpponent = false;
if (canSteal) {
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 (opp.hasBall && oppDist < 120) {
// Steal the ball from opponent
opp.hasBall = false;
ball.active = true;
// Move ball to Nagi's feet
ball.velocityX = 0;
ball.velocityY = 0;
tween(ball, {
x: self.x,
y: self.y + 40
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
ball.active = false;
self.hasBall = true;
}
});
// Show "Ball Control" text
if (!self.ballControlText) {
self.ballControlText = self.addChild(new Text2('Ball Control', {
size: 40,
fill: 0xFFFFFF
}));
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;
}
}
});
}, 2000);
}
});
}
// Set 3s immunity for Nagi after stealing
self.nagiStealImmunity = Date.now() + 3000;
stoleFromOpponent = true;
break;
}
}
}
// If not stealing from opponent, allow normal ball control from loose ball
if (!stoleFromOpponent && distance < 120 && ball.active && !self.hasBall && canSteal) {
ball.velocityX = 0;
ball.velocityY = 0;
tween(ball, {
x: self.x,
y: self.y + 40
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
ball.active = false;
self.hasBall = true;
}
});
if (!self.ballControlText) {
self.ballControlText = self.addChild(new Text2('Ball Control', {
size: 40,
fill: 0xFFFFFF
}));
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;
}
}
});
}, 2000);
}
});
}
}
// --- FLOW: 5 Revolver Fake Volley logic ---
if (self.flowActive) {
// If close to ball, perform up to 5 chained fake volleys (fake+real) in a row
if (distance < 80 && self.flowVolleyCount < self.flowVolleyMax && self.fakeVolleyState === 0) {
self.fakeVolleyState = 1;
self.flowVolleyCount++;
// Stun nearby opponents
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: 1.1,
scaleY: 1.1
}, {
duration: 200
});
}
self.fakeVolleyStunEnd = Date.now() + self.fakeVolleyStunDuration;
// Fake shot - ball barely moves
ball.velocityX = (Math.random() - 0.5) * 2;
ball.velocityY = (Math.random() - 0.5) * 2;
ball.active = true;
tween(self, {
scaleX: 1.3,
scaleY: 1.3,
tint: 0xFFFF00
}, {
duration: 200,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1,
tint: 0xFFFFFF
}, {
duration: 200
});
}
});
} else if (self.flowActive && self.fakeVolleyState === 1) {
// After fake, do real volley
self.fakeVolleyState = 2;
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 * 16;
ball.velocityY = goalDy / goalDistance * 16;
ball.active = true;
}
tween(self, {
scaleX: 1.4,
scaleY: 1.4,
tint: 0xFF0000
}, {
duration: 300,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1,
tint: 0xFFFFFF
}, {
duration: 300
});
}
});
// Reset fake volley state after a short delay, and chain next if not reached max
LK.setTimeout(function () {
self.fakeVolleyState = 0;
// If not reached 5, chain next volley automatically (simulate rapid-fire)
if (self.flowActive && self.flowVolleyCount < self.flowVolleyMax) {
// Move Nagi slightly forward for next volley
self.x += (opponentGoal.x - self.x) * 0.08;
self.y += (opponentGoal.y - self.y) * 0.08;
} else if (self.flowActive && self.flowVolleyCount >= self.flowVolleyMax) {
// End Flow after 5 volleys
self.flowActive = false;
self.flowVolleyCount = 0;
if (self.flowText) {
self.flowText.destroy();
self.flowText = null;
}
}
}, 500);
}
// Prevent normal volley logic during Flow
return;
}
// After stealing, for 3s, Nagi cannot be stolen from and focuses on goal
if (self.hasBall && self.nagiStealImmunity > Date.now()) {
// Nagi focuses on goal: move toward opponent goal and shoot if close
var goalDx = opponentGoal.x - self.x;
var goalDy = opponentGoal.y - self.y;
var goalDist = Math.sqrt(goalDx * goalDx + goalDy * goalDy);
if (goalDist > 0) {
self.x += goalDx / goalDist * self.speed * 1.2;
self.y += goalDy / goalDist * self.speed * 1.2;
// If close to goal, shoot
if (goalDist < 200) {
ball.active = true;
ball.velocityX = goalDx / goalDist * 16;
ball.velocityY = goalDy / goalDist * 16;
self.hasBall = false;
// Remove immunity after shot
self.nagiStealImmunity = 0;
}
}
} else {
// If Nagi doesn't have ball, always move to a good attacking position near the opponent goal
var attackTargetX = opponentGoal.x + 200 * Math.sin(Date.now() / 1200); // oscillate a bit for realism
var attackTargetY = opponentGoal.y + 250;
var attackDx = attackTargetX - self.x;
var attackDy = attackTargetY - self.y;
var attackDist = Math.sqrt(attackDx * attackDx + attackDy * attackDy);
if (attackDist > 10) {
self.x += attackDx / attackDist * self.speed * 0.8;
self.y += attackDy / attackDist * self.speed * 0.8;
}
}
// Ball pull ability - show range when ball is within pull range
if (distance <= self.ballPullRange && !self.ballPullActive && self.ballPullCooldown <= 0) {
if (!self.ballPullVisual) {
// Create ball pull range visual
self.ballPullVisual = self.addChild(LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3,
tint: 0x00FF00
}));
self.ballPullVisual.alpha = 0.2;
}
// Pull ball towards self
if (distance > 30) {
self.ballPullActive = true;
var pullForce = 8;
ball.velocityX = -dx / distance * pullForce;
ball.velocityY = -dy / distance * pullForce;
ball.active = true;
self.ballPullCooldown = self.ballPullCooldownTime;
// Visual effect for ball pull
tween(self, {
scaleX: 1.2,
scaleY: 1.2,
tint: 0x00FF00
}, {
duration: 150,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1,
tint: 0xFFFFFF
}, {
duration: 150
});
}
});
}
} else {
// Remove ball pull visual if ball is out of range
if (self.ballPullVisual) {
self.ballPullVisual.destroy();
self.ballPullVisual = null;
}
self.ballPullActive = false;
}
// Normal ball pursuit
if (distance < 400) {
var chaseSpeed = distance < 150 ? self.speed * 1.2 : self.speed * 1.0;
self.x += dx / distance * chaseSpeed;
self.y += dy / distance * chaseSpeed;
// Volley ability when close to ball with Fake Attack chance
if (distance < 80) {
// Check if this should be a Fake Attack
var shouldFakeAttack = self.fakeAttackCooldown <= 0 && Math.random() < self.fakeAttackChance;
if (shouldFakeAttack) {
// FAKE ATTACK - stun opponents and barely move ball
// Find opponents within Fake Attack stun 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.fakeAttackStunRadius) {
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.fakeAttackStunnedOpponents.push(opponent);
// Visual effect for stunned opponent
tween(opponent, {
tint: 0xFF6600,
// Orange tint for Fake Attack
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 250
});
}
// Randomize stun duration (5-10 seconds)
self.fakeAttackStunDuration = 5000 + Math.random() * 5000;
self.fakeAttackStunEnd = Date.now() + self.fakeAttackStunDuration;
// Randomize next cooldown (5-10 seconds)
self.fakeAttackCooldownTime = 5000 + Math.random() * 5000;
self.fakeAttackCooldown = self.fakeAttackCooldownTime;
// Fake attack - ball barely moves
ball.velocityX = (Math.random() - 0.5) * 3;
ball.velocityY = (Math.random() - 0.5) * 3;
ball.active = true;
// Visual effect for Fake Attack
tween(self, {
scaleX: 1.4,
scaleY: 1.4,
tint: 0xFF6600 // Orange for Fake Attack
}, {
duration: 300,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1,
tint: 0xFFFFFF
}, {
duration: 300
});
}
});
} else if (self.fakeVolleyState === 0) {
// First shot - FAKE VOLLEY
self.fakeVolleyState = 1;
// Find opponents within stun 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);
}
}
// 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.fakeVolleyStunnedOpponents.push(opponent);
// Visual effect for stunned opponent
tween(opponent, {
tint: 0xFFFF00,
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 200
});
}
self.fakeVolleyStunEnd = Date.now() + self.fakeVolleyStunDuration;
// Fake shot - ball barely moves to show it's fake
ball.velocityX = (Math.random() - 0.5) * 2;
ball.velocityY = (Math.random() - 0.5) * 2;
ball.active = true;
// Visual effect for fake shot
tween(self, {
scaleX: 1.3,
scaleY: 1.3,
tint: 0xFFFF00
}, {
duration: 200,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1,
tint: 0xFFFFFF
}, {
duration: 200
});
}
});
} else if (self.fakeVolleyState === 1) {
// Second shot - REAL VOLLEY
self.fakeVolleyState = 2;
// Real powerful shot toward opponent 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 * 16;
ball.velocityY = goalDy / goalDistance * 16;
ball.active = true;
}
// Visual effect for real shot
tween(self, {
scaleX: 1.4,
scaleY: 1.4,
tint: 0xFF0000
}, {
duration: 300,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1,
tint: 0xFFFFFF
}, {
duration: 300
});
}
});
// Reset fake volley state after a delay
LK.setTimeout(function () {
self.fakeVolleyState = 0;
}, 3000);
}
}
} 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 * 0.4;
self.y += homeDy / homeDistance * self.speed * 0.4;
}
}
};
// Add shootBall method to NagiPlayer
self.shootBall = function (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);
self.hasBall = false;
ball.active = true;
ballDetachCooldown = ballDetachCooldownTime;
ball.velocityX = dx / distance * finalPower;
ball.velocityY = dy / distance * finalPower;
LK.getSound('kick').play();
}
};
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;
// Add shootBall method to Player
self.shootBall = function (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);
self.hasBall = false;
ball.active = true;
ballDetachCooldown = ballDetachCooldownTime;
ball.velocityX = dx / distance * finalPower;
ball.velocityY = dy / distance * finalPower;
LK.getSound('kick').play();
}
};
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 () {
// 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
if (self.isDefensiveMode) {
// Defensive mode: more active interception and ball pursuit
if (distance < 500) {
var defensiveSpeed = self.speed * 1.1;
self.x += dx / distance * defensiveSpeed;
self.y += dy / distance * defensiveSpeed;
// 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 (distance < 700) {
var attackSpeed = self.speed * 1.7;
self.x += dx / distance * attackSpeed;
self.y += dy / distance * attackSpeed;
// Attack shot
if (distance < 80) {
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;
}
}
} 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
});
}
});
}
};
// Add shootBall method to ReoPlayer
self.shootBall = function (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);
self.hasBall = false;
ball.active = true;
ballDetachCooldown = ballDetachCooldownTime;
ball.velocityX = dx / distance * finalPower;
ball.velocityY = dy / distance * finalPower;
LK.getSound('kick').play();
}
};
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 = 4.5;
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 () {
// 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 aggressively but stay in attacking areas
if (distance < 500) {
// 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;
// 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 * 1.4 : self.speed * 1.2;
// 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 * 15;
ball.velocityY = passDy / passDist * 15;
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
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;
}
// 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;
}
}
};
};
// Add shootBall method to SaePlayer
self.shootBall = function (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);
self.hasBall = false;
ball.active = true;
ballDetachCooldown = ballDetachCooldownTime;
ball.velocityX = dx / distance * finalPower;
ball.velocityY = dy / distance * finalPower;
LK.getSound('kick').play();
}
};
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.update = function () {
if (self.active) {
self.x += self.velocityX;
self.y += self.velocityY;
self.velocityX *= self.friction;
self.velocityY *= self.friction;
// 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);
// Forward player
var forwardPlayer = game.addChild(new ForwardPlayer());
forwardPlayer.x = 1024;
forwardPlayer.y = 1400;
forwardPlayer.homeX = 1024;
forwardPlayer.homeY = 1400;
opponents.push(forwardPlayer);
// 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;
}
// Game update loop
game.update = function () {
// 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)
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) {
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 - all opponents become more aggressive
if (opponent.role === 'defense') {
opponent.speed = 4.5;
opponent.maxDistance = 500;
} else if (opponent.role === 'midfield') {
opponent.speed = 3.5;
} else if (opponent.role === 'forward') {
opponent.speed = 4.2;
}
} else {
// Ball is far - return to normal behavior
if (opponent.role === 'defense') {
opponent.speed = 4;
opponent.maxDistance = 400;
} else if (opponent.role === 'midfield') {
opponent.speed = 3;
} else if (opponent.role === 'forward') {
opponent.speed = 3.5;
}
}
}
// 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
@@ -32,40 +32,8 @@
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;
@@ -92,53 +60,18 @@
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;
+ // Enhanced ball pursuit for hybrid player
+ if (distance < 500 && !self.isSpeedBursting) {
+ // Chase ball with hybrid intelligence
+ var chaseSpeed = distance < 150 ? self.normalSpeed * 1.4 : self.normalSpeed * 1.1;
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
@@ -209,59 +142,18 @@
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
+ // Attack opponent goal if close to ball
if (distance < 80) {
- // Try strategic passing first
- if (formationCoordinator.executeStrategicPass(self)) {
- // Strategic pass executed
- } else {
- // (No code to insert here, this is a revert of previous AI enhancements. All AI logic is now restored to their original, natural behaviors as defined in their respective classes.)
- 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;
- }
- }
+ 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;
@@ -277,102 +169,22 @@
}
}
}
};
- // 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;
- }
+ // Add shootBall method to ChigiriPlayer
+ self.shootBall = function (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);
+ self.hasBall = false;
+ ball.active = true;
+ ballDetachCooldown = ballDetachCooldownTime;
+ ball.velocityX = dx / distance * finalPower;
+ ball.velocityY = dy / distance * finalPower;
+ LK.getSound('kick').play();
}
- 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) {
@@ -383,13 +195,13 @@
});
if (typeof colorOverride === "number" && opponentGraphics) {
opponentGraphics.tint = colorOverride;
}
- self.speed = 2.5;
+ self.speed = 4;
self.role = 'defense';
self.homeX = 1024;
self.homeY = 600;
- self.maxDistance = 300;
+ self.maxDistance = 400;
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));
@@ -410,75 +222,20 @@
}
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);
+ if (distance < 400) {
+ // Move aggressively toward ball - increased chase range
+ self.x += dx / distance * (self.speed * 1.2);
+ self.y += dy / distance * (self.speed * 1.2);
// 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);
+ var slideDist = Math.sqrt(slideDx * slideDx + slideDy * slideDy);
if (slideDist > 0) {
// Animate slide (quick move)
tween(self, {
x: self.x + slideDx / slideDist * 60,
@@ -498,93 +255,8 @@
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;
@@ -631,55 +303,38 @@
self.y += homeDy / homeDistance * self.speed * 0.5;
}
}
};
+ // Add shootBall method to DefensePlayer
+ self.shootBall = function (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);
+ self.hasBall = false;
+ ball.active = true;
+ ballDetachCooldown = ballDetachCooldownTime;
+ ball.velocityX = dx / distance * finalPower;
+ ball.velocityY = dy / distance * finalPower;
+ LK.getSound('kick').play();
+ }
+ };
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.speed = 3.5;
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
@@ -695,164 +350,72 @@
}
// 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;
- }
+ // Forward: attack and try to score
+ if (distance < 400) {
+ // Move toward ball with aggressive pursuit
+ var pursuitSpeed = distance < 200 ? self.speed * 1.8 : self.speed * 1.3;
+ 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: very fast and straight
+ ball.velocityX = goalDx / goalDistance * 18;
+ ball.velocityY = goalDy / goalDistance * 18;
}
- }
- });
- // 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];
- }
+ 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;
}
}
- 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)
+ // Move toward attacking 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 * 0.4;
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;
}
}
};
+ // Add shootBall method to ForwardPlayer
+ self.shootBall = function (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);
+ self.hasBall = false;
+ ball.active = true;
+ ballDetachCooldown = ballDetachCooldownTime;
+ ball.velocityX = dx / distance * finalPower;
+ ball.velocityY = dy / distance * finalPower;
+ LK.getSound('kick').play();
+ }
+ };
return self;
});
var Goal = Container.expand(function () {
var self = Container.call(this);
@@ -913,29 +476,15 @@
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
+ // Catch ball if close enough
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,
@@ -1019,40 +568,8 @@
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;
@@ -1089,52 +606,8 @@
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;
@@ -1236,24 +709,13 @@
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;
+ // Normal ball pursuit
+ if (distance < 400) {
+ var chaseSpeed = distance < 150 ? self.speed * 1.3 : self.speed * 1.1;
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) {
@@ -1320,102 +782,52 @@
}
});
}
}
- // 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 (distance < 80 && 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;
}
- }
- // 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
+ 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: 1.3,
- scaleY: 1.3
+ scaleX: 1,
+ scaleY: 1
}, {
- duration: 150,
- onFinish: function onFinish() {
- tween(ball, {
- scaleX: 1,
- scaleY: 1
- }, {
- duration: 150
- });
- }
+ 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;
@@ -1425,8 +837,23 @@
self.y += homeDy / homeDistance * self.speed * 0.4;
}
}
};
+ // Add shootBall method to HioriPlayer
+ self.shootBall = function (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);
+ self.hasBall = false;
+ ball.active = true;
+ ballDetachCooldown = ballDetachCooldownTime;
+ ball.velocityX = dx / distance * finalPower;
+ ball.velocityY = dy / distance * finalPower;
+ LK.getSound('kick').play();
+ }
+ };
return self;
});
var MeguruBachiraPlayer = Container.expand(function (colorOverride) {
var self = Container.call(this);
@@ -1480,40 +907,8 @@
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;
@@ -1590,52 +985,8 @@
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;
@@ -1837,203 +1188,137 @@
// 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;
+ } else if (!self.rouletteActive && !self.monsterDribblingActive && distance < 400) {
+ // Normal ball pursuit
+ var chaseSpeed = distance < 150 ? self.speed * 1.3 : self.speed * 1.1;
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
+ // Start abilities when close to ball
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];
+ // 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
+ });
+ }
+ });
}
}
- }
- // 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;
+ if (!self.flowActive) {
+ self.rouletteCooldown = self.rouletteCooldownTime;
}
- } 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
- });
- }
- });
- }
+ // 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
- });
- }
- });
- }
+ });
+ }
+ }
+ // 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;
+ 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
+ });
+ }
+ });
}
}
}
- // 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;
@@ -2069,9 +1354,9 @@
duration: 200
});
}
if (opponentsInRange.length > 0) {
- self.rouletteStunEnd = Date.now() + 1000; // 1 second stun
+ self.rouletteStunEnd = Date.now() + 3000; // 3 seconds 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));
@@ -2139,9 +1424,9 @@
duration: 250
});
}
if (opponentsInRange.length > 0) {
- self.monsterDribblingStunEnd = Date.now() + 1000; // 1 second stun
+ self.monsterDribblingStunEnd = Date.now() + 4000; // 4 seconds stun
}
};
self.throwBallToEdgeAndRush = function () {
// Determine which edge to throw to (left or right side of field)
@@ -2182,17 +1467,32 @@
});
}
});
};
+ // Add shootBall method to MeguruBachiraPlayer
+ self.shootBall = function (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);
+ self.hasBall = false;
+ ball.active = true;
+ ballDetachCooldown = ballDetachCooldownTime;
+ ball.velocityX = dx / distance * finalPower;
+ ball.velocityY = dy / distance * finalPower;
+ LK.getSound('kick').play();
+ }
+ };
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.speed = 3;
self.role = 'midfield';
self.homeX = 1024;
self.homeY = 1000;
self.hasBall = false;
@@ -2206,40 +1506,8 @@
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
@@ -2258,95 +1526,12 @@
}
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;
+ // Midfield: get ball and pass to forward
+ if (distance < 350) {
+ // Move toward ball with increased speed when chasing
+ var chaseSpeed = distance < 150 ? self.speed * 1.5 : self.speed * 1.2;
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) {
@@ -2446,8 +1631,23 @@
self.y += homeDy / homeDistance * self.speed * 0.3;
}
}
};
+ // Add shootBall method to MidfieldPlayer
+ self.shootBall = function (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);
+ self.hasBall = false;
+ ball.active = true;
+ ballDetachCooldown = ballDetachCooldownTime;
+ ball.velocityX = dx / distance * finalPower;
+ ball.velocityY = dy / distance * finalPower;
+ LK.getSound('kick').play();
+ }
+ };
return self;
});
var NagiPlayer = Container.expand(function (colorOverride) {
var self = Container.call(this);
@@ -2457,147 +1657,95 @@
});
if (typeof colorOverride === "number" && playerGraphics) {
playerGraphics.tint = colorOverride;
}
- self.speed = 5.5; // Increased base speed for better movement
+ self.speed = 4;
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 ---
+ // --- FLOW SYSTEM for Nagi ---
self.flowActive = false;
self.flowTriggerChecked = false;
+ self.flowVolleyCount = 0;
+ self.flowVolleyMax = 5; // 5 Revolver Fake Volleys in Flow
self.flowText = null;
+ // Fake Volley variables
+ self.fakeVolleyState = 0; // 0: ready, 1: fake shot done, 2: real shot done
+ self.fakeVolleyTarget = null;
+ self.fakeVolleyStunRadius = 120;
+ self.fakeVolleyStunDuration = 2000; // 2 seconds
+ self.fakeVolleyStunnedOpponents = [];
+ self.fakeVolleyStunEnd = 0;
+ // Fake Attack variables
+ self.fakeAttackCooldown = 0;
+ self.fakeAttackCooldownTime = 5000; // Base 5 seconds, will be randomized
+ self.fakeAttackStunRadius = 140;
+ self.fakeAttackStunDuration = 0; // Will be randomized 5-10 seconds
+ self.fakeAttackStunnedOpponents = [];
+ self.fakeAttackStunEnd = 0;
+ self.fakeAttackChance = 0.3; // 30% chance for shots to be fake
+ self.fakeVolleyVisual = null;
+ // Ball pull variables
+ self.ballPullRange = 150;
+ self.ballPullActive = false;
+ self.ballPullVisual = null;
+ self.ballPullCooldown = 0;
+ self.ballPullCooldownTime = 5000; // 5 seconds
+ // Ball control text
+ self.ballControlText = 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;
+ // --- FLOW TRIGGER: If 2 goals scored by Nagi's team, activate Flow for random teammate (including Nagi) ---
+ if (!self.flowActive && !self.flowTriggerChecked && typeof playerScore !== "undefined" && playerScore >= 2) {
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,
+ // Pick a random teammate (Nagi, Hiori, Chigiri, Reo) to enter Flow
+ var teammates = [];
+ if (typeof nagi !== "undefined") teammates.push(nagi);
+ if (typeof hiori !== "undefined") teammates.push(hiori);
+ if (typeof chigiri !== "undefined") teammates.push(chigiri);
+ if (typeof reo !== "undefined") teammates.push(reo);
+ if (teammates.length > 0) {
+ var idx = Math.floor(Math.random() * teammates.length);
+ var chosen = teammates[idx];
+ if (chosen && typeof chosen.flowActive !== "undefined") {
+ chosen.flowActive = true;
+ chosen.flowVolleyCount = 0;
+ // Show Flow text above chosen
+ if (!chosen.flowText) {
+ chosen.flowText = chosen.addChild(new Text2('FLOW', {
+ size: 48,
+ fill: 0x00FFFF
+ }));
+ chosen.flowText.anchor.set(0.5, 0.5);
+ chosen.flowText.x = 0;
+ chosen.flowText.y = -100;
+ chosen.flowText.alpha = 1;
+ tween(chosen.flowText, {
+ scaleX: 1.5,
+ scaleY: 1.5,
alpha: 1
}, {
- duration: 300
+ duration: 300,
+ onFinish: function onFinish() {
+ tween(chosen.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];
@@ -2614,160 +1762,164 @@
}
self.fakeVolleyStunnedOpponents = [];
self.fakeVolleyStunEnd = 0;
}
+ if (self.ballPullCooldown > 0) {
+ self.ballPullCooldown -= 16;
+ if (self.ballPullCooldown < 0) self.ballPullCooldown = 0;
+ }
+ // Update Fake Attack cooldown
+ if (self.fakeAttackCooldown > 0) {
+ self.fakeAttackCooldown -= 16;
+ if (self.fakeAttackCooldown < 0) self.fakeAttackCooldown = 0;
+ }
+ // Handle Fake Attack stun end
+ if (self.fakeAttackStunEnd > 0 && Date.now() > self.fakeAttackStunEnd) {
+ // Restore stunned opponents from Fake Attack
+ for (var i = 0; i < self.fakeAttackStunnedOpponents.length; i++) {
+ var opponent = self.fakeAttackStunnedOpponents[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.fakeAttackStunnedOpponents = [];
+ self.fakeAttackStunEnd = 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
+ // Nagi Ball Control: Steal from opponent if close and not immune
+ if (!self.nagiStealImmunity) self.nagiStealImmunity = 0;
+ var canSteal = true;
+ if (self.nagiStealImmunity > Date.now()) canSteal = false;
+ // Check for opponent with ball in Ball Control range
+ var stoleFromOpponent = false;
+ if (canSteal) {
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);
- }
- });
+ var oppDist = Math.sqrt((opp.x - self.x) * (opp.x - self.x) + (opp.y - self.y) * (opp.y - self.y));
+ if (opp.hasBall && oppDist < 120) {
+ // Steal the ball from opponent
+ opp.hasBall = false;
+ ball.active = true;
+ // Move ball to Nagi's feet
+ ball.velocityX = 0;
+ ball.velocityY = 0;
+ tween(ball, {
+ x: self.x,
+ y: self.y + 40
+ }, {
+ duration: 300,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ ball.active = false;
+ self.hasBall = true;
}
- // 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
+ });
+ // Show "Ball Control" text
+ if (!self.ballControlText) {
+ self.ballControlText = self.addChild(new Text2('Ball Control', {
+ size: 40,
+ fill: 0xFFFFFF
+ }));
+ 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: 300,
+ duration: 200,
onFinish: function onFinish() {
- tween(opp, {
- tint: 0xFFFFFF,
- scaleX: 1,
- scaleY: 1
- }, {
- duration: 300
- });
+ 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;
+ }
+ }
+ });
+ }, 2000);
}
});
- LK.setTimeout(function () {
- opp.stunned = false;
- opp.speed = opp.originalSpeed || 2.5;
- }, 3000); // 3 second stun
- self.ballControlCooldown = self.ballControlCooldownTime;
- break;
}
+ // Set 3s immunity for Nagi after stealing
+ self.nagiStealImmunity = Date.now() + 3000;
+ stoleFromOpponent = true;
+ 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);
- }
- });
+ }
+ // If not stealing from opponent, allow normal ball control from loose ball
+ if (!stoleFromOpponent && distance < 120 && ball.active && !self.hasBall && canSteal) {
+ ball.velocityX = 0;
+ ball.velocityY = 0;
+ tween(ball, {
+ x: self.x,
+ y: self.y + 40
+ }, {
+ duration: 300,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ ball.active = false;
+ self.hasBall = true;
}
+ });
+ if (!self.ballControlText) {
+ self.ballControlText = self.addChild(new Text2('Ball Control', {
+ size: 40,
+ fill: 0xFFFFFF
+ }));
+ 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;
+ }
+ }
+ });
+ }, 2000);
+ }
+ });
}
}
- // --- 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
+ // --- FLOW: 5 Revolver Fake Volley logic ---
+ if (self.flowActive) {
+ // If close to ball, perform up to 5 chained fake volleys (fake+real) in a row
+ if (distance < 80 && self.flowVolleyCount < self.flowVolleyMax && self.fakeVolleyState === 0) {
self.fakeVolleyState = 1;
- self.fakeVolleyCombo++;
- // Stun ALL nearby opponents with larger radius
+ self.flowVolleyCount++;
+ // Stun nearby opponents
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));
@@ -2782,263 +1934,337 @@
opponent.speed = 0;
self.fakeVolleyStunnedOpponents.push(opponent);
tween(opponent, {
tint: 0xFFFF00,
- scaleX: 1.2,
- scaleY: 1.2
+ scaleX: 1.1,
+ scaleY: 1.1
}, {
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;
+ // Fake shot - ball barely moves
+ ball.velocityX = (Math.random() - 0.5) * 2;
+ ball.velocityY = (Math.random() - 0.5) * 2;
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,
+ scaleX: 1.3,
+ scaleY: 1.3,
tint: 0xFFFF00
}, {
- duration: 150,
+ duration: 200,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1,
tint: 0xFFFFFF
}, {
- duration: 150
+ duration: 200
});
}
});
- // 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;
+ } else if (self.flowActive && self.fakeVolleyState === 1) {
+ // After fake, do real volley
+ self.fakeVolleyState = 2;
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.velocityX = goalDx / goalDistance * 16;
+ ball.velocityY = goalDy / goalDistance * 16;
ball.active = true;
- self.hasBall = false;
}
- // Visual effect for real shot
tween(self, {
- scaleX: 1.5,
- scaleY: 1.5,
+ scaleX: 1.4,
+ scaleY: 1.4,
tint: 0xFF0000
}, {
- duration: 400,
+ duration: 300,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1,
tint: 0xFFFFFF
}, {
- duration: 400
+ duration: 300
});
}
});
+ // Reset fake volley state after a short delay, and chain next if not reached max
+ LK.setTimeout(function () {
+ self.fakeVolleyState = 0;
+ // If not reached 5, chain next volley automatically (simulate rapid-fire)
+ if (self.flowActive && self.flowVolleyCount < self.flowVolleyMax) {
+ // Move Nagi slightly forward for next volley
+ self.x += (opponentGoal.x - self.x) * 0.08;
+ self.y += (opponentGoal.y - self.y) * 0.08;
+ } else if (self.flowActive && self.flowVolleyCount >= self.flowVolleyMax) {
+ // End Flow after 5 volleys
+ self.flowActive = false;
+ self.flowVolleyCount = 0;
+ if (self.flowText) {
+ self.flowText.destroy();
+ self.flowText = null;
+ }
+ }
+ }, 500);
}
+ // Prevent normal volley logic during Flow
+ return;
}
- // --- 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);
+ // After stealing, for 3s, Nagi cannot be stolen from and focuses on goal
+ if (self.hasBall && self.nagiStealImmunity > Date.now()) {
+ // Nagi focuses on goal: move toward opponent goal and shoot if close
+ var goalDx = opponentGoal.x - self.x;
+ var goalDy = opponentGoal.y - self.y;
+ var goalDist = Math.sqrt(goalDx * goalDx + goalDy * goalDy);
+ if (goalDist > 0) {
+ self.x += goalDx / goalDist * self.speed * 1.2;
+ self.y += goalDy / goalDist * self.speed * 1.2;
+ // If close to goal, shoot
+ if (goalDist < 200) {
+ ball.active = true;
+ ball.velocityX = goalDx / goalDist * 16;
+ ball.velocityY = goalDy / goalDist * 16;
+ self.hasBall = false;
+ // Remove immunity after shot
+ self.nagiStealImmunity = 0;
}
- });
+ }
+ } else {
+ // If Nagi doesn't have ball, always move to a good attacking position near the opponent goal
+ var attackTargetX = opponentGoal.x + 200 * Math.sin(Date.now() / 1200); // oscillate a bit for realism
+ var attackTargetY = opponentGoal.y + 250;
+ var attackDx = attackTargetX - self.x;
+ var attackDy = attackTargetY - self.y;
+ var attackDist = Math.sqrt(attackDx * attackDx + attackDy * attackDy);
+ if (attackDist > 10) {
+ self.x += attackDx / attackDist * self.speed * 0.8;
+ self.y += attackDy / attackDist * self.speed * 0.8;
+ }
}
- // 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 pull ability - show range when ball is within pull range
+ if (distance <= self.ballPullRange && !self.ballPullActive && self.ballPullCooldown <= 0) {
+ if (!self.ballPullVisual) {
+ // Create ball pull range visual
+ self.ballPullVisual = self.addChild(LK.getAsset('centerCircle', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 3,
+ scaleY: 3,
+ tint: 0x00FF00
+ }));
+ self.ballPullVisual.alpha = 0.2;
+ }
+ // Pull ball towards self
+ if (distance > 30) {
+ self.ballPullActive = true;
+ var pullForce = 8;
+ ball.velocityX = -dx / distance * pullForce;
+ ball.velocityY = -dy / distance * pullForce;
ball.active = true;
+ self.ballPullCooldown = self.ballPullCooldownTime;
+ // Visual effect for ball pull
+ tween(self, {
+ scaleX: 1.2,
+ scaleY: 1.2,
+ tint: 0x00FF00
+ }, {
+ duration: 150,
+ onFinish: function onFinish() {
+ tween(self, {
+ scaleX: 1,
+ scaleY: 1,
+ tint: 0xFFFFFF
+ }, {
+ duration: 150
+ });
+ }
+ });
}
- // Visual effect for each shot
- tween(self, {
- scaleX: 1.3,
- scaleY: 1.3,
- tint: 0xFF6600
- }, {
- duration: 100,
- onFinish: function onFinish() {
+ } else {
+ // Remove ball pull visual if ball is out of range
+ if (self.ballPullVisual) {
+ self.ballPullVisual.destroy();
+ self.ballPullVisual = null;
+ }
+ self.ballPullActive = false;
+ }
+ // Normal ball pursuit
+ if (distance < 400) {
+ var chaseSpeed = distance < 150 ? self.speed * 1.2 : self.speed * 1.0;
+ self.x += dx / distance * chaseSpeed;
+ self.y += dy / distance * chaseSpeed;
+ // Volley ability when close to ball with Fake Attack chance
+ if (distance < 80) {
+ // Check if this should be a Fake Attack
+ var shouldFakeAttack = self.fakeAttackCooldown <= 0 && Math.random() < self.fakeAttackChance;
+ if (shouldFakeAttack) {
+ // FAKE ATTACK - stun opponents and barely move ball
+ // Find opponents within Fake Attack stun 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.fakeAttackStunRadius) {
+ 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.fakeAttackStunnedOpponents.push(opponent);
+ // Visual effect for stunned opponent
+ tween(opponent, {
+ tint: 0xFF6600,
+ // Orange tint for Fake Attack
+ scaleX: 1.2,
+ scaleY: 1.2
+ }, {
+ duration: 250
+ });
+ }
+ // Randomize stun duration (5-10 seconds)
+ self.fakeAttackStunDuration = 5000 + Math.random() * 5000;
+ self.fakeAttackStunEnd = Date.now() + self.fakeAttackStunDuration;
+ // Randomize next cooldown (5-10 seconds)
+ self.fakeAttackCooldownTime = 5000 + Math.random() * 5000;
+ self.fakeAttackCooldown = self.fakeAttackCooldownTime;
+ // Fake attack - ball barely moves
+ ball.velocityX = (Math.random() - 0.5) * 3;
+ ball.velocityY = (Math.random() - 0.5) * 3;
+ ball.active = true;
+ // Visual effect for Fake Attack
tween(self, {
- scaleX: 1,
- scaleY: 1,
- tint: 0xFFFFFF
+ scaleX: 1.4,
+ scaleY: 1.4,
+ tint: 0xFF6600 // Orange for Fake Attack
}, {
- duration: 100
+ duration: 300,
+ onFinish: function onFinish() {
+ tween(self, {
+ scaleX: 1,
+ scaleY: 1,
+ tint: 0xFFFFFF
+ }, {
+ duration: 300
+ });
+ }
});
- }
- });
- // 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];
- }
+ } else if (self.fakeVolleyState === 0) {
+ // First shot - FAKE VOLLEY
+ self.fakeVolleyState = 1;
+ // Find opponents within stun 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);
}
}
- // 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;
+ // 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.fakeVolleyStunnedOpponents.push(opponent);
+ // Visual effect for stunned opponent
+ tween(opponent, {
+ tint: 0xFFFF00,
+ scaleX: 1.1,
+ scaleY: 1.1
+ }, {
+ duration: 200
+ });
+ }
+ self.fakeVolleyStunEnd = Date.now() + self.fakeVolleyStunDuration;
+ // Fake shot - ball barely moves to show it's fake
+ ball.velocityX = (Math.random() - 0.5) * 2;
+ ball.velocityY = (Math.random() - 0.5) * 2;
+ ball.active = true;
+ // Visual effect for fake shot
+ tween(self, {
+ scaleX: 1.3,
+ scaleY: 1.3,
+ tint: 0xFFFF00
+ }, {
+ duration: 200,
+ onFinish: function onFinish() {
+ tween(self, {
+ scaleX: 1,
+ scaleY: 1,
+ tint: 0xFFFFFF
+ }, {
+ duration: 200
+ });
}
+ });
+ } else if (self.fakeVolleyState === 1) {
+ // Second shot - REAL VOLLEY
+ self.fakeVolleyState = 2;
+ // Real powerful shot toward opponent 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 * 16;
+ ball.velocityY = goalDy / goalDistance * 16;
+ ball.active = true;
}
+ // Visual effect for real shot
+ tween(self, {
+ scaleX: 1.4,
+ scaleY: 1.4,
+ tint: 0xFF0000
+ }, {
+ duration: 300,
+ onFinish: function onFinish() {
+ tween(self, {
+ scaleX: 1,
+ scaleY: 1,
+ tint: 0xFFFFFF
+ }, {
+ duration: 300
+ });
+ }
+ });
+ // Reset fake volley state after a delay
+ LK.setTimeout(function () {
+ self.fakeVolleyState = 0;
+ }, 3000);
}
- // 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;
- }
}
+ } 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 * 0.4;
+ self.y += homeDy / homeDistance * self.speed * 0.4;
+ }
}
};
- // 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;
+ // Add shootBall method to NagiPlayer
+ self.shootBall = function (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);
+ self.hasBall = false;
+ ball.active = true;
+ ballDetachCooldown = ballDetachCooldownTime;
+ ball.velocityX = dx / distance * finalPower;
+ ball.velocityY = dy / distance * finalPower;
+ LK.getSound('kick').play();
}
- }
+ };
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
@@ -3047,146 +2273,22 @@
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;
- }
+ // Add shootBall method to Player
+ self.shootBall = function (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);
+ self.hasBall = false;
+ ball.active = true;
+ ballDetachCooldown = ballDetachCooldownTime;
+ ball.velocityX = dx / distance * finalPower;
+ ball.velocityY = dy / distance * finalPower;
+ LK.getSound('kick').play();
}
- // 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) {
@@ -3230,84 +2332,8 @@
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;
@@ -3450,26 +2476,15 @@
}
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
+ // Mode-based behavior
if (self.isDefensiveMode) {
// Defensive mode: more active interception and ball pursuit
- if (self.coordinatedRole === 'pursuer' && distance < 750) {
- var defensiveSpeed = self.speed * 1.4;
+ if (distance < 500) {
+ var defensiveSpeed = self.speed * 1.1;
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;
@@ -3492,93 +2507,22 @@
}
}
} else {
// Attacking mode: chase ball very aggressively and support attack
- if (self.coordinatedRole === 'pursuer' && distance < 900) {
- var attackSpeed = self.speed * 2.0;
+ if (distance < 700) {
+ var attackSpeed = self.speed * 1.7;
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
+ // Attack shot
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;
- }
- }
- }
+ 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;
@@ -3654,8 +2598,23 @@
}
});
}
};
+ // Add shootBall method to ReoPlayer
+ self.shootBall = function (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);
+ self.hasBall = false;
+ ball.active = true;
+ ballDetachCooldown = ballDetachCooldownTime;
+ ball.velocityX = dx / distance * finalPower;
+ ball.velocityY = dy / distance * finalPower;
+ LK.getSound('kick').play();
+ }
+ };
return self;
});
var SaePlayer = Container.expand(function (colorOverride) {
var self = Container.call(this);
@@ -3665,9 +2624,9 @@
});
if (typeof colorOverride === "number" && playerGraphics) {
playerGraphics.tint = colorOverride;
}
- self.speed = 3.2;
+ self.speed = 4.5;
self.role = 'sae';
self.homeX = 1024;
self.homeY = 800;
self.hasBall = false;
@@ -3787,40 +2746,8 @@
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;
@@ -4108,16 +3035,16 @@
return;
}
}
// (Original code follows)
- // Sae behavior: pursue ball but stay in attacking areas
- if (distance < 600) {
+ // Sae behavior: pursue ball aggressively but stay in attacking areas
+ if (distance < 500) {
// 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;
+ self.speed = self.dashSpeed;
// Visual effect for dash
tween(self, {
scaleX: 1.3,
scaleY: 1.3,
@@ -4135,9 +3062,9 @@
}
});
}
// Move toward ball but avoid going too deep into player's half
- var pursuitSpeed = distance < 200 ? self.speed * 1.1 : self.speed * 0.9;
+ var pursuitSpeed = distance < 200 ? self.speed * 1.4 : self.speed * 1.2;
// 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) {
@@ -4168,10 +3095,10 @@
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.velocityX = passDx / passDist * 15;
+ ball.velocityY = passDy / passDist * 15;
ball.active = true;
}
self.perfectPassCooldown = self.perfectPassCooldownTime;
// Visual effect for Perfect Pass
@@ -4290,58 +3217,17 @@
});
}
}
} 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
+ // 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;
}
// 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
@@ -4450,8 +3336,23 @@
}
}
};
};
+ // Add shootBall method to SaePlayer
+ self.shootBall = function (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);
+ self.hasBall = false;
+ ball.active = true;
+ ballDetachCooldown = ballDetachCooldownTime;
+ ball.velocityX = dx / distance * finalPower;
+ ball.velocityY = dy / distance * finalPower;
+ LK.getSound('kick').play();
+ }
+ };
return self;
});
var SoccerBall = Container.expand(function () {
var self = Container.call(this);
@@ -4462,23 +3363,14 @@
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;
@@ -4596,9 +3488,9 @@
reo.x = 600;
reo.y = 1800;
reo.homeX = 600;
reo.homeY = 1800;
-// Nagi - player team technical attacker
+// Nagi - player team striker with Fake Volley ability
var nagi = game.addChild(new NagiPlayer(0x9966ff));
nagi.x = 1400;
nagi.y = 2000;
nagi.homeX = 1400;
@@ -4616,9 +3508,9 @@
midfieldPlayer.y = 1000;
midfieldPlayer.homeX = 1024;
midfieldPlayer.homeY = 1000;
opponents.push(midfieldPlayer);
-// Forward player (opponent)
+// Forward player
var forwardPlayer = game.addChild(new ForwardPlayer());
forwardPlayer.x = 1024;
forwardPlayer.y = 1400;
forwardPlayer.homeX = 1024;
@@ -4727,826 +3619,18 @@
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: 1400,
- y: 2000,
- role: 'support'
- },
- bachira: {
- x: 1000,
- y: 1900,
- 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: 1400,
- y: 2000,
- role: 'support'
- },
- 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)
+ // Check if player is close to ball for interaction (only if cooldown expired)
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) {
+ if (playerToBallDistance < 80 && !player.hasBall && ballDetachCooldown <= 0) {
player.hasBall = true;
ball.active = false;
ball.velocityX = 0;
ball.velocityY = 0;
@@ -5630,26 +3714,26 @@
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
+ // Ball is in center - all opponents become more aggressive
if (opponent.role === 'defense') {
- opponent.speed = 2.8;
- opponent.maxDistance = 350;
+ opponent.speed = 4.5;
+ opponent.maxDistance = 500;
} else if (opponent.role === 'midfield') {
- opponent.speed = 2.5;
+ opponent.speed = 3.5;
} else if (opponent.role === 'forward') {
- opponent.speed = 3.0;
+ opponent.speed = 4.2;
}
} else {
// Ball is far - return to normal behavior
if (opponent.role === 'defense') {
- opponent.speed = 2.5;
- opponent.maxDistance = 300;
+ opponent.speed = 4;
+ opponent.maxDistance = 400;
} else if (opponent.role === 'midfield') {
- opponent.speed = 2.2;
+ opponent.speed = 3;
} else if (opponent.role === 'forward') {
- opponent.speed = 2.8;
+ opponent.speed = 3.5;
}
}
}
// Role-based AI is now handled in each player's update method