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Nagi Rework yap Revolver Fake Volley 2 Stage Fake Volley falan tekrar yap
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Nagi top etrafındayken sadece çalabilsin
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kaleye yakınlarsa biz dokunarak topu atmaları gereken yeri işaretleyelim Player takımı için !
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NERF NAGİ
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forward Opponent e Isagi yi koy Metavision ve Direct Shot bide Fade away diye özel bir Dribbling i olsun Player kalesine gitmeye çalışırken önüne biri gelirse onun üzerine dash atarak onu stunlasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Metavizyon Kaiser e hız versin ve GOL pozisyonunu görüp (yani mavi bir kareye gidecek) oradan Kaiser İmpact vuracak topu çalamayız Metavizyon dayken Kaiser den ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Kaiser e Metavision ekle !
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Kaiser e Metavision ekle !
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Gagamaru Kesin olarak her özelliği her şeyi etkilenmeden tutabilsin bide Kaiser Impact i Kaiser her yerden bizim kaleye kullanabilsin ve Kaiser Impact i kullanacağı zaman kaiser topu istediği yerden kendine alabilsin
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Aiku Dribbling yapanlardan şut çekenlerden 15 Saniye Cooldown la Topu alıp 5 saniye dokunulmazlık kazanıp Kaiser e verebiliyor olsun
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Kaiser e Emperor Dribble ekle Aiku ya Snake Defence ekle bizim Kaleye Gagamaru ekle
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Reo Nagi ye bir kere sadece Ego aşılasın sonra sadece Revolver Volley atsın 1. 2. 3. 4. 5. diye ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Nagi 1 kere ''EGO IGNITED!'' olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Reo 1 kere Ego ıgnete yapsın sonra Nagi de
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Nagi rkip kalenin pozisyonunu görüp 5. Aşamaya geldiğinde kaleye doğru nişan alsın
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bide neden Yıkıcı şutta Nagi cooldown a giriyor ? düzelt
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Nagi nin Geri sayımını düzelt Fake Vole ler yani 4 tane attığı Fake Vole ler topuatacak gibi yapıp rakipten geri çekmesi olacak 5 e geldimi Durdurulamaz derecede hızlı bir şut atmalı ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Nagi nin Geri sayımını düzelt Fake Vole ler yani 4 tane attığı Fake Vole ler topuatacak gibi yapıp rakipten geri çekmesi olacak 5 e geldimi Durdurulamaz derecede hızlı bir şut atmalı tüm buglı yanlarını düzelt
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Barou 5 tane Chop dribble atsın ve orta sahaya geldimi Yıkıcı Şut vursun Player kalesine ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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tüm oyunculara Dribbling i olmayanlara Dribbling şut özelliği olmayana şut özelliği ver !
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her Opponent ve her bizim takımdan oyuncu için ayrı asset dosyaları oluştur ve hepsine farklı renkler ver ortalarına Player takımındansa Mavi Opponent ten ise kırmızı rengi koy
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Rakip takımdaki her oyuncu ya renkler ata ama ortalarına Kırmızı Rengini koy
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Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'tint' in undefined' in or related to this line: 'tween(playerTeam[i], {' Line Number: 371
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herkez Stun yemesin sadece Nagi nin önündeki kişi Stun yesin Fake Vole den ve ekranda 1. den başalyıp 5. e kadar say lütfen
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Nagi Gol atabileceği Kalenin yakınında bir yere gitsin her zaman
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var AikuPlayer = Container.expand(function (colorOverride) { var self = Container.call(this); var opponentGraphics = self.attachAsset('aiku_opponent', { anchorX: 0.5, anchorY: 0.5 }); if (typeof colorOverride === "number" && opponentGraphics) { opponentGraphics.tint = colorOverride; } self.speed = 4.2; self.role = 'aiku'; self.homeX = 1024; self.homeY = 500; self.hasBall = false; // Metavision abilities self.metavisionActive = false; self.metavisionCooldown = 0; self.metavisionCooldownTime = 15000; // 15 seconds self.metavisionDuration = 5000; // 5 seconds active self.metavisionEndTime = 0; self.interceptedPasses = 0; // Defensive wall ability self.defensiveWallActive = false; self.defensiveWallCooldown = 0; self.defensiveWallCooldownTime = 20000; // 20 seconds self.defensiveWallDuration = 8000; // 8 seconds self.defensiveWallEndTime = 0; self.defensiveWallRadius = 200; self.defensiveWallVisual = null; self.update = function () { // Update metavision cooldown if (self.metavisionCooldown > 0) { self.metavisionCooldown -= 16; if (self.metavisionCooldown < 0) self.metavisionCooldown = 0; } // Update defensive wall cooldown if (self.defensiveWallCooldown > 0) { self.defensiveWallCooldown -= 16; if (self.defensiveWallCooldown < 0) self.defensiveWallCooldown = 0; } // Handle metavision end if (self.metavisionActive && Date.now() > self.metavisionEndTime) { self.metavisionActive = false; } // Handle defensive wall end if (self.defensiveWallActive && Date.now() > self.defensiveWallEndTime) { self.defensiveWallActive = false; if (self.defensiveWallVisual) { self.defensiveWallVisual.destroy(); self.defensiveWallVisual = null; } } var dx = ball.x - self.x; var dy = ball.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Activate metavision when enemy players approach var enemyNearby = false; var playerTeam = [player, chigiri, hiori, reo, nagi, bachira]; for (var i = 0; i < playerTeam.length; i++) { if (!playerTeam[i]) continue; var enemyDist = Math.sqrt((playerTeam[i].x - self.x) * (playerTeam[i].x - self.x) + (playerTeam[i].y - self.y) * (playerTeam[i].y - self.y)); if (enemyDist < 300) { enemyNearby = true; break; } } if (enemyNearby && !self.metavisionActive && self.metavisionCooldown <= 0) { self.metavisionActive = true; self.metavisionCooldown = self.metavisionCooldownTime; self.metavisionEndTime = Date.now() + self.metavisionDuration; // Visual effect for metavision tween(self, { scaleX: 1.3, scaleY: 1.3, tint: 0x00FFFF }, { duration: 300, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 300 }); } }); } // Intercept passes with metavision if (self.metavisionActive && ball.active && distance < 150) { // High chance to intercept the ball if (Math.random() < 0.8) { // 80% chance with metavision ball.velocityX = 0; ball.velocityY = 0; ball.x = self.x; ball.y = self.y; ball.active = false; self.hasBall = true; self.interceptedPasses++; // Clear ball from all players for (var i = 0; i < playerTeam.length; i++) { if (playerTeam[i] && typeof playerTeam[i].hasBall !== "undefined") { playerTeam[i].hasBall = false; } } } } // Activate defensive wall when multiple enemies nearby var nearbyEnemies = 0; for (var i = 0; i < playerTeam.length; i++) { if (!playerTeam[i]) continue; var enemyDist = Math.sqrt((playerTeam[i].x - self.x) * (playerTeam[i].x - self.x) + (playerTeam[i].y - self.y) * (playerTeam[i].y - self.y)); if (enemyDist < self.defensiveWallRadius) { nearbyEnemies++; } } if (nearbyEnemies >= 2 && !self.defensiveWallActive && self.defensiveWallCooldown <= 0) { self.defensiveWallActive = true; self.defensiveWallCooldown = self.defensiveWallCooldownTime; self.defensiveWallEndTime = Date.now() + self.defensiveWallDuration; // Create defensive wall visual self.defensiveWallVisual = self.addChild(LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 4, tint: 0xFF4500 })); self.defensiveWallVisual.alpha = 0.4; // Slow down nearby enemies for (var i = 0; i < playerTeam.length; i++) { if (!playerTeam[i]) continue; var enemyDist = Math.sqrt((playerTeam[i].x - self.x) * (playerTeam[i].x - self.x) + (playerTeam[i].y - self.y) * (playerTeam[i].y - self.y)); if (enemyDist < self.defensiveWallRadius) { if (!playerTeam[i].originalSpeed) playerTeam[i].originalSpeed = playerTeam[i].speed; playerTeam[i].speed = playerTeam[i].speed * 0.4; // 40% speed } } } // Apply defensive wall effect if (self.defensiveWallActive) { for (var i = 0; i < playerTeam.length; i++) { if (!playerTeam[i]) continue; var enemyDist = Math.sqrt((playerTeam[i].x - self.x) * (playerTeam[i].x - self.x) + (playerTeam[i].y - self.y) * (playerTeam[i].y - self.y)); if (enemyDist < self.defensiveWallRadius) { if (!playerTeam[i].originalSpeed) playerTeam[i].originalSpeed = playerTeam[i].speed; playerTeam[i].speed = playerTeam[i].speed * 0.4; // Keep at 40% speed } else if (playerTeam[i].originalSpeed) { playerTeam[i].speed = playerTeam[i].originalSpeed; playerTeam[i].originalSpeed = null; } } } else { // Restore speeds when defensive wall is not active for (var i = 0; i < playerTeam.length; i++) { if (!playerTeam[i] || !playerTeam[i].originalSpeed) continue; playerTeam[i].speed = playerTeam[i].originalSpeed; playerTeam[i].originalSpeed = null; } } // Normal defensive behavior if (distance < 400) { var chaseSpeed = self.metavisionActive ? self.speed * 1.5 : self.speed * 1.1; self.x += dx / distance * chaseSpeed; self.y += dy / distance * chaseSpeed; if (distance < 80) { var clearX = ball.x < 1024 ? ball.x - 400 : ball.x + 400; var clearY = ball.y - 300; 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 * 12; ball.velocityY = clearDy / clearDist * 12; } } } 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 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(); } }; // Add Shot skill self.Shot = function (targetX, targetY, power) { self.shootBall(targetX, targetY, power); }; // Add Pass skill self.Pass = function (targetPlayer) { if (!targetPlayer) return; var dx = targetPlayer.x - ball.x; var dy = targetPlayer.y - ball.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.hasBall = false; ball.active = true; ballDetachCooldown = ballDetachCooldownTime; ball.velocityX = dx / dist * 10; ball.velocityY = dy / dist * 10; LK.getSound('kick').play(); } }; return self; }); var BarouPlayer = Container.expand(function (colorOverride) { var self = Container.call(this); var opponentGraphics = self.attachAsset('barou_opponent', { anchorX: 0.5, anchorY: 0.5 }); if (typeof colorOverride === "number" && opponentGraphics) { opponentGraphics.tint = colorOverride; } self.speed = 5; self.role = 'barou'; self.homeX = 1024; self.homeY = 1200; self.hasBall = false; // Predator Eye abilities self.predatorEyeActive = false; self.predatorEyeCooldown = 0; self.predatorEyeCooldownTime = 12000; // 12 seconds self.predatorEyeDuration = 6000; // 6 seconds active self.predatorEyeEndTime = 0; self.predatorEyeTargets = []; // Feint abilities self.feintCooldown = 0; self.feintCooldownTime = 8000; // 8 seconds self.feintActive = false; self.feintStunRadius = 120; self.feintStunDuration = 2500; // 2.5 seconds self.feintStunnedOpponents = []; self.feintStunEnd = 0; // King Shot variables self.kingShotCooldown = 0; self.kingShotCooldownTime = 15000; // 15 seconds self.kingShotCharging = false; self.kingShotChargeTime = 0; self.kingShotMaxCharge = 2000; // 2 seconds charge self.update = function () { // Update cooldowns if (self.predatorEyeCooldown > 0) { self.predatorEyeCooldown -= 16; if (self.predatorEyeCooldown < 0) self.predatorEyeCooldown = 0; } if (self.feintCooldown > 0) { self.feintCooldown -= 16; if (self.feintCooldown < 0) self.feintCooldown = 0; } if (self.kingShotCooldown > 0) { self.kingShotCooldown -= 16; if (self.kingShotCooldown < 0) self.kingShotCooldown = 0; } // Handle predator eye end if (self.predatorEyeActive && Date.now() > self.predatorEyeEndTime) { self.predatorEyeActive = false; self.predatorEyeTargets = []; } // Handle feint stun end if (self.feintStunEnd > 0 && Date.now() > self.feintStunEnd) { for (var i = 0; i < self.feintStunnedOpponents.length; i++) { var opponent = self.feintStunnedOpponents[i]; opponent.stunned = false; if (opponent.originalSpeed) opponent.speed = opponent.originalSpeed; tween(opponent, { tint: 0xFFFFFF, scaleX: 1, scaleY: 1 }, { duration: 300 }); } self.feintStunnedOpponents = []; self.feintStunEnd = 0; } var dx = ball.x - self.x; var dy = ball.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Activate Predator Eye when near enemy goal var goalDist = Math.sqrt((opponentGoal.x - self.x) * (opponentGoal.x - self.x) + (opponentGoal.y - self.y) * (opponentGoal.y - self.y)); if (goalDist < 400 && !self.predatorEyeActive && self.predatorEyeCooldown <= 0) { self.predatorEyeActive = true; self.predatorEyeCooldown = self.predatorEyeCooldownTime; self.predatorEyeEndTime = Date.now() + self.predatorEyeDuration; // Mark nearby player team as targets var playerTeam = [player, chigiri, hiori, reo, nagi, bachira]; for (var i = 0; i < playerTeam.length; i++) { if (!playerTeam[i]) continue; var targetDist = Math.sqrt((playerTeam[i].x - self.x) * (playerTeam[i].x - self.x) + (playerTeam[i].y - self.y) * (playerTeam[i].y - self.y)); if (targetDist < 300) { self.predatorEyeTargets.push(playerTeam[i]); // Visual effect on targets if (playerTeam[i]) { tween(playerTeam[i], { tint: 0xFF0000 }, { duration: 200, onFinish: function onFinish() { if (playerTeam[i]) { tween(playerTeam[i], { tint: 0xFFFFFF }, { duration: 200 }); } } }); } } } // Visual effect for predator eye activation tween(self, { scaleX: 1.4, scaleY: 1.4, tint: 0xFF4500 }, { duration: 300, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 300 }); } }); } // Aggressive ball pursuit if (distance < 500) { var pursuitSpeed = self.predatorEyeActive ? self.speed * 1.3 : self.speed * 1.1; self.x += dx / distance * pursuitSpeed; self.y += dy / distance * pursuitSpeed; if (distance < 80) { // Use feint if available if (!self.feintActive && self.feintCooldown <= 0) { self.feintActive = true; self.feintCooldown = self.feintCooldownTime; // Stun nearby player team members var playerTeam = [player, chigiri, hiori, reo, nagi, bachira]; for (var i = 0; i < playerTeam.length; i++) { if (!playerTeam[i]) continue; var stunDist = Math.sqrt((playerTeam[i].x - self.x) * (playerTeam[i].x - self.x) + (playerTeam[i].y - self.y) * (playerTeam[i].y - self.y)); if (stunDist <= self.feintStunRadius) { playerTeam[i].stunned = true; playerTeam[i].originalSpeed = playerTeam[i].speed; playerTeam[i].speed = 0; self.feintStunnedOpponents.push(playerTeam[i]); tween(playerTeam[i], { tint: 0xFFFF00, scaleX: 1.2, scaleY: 1.2 }, { duration: 250 }); } } self.feintStunEnd = Date.now() + self.feintStunDuration; self.feintActive = false; } // King Shot if near goal if (goalDist < 300 && self.kingShotCooldown <= 0) { self.kingShotCharging = true; self.kingShotChargeTime = Date.now(); self.kingShotCooldown = self.kingShotCooldownTime; // Visual charging effect tween(self, { scaleX: 1.5, scaleY: 1.5, tint: 0xFFD700 }, { duration: self.kingShotMaxCharge, onFinish: function onFinish() { // Execute King 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 * 25; // Extremely powerful ball.velocityY = goalDy / goalDistance * 25; ball.active = true; } tween(self, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 300 }); self.kingShotCharging = false; } }); } else { // Normal 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) { ball.velocityX = goalDx / goalDistance * 16; ball.velocityY = goalDy / goalDistance * 16; ball.active = true; } } } } else { // Return to 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 * 0.6; self.y += homeDy / homeDistance * self.speed * 0.6; } } }; // Add shootBall method 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(); } }; // Add Shot skill self.Shot = function (targetX, targetY, power) { self.shootBall(targetX, targetY, power); }; // Add Pass skill self.Pass = function (targetPlayer) { if (!targetPlayer) return; var dx = targetPlayer.x - ball.x; var dy = targetPlayer.y - ball.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.hasBall = false; ball.active = true; ballDetachCooldown = ballDetachCooldownTime; ball.velocityX = dx / dist * 10; ball.velocityY = dy / dist * 10; LK.getSound('kick').play(); } }; return self; }); var ChigiriPlayer = Container.expand(function (colorOverride) { var self = Container.call(this); var playerGraphics = self.attachAsset('chigiri_player', { anchorX: 0.5, anchorY: 0.5 }); if (typeof colorOverride === "number" && playerGraphics) { playerGraphics.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 - self.x; var goalDy = opponentGoal.y - self.y; var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy); var goalAngle = Math.atan2(goalDy, goalDx); var ballAngle = Math.atan2(ball.y - self.y, ball.x - self.x); var angleDiff = Math.abs(goalAngle - ballAngle); // Check if goal is within vision range (45 degrees) and shooting distance (500 pixels) if (goalDistance < 500 && angleDiff < Math.PI / 4) { // Use Shot skill toward opponent goal self.Shot(opponentGoal.x, opponentGoal.y, 14); } else { // Normal ball control toward goal var ballGoalDx = opponentGoal.x - ball.x; var ballGoalDy = opponentGoal.y - ball.y; var ballGoalDistance = Math.sqrt(ballGoalDx * ballGoalDx + ballGoalDy * ballGoalDy); if (ballGoalDistance > 0) { ball.velocityX = ballGoalDx / ballGoalDistance * 11; ball.velocityY = ballGoalDy / ballGoalDistance * 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(); } }; // Add Shot skill self.Shot = function (targetX, targetY, power) { self.shootBall(targetX, targetY, power); }; // Add Pass skill self.Pass = function (targetPlayer) { if (!targetPlayer) return; var dx = targetPlayer.x - ball.x; var dy = targetPlayer.y - ball.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.hasBall = false; ball.active = true; ballDetachCooldown = ballDetachCooldownTime; ball.velocityX = dx / dist * 10; ball.velocityY = dy / dist * 10; 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; } } } // Check if opponent goal is within shooting range and use Shot skill if (distance < 80) { var goalDx = opponentGoal.x - self.x; var goalDy = opponentGoal.y - self.y; var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy); var goalAngle = Math.atan2(goalDy, goalDx); var ballAngle = Math.atan2(ball.y - self.y, ball.x - self.x); var angleDiff = Math.abs(goalAngle - ballAngle); // Check if goal is within vision range (60 degrees) and shooting distance (600 pixels) if (goalDistance < 600 && angleDiff < Math.PI / 3) { // Use Shot skill toward opponent goal self.Shot(opponentGoal.x, opponentGoal.y, 15); } else { // 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(); } }; // Add Shot skill self.Shot = function (targetX, targetY, power) { self.shootBall(targetX, targetY, power); }; // Add Pass skill self.Pass = function (targetPlayer) { if (!targetPlayer) return; var dx = targetPlayer.x - ball.x; var dy = targetPlayer.y - ball.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.hasBall = false; ball.active = true; ballDetachCooldown = ballDetachCooldownTime; ball.velocityX = dx / dist * 10; ball.velocityY = dy / dist * 10; LK.getSound('kick').play(); } }; return self; }); var ForwardPlayer = Container.expand(function () { var self = Container.call(this); var opponentGraphics = self.attachAsset('forward_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; // Check if opponent goal is within shooting range and use Shot skill if (distance < 80) { var goalDx = opponentGoal.x - self.x; var goalDy = opponentGoal.y - self.y; var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy); var goalAngle = Math.atan2(goalDy, goalDx); var ballAngle = Math.atan2(ball.y - self.y, ball.x - self.x); var angleDiff = Math.abs(goalAngle - ballAngle); // Check if goal is within vision range (45 degrees) and shooting distance (400 pixels) if (goalDistance < 400 && angleDiff < Math.PI / 4) { // Direct Shot every 30s if (self.directShotCooldown <= 0) { // Use Shot skill with high power self.Shot(opponentGoal.x, opponentGoal.y, 18); self.directShotCooldown = 30000; // 30 seconds } else { // Use normal Shot skill self.Shot(opponentGoal.x, opponentGoal.y, 10); } } else { // No clear shot to goal, move toward goal normally 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 * 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(); } }; // Add Shot skill self.Shot = function (targetX, targetY, power) { self.shootBall(targetX, targetY, power); }; // Add Pass skill self.Pass = function (targetPlayer) { if (!targetPlayer) return; var dx = targetPlayer.x - ball.x; var dy = targetPlayer.y - ball.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.hasBall = false; ball.active = true; ballDetachCooldown = ballDetachCooldownTime; ball.velocityX = dx / dist * 10; ball.velocityY = dy / dist * 10; 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('hiori_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 but check for goal proximity if (distance < 100) { // Check if too close to opponent goal while dribbling var goalDist = Math.sqrt((opponentGoal.x - self.x) * (opponentGoal.x - self.x) + (opponentGoal.y - self.y) * (opponentGoal.y - self.y)); if (goalDist < 250) { // Too close to goal, use Shot skill instead of continuing dribble self.Shot(opponentGoal.x, opponentGoal.y, 15); self.isDribbling = false; } else { 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(); } }; // Add Shot skill self.Shot = function (targetX, targetY, power) { self.shootBall(targetX, targetY, power); }; // Add Pass skill self.Pass = function (targetPlayer) { if (!targetPlayer) return; var dx = targetPlayer.x - ball.x; var dy = targetPlayer.y - ball.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.hasBall = false; ball.active = true; ballDetachCooldown = ballDetachCooldownTime; ball.velocityX = dx / dist * 10; ball.velocityY = dy / dist * 10; LK.getSound('kick').play(); } }; return self; }); var KaiserPlayer = Container.expand(function (colorOverride) { var self = Container.call(this); var opponentGraphics = self.attachAsset('kaiser_opponent', { anchorX: 0.5, anchorY: 0.5 }); if (typeof colorOverride === "number" && opponentGraphics) { opponentGraphics.tint = colorOverride; } self.speed = 5.2; self.role = 'kaiser'; self.homeX = 1024; self.homeY = 900; self.hasBall = false; // Kaiser Impact variables self.kaiserImpactCooldown = 0; self.kaiserImpactCooldownTime = 12000; // 12 seconds self.kaiserImpactCharging = false; self.kaiserImpactChargeTime = 0; self.kaiserImpactMaxCharge = 1500; // 1.5 seconds charge // Magnus Flow variables self.magnusFlowActive = false; self.magnusFlowCooldown = 0; self.magnusFlowCooldownTime = 20000; // 20 seconds self.magnusFlowDuration = 10000; // 10 seconds active self.magnusFlowEndTime = 0; self.magnusFlowShotCount = 0; self.magnusFlowMaxShots = 3; // 3 special shots during Magnus Flow // Emperor Eye variables self.emperorEyeActive = false; self.emperorEyeCooldown = 0; self.emperorEyeCooldownTime = 15000; // 15 seconds self.emperorEyeDuration = 7000; // 7 seconds self.emperorEyeEndTime = 0; self.emperorEyeRange = 300; self.controlledOpponents = []; self.update = function () { // Update cooldowns if (self.kaiserImpactCooldown > 0) { self.kaiserImpactCooldown -= 16; if (self.kaiserImpactCooldown < 0) self.kaiserImpactCooldown = 0; } if (self.magnusFlowCooldown > 0) { self.magnusFlowCooldown -= 16; if (self.magnusFlowCooldown < 0) self.magnusFlowCooldown = 0; } if (self.emperorEyeCooldown > 0) { self.emperorEyeCooldown -= 16; if (self.emperorEyeCooldown < 0) self.emperorEyeCooldown = 0; } // Handle Magnus Flow end if (self.magnusFlowActive && Date.now() > self.magnusFlowEndTime) { self.magnusFlowActive = false; self.magnusFlowShotCount = 0; } // Handle Emperor Eye end if (self.emperorEyeActive && Date.now() > self.emperorEyeEndTime) { self.emperorEyeActive = false; // Release controlled opponents for (var i = 0; i < self.controlledOpponents.length; i++) { var opponent = self.controlledOpponents[i]; opponent.controlled = false; tween(opponent, { tint: 0xFFFFFF }, { duration: 300 }); } self.controlledOpponents = []; } var dx = ball.x - self.x; var dy = ball.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Activate Emperor Eye when multiple enemies nearby var playerTeam = [player, chigiri, hiori, reo, nagi, bachira]; var nearbyEnemies = 0; for (var i = 0; i < playerTeam.length; i++) { if (!playerTeam[i]) continue; var enemyDist = Math.sqrt((playerTeam[i].x - self.x) * (playerTeam[i].x - self.x) + (playerTeam[i].y - self.y) * (playerTeam[i].y - self.y)); if (enemyDist < self.emperorEyeRange) { nearbyEnemies++; } } if (nearbyEnemies >= 2 && !self.emperorEyeActive && self.emperorEyeCooldown <= 0) { self.emperorEyeActive = true; self.emperorEyeCooldown = self.emperorEyeCooldownTime; self.emperorEyeEndTime = Date.now() + self.emperorEyeDuration; // Control nearby enemies for (var i = 0; i < playerTeam.length; i++) { if (!playerTeam[i]) continue; var enemyDist = Math.sqrt((playerTeam[i].x - self.x) * (playerTeam[i].x - self.x) + (playerTeam[i].y - self.y) * (playerTeam[i].y - self.y)); if (enemyDist < self.emperorEyeRange) { playerTeam[i].controlled = true; self.controlledOpponents.push(playerTeam[i]); tween(playerTeam[i], { tint: 0xFFD700 }, { duration: 300 }); } } // Visual effect for Emperor Eye tween(self, { scaleX: 1.3, scaleY: 1.3, tint: 0xFFD700 }, { duration: 400, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 300 }); } }); } // Activate Magnus Flow when in attacking position var goalDist = Math.sqrt((opponentGoal.x - self.x) * (opponentGoal.x - self.x) + (opponentGoal.y - self.y) * (opponentGoal.y - self.y)); if (goalDist < 500 && !self.magnusFlowActive && self.magnusFlowCooldown <= 0 && distance < 120) { self.magnusFlowActive = true; self.magnusFlowCooldown = self.magnusFlowCooldownTime; self.magnusFlowEndTime = Date.now() + self.magnusFlowDuration; self.magnusFlowShotCount = 0; // Visual effect for Magnus Flow activation tween(self, { scaleX: 1.4, scaleY: 1.4, tint: 0x4169E1 }, { duration: 500, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 300 }); } }); } // Ball pursuit with enhanced abilities if (distance < 500) { var pursuitSpeed = self.emperorEyeActive ? self.speed * 1.3 : self.speed * 1.1; if (self.magnusFlowActive) pursuitSpeed *= 1.2; // Additional bonus during Magnus Flow self.x += dx / distance * pursuitSpeed; self.y += dy / distance * pursuitSpeed; if (distance < 80) { // Choose shot type based on active abilities if (self.magnusFlowActive && self.magnusFlowShotCount < self.magnusFlowMaxShots) { // Magnus Flow: Kaiser Impact with curve self.magnusFlowShotCount++; var goalDx = opponentGoal.x - ball.x; var goalDy = opponentGoal.y - ball.y; var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy); if (goalDistance > 0) { // Magnus effect: powerful shot with extreme curve var magnusCurve = 15 + Math.random() * 10; // Strong curve ball.velocityX = goalDx / goalDistance * 24 + magnusCurve; ball.velocityY = goalDy / goalDistance * 24; ball.active = true; } // Visual effect for Magnus Flow shot tween(self, { scaleX: 1.5, scaleY: 1.5, tint: 0x4169E1 }, { duration: 300, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 300 }); } }); } else if (self.kaiserImpactCooldown <= 0) { // Normal Kaiser Impact self.kaiserImpactCharging = true; self.kaiserImpactChargeTime = Date.now(); self.kaiserImpactCooldown = self.kaiserImpactCooldownTime; // Visual charging effect tween(self, { scaleX: 1.4, scaleY: 1.4, tint: 0xFF4500 }, { duration: self.kaiserImpactMaxCharge, onFinish: function onFinish() { // Execute Kaiser Impact 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 * 20; // Very powerful ball.velocityY = goalDy / goalDistance * 20; ball.active = true; } tween(self, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 300 }); self.kaiserImpactCharging = false; } }); } else { // Normal 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) { ball.velocityX = goalDx / goalDistance * 16; ball.velocityY = goalDy / goalDistance * 16; ball.active = true; } } } } else { // Return to attacking 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 * 0.7; self.y += homeDy / homeDistance * self.speed * 0.7; } } }; // Add shootBall method 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(); } }; // Add Shot skill self.Shot = function (targetX, targetY, power) { self.shootBall(targetX, targetY, power); }; // Add Pass skill self.Pass = function (targetPlayer) { if (!targetPlayer) return; var dx = targetPlayer.x - ball.x; var dy = targetPlayer.y - ball.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.hasBall = false; ball.active = true; ballDetachCooldown = ballDetachCooldownTime; ball.velocityX = dx / dist * 10; ball.velocityY = dy / dist * 10; LK.getSound('kick').play(); } }; return self; }); var MeguruBachiraPlayer = Container.expand(function (colorOverride) { var self = Container.call(this); var playerGraphics = self.attachAsset('bachira_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 but check for goal proximity if (distance < 100) { // Check if too close to opponent goal while in roulette var goalDist = Math.sqrt((opponentGoal.x - self.x) * (opponentGoal.x - self.x) + (opponentGoal.y - self.y) * (opponentGoal.y - self.y)); if (goalDist < 250) { // Too close to goal, use Shot skill instead of continuing roulette self.Shot(opponentGoal.x, opponentGoal.y, 18); self.rouletteActive = false; } else { 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(); } }; // Add Shot skill self.Shot = function (targetX, targetY, power) { self.shootBall(targetX, targetY, power); }; // Add Pass skill self.Pass = function (targetPlayer) { if (!targetPlayer) return; var dx = targetPlayer.x - ball.x; var dy = targetPlayer.y - ball.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.hasBall = false; ball.active = true; ballDetachCooldown = ballDetachCooldownTime; ball.velocityX = dx / dist * 10; ball.velocityY = dy / dist * 10; LK.getSound('kick').play(); } }; return self; }); var MidfieldPlayer = Container.expand(function () { var self = Container.call(this); var opponentGraphics = self.attachAsset('midfield_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 but check for goal proximity if (distance < 80) { // Check if too close to player goal while dribbling var goalDist = Math.sqrt((playerGoal.x - self.x) * (playerGoal.x - self.x) + (playerGoal.y - self.y) * (playerGoal.y - self.y)); if (goalDist < 250) { // Too close to goal, use Shot skill instead of continuing dribble self.Shot(playerGoal.x, playerGoal.y, 12); self.isDribbling = false; self.hasDribbled = true; } else { ball.x = self.x; ball.y = self.y; ball.velocityX = 0; ball.velocityY = 0; } } // When dribble completes, check goal vision before shooting if (t >= 1 && !self.hasDribbled) { self.hasDribbled = true; self.isDribbling = false; // Check if opponent goal is within vision and range var goalDx = opponentGoal.x - self.x; var goalDy = opponentGoal.y - self.y; var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy); var goalAngle = Math.atan2(goalDy, goalDx); var ballAngle = Math.atan2(ball.y - self.y, ball.x - self.x); var angleDiff = Math.abs(goalAngle - ballAngle); // Check if goal is within vision range (60 degrees) and shooting distance (500 pixels) if (goalDistance < 500 && angleDiff < Math.PI / 3) { // Use Shot skill with curve self.Shot(opponentGoal.x, opponentGoal.y, 12); } else { // 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(); } }; // Add Shot skill self.Shot = function (targetX, targetY, power) { self.shootBall(targetX, targetY, power); }; // Add Pass skill self.Pass = function (targetPlayer) { if (!targetPlayer) return; var dx = targetPlayer.x - ball.x; var dy = targetPlayer.y - ball.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.hasBall = false; ball.active = true; ballDetachCooldown = ballDetachCooldownTime; ball.velocityX = dx / dist * 10; ball.velocityY = dy / dist * 10; LK.getSound('kick').play(); } }; return self; }); var NagiPlayer = Container.expand(function (colorOverride) { var self = Container.call(this); var playerGraphics = self.attachAsset('nagi_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; // 5 Staged Revolver Volley variables self.egoIgnited = false; self.revolverVolleyActive = false; self.revolverVolleyStage = 0; // 0-4 stages self.revolverVolleyCount = 0; self.revolverVolleyStunCount = 0; self.revolverVolleyStunRadius = 180; self.revolverVolleyStunDuration = 3000; // 3 seconds per stun self.revolverVolleyStunnedOpponents = []; self.revolverVolleyStunEnd = 0; self.revolverVolleyText = null; self.thankYouText = null; // 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; } // --- Nagi Unstoppable Shot Cooldown Logic --- if (typeof self.nagiUnstoppableCooldown === "undefined") { self.nagiUnstoppableCooldown = 0; self.nagiUnstoppableCooldownTime = 150000; // 150 seconds in ms self.nagiUnstoppableLastShot = 0; self.nagiUnstoppableActive = false; self.nagiUnstoppableText = null; } // Reo's Ego Ignition - Check if close to Nagi and activate his Flow if (typeof nagi !== "undefined") { // Block Ego ignition if Nagi is in unstoppable cooldown if (nagi.nagiUnstoppableCooldown > Date.now()) { // Optionally, show a quick message that Nagi is in cooldown if (!nagi.nagiUnstoppableText) { nagi.nagiUnstoppableText = game.addChild(new Text2('Nagi Cooldown: ' + Math.ceil((nagi.nagiUnstoppableCooldown - Date.now()) / 1000) + 's', { size: 48, fill: 0xFF0000 })); nagi.nagiUnstoppableText.anchor.set(0.5, 0.5); nagi.nagiUnstoppableText.x = 1024; nagi.nagiUnstoppableText.y = 400; nagi.nagiUnstoppableText.alpha = 0.9; tween(nagi.nagiUnstoppableText, { alpha: 0 }, { duration: 1200, onFinish: function onFinish() { if (nagi.nagiUnstoppableText) { nagi.nagiUnstoppableText.destroy(); nagi.nagiUnstoppableText = null; } } }); } } else { var nagiDist = Math.sqrt((nagi.x - self.x) * (nagi.x - self.x) + (nagi.y - self.y) * (nagi.y - self.y)); var ballToNagiDist = Math.sqrt((ball.x - nagi.x) * (ball.x - nagi.x) + (ball.y - nagi.y) * (ball.y - nagi.y)); // If Reo is close to Nagi and ball is near Nagi, ignite Nagi's Ego if (nagiDist < 200 && ballToNagiDist < 150 && !nagi.revolverVolleyActive && !nagi.egoIgnited) { // Reo ignites Nagi's Ego nagi.egoIgnited = true; nagi.revolverVolleyActive = true; nagi.revolverVolleyStage = 0; nagi.revolverVolleyCount = 0; nagi.revolverVolleyStunCount = 0; // Visual effect for Ego ignition tween(nagi, { scaleX: 1.5, scaleY: 1.5, tint: 0x00FFFF }, { duration: 500, onFinish: function onFinish() { tween(nagi, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 300 }); } }); // Show Ego ignition text var egoText = nagi.addChild(new Text2('EGO IGNITED!', { size: 60, fill: 0xFF0000 })); egoText.anchor.set(0.5, 0.5); egoText.x = 0; egoText.y = -120; tween(egoText, { alpha: 0, y: -180 }, { duration: 2000, onFinish: function onFinish() { egoText.destroy(); } }); LK.getSound('ego_ignition').play(); } } } // --- Nagi Unstoppable Shot Trigger --- if (self.hasBall && !self.nagiUnstoppableActive && self.nagiUnstoppableCooldown <= Date.now() && typeof opponentGoal !== "undefined") { // If Nagi is close enough to the opponent goal, fire the unstoppable shot var goalDx = opponentGoal.x - self.x; var goalDy = opponentGoal.y - self.y; var goalDist = Math.sqrt(goalDx * goalDx + goalDy * goalDy); if (goalDist < 400) { // Show special unstoppable shot text var unstoppableText = game.addChild(new Text2('Yıkıcı Şut!', { size: 90, fill: 0xFF0000 })); unstoppableText.anchor.set(0.5, 0.5); unstoppableText.x = 1024; unstoppableText.y = 500; unstoppableText.alpha = 1; tween(unstoppableText, { alpha: 0 }, { duration: 1800, onFinish: function onFinish() { unstoppableText.destroy(); } }); // Visual effect for Nagi tween(self, { scaleX: 1.7, scaleY: 1.7, tint: 0xFFFFFF }, { duration: 400, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1, tint: 0x9966ff }, { duration: 400 }); } }); // Unstoppable shot: max power, cannot be blocked, ball is unstoppable for 2s ball.x = self.x; ball.y = self.y - 40; ball.velocityX = goalDx / goalDist * 40; ball.velocityY = goalDy / goalDist * 40; ball.active = true; self.hasBall = false; ball.unstoppableUntil = Date.now() + 2000; self.nagiUnstoppableActive = true; self.nagiUnstoppableCooldown = Date.now() + self.nagiUnstoppableCooldownTime; // End unstoppable state after 2s LK.setTimeout(function () { self.nagiUnstoppableActive = false; }, 2000); } } // --- Nagi Cooldown Restriction: Only allow stealing during cooldown --- if (self.nagiUnstoppableCooldown > Date.now()) { // If Nagi is in cooldown, prevent all actions except for stealing the ball from opponents // Stealing logic is already handled below (Ball Control section) // Prevent all other actions by returning early return; } // 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); } }); } } // --- 5 STAGED REVOLVER VOLLEY --- // Ensure Nagi always gets the ball for the 5 Staged Revolver Fake Volley if (self.revolverVolleyActive && self.egoIgnited) { // If Nagi does not have the ball, forcibly take control of the ball var nagiToBallDist = Math.sqrt((ball.x - self.x) * (ball.x - self.x) + (ball.y - self.y) * (ball.y - self.y)); if (!self.hasBall && nagiToBallDist > 10) { // Instantly move ball to Nagi's feet and stop it ball.x = self.x; ball.y = self.y + 40; ball.velocityX = 0; ball.velocityY = 0; ball.active = false; self.hasBall = true; // Remove ball from any other player or opponent if (typeof player !== "undefined") player.hasBall = false; if (typeof chigiri !== "undefined") chigiri.hasBall = false; if (typeof hiori !== "undefined") hiori.hasBall = false; if (typeof reo !== "undefined") reo.hasBall = false; if (typeof bachira !== "undefined") bachira.hasBall = false; for (var i = 0; i < opponents.length; i++) { if (opponents[i] && typeof opponents[i].hasBall !== "undefined") opponents[i].hasBall = false; } } // Move Nagi away from crowd before starting - more complex positioning if (self.revolverVolleyStage === 0) { var crowdNearby = false; var allCharacters = [player, chigiri, hiori, reo, bachira]; var crowdCenter = { x: 0, y: 0, count: 0 }; for (var i = 0; i < opponents.length; i++) { allCharacters.push(opponents[i]); } // Check if crowd is nearby and calculate crowd center for (var i = 0; i < allCharacters.length; i++) { if (!allCharacters[i] || allCharacters[i] === self) continue; var charDist = Math.sqrt((allCharacters[i].x - self.x) * (allCharacters[i].x - self.x) + (allCharacters[i].y - self.y) * (allCharacters[i].y - self.y)); if (charDist < 300) { // Increased detection radius for better positioning crowdNearby = true; crowdCenter.x += allCharacters[i].x; crowdCenter.y += allCharacters[i].y; crowdCenter.count++; } } // Move away from crowd to clear space with intelligent positioning if (crowdNearby && crowdCenter.count > 0) { // Calculate average position of nearby crowd crowdCenter.x /= crowdCenter.count; crowdCenter.y /= crowdCenter.count; // Find direction away from crowd center var awayDx = self.x - crowdCenter.x; var awayDy = self.y - crowdCenter.y; var awayDist = Math.sqrt(awayDx * awayDx + awayDy * awayDy); // If too close to crowd center, move in a random direction if (awayDist < 50) { var randomAngle = Math.random() * Math.PI * 2; awayDx = Math.cos(randomAngle); awayDy = Math.sin(randomAngle); awayDist = 1; } if (awayDist > 0) { // Calculate clear position - move 250 pixels away from crowd center var clearDistance = 250; var clearX = self.x + awayDx / awayDist * clearDistance; var clearY = self.y + awayDy / awayDist * clearDistance; // Keep within field bounds clearX = Math.max(200, Math.min(1848, clearX)); clearY = Math.max(400, Math.min(2300, clearY)); // Smooth movement using tween for more elegant positioning var targetDx = clearX - self.x; var targetDy = clearY - self.y; var targetDist = Math.sqrt(targetDx * targetDx + targetDy * targetDy); if (targetDist > 30) { // Only move if significant distance // Use tween for smooth, professional movement tween(self, { x: clearX, y: clearY }, { duration: 800, easing: tween.easeOut }); // Also smoothly move ball with Nagi if (self.hasBall) { tween(ball, { x: clearX, y: clearY + 40 }, { duration: 800, easing: tween.easeOut }); } // Visual effect to show Nagi is positioning tween(self, { scaleX: 1.1, scaleY: 1.1, tint: 0x00FFFF }, { duration: 400, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 400 }); } }); return; // Wait until positioning is complete } } } // Show positioning message first, then "teşekkürler Reo..." when properly positioned if (!self.thankYouText) { // First show positioning message var positioningText = game.addChild(new Text2('Pozisyon alıyorum...', { size: 56, fill: 0xFFFF00 })); positioningText.anchor.set(0.5, 0.5); positioningText.x = 1024; // Center of screen positioningText.y = 700; // Upper middle of screen positioningText.alpha = 0; // Animate positioning message tween(positioningText, { alpha: 1, scaleX: 1.1, scaleY: 1.1 }, { duration: 500, onFinish: function onFinish() { // Keep visible for 1.5 seconds then fade out LK.setTimeout(function () { tween(positioningText, { alpha: 0, scaleX: 0.9, scaleY: 0.9 }, { duration: 400, onFinish: function onFinish() { positioningText.destroy(); // Now show the thank you message self.thankYouText = game.addChild(new Text2('teşekkürler Reo...', { size: 72, fill: 0x00FFFF })); self.thankYouText.anchor.set(0.5, 0.5); self.thankYouText.x = 1024; // Center of screen self.thankYouText.y = 800; // Middle of screen self.thankYouText.alpha = 0; // Animate thank you message appearance if (self.thankYouText) { tween(self.thankYouText, { alpha: 1, scaleX: 1.2, scaleY: 1.2 }, { duration: 800, onFinish: function onFinish() { // Keep message visible for 2 seconds then fade out LK.setTimeout(function () { if (self.thankYouText) { tween(self.thankYouText, { alpha: 0, scaleX: 0.8, scaleY: 0.8 }, { duration: 600, onFinish: function onFinish() { if (self.thankYouText) { self.thankYouText.destroy(); self.thankYouText = null; } } }); } }, 2000); } }); } } }); }, 1500); } }); } } if (distance < 100) { // Stage progression: Each stage stuns opponents and increases power if (self.revolverVolleyStage < 5) { self.revolverVolleyStage++; self.revolverVolleyCount++; // Show stage number on screen as 1., 2., 3., 4., 5. for each stage var stageText = null; var stageLabel = self.revolverVolleyStage + '.'; var stageSize = self.revolverVolleyStage < 5 ? 120 : 150; var stageColor = self.revolverVolleyStage < 5 ? 0xFF00FF : 0xFF0000; stageText = game.addChild(new Text2(stageLabel, { size: stageSize, fill: stageColor })); stageText.anchor.set(0.5, 0.5); stageText.x = 1024; // Center of screen stageText.y = 600; // Upper middle of screen stageText.alpha = 0; // Animate stage text tween(stageText, { alpha: 1, scaleX: 1.5, scaleY: 1.5 }, { duration: 400, onFinish: function onFinish() { // Keep visible for 1 second then fade LK.setTimeout(function () { tween(stageText, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 300, onFinish: function onFinish() { stageText.destroy(); } }); }, 1000); } }); // Update revolver volley text above Nagi if (!self.revolverVolleyText) { self.revolverVolleyText = self.addChild(new Text2('REVOLVER VOLLEY STAGE ' + self.revolverVolleyStage, { size: 40, fill: 0xFF00FF })); self.revolverVolleyText.anchor.set(0.5, 0.5); self.revolverVolleyText.x = 0; self.revolverVolleyText.y = -140; } else { self.revolverVolleyText.setText('REVOLVER VOLLEY STAGE ' + self.revolverVolleyStage); } // For stages 1-4, only stun the opponent directly in front of Nagi during fake volleys if (self.revolverVolleyStage <= 4) { // Find the opponent most directly in front of Nagi (closest to the line from Nagi to opponentGoal) var minAngle = Math.PI / 8; // 22.5 degrees cone var closestOpponent = null; var closestDist = Infinity; var nagiToGoalDx = opponentGoal.x - self.x; var nagiToGoalDy = opponentGoal.y - self.y; var nagiToGoalDist = Math.sqrt(nagiToGoalDx * nagiToGoalDx + nagiToGoalDy * nagiToGoalDy); for (var i = 0; i < opponents.length; i++) { var opponent = opponents[i]; if (opponent.stunned) continue; var dx = opponent.x - self.x; var dy = opponent.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist === 0) continue; // Calculate angle between Nagi->Goal and Nagi->Opponent var dot = (dx * nagiToGoalDx + dy * nagiToGoalDy) / (dist * nagiToGoalDist); var angle = Math.acos(Math.max(-1, Math.min(1, dot))); if (angle < minAngle && dist < closestDist) { closestDist = dist; closestOpponent = opponent; } } if (closestOpponent) { closestOpponent.stunned = true; closestOpponent.originalSpeed = closestOpponent.originalSpeed || closestOpponent.speed; closestOpponent.speed = 0; // Completely stop them self.revolverVolleyStunnedOpponents.push(closestOpponent); self.revolverVolleyStunCount++; // Visual effect for stunned opponent tween(closestOpponent, { tint: 0xFF00FF, scaleX: 1.2, scaleY: 1.2 }, { duration: 300 }); } } else { // Stage 5: Stun all opponents in expanding radius var stageStunRadius = self.revolverVolleyStunRadius + self.revolverVolleyStage * 50; 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 <= stageStunRadius) { opponentsInRange.push(opponent); } } // Apply stunning effect for (var i = 0; i < opponentsInRange.length; i++) { var opponent = opponentsInRange[i]; if (!opponent.stunned) { opponent.stunned = true; opponent.originalSpeed = opponent.speed; opponent.speed = 0; self.revolverVolleyStunnedOpponents.push(opponent); self.revolverVolleyStunCount++; // Visual effect for stunned opponent tween(opponent, { tint: 0xFF00FF, scaleX: 1.2, scaleY: 1.2 }, { duration: 300 }); } } } // Visual effect for each stage var stageColors = [0xFF0000, 0xFF4500, 0xFFFF00, 0x00FF00, 0x00FFFF]; tween(self, { scaleX: 1.3 + self.revolverVolleyStage * 0.1, scaleY: 1.3 + self.revolverVolleyStage * 0.1, tint: stageColors[self.revolverVolleyStage - 1] || 0xFFFFFF }, { duration: 400, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 300 }); } }); self.revolverVolleyStunEnd = Date.now() + self.revolverVolleyStunDuration; // Stage 5: Final devastating shot if (self.revolverVolleyStage === 5) { // Show Turkish awakening message before final shot var awakeningText = game.addChild(new Text2('Artık uyandım... Bu benim gerçek gücüm!', { size: 72, fill: 0xFF0000 })); awakeningText.anchor.set(0.5, 0.5); awakeningText.x = 1024; // Center of screen awakeningText.y = 900; // Lower middle of screen awakeningText.alpha = 0; // Animate awakening message tween(awakeningText, { alpha: 1, scaleX: 1.2, scaleY: 1.2 }, { duration: 800, onFinish: function onFinish() { // Keep message visible for 2 seconds then fade out LK.setTimeout(function () { tween(awakeningText, { alpha: 0, scaleX: 0.8, scaleY: 0.8 }, { duration: 600, onFinish: function onFinish() { awakeningText.destroy(); // Now perform the final shot after message // Create screen shake effect tween(game, { x: game.x + 20 }, { duration: 100, onFinish: function onFinish() { tween(game, { x: game.x - 40 }, { duration: 100, onFinish: function onFinish() { tween(game, { x: game.x + 20 }, { duration: 100 }); } }); } }); // Devastating shot toward goal (UNSTOPPABLE) // Always aim at the center of the opponent's goal for the final shot var targetGoalX = opponentGoal.x; var targetGoalY = opponentGoal.y; var goalDx = targetGoalX - self.x; var goalDy = targetGoalY - self.y; var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy); if (goalDistance > 0) { // Unstoppable: ignore all blocks, max power, and ball cannot be stopped until goal ball.x = self.x; ball.y = self.y - 40; ball.velocityX = goalDx / goalDistance * 48; // Dramatically higher velocity for 5th stage ball.velocityY = goalDy / goalDistance * 48; ball.active = true; self.hasBall = false; // Mark ball as "unstoppable" for a short time (cannot be stopped by anyone) ball.unstoppableUntil = Date.now() + 1200; } LK.getSound('revolver_volley').play(); } }); }, 2000); } }); // Reset after completing 5 stages LK.setTimeout(function () { self.revolverVolleyActive = false; self.egoIgnited = false; self.revolverVolleyStage = 0; self.revolverVolleyCount = 0; self.revolverVolleyStunCount = 0; if (self.revolverVolleyText) { self.revolverVolleyText.destroy(); self.revolverVolleyText = null; } }, 4000); //{r7} // Extended timing for message } else { // For stages 1-4, perform fake shots with increasing intensity ball.velocityX = (Math.random() - 0.5) * (2 + self.revolverVolleyStage); ball.velocityY = (Math.random() - 0.5) * (2 + self.revolverVolleyStage); ball.active = true; } } } // Prevent normal volley logic during Revolver Volley return; } // Handle Revolver Volley stun restoration if (self.revolverVolleyStunEnd > 0 && Date.now() > self.revolverVolleyStunEnd) { for (var i = 0; i < self.revolverVolleyStunnedOpponents.length; i++) { var opponent = self.revolverVolleyStunnedOpponents[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.revolverVolleyStunnedOpponents = []; self.revolverVolleyStunEnd = 0; } // --- 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 position close to the opponent's goal // Find a spot within 200px of the goal center, but not inside the goal var goalAreaRadius = 200; var angle = Math.PI / 2 + Math.sin(Date.now() / 1200); // oscillate angle for realism var targetX = opponentGoal.x + goalAreaRadius * Math.cos(angle); var targetY = opponentGoal.y + 120 + goalAreaRadius * Math.abs(Math.sin(angle)); // always above the goal line // Clamp to field bounds targetX = Math.max(200, Math.min(1848, targetX)); targetY = Math.max(200, Math.min(600, targetY)); // keep Nagi near the top, but not inside the goal var moveDx = targetX - self.x; var moveDy = targetY - self.y; var moveDist = Math.sqrt(moveDx * moveDx + moveDy * moveDy); if (moveDist > 10) { self.x += moveDx / moveDist * self.speed * 0.8; self.y += moveDy / moveDist * 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(); } }; // Add Shot skill self.Shot = function (targetX, targetY, power) { self.shootBall(targetX, targetY, power); }; // Add Pass skill self.Pass = function (targetPlayer) { if (!targetPlayer) return; var dx = targetPlayer.x - ball.x; var dy = targetPlayer.y - ball.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.hasBall = false; ball.active = true; ballDetachCooldown = ballDetachCooldownTime; ball.velocityX = dx / dist * 10; ball.velocityY = dy / dist * 10; 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(); } }; // Add Shot skill self.Shot = function (targetX, targetY, power) { self.shootBall(targetX, targetY, power); }; // Add Pass skill self.Pass = function (targetPlayer) { if (!targetPlayer) return; var dx = targetPlayer.x - ball.x; var dy = targetPlayer.y - ball.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.hasBall = false; ball.active = true; ballDetachCooldown = ballDetachCooldownTime; ball.velocityX = dx / dist * 10; ball.velocityY = dy / dist * 10; LK.getSound('kick').play(); } }; return self; }); var ReoPlayer = Container.expand(function (colorOverride) { var self = Container.call(this); var playerGraphics = self.attachAsset('reo_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(); } }; // Add Shot skill self.Shot = function (targetX, targetY, power) { self.shootBall(targetX, targetY, power); }; // Add Pass skill self.Pass = function (targetPlayer) { if (!targetPlayer) return; var dx = targetPlayer.x - ball.x; var dy = targetPlayer.y - ball.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.hasBall = false; ball.active = true; ballDetachCooldown = ballDetachCooldownTime; ball.velocityX = dx / dist * 10; ball.velocityY = dy / dist * 10; LK.getSound('kick').play(); } }; return self; }); var RinPlayer = Container.expand(function (colorOverride) { var self = Container.call(this); var opponentGraphics = self.attachAsset('rin_opponent', { anchorX: 0.5, anchorY: 0.5 }); if (typeof colorOverride === "number" && opponentGraphics) { opponentGraphics.tint = colorOverride; } self.speed = 4.8; self.role = 'rin'; self.homeX = 1024; self.homeY = 1000; self.hasBall = false; // Destroyer mode abilities self.destroyerModeActive = false; self.destroyerModeCooldown = 0; self.destroyerModeCooldownTime = 18000; // 18 seconds self.destroyerModeDuration = 8000; // 8 seconds active self.destroyerModeEndTime = 0; self.destroyerModeTargets = []; // Precision shot abilities self.precisionShotCooldown = 0; self.precisionShotCooldownTime = 10000; // 10 seconds self.precisionShotActive = false; // Spatial awareness abilities self.spatialAwarenessActive = false; self.spatialAwarenessCooldown = 0; self.spatialAwarenessCooldownTime = 15000; // 15 seconds self.spatialAwarenessDuration = 6000; // 6 seconds self.spatialAwarenessEndTime = 0; self.spatialAwarenessRadius = 250; self.update = function () { // Update cooldowns if (self.destroyerModeCooldown > 0) { self.destroyerModeCooldown -= 16; if (self.destroyerModeCooldown < 0) self.destroyerModeCooldown = 0; } if (self.precisionShotCooldown > 0) { self.precisionShotCooldown -= 16; if (self.precisionShotCooldown < 0) self.precisionShotCooldown = 0; } if (self.spatialAwarenessCooldown > 0) { self.spatialAwarenessCooldown -= 16; if (self.spatialAwarenessCooldown < 0) self.spatialAwarenessCooldown = 0; } // Handle destroyer mode end if (self.destroyerModeActive && Date.now() > self.destroyerModeEndTime) { self.destroyerModeActive = false; // Restore target speeds for (var i = 0; i < self.destroyerModeTargets.length; i++) { var target = self.destroyerModeTargets[i]; if (target.originalSpeed) target.speed = target.originalSpeed; tween(target, { tint: 0xFFFFFF }, { duration: 300 }); } self.destroyerModeTargets = []; } // Handle spatial awareness end if (self.spatialAwarenessActive && Date.now() > self.spatialAwarenessEndTime) { self.spatialAwarenessActive = false; } var dx = ball.x - self.x; var dy = ball.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Activate spatial awareness when enemies approach var playerTeam = [player, chigiri, hiori, reo, nagi, bachira]; var nearbyEnemies = 0; for (var i = 0; i < playerTeam.length; i++) { if (!playerTeam[i]) continue; var enemyDist = Math.sqrt((playerTeam[i].x - self.x) * (playerTeam[i].x - self.x) + (playerTeam[i].y - self.y) * (playerTeam[i].y - self.y)); if (enemyDist < self.spatialAwarenessRadius) { nearbyEnemies++; } } if (nearbyEnemies >= 2 && !self.spatialAwarenessActive && self.spatialAwarenessCooldown <= 0) { self.spatialAwarenessActive = true; self.spatialAwarenessCooldown = self.spatialAwarenessCooldownTime; self.spatialAwarenessEndTime = Date.now() + self.spatialAwarenessDuration; // Visual effect tween(self, { scaleX: 1.2, scaleY: 1.2, tint: 0x800080 }, { duration: 300, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 300 }); } }); } // Activate destroyer mode when frustrated (low ball control) if (!self.destroyerModeActive && self.destroyerModeCooldown <= 0 && distance > 200) { self.destroyerModeActive = true; self.destroyerModeCooldown = self.destroyerModeCooldownTime; self.destroyerModeEndTime = Date.now() + self.destroyerModeDuration; // Target all nearby player team members for (var i = 0; i < playerTeam.length; i++) { if (!playerTeam[i]) continue; var targetDist = Math.sqrt((playerTeam[i].x - self.x) * (playerTeam[i].x - self.x) + (playerTeam[i].y - self.y) * (playerTeam[i].y - self.y)); if (targetDist < 350) { self.destroyerModeTargets.push(playerTeam[i]); playerTeam[i].originalSpeed = playerTeam[i].speed; playerTeam[i].speed = playerTeam[i].speed * 0.6; // 60% speed tween(playerTeam[i], { tint: 0x8B0000 }, { duration: 300 }); } } // Visual effect for destroyer mode tween(self, { scaleX: 1.4, scaleY: 1.4, tint: 0x8B0000 }, { duration: 500, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 300 }); } }); } // Ball pursuit with enhanced abilities if (distance < 500) { var pursuitSpeed = self.destroyerModeActive ? self.speed * 1.4 : self.speed * 1.2; if (self.spatialAwarenessActive) pursuitSpeed *= 1.2; // Additional bonus self.x += dx / distance * pursuitSpeed; self.y += dy / distance * pursuitSpeed; if (distance < 80) { // Precision shot if available var goalDx = opponentGoal.x - ball.x; var goalDy = opponentGoal.y - ball.y; var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy); if (goalDistance < 400 && self.precisionShotCooldown <= 0) { self.precisionShotActive = true; self.precisionShotCooldown = self.precisionShotCooldownTime; // Precision shot - extremely accurate and powerful if (goalDistance > 0) { ball.velocityX = goalDx / goalDistance * 22; // High power ball.velocityY = goalDy / goalDistance * 22; ball.active = true; } // Visual effect for precision shot tween(self, { scaleX: 1.3, scaleY: 1.3, tint: 0x00CED1 }, { duration: 400, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 300 }); } }); self.precisionShotActive = false; } else { // Normal shot toward goal if (goalDistance > 0) { ball.velocityX = goalDx / goalDistance * 15; ball.velocityY = goalDy / goalDistance * 15; 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 * 0.6; self.y += homeDy / homeDistance * self.speed * 0.6; } } }; // Add shootBall method 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(); } }; // Add Shot skill self.Shot = function (targetX, targetY, power) { self.shootBall(targetX, targetY, power); }; // Add Pass skill self.Pass = function (targetPlayer) { if (!targetPlayer) return; var dx = targetPlayer.x - ball.x; var dy = targetPlayer.y - ball.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.hasBall = false; ball.active = true; ballDetachCooldown = ballDetachCooldownTime; ball.velocityX = dx / dist * 10; ball.velocityY = dy / dist * 10; LK.getSound('kick').play(); } }; return self; }); var SaePlayer = Container.expand(function (colorOverride) { var self = Container.call(this); var playerGraphics = self.attachAsset('sae_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 but check for goal proximity if (distance < 80) { // Check if too close to player goal while dribbling var goalDist = Math.sqrt((playerGoal.x - self.x) * (playerGoal.x - self.x) + (playerGoal.y - self.y) * (playerGoal.y - self.y)); if (goalDist < 250) { // Too close to goal, use Shot skill instead of continuing dribble self.Shot(playerGoal.x, playerGoal.y, 16); self.isDribbling = false; } else { 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 but check for goal proximity if (distance < 100) { // Check if too close to player goal while zigzag dribbling var goalDist = Math.sqrt((playerGoal.x - self.x) * (playerGoal.x - self.x) + (playerGoal.y - self.y) * (playerGoal.y - self.y)); if (goalDist < 250) { // Too close to goal, use Shot skill instead of continuing dribble self.Shot(playerGoal.x, playerGoal.y, 16); self.isZigzagDribbling = false; } else { 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 but check for goal proximity if (distance < 100) { // Check if too close to player goal while chop dribbling var goalDist = Math.sqrt((playerGoal.x - self.x) * (playerGoal.x - self.x) + (playerGoal.y - self.y) * (playerGoal.y - self.y)); if (goalDist < 250) { // Too close to goal, use Shot skill instead of continuing dribble self.Shot(playerGoal.x, playerGoal.y, 16); self.isChopDribbling = false; } else { 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 but check for goal proximity if (distance < 120) { // Check if too close to player goal while hilal dribbling var goalDist = Math.sqrt((playerGoal.x - self.x) * (playerGoal.x - self.x) + (playerGoal.y - self.y) * (playerGoal.y - self.y)); if (goalDist < 250) { // Too close to goal, use Shot skill instead of continuing dribble self.Shot(playerGoal.x, playerGoal.y, 20); self.flowHilalDribbling = false; self.flowHilalShotDone = true; } else { 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 = 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; 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 = opponentGoal.x - ball.x; var goalDy = opponentGoal.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(); } }; // Add Shot skill self.Shot = function (targetX, targetY, power) { self.shootBall(targetX, targetY, power); }; // Add Pass skill self.Pass = function (targetPlayer) { if (!targetPlayer) return; var dx = targetPlayer.x - ball.x; var dy = targetPlayer.y - ball.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.hasBall = false; ball.active = true; ballDetachCooldown = ballDetachCooldownTime; ball.velocityX = dx / dist * 10; ball.velocityY = dy / dist * 10; 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 ****/ // teal // blue (center) // black // blue // light blue // fallback // Player team assets (unique color for each, blue in the middle) // turquoise // gold/yellow // orange // purple // RED (center) // blue // green // Opponent assets (unique color for each, red in the middle) 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 and assign unique colors, with red in the middle // Color palette: [left, left-mid, RED, right-mid, right, etc.] var opponentColors = [0x2E8B57, // Aiku - green 0x4169E1, // Kaiser - blue 0xFF0000, // Barou - RED (center) 0x800080, // Rin - purple 0xff6600, // Sae - orange 0xFFD700, // Forward - gold/yellow 0x00CED1 // Midfield - turquoise ]; // Aiku - opponent team defensive leader with Metavision var aiku = game.addChild(new AikuPlayer(opponentColors[0])); aiku.x = 1024; aiku.y = 500; aiku.homeX = 1024; aiku.homeY = 500; opponents.push(aiku); // Kaiser - opponent team emperor striker with dual shot abilities var kaiser = game.addChild(new KaiserPlayer(opponentColors[1])); kaiser.x = 1024; kaiser.y = 900; kaiser.homeX = 1024; kaiser.homeY = 900; opponents.push(kaiser); // Barou - opponent team predator striker (center, RED) var barou = game.addChild(new BarouPlayer(opponentColors[2])); barou.x = 1024; barou.y = 1200; barou.homeX = 1024; barou.homeY = 1200; opponents.push(barou); // Rin - opponent team destroyer midfielder var rin = game.addChild(new RinPlayer(opponentColors[3])); rin.x = 1024; rin.y = 1000; rin.homeX = 1024; rin.homeY = 1000; opponents.push(rin); // Sae - opponent team attacking midfielder with Perfect Pass and special abilities var sae = game.addChild(new SaePlayer(opponentColors[4])); sae.x = 1024; sae.y = 800; sae.homeX = 1024; sae.homeY = 800; opponents.push(sae); // Forward player var forwardPlayer = game.addChild(new ForwardPlayer()); forwardPlayer.x = 1024; forwardPlayer.y = 1400; forwardPlayer.homeX = 1024; forwardPlayer.homeY = 1400; // Set color for Forward (if supported) if (typeof forwardPlayer.setColor === "function") { forwardPlayer.setColor(opponentColors[5]); } opponents.push(forwardPlayer); // Midfield player var midfieldPlayer = game.addChild(new MidfieldPlayer()); midfieldPlayer.x = 1024; midfieldPlayer.y = 1000; midfieldPlayer.homeX = 1024; midfieldPlayer.homeY = 1000; // Set color for Midfield (if supported) if (typeof midfieldPlayer.setColor === "function") { midfieldPlayer.setColor(opponentColors[6]); } opponents.push(midfieldPlayer); // 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; // 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, ball kicking, and pass request 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)); var teammateClicked = null; // Check if a teammate was tapped (for pass request) var teammates = [chigiri, hiori, reo, nagi, bachira]; for (var i = 0; i < teammates.length; i++) { var mate = teammates[i]; if (!mate) continue; var dist = Math.sqrt((x - mate.x) * (x - mate.x) + (y - mate.y) * (y - mate.y)); if (dist < 90) { // Touch radius for teammate teammateClicked = mate; break; } } if (teammateClicked && !player.hasBall) { // Request pass from teammate teammateClicked.passRequested = true; // Show a quick visual indicator if (!teammateClicked.passRequestText) { teammateClicked.passRequestText = teammateClicked.addChild(new Text2('PAS!', { size: 36, fill: 0xFFFF00 })); teammateClicked.passRequestText.anchor.set(0.5, 0.5); teammateClicked.passRequestText.x = 0; teammateClicked.passRequestText.y = -90; teammateClicked.passRequestText.alpha = 1; tween(teammateClicked.passRequestText, { alpha: 0 }, { duration: 900, onFinish: function onFinish() { if (teammateClicked.passRequestText) { teammateClicked.passRequestText.destroy(); teammateClicked.passRequestText = null; } } }); } return; // Don't move player or start shot if pass requested } 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; } }; // --- PASS LOGIC for player and teammates --- // Each teammate will check if passRequested is set and if so, pass to player if possible function teammatePassLogic(teammate) { if (!teammate || typeof teammate.hasBall === "undefined") return; if (teammate.hasBall && teammate.passRequested) { // Find the teammate (including player) closest to the opponent goal var allTeammates = [player, chigiri, hiori, reo, nagi, bachira]; var closestMate = null; var closestDist = Infinity; for (var i = 0; i < allTeammates.length; i++) { var mate = allTeammates[i]; if (!mate || mate === teammate) continue; // Use distance to opponentGoal as metric var dGoal = Math.sqrt((mate.x - opponentGoal.x) * (mate.x - opponentGoal.x) + (mate.y - opponentGoal.y) * (mate.y - opponentGoal.y)); if (dGoal < closestDist) { closestDist = dGoal; closestMate = mate; } } // If no other teammate found, fallback to player if (!closestMate) closestMate = player; // Pass to the closest teammate to the opponent goal var dx = closestMate.x - ball.x; var dy = closestMate.y - ball.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { teammate.hasBall = false; ball.active = true; ballDetachCooldown = ballDetachCooldownTime; ball.velocityX = dx / dist * 10; ball.velocityY = dy / dist * 10; LK.getSound('kick').play(); } teammate.passRequested = false; } } // 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; } } } // --- PASS LOGIC for teammates and player --- // Teammates pass to player if requested var teammates = [chigiri, hiori, reo, nagi, bachira]; for (var i = 0; i < teammates.length; i++) { teammatePassLogic(teammates[i]); } // Player can pass to a tapped teammate if has ball and not charging shot if (player.hasBall && !isChargingShot) { // Find all teammates requesting a pass var requestingTeammates = []; for (var i = 0; i < teammates.length; i++) { var mate = teammates[i]; if (mate && mate.passRequested) { requestingTeammates.push(mate); } } if (requestingTeammates.length > 0) { // Pass to the requesting teammate closest to the opponent goal var closestMate = null; var closestDist = Infinity; for (var i = 0; i < requestingTeammates.length; i++) { var mate = requestingTeammates[i]; var dGoal = Math.sqrt((mate.x - opponentGoal.x) * (mate.x - opponentGoal.x) + (mate.y - opponentGoal.y) * (mate.y - opponentGoal.y)); if (dGoal < closestDist) { closestDist = dGoal; closestMate = mate; } } if (closestMate) { var dx = closestMate.x - ball.x; var dy = closestMate.y - ball.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { player.hasBall = false; ball.active = true; ballDetachCooldown = ballDetachCooldownTime; ball.velocityX = dx / dist * 10; ball.velocityY = dy / dist * 10; LK.getSound('kick').play(); } // Clear all pass requests for (var i = 0; i < requestingTeammates.length; i++) { requestingTeammates[i].passRequested = false; } } } } // 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
@@ -7,9 +7,9 @@
* Classes
****/
var AikuPlayer = Container.expand(function (colorOverride) {
var self = Container.call(this);
- var opponentGraphics = self.attachAsset('opponent', {
+ var opponentGraphics = self.attachAsset('aiku_opponent', {
anchorX: 0.5,
anchorY: 0.5
});
if (typeof colorOverride === "number" && opponentGraphics) {
@@ -231,9 +231,9 @@
return self;
});
var BarouPlayer = Container.expand(function (colorOverride) {
var self = Container.call(this);
- var opponentGraphics = self.attachAsset('opponent', {
+ var opponentGraphics = self.attachAsset('barou_opponent', {
anchorX: 0.5,
anchorY: 0.5
});
if (typeof colorOverride === "number" && opponentGraphics) {
@@ -478,14 +478,14 @@
return self;
});
var ChigiriPlayer = Container.expand(function (colorOverride) {
var self = Container.call(this);
- var opponentGraphics = self.attachAsset('opponent', {
+ var playerGraphics = self.attachAsset('chigiri_player', {
anchorX: 0.5,
anchorY: 0.5
});
- if (typeof colorOverride === "number" && opponentGraphics) {
- opponentGraphics.tint = colorOverride;
+ if (typeof colorOverride === "number" && playerGraphics) {
+ playerGraphics.tint = colorOverride;
}
self.speed = 5;
self.role = 'chigiri';
self.homeX = 800;
@@ -856,9 +856,9 @@
return self;
});
var ForwardPlayer = Container.expand(function () {
var self = Container.call(this);
- var opponentGraphics = self.attachAsset('opponent', {
+ var opponentGraphics = self.attachAsset('forward_opponent', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3.5;
@@ -1078,9 +1078,9 @@
return self;
});
var HioriPlayer = Container.expand(function (colorOverride) {
var self = Container.call(this);
- var playerGraphics = self.attachAsset('player', {
+ var playerGraphics = self.attachAsset('hiori_player', {
anchorX: 0.5,
anchorY: 0.5
});
if (typeof colorOverride === "number" && playerGraphics) {
@@ -1442,9 +1442,9 @@
return self;
});
var KaiserPlayer = Container.expand(function (colorOverride) {
var self = Container.call(this);
- var opponentGraphics = self.attachAsset('opponent', {
+ var opponentGraphics = self.attachAsset('kaiser_opponent', {
anchorX: 0.5,
anchorY: 0.5
});
if (typeof colorOverride === "number" && opponentGraphics) {
@@ -1715,9 +1715,9 @@
return self;
});
var MeguruBachiraPlayer = Container.expand(function (colorOverride) {
var self = Container.call(this);
- var playerGraphics = self.attachAsset('player', {
+ var playerGraphics = self.attachAsset('bachira_player', {
anchorX: 0.5,
anchorY: 0.5
});
if (typeof colorOverride === "number" && playerGraphics) {
@@ -2372,9 +2372,9 @@
return self;
});
var MidfieldPlayer = Container.expand(function () {
var self = Container.call(this);
- var opponentGraphics = self.attachAsset('opponent', {
+ var opponentGraphics = self.attachAsset('midfield_opponent', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
@@ -2577,9 +2577,9 @@
return self;
});
var NagiPlayer = Container.expand(function (colorOverride) {
var self = Container.call(this);
- var playerGraphics = self.attachAsset('player', {
+ var playerGraphics = self.attachAsset('nagi_player', {
anchorX: 0.5,
anchorY: 0.5
});
if (typeof colorOverride === "number" && playerGraphics) {
@@ -3870,9 +3870,9 @@
return self;
});
var ReoPlayer = Container.expand(function (colorOverride) {
var self = Container.call(this);
- var playerGraphics = self.attachAsset('player', {
+ var playerGraphics = self.attachAsset('reo_player', {
anchorX: 0.5,
anchorY: 0.5
});
if (typeof colorOverride === "number" && playerGraphics) {
@@ -4214,9 +4214,9 @@
return self;
});
var RinPlayer = Container.expand(function (colorOverride) {
var self = Container.call(this);
- var opponentGraphics = self.attachAsset('opponent', {
+ var opponentGraphics = self.attachAsset('rin_opponent', {
anchorX: 0.5,
anchorY: 0.5
});
if (typeof colorOverride === "number" && opponentGraphics) {
@@ -4446,9 +4446,9 @@
return self;
});
var SaePlayer = Container.expand(function (colorOverride) {
var self = Container.call(this);
- var playerGraphics = self.attachAsset('opponent', {
+ var playerGraphics = self.attachAsset('sae_opponent', {
anchorX: 0.5,
anchorY: 0.5
});
if (typeof colorOverride === "number" && playerGraphics) {
@@ -5282,8 +5282,23 @@
/****
* Game Code
****/
+// teal
+// blue (center)
+// black
+// blue
+// light blue
+// fallback
+// Player team assets (unique color for each, blue in the middle)
+// turquoise
+// gold/yellow
+// orange
+// purple
+// RED (center)
+// blue
+// green
+// Opponent assets (unique color for each, red in the middle)
game.setBackgroundColor(0x228B22);
// Game variables
var opponents = [];
var playerScore = 0;