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oyundaki tüm karakterleri stabilize et ve normal oynamaya geri dönsünler titriyorlar ve haraket etmiyorlar doğru dürüst
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Nagi yi forvet olarak ayarla
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Nagi Forvet gibi oynasın yani forvet olarka ayarla
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Make Nagi Rework !
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Please fix the bug: 'TypeError: self.performFakeVolley is not a function' in or related to this line: 'self.performFakeVolley();' Line Number: 2886
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Please fix the bug: 'TypeError: self.performFakeVolley is not a function' in or related to this line: 'self.performFakeVolley();' Line Number: 2886
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Please fix the bug: 'TypeError: self.performFakeVolley is not a function' in or related to this line: 'self.performFakeVolley();' Line Number: 2887
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Please fix the bug: 'TypeError: self.performFakeVolley is not a function' in or related to this line: 'self.performFakeVolley();' Line Number: 2886
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Please fix the bug: 'TypeError: self.performFakeVolley is not a function' in or related to this line: 'self.performFakeVolley();' Line Number: 2886
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Please fix the bug: 'TypeError: self.performFakeVolley is not a function' in or related to this line: 'self.performFakeVolley();' Line Number: 2886
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Please fix the bug: 'TypeError: self.activateEffortlessPlay is not a function' in or related to this line: 'self.activateEffortlessPlay();' Line Number: 2802
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Nagi Rework yap
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he bide kaleciler topu tuttukları zaman ki oyuncuların ayağından zorla alabilsinler topu attıklarında top durana kadar temas edilemez olsun
User prompt
bizim takımdakiler topu alıp Dribbling e başlarlarsa topu çaldıkları rakip 2 Saniye Stun yesin Dribblingle geçtikleri 1 saniye Stun yiyip haraket edemesin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
itip kakıp rakip oyun önündeki oyuncuyu kaleye sokamasın ya çalsın topu yada top rakip oyuncudaysa çalım atsın yani Dribble
User prompt
topu olanlar geçsin 5 Saniyede bir hepsi kendine özel bir Dribbling ile ya Stun yada yavaşlatma yada Devoured verip ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Rakipleri geçemiyorlar Rakiple 1 e 1 de direk çalımla geçme ekle ve oyuncular topun hizasına göre orta sahada veya işte dursunlar !
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oyuncuların yapay zekasını geliştir pas atma taktik kurma yetenekleri ekle
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Rakip oyuncuları daha güçsüzleştir
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Please fix the bug: 'ReferenceError: ballCarrier is not defined' in or related to this line: 'var shouldAttack = ballY < 1500 || ballCarrier && ballCarrier.role === 'striker';' Line Number: 4273
User prompt
Please fix the bug: 'ReferenceError: ballCarrier is not defined' in or related to this line: 'var shouldAttack = ballY < 1500 || ballCarrier && ballCarrier.role === 'striker';' Line Number: 4273
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Please fix the bug: 'ReferenceError: ballCarrier is not defined' in or related to this line: 'var shouldAttack = ballY < 1500 || ballCarrier && ballCarrier.role === 'striker';' Line Number: 4273
User prompt
Karakterler düzenli paslaşsınlar ve görev bölümü yapsınlar mesela kanattan ilerlerken bazı oyuncuları 1 2 kişi topla birlikte haraket etsin gibi gibi pas verme ve şut atma ekle haraketere karşı kaleye yakınsalar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ve asla takılmasınlar birbirlerine her karaktere kendilerine özgü bir Dribbling ve top çalma haraketi ekle mesela Hiori topu süreni durdurup topu alıp en yakındaki Forvet e pas atsın Nagi ise Aerial Strike! vursun topa kısaca bizim gibi şut çekebilsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
asla iç içe giremesinler ve agresif derken mesela 2 kişi Topa gideceği zaman diyerleri kanatlarda veya defans da dursun yani birbirlerinin hamlelerini okusunlar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var ChigiriPlayer = Container.expand(function (colorOverride) {
var self = Container.call(this);
var opponentGraphics = self.attachAsset('opponent', {
anchorX: 0.5,
anchorY: 0.5
});
if (typeof colorOverride === "number" && opponentGraphics) {
opponentGraphics.tint = colorOverride;
}
self.speed = 5;
self.role = 'chigiri';
self.homeX = 800;
self.homeY = 2000;
self.maxDistance = 600;
self.hasBall = false;
self.isSpeedBursting = false;
self.speedBurstTarget = null;
self.speedBurstCooldown = 0;
self.speedBurstCooldownTime = 8000; // 8 seconds
self.normalSpeed = 5;
self.burstSpeed = 12;
self.stamina = 100;
self.maxStamina = 100;
self.staminaDrainRate = 0.8;
self.staminaRegenRate = 0.3;
self.lowStaminaSpeed = 1.5; // Very slow when stamina is low
self.update = function () {
// Hitbox collision detection with other characters
var hitboxRadius = 50;
var allCharacters = [player, hiori, reo, nagi, bachira, chigiri];
for (var c = 0; c < allCharacters.length; c++) {
if (allCharacters[c] && allCharacters[c] !== self) {
var charDist = Math.sqrt((allCharacters[c].x - self.x) * (allCharacters[c].x - self.x) + (allCharacters[c].y - self.y) * (allCharacters[c].y - self.y));
if (charDist < hitboxRadius * 2) {
// Push characters apart
var pushX = (self.x - allCharacters[c].x) / charDist * 2;
var pushY = (self.y - allCharacters[c].y) / charDist * 2;
self.x += pushX;
self.y += pushY;
allCharacters[c].x -= pushX;
allCharacters[c].y -= pushY;
}
}
}
// Check collision with opponents too
for (var o = 0; o < opponents.length; o++) {
if (opponents[o] && opponents[o] !== self) {
var oppDist = Math.sqrt((opponents[o].x - self.x) * (opponents[o].x - self.x) + (opponents[o].y - self.y) * (opponents[o].y - self.y));
if (oppDist < hitboxRadius * 2) {
// Push characters apart
var pushX = (self.x - opponents[o].x) / oppDist * 2;
var pushY = (self.y - opponents[o].y) / oppDist * 2;
self.x += pushX;
self.y += pushY;
opponents[o].x -= pushX;
opponents[o].y -= pushY;
}
}
}
// Update speed burst cooldown
if (self.speedBurstCooldown > 0) {
self.speedBurstCooldown -= 16;
if (self.speedBurstCooldown < 0) self.speedBurstCooldown = 0;
}
// Steal ball if opponent is inside area
var nearestOpponent = null;
var nearestDistance = Infinity;
for (var i = 0; i < opponents.length; i++) {
var opponentDist = Math.sqrt((opponents[i].x - self.x) * (opponents[i].x - self.x) + (opponents[i].y - self.y) * (opponents[i].y - self.y));
if (opponentDist < nearestDistance) {
nearestDistance = opponentDist;
nearestOpponent = opponents[i];
}
}
if (nearestOpponent && nearestDistance < 80 && nearestOpponent.hasBall) {
// Steal the ball
nearestOpponent.hasBall = false;
ball.active = true;
// Ball moves toward Chigiri
var stealDx = self.x - nearestOpponent.x;
var stealDy = self.y - nearestOpponent.y;
var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy);
if (stealDist > 0) {
ball.velocityX = stealDx / stealDist * 8;
ball.velocityY = stealDy / stealDist * 8;
}
ballDetachCooldown = ballDetachCooldownTime;
// Stun the opponent for 2 seconds after stealing ball
nearestOpponent.stunned = true;
nearestOpponent.originalSpeed = nearestOpponent.speed;
nearestOpponent.speed = 0;
tween(nearestOpponent, {
tint: 0xFF0000,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
onFinish: function onFinish() {
tween(nearestOpponent, {
tint: 0xFFFFFF,
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
}
});
LK.setTimeout(function () {
nearestOpponent.stunned = false;
nearestOpponent.speed = nearestOpponent.originalSpeed || 2.5;
}, 2000);
}
var dx = ball.x - self.x;
var dy = ball.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Coordinated ball pursuit - only chase if designated as active pursuer
if (self.coordinatedRole === 'pursuer' && distance < 800 && !self.isSpeedBursting) {
// Chase ball with hybrid intelligence - increased range and speed
var chaseSpeed = distance < 150 ? self.normalSpeed * 1.8 : self.normalSpeed * 1.5;
self.x += dx / distance * chaseSpeed;
self.y += dy / distance * chaseSpeed;
} else if (self.coordinatedRole !== 'pursuer' && !self.isSpeedBursting) {
// Move to support position instead of chasing ball
var supportPos = ballPursuitCoordinator.getSupportPosition(self.coordinatedRole);
var supportDx = supportPos.x - self.x;
var supportDy = supportPos.y - self.y;
var supportDist = Math.sqrt(supportDx * supportDx + supportDy * supportDy);
if (supportDist > 50) {
var supportSpeed = self.normalSpeed * 0.8;
self.x += supportDx / supportDist * supportSpeed;
self.y += supportDy / supportDist * supportSpeed;
}
}
// Speed burst mechanic
if (!self.isSpeedBursting && self.speedBurstCooldown <= 0 && distance < 100) {
// Throw ball forward and start speed burst
var throwX = opponentGoal.x + (Math.random() - 0.5) * 200;
var throwY = opponentGoal.y + 200;
var throwDx = throwX - ball.x;
var throwDy = throwY - ball.y;
var throwDist = Math.sqrt(throwDx * throwDx + throwDy * throwDy);
if (throwDist > 0) {
ball.velocityX = throwDx / throwDist * 14;
ball.velocityY = throwDy / throwDist * 14;
}
// Set speed burst target and activate
self.speedBurstTarget = {
x: throwX,
y: throwY
};
self.isSpeedBursting = true;
self.speedBurstCooldown = self.speedBurstCooldownTime; // Start cooldown
// Visual effect for speed burst
tween(self, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 100,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
}
if (self.isSpeedBursting && self.speedBurstTarget) {
// Move at burst speed toward target
var burstDx = self.speedBurstTarget.x - self.x;
var burstDy = self.speedBurstTarget.y - self.y;
var burstDist = Math.sqrt(burstDx * burstDx + burstDy * burstDy);
if (burstDist > 30) {
self.x += burstDx / burstDist * self.burstSpeed;
self.y += burstDy / burstDist * self.burstSpeed;
// Drain stamina during speed burst
self.stamina -= self.staminaDrainRate * 2; // Double drain during burst
if (self.stamina < 0) self.stamina = 0;
} else {
// Reached target, stop speed burst
self.isSpeedBursting = false;
self.speedBurstTarget = null;
}
} else {
// Stamina regeneration when not moving much
var currentSpeed = Math.sqrt((self.x - (self.lastMoveX || self.x)) * (self.x - (self.lastMoveX || self.x)) + (self.y - (self.lastMoveY || self.y)) * (self.y - (self.lastMoveY || self.y)));
if (currentSpeed < 2 && self.stamina < self.maxStamina) {
self.stamina += self.staminaRegenRate;
if (self.stamina > self.maxStamina) self.stamina = self.maxStamina;
}
self.lastMoveX = self.x;
self.lastMoveY = self.y;
// Determine current speed based on stamina
var currentMoveSpeed = self.stamina > 20 ? self.normalSpeed : self.lowStaminaSpeed;
// Normal hybrid behavior - enhanced ball pursuit
if (distance < 500) {
// Move toward ball with improved midfielder intelligence but adjust for stamina
var pursuitSpeed = distance < 200 ? currentMoveSpeed * 1.3 : currentMoveSpeed * 1.1;
self.x += dx / distance * pursuitSpeed;
self.y += dy / distance * pursuitSpeed;
// Drain stamina during pursuit
self.stamina -= self.staminaDrainRate * 0.5;
if (self.stamina < 0) self.stamina = 0;
// Coordinated strategic play when close to ball
if (distance < 80) {
// Try strategic passing first
if (formationCoordinator.executeStrategicPass(self)) {
// Strategic pass executed
} else {
// Fallback to individual decision making
// Check for nearby teammates to pass to
var nearestTeammate = null;
var nearestTeammateDistance = Infinity;
var teammates = [hiori, reo, nagi, bachira, player];
for (var t = 0; t < teammates.length; t++) {
if (teammates[t] && teammates[t] !== self) {
var teammateDist = Math.sqrt((teammates[t].x - self.x) * (teammates[t].x - self.x) + (teammates[t].y - self.y) * (teammates[t].y - self.y));
if (teammateDist < nearestTeammateDistance && teammateDist > 100 && teammateDist < 400) {
nearestTeammateDistance = teammateDist;
nearestTeammate = teammates[t];
}
}
}
// 30% chance to pass if teammate available, otherwise shoot
if (nearestTeammate && Math.random() < 0.3) {
var passDx = nearestTeammate.x - ball.x;
var passDy = nearestTeammate.y - ball.y;
var passDistance = Math.sqrt(passDx * passDx + passDy * passDy);
if (passDistance > 0) {
ball.velocityX = passDx / passDistance * 10;
ball.velocityY = passDy / passDistance * 10;
}
} else {
// Shoot at goal
var goalDx = opponentGoal.x - ball.x;
var goalDy = opponentGoal.y - ball.y;
var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy);
if (goalDistance > 0) {
ball.velocityX = goalDx / goalDistance * 11;
ball.velocityY = goalDy / goalDistance * 11;
}
}
}
}
// Move to tactical position when not actively involved with ball
if (self.coordinatedRole !== 'pursuer' && distance > 300 && self.tacticalX && self.tacticalY) {
var tacticalDx = self.tacticalX - self.x;
var tacticalDy = self.tacticalY - self.y;
var tacticalDist = Math.sqrt(tacticalDx * tacticalDx + tacticalDy * tacticalDy);
if (tacticalDist > 80) {
var tacticalSpeed = self.speed * 0.6;
self.x += tacticalDx / tacticalDist * tacticalSpeed;
self.y += tacticalDy / tacticalDist * tacticalSpeed;
}
}
} else {
// Return to defensive position
var homeDx = self.homeX - self.x;
var homeDy = self.homeY - self.y;
var homeDistance = Math.sqrt(homeDx * homeDx + homeDy * homeDy);
if (homeDistance > 50) {
// Use stamina-adjusted speed for returning home
var currentMoveSpeed = self.stamina > 20 ? self.normalSpeed : self.lowStaminaSpeed;
self.x += homeDx / homeDistance * currentMoveSpeed * 0.4;
self.y += homeDy / homeDistance * currentMoveSpeed * 0.4;
// Light stamina drain when returning to position
self.stamina -= self.staminaDrainRate * 0.3;
if (self.stamina < 0) self.stamina = 0;
}
}
}
};
// 1v1 dribble move logic for Chigiri
self.lastX = self.lastX || self.x;
self.lastY = self.lastY || self.y;
self.lastDribbleAttempt = self.lastDribbleAttempt || 0;
self.isDribbling1v1 = self.isDribbling1v1 || false;
self.dribble1v1Start = self.dribble1v1Start || 0;
self.dribble1v1Duration = 350; // ms
self.dribble1v1TargetX = self.dribble1v1TargetX || 0;
self.dribble1v1TargetY = self.dribble1v1TargetY || 0;
var origUpdate = self.update;
self.update = function () {
// 1v1 dribble move: if close to opponent and moving toward them, trigger a dribble move
var closestOpponent = null;
var closestDist = Infinity;
for (var i = 0; i < opponents.length; i++) {
var opp = opponents[i];
var dist = Math.sqrt((opp.x - self.x) * (opp.x - self.x) + (opp.y - self.y) * (opp.y - self.y));
if (dist < closestDist) {
closestDist = dist;
closestOpponent = opp;
}
}
if (!self.isDribbling1v1 && Date.now() - (self.lastDribbleAttempt || 0) > 1200 && closestDist < 110 && closestOpponent && !closestOpponent.stunned) {
// Check if moving toward opponent
var vx = self.x - (self.lastX || self.x);
var vy = self.y - (self.lastY || self.y);
var toOppX = closestOpponent.x - self.x;
var toOppY = closestOpponent.y - self.y;
var dot = vx * toOppX + vy * toOppY;
if (dot > 0) {
// Initiate dribble move: dash past opponent
self.isDribbling1v1 = true;
self.dribble1v1Start = Date.now();
self.lastDribbleAttempt = Date.now();
var oppDist = Math.sqrt(toOppX * toOppX + toOppY * toOppY);
var overshoot = 80;
self.dribble1v1TargetX = self.x + toOppX / oppDist * (oppDist + overshoot);
self.dribble1v1TargetY = self.y + toOppY / oppDist * (oppDist + overshoot);
// Stun the opponent briefly
closestOpponent.stunned = true;
closestOpponent.originalSpeed = closestOpponent.speed;
closestOpponent.speed = 0;
tween(closestOpponent, {
tint: 0xAAAAAA,
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 200,
onFinish: function onFinish() {
tween(closestOpponent, {
tint: 0xFFFFFF,
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
}
});
LK.setTimeout(function () {
closestOpponent.stunned = false;
closestOpponent.speed = closestOpponent.originalSpeed || 2.5;
}, 1000);
// Visual effect for Chigiri
tween(self, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 120,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 120
});
}
});
}
}
// Animate dribble move
if (self.isDribbling1v1) {
var t = Math.min((Date.now() - self.dribble1v1Start) / self.dribble1v1Duration, 1);
// Use linear interpolation for smooth movement, but only for the duration of the dribble
self.x = self.lastX + (self.dribble1v1TargetX - self.lastX) * t;
self.y = self.lastY + (self.dribble1v1TargetY - self.lastY) * t;
if (t >= 1) {
self.isDribbling1v1 = false;
}
} else {
// Only update lastX/lastY when not dribbling, to avoid jitter
self.lastX = self.x;
self.lastY = self.y;
}
origUpdate();
};
return self;
});
var DefensePlayer = Container.expand(function (colorOverride) {
var self = Container.call(this);
var opponentGraphics = self.attachAsset('opponent', {
anchorX: 0.5,
anchorY: 0.5
});
if (typeof colorOverride === "number" && opponentGraphics) {
opponentGraphics.tint = colorOverride;
}
self.speed = 2.5;
self.role = 'defense';
self.homeX = 1024;
self.homeY = 600;
self.maxDistance = 300;
self.hasBall = false;
self.update = function () {
// Steal ball if player is inside opponent
var playerDist = Math.sqrt((player.x - self.x) * (player.x - self.x) + (player.y - self.y) * (player.y - self.y));
if (playerDist < 80 && player.hasBall) {
// Steal the ball
player.hasBall = false;
ball.active = true;
// Ball moves away from player, toward defense
var stealDx = self.x - player.x;
var stealDy = self.y - player.y;
var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy);
if (stealDist > 0) {
ball.velocityX = stealDx / stealDist * 10;
ball.velocityY = stealDy / stealDist * 10;
}
// Prevent immediate re-attachment
ballDetachCooldown = ballDetachCooldownTime;
}
var dx = ball.x - self.x;
var dy = ball.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Smart defensive positioning based on ball Y coordinate
if (ball.y > 1500) {
// Ball is in midfield/defense area - stay in position and intercept
var interceptX = 1024; // Stay central
var interceptY = Math.max(600, ball.y - 200); // Position between ball and goal
var interceptDx = interceptX - self.x;
var interceptDy = interceptY - self.y;
var interceptDist = Math.sqrt(interceptDx * interceptDx + interceptDy * interceptDy);
if (interceptDist > 50) {
self.x += interceptDx / interceptDist * self.speed * 0.6;
self.y += interceptDy / interceptDist * self.speed * 0.6;
}
}
// Defense priority: desperately try to get the ball
if (distance < 250) {
// Move toward ball - reduced chase range and speed
self.x += dx / distance * (self.speed * 0.8);
self.y += dy / distance * (self.speed * 0.8);
// Sliding tackle if player is close to defense
var playerDistance = Math.sqrt((player.x - self.x) * (player.x - self.x) + (player.y - self.y) * (player.y - self.y));
if (playerDistance < 120 && ball.active && !player.hasBall) {
// Slide tackle: dash toward ball and clear it away
var slideDx = ball.x - self.x;
var slideDy = ball.y - self.y;
var slideDist = Math.sqrt(slideDx * slideDx + slideDy * slideDist);
if (slideDist > 0) {
// Animate slide (quick move)
tween(self, {
x: self.x + slideDx / slideDist * 60,
y: self.y + slideDy / slideDist * 60
}, {
duration: 120,
easing: tween.cubicOut
});
// Clear ball far away from player
var clearX = ball.x < 1024 ? ball.x - 400 : ball.x + 400;
var clearY = ball.y - 500;
var clearDx = clearX - ball.x;
var clearDy = clearY - ball.y;
var clearDist = Math.sqrt(clearDx * clearDx + clearDy * clearDy);
if (clearDist > 0) {
ball.velocityX = clearDx / clearDist * 13;
ball.velocityY = clearDy / clearDist * 13;
}
}
}
// Aggressive ball stealing when player team has ball and is near goal
var ballCarrierNearGoal = false;
var allPlayerTeam = [player, chigiri, hiori, reo, nagi, bachira];
for (var p = 0; p < allPlayerTeam.length; p++) {
if (allPlayerTeam[p] && allPlayerTeam[p].hasBall && allPlayerTeam[p].y < 1000) {
ballCarrierNearGoal = true;
var carrierDist = Math.sqrt((allPlayerTeam[p].x - self.x) * (allPlayerTeam[p].x - self.x) + (allPlayerTeam[p].y - self.y) * (allPlayerTeam[p].y - self.y));
if (carrierDist < 150) {
// Steal ball from carrier
allPlayerTeam[p].hasBall = false;
ball.active = true;
// Ball moves toward defense
var stealDx = self.x - allPlayerTeam[p].x;
var stealDy = self.y - allPlayerTeam[p].y;
var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy);
if (stealDist > 0) {
ball.velocityX = stealDx / stealDist * 12;
ball.velocityY = stealDy / stealDist * 12;
}
ballDetachCooldown = ballDetachCooldownTime;
break;
}
}
}
// 1v1 defensive dribble when ball carrier approaches
if (!self.isDribbling1v1Defense) self.isDribbling1v1Defense = false;
if (!self.lastDefenseDribble) self.lastDefenseDribble = 0;
var closestPlayerTeammate = null;
var closestPlayerDist = Infinity;
for (var p = 0; p < allPlayerTeam.length; p++) {
if (allPlayerTeam[p]) {
var dist = Math.sqrt((allPlayerTeam[p].x - self.x) * (allPlayerTeam[p].x - self.x) + (allPlayerTeam[p].y - self.y) * (allPlayerTeam[p].y - self.y));
if (dist < closestPlayerDist) {
closestPlayerDist = dist;
closestPlayerTeammate = allPlayerTeam[p];
}
}
}
if (!self.isDribbling1v1Defense && Date.now() - self.lastDefenseDribble > 2000 && closestPlayerDist < 120 && closestPlayerTeammate) {
// Check if player is moving toward defense
var toPlayerX = closestPlayerTeammate.x - self.x;
var toPlayerY = closestPlayerTeammate.y - self.y;
if (toPlayerY < 0) {
// Player moving toward goal
// Defensive 1v1 dribble: block and steal
self.isDribbling1v1Defense = true;
self.lastDefenseDribble = Date.now();
// Move to block path
var blockX = self.x + toPlayerX * 0.5;
var blockY = self.y + toPlayerY * 0.5;
tween(self, {
x: blockX,
y: blockY,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
onFinish: function onFinish() {
// Try to steal ball or slow down player
if (closestPlayerTeammate.hasBall) {
closestPlayerTeammate.hasBall = false;
ball.active = true;
ball.velocityX = (Math.random() - 0.5) * 8;
ball.velocityY = -5;
ballDetachCooldown = ballDetachCooldownTime;
}
// Stun player briefly
closestPlayerTeammate.stunned = true;
closestPlayerTeammate.originalSpeed = closestPlayerTeammate.speed;
closestPlayerTeammate.speed = closestPlayerTeammate.speed * 0.3;
LK.setTimeout(function () {
closestPlayerTeammate.stunned = false;
closestPlayerTeammate.speed = closestPlayerTeammate.originalSpeed || 3;
}, 1500);
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
self.isDribbling1v1Defense = false;
}
});
}
}
// Kick ball away from player goal if close enough
if (distance < 80) {
// Find nearest forward player
var nearestForward = null;
var nearestDistance = Infinity;
for (var i = 0; i < opponents.length; i++) {
if (opponents[i].role === 'forward') {
var forwardDx = opponents[i].x - self.x;
var forwardDy = opponents[i].y - self.y;
var forwardDistance = Math.sqrt(forwardDx * forwardDx + forwardDy * forwardDy);
if (forwardDistance < nearestDistance) {
nearestDistance = forwardDistance;
nearestForward = opponents[i];
}
}
}
// Pass to forward if found, otherwise clear as before
if (nearestForward) {
var passDx = nearestForward.x - ball.x;
var passDy = nearestForward.y - ball.y;
var passDistance = Math.sqrt(passDx * passDx + passDy * passDy);
if (passDistance > 0) {
ball.velocityX = passDx / passDistance * 10;
ball.velocityY = passDy / passDistance * 10;
}
} else {
var kickAwayX = ball.x < 1024 ? ball.x - 200 : ball.x + 200;
var kickAwayY = ball.y - 300; // Kick upfield
var kickDx = kickAwayX - ball.x;
var kickDy = kickAwayY - ball.y;
var kickDistance = Math.sqrt(kickDx * kickDx + kickDy * kickDy);
if (kickDistance > 0) {
ball.velocityX = kickDx / kickDistance * 8;
ball.velocityY = kickDy / kickDistance * 8;
}
}
}
} else {
// Return to defensive position
var homeDx = self.homeX - self.x;
var homeDy = self.homeY - self.y;
var homeDistance = Math.sqrt(homeDx * homeDx + homeDy * homeDy);
if (homeDistance > 50) {
self.x += homeDx / homeDistance * self.speed * 0.5;
self.y += homeDy / homeDistance * self.speed * 0.5;
}
}
};
return self;
});
var ForwardPlayer = Container.expand(function () {
var self = Container.call(this);
var opponentGraphics = self.attachAsset('opponent', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2.8;
self.role = 'forward';
self.homeX = 1024;
self.homeY = 1400;
self.hasBall = false;
self.directShotCooldown = self.directShotCooldown || 0;
self.update = function () {
// Hitbox collision detection with other characters
var hitboxRadius = 50;
var allCharacters = [player, chigiri, hiori, reo, nagi, bachira];
for (var c = 0; c < allCharacters.length; c++) {
if (allCharacters[c] && allCharacters[c] !== self) {
var charDist = Math.sqrt((allCharacters[c].x - self.x) * (allCharacters[c].x - self.x) + (allCharacters[c].y - self.y) * (allCharacters[c].y - self.y));
if (charDist < hitboxRadius * 2) {
// Push characters apart
var pushX = (self.x - allCharacters[c].x) / charDist * 2;
var pushY = (self.y - allCharacters[c].y) / charDist * 2;
self.x += pushX;
self.y += pushY;
allCharacters[c].x -= pushX;
allCharacters[c].y -= pushY;
}
}
}
// Check collision with opponents too
for (var o = 0; o < opponents.length; o++) {
if (opponents[o] && opponents[o] !== self) {
var oppDist = Math.sqrt((opponents[o].x - self.x) * (opponents[o].x - self.x) + (opponents[o].y - self.y) * (opponents[o].y - self.y));
if (oppDist < hitboxRadius * 2) {
// Push characters apart
var pushX = (self.x - opponents[o].x) / oppDist * 2;
var pushY = (self.y - opponents[o].y) / oppDist * 2;
self.x += pushX;
self.y += pushY;
opponents[o].x -= pushX;
opponents[o].y -= pushY;
}
}
}
// Steal ball if player is inside opponent
var playerDist = Math.sqrt((player.x - self.x) * (player.x - self.x) + (player.y - self.y) * (player.y - self.y));
if (playerDist < 80 && player.hasBall) {
// Steal the ball
player.hasBall = false;
ball.active = true;
// Ball moves away from player, toward forward
var stealDx = self.x - player.x;
var stealDy = self.y - player.y;
var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy);
if (stealDist > 0) {
ball.velocityX = stealDx / stealDist * 10;
ball.velocityY = stealDy / stealDist * 10;
}
// Prevent immediate re-attachment
ballDetachCooldown = ballDetachCooldownTime;
}
// Defensive behavior when ball is in opponent's half and player team has ball
var allPlayerTeam = [player, chigiri, hiori, reo, nagi, bachira];
var playerTeamHasBall = false;
var ballCarrierDistance = Infinity;
var ballCarrier = null;
for (var p = 0; p < allPlayerTeam.length; p++) {
if (allPlayerTeam[p] && allPlayerTeam[p].hasBall) {
playerTeamHasBall = true;
var carrierDist = Math.sqrt((allPlayerTeam[p].x - self.x) * (allPlayerTeam[p].x - self.x) + (allPlayerTeam[p].y - self.y) * (allPlayerTeam[p].y - self.y));
if (carrierDist < ballCarrierDistance) {
ballCarrierDistance = carrierDist;
ballCarrier = allPlayerTeam[p];
}
break;
}
}
// If player team has ball and forward is close, try to steal
if (playerTeamHasBall && ballCarrier && ballCarrierDistance < 100) {
// Forward 1v1 defensive dribble
if (!self.lastDefensiveMove) self.lastDefensiveMove = 0;
if (Date.now() - self.lastDefensiveMove > 1500) {
self.lastDefensiveMove = Date.now();
// Quick tackle move
var tackleX = ballCarrier.x;
var tackleY = ballCarrier.y;
tween(self, {
x: tackleX,
y: tackleY,
scaleX: 1.3,
scaleY: 1.3,
tint: 0xFFFF00
}, {
duration: 300,
onFinish: function onFinish() {
// Steal ball if still close
var finalDist = Math.sqrt((ballCarrier.x - self.x) * (ballCarrier.x - self.x) + (ballCarrier.y - self.y) * (ballCarrier.y - self.y));
if (finalDist < 80 && ballCarrier.hasBall) {
ballCarrier.hasBall = false;
ball.active = true;
ball.velocityX = (Math.random() - 0.5) * 6;
ball.velocityY = Math.random() * -8;
ballDetachCooldown = ballDetachCooldownTime;
}
tween(self, {
scaleX: 1,
scaleY: 1,
tint: 0xFFFFFF
}, {
duration: 200
});
}
});
}
}
// Handle direct shot cooldown
if (self.directShotCooldown > 0) {
self.directShotCooldown -= 16;
if (self.directShotCooldown < 0) self.directShotCooldown = 0;
}
var dx = ball.x - self.x;
var dy = ball.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Forward: attack and try to score - more aggressive
if (distance < 500) {
// Move toward ball with pursuit
var pursuitSpeed = distance < 200 ? self.speed * 1.5 : self.speed * 1.2;
self.x += dx / distance * pursuitSpeed;
self.y += dy / distance * pursuitSpeed;
// If close to ball, shoot at goal
if (distance < 80) {
// Direct Shot every 30s
if (self.directShotCooldown <= 0) {
var goalDx = playerGoal.x - ball.x;
var goalDy = playerGoal.y - ball.y;
var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy);
if (goalDistance > 0) {
// Direct Shot: fast and straight
ball.velocityX = goalDx / goalDistance * 12;
ball.velocityY = goalDy / goalDistance * 12;
}
self.directShotCooldown = 30000; // 30 seconds
} else {
// Normal shot
var goalDx = playerGoal.x - ball.x;
var goalDy = playerGoal.y - ball.y;
var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy);
if (goalDistance > 0) {
ball.velocityX = goalDx / goalDistance * 10;
ball.velocityY = goalDy / goalDistance * 10;
}
}
}
} else {
// Move toward attacking position
var homeDx = self.homeX - self.x;
var homeDy = self.homeY - self.y;
var homeDistance = Math.sqrt(homeDx * homeDx + homeDy * homeDy);
if (homeDistance > 50) {
self.x += homeDx / homeDistance * self.speed * 0.4;
self.y += homeDy / homeDistance * self.speed * 0.4;
}
}
};
return self;
});
var Goal = Container.expand(function () {
var self = Container.call(this);
// Goal area
var goalGraphics = self.attachAsset('goal', {
anchorX: 0.5,
anchorY: 0.5
});
goalGraphics.alpha = 0.3;
// Left goalpost
var leftPost = self.addChild(LK.getAsset('goalpost', {
anchorX: 0.5,
anchorY: 0.5
}));
leftPost.x = -210;
leftPost.y = 0;
// Right goalpost
var rightPost = self.addChild(LK.getAsset('goalpost', {
anchorX: 0.5,
anchorY: 0.5
}));
rightPost.x = 210;
rightPost.y = 0;
return self;
});
var Goalkeeper = Container.expand(function (isPlayer) {
var self = Container.call(this);
var keeperGraphics = self.attachAsset(isPlayer ? 'player' : 'opponent', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.isPlayer = isPlayer;
self.rushCooldown = 0;
self.rushCooldownTime = 20000; // 20 seconds
self.isRushing = false;
self.originalX = 0;
self.originalY = 0;
self.rushSpeed = 8;
self.update = function () {
// Update rush cooldown
if (self.rushCooldown > 0) {
self.rushCooldown -= 16; // Approximately 60 FPS
if (self.rushCooldown < 0) self.rushCooldown = 0;
}
// Check if should rush for ball
var ballDistance = Math.sqrt((ball.x - self.x) * (ball.x - self.x) + (ball.y - self.y) * (ball.y - self.y));
if (!self.isRushing && self.rushCooldown <= 0 && ballDistance < 400) {
// Start rushing
self.isRushing = true;
self.rushCooldown = self.rushCooldownTime;
}
if (self.isRushing) {
// Rush toward ball
var dx = ball.x - self.x;
var dy = ball.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0 && distance > 50) {
self.x += dx / distance * self.rushSpeed;
self.y += dy / distance * self.rushSpeed;
} else if (distance <= 50) {
// Catch ball if close enough and force away from all players
ball.velocityX = 0;
ball.velocityY = 0;
ball.x = self.x;
ball.y = self.y;
ball.active = false;
ball.untouchable = true; // Make ball untouchable during goalkeeper control
// Force ball away from any player who has it
player.hasBall = false;
var allPlayers = [chigiri, hiori, reo, nagi, bachira];
for (var p = 0; p < allPlayers.length; p++) {
if (allPlayers[p] && allPlayers[p].hasBall) {
allPlayers[p].hasBall = false;
}
}
// Also force away from opponents
for (var o = 0; o < opponents.length; o++) {
if (opponents[o] && opponents[o].hasBall) {
opponents[o].hasBall = false;
}
}
// Return to original position first
self.isRushing = false;
tween(self, {
x: self.originalX,
y: self.originalY
}, {
duration: 1000,
onFinish: function onFinish() {
// After returning to position, throw ball to center field
ball.active = true;
var centerX = 1024;
var centerY = 1366;
var throwPower = 15;
var throwDx = centerX - ball.x;
var throwDy = centerY - ball.y;
var throwDistance = Math.sqrt(throwDx * throwDx + throwDy * throwDy);
if (throwDistance > 0) {
ball.velocityX = throwDx / throwDistance * throwPower;
ball.velocityY = throwDy / throwDistance * throwPower;
}
}
});
}
} else {
// Normal goalkeeper movement - stay near goal line
var goalCenterX = 1024;
var dx = goalCenterX - self.x;
if (Math.abs(dx) > 5) {
self.x += dx > 0 ? self.speed : -self.speed;
}
}
};
return self;
});
var HioriPlayer = Container.expand(function (colorOverride) {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
if (typeof colorOverride === "number" && playerGraphics) {
playerGraphics.tint = colorOverride;
}
self.speed = 4;
self.role = 'hiori';
self.homeX = 1200;
self.homeY = 2000;
self.hasBall = false;
// FLOW SYSTEM
self.flowActive = false;
self.flowDribbleCount = 0;
self.flowDribbleMax = 4; // 4 extra dribbles in Flow
self.flowText = null;
self.flowTriggerChecked = false; // To avoid retriggering
// Zig-zag dribbling variables
self.isDribbling = false;
self.dribbleStartTime = 0;
self.dribbleDuration = 2000; // 2 seconds - slower duration
self.dribbleSpeed = 6;
self.dribbleDirection = 1; // 1 for right, -1 for left
self.dribblePhase = 0; // 0-1 progress through dribble
self.dribbleStartX = 0;
self.dribbleStartY = 0;
self.dribbleTargetX = 0;
self.dribbleTargetY = 0;
// Zigzag pause variables
self.zigzagCount = 0;
self.zigzagPaused = false;
self.zigzagPauseStart = 0;
self.zigzagPauseDuration = 10000; // 10 seconds
// Winter Zone variables
self.winterZoneActive = false;
self.winterZoneRadius = 200;
self.winterZoneCooldown = 0;
self.winterZoneCooldownTime = 12000; // 12 seconds
self.winterZoneDuration = 0;
self.winterZoneMaxDuration = 10000; // 10 seconds - increased duration
self.slowedOpponents = [];
// Winter Zone visual
self.winterZoneVisual = null;
// Perfect pass variables
self.passChargingTime = 0;
self.perfectPassCooldown = 0;
self.perfectPassCooldownTime = 6000; // 6 seconds
self.update = function () {
// Hitbox collision detection with other characters
var hitboxRadius = 50;
var allCharacters = [player, chigiri, reo, nagi, bachira, hiori];
for (var c = 0; c < allCharacters.length; c++) {
if (allCharacters[c] && allCharacters[c] !== self) {
var charDist = Math.sqrt((allCharacters[c].x - self.x) * (allCharacters[c].x - self.x) + (allCharacters[c].y - self.y) * (allCharacters[c].y - self.y));
if (charDist < hitboxRadius * 2) {
// Push characters apart
var pushX = (self.x - allCharacters[c].x) / charDist * 2;
var pushY = (self.y - allCharacters[c].y) / charDist * 2;
self.x += pushX;
self.y += pushY;
allCharacters[c].x -= pushX;
allCharacters[c].y -= pushY;
}
}
}
// Check collision with opponents too
for (var o = 0; o < opponents.length; o++) {
if (opponents[o] && opponents[o] !== self) {
var oppDist = Math.sqrt((opponents[o].x - self.x) * (opponents[o].x - self.x) + (opponents[o].y - self.y) * (opponents[o].y - self.y));
if (oppDist < hitboxRadius * 2) {
// Push characters apart
var pushX = (self.x - opponents[o].x) / oppDist * 2;
var pushY = (self.y - opponents[o].y) / oppDist * 2;
self.x += pushX;
self.y += pushY;
opponents[o].x -= pushX;
opponents[o].y -= pushY;
}
}
}
// FLOW TRIGGER: If 2 goals conceded, activate Flow for Hiori (only once)
if (!self.flowActive && !self.flowTriggerChecked && typeof opponentScore !== "undefined" && opponentScore >= 2) {
self.flowActive = true;
self.flowDribbleCount = 0;
self.flowTriggerChecked = true;
// Show Flow text above Hiori
if (!self.flowText) {
self.flowText = self.addChild(new Text2('FLOW', {
size: 48,
fill: 0x00FFFF
}));
self.flowText.anchor.set(0.5, 0.5);
self.flowText.x = 0;
self.flowText.y = -100;
self.flowText.alpha = 1;
tween(self.flowText, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 1
}, {
duration: 300,
onFinish: function onFinish() {
tween(self.flowText, {
scaleX: 1,
scaleY: 1,
alpha: 1
}, {
duration: 300
});
}
});
}
}
// Remove Flow text if not in Flow
if (!self.flowActive && self.flowText) {
self.flowText.destroy();
self.flowText = null;
}
// Steal ball from nearby opponents and stun them
for (var i = 0; i < opponents.length; i++) {
var opponent = opponents[i];
var oppDist = Math.sqrt((opponent.x - self.x) * (opponent.x - self.x) + (opponent.y - self.y) * (opponent.y - self.y));
if (oppDist < 80 && opponent.hasBall) {
// Steal the ball
opponent.hasBall = false;
ball.active = true;
// Ball moves toward Hiori
var stealDx = self.x - opponent.x;
var stealDy = self.y - opponent.y;
var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy);
if (stealDist > 0) {
ball.velocityX = stealDx / stealDist * 8;
ball.velocityY = stealDy / stealDist * 8;
}
ballDetachCooldown = ballDetachCooldownTime;
// Stun the opponent for 2 seconds after stealing ball
opponent.stunned = true;
opponent.originalSpeed = opponent.speed;
opponent.speed = 0;
tween(opponent, {
tint: 0xFF0000,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
onFinish: function onFinish() {
tween(opponent, {
tint: 0xFFFFFF,
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
}
});
LK.setTimeout(function () {
opponent.stunned = false;
opponent.speed = opponent.originalSpeed || 2.5;
}, 2000);
break;
}
}
// Update cooldowns
if (self.winterZoneCooldown > 0) {
self.winterZoneCooldown -= 16;
if (self.winterZoneCooldown < 0) self.winterZoneCooldown = 0;
}
if (self.perfectPassCooldown > 0) {
self.perfectPassCooldown -= 16;
if (self.perfectPassCooldown < 0) self.perfectPassCooldown = 0;
}
// FLOW: If in Flow, boost Winter Zone and dribbling
var flowWinterZoneRadius = self.flowActive ? 420 : 200;
var flowWinterZoneSlow = self.flowActive ? 0.12 : 0.3; // 12% speed in Flow
var flowWinterZoneDuration = self.flowActive ? 18000 : self.winterZoneMaxDuration; // 18s in Flow
var flowWinterZoneCooldown = self.flowActive ? 6000 : self.winterZoneCooldownTime; // 6s in Flow
// Winter Zone duration and effect
if (self.winterZoneActive) {
self.winterZoneDuration -= 16;
if (self.winterZoneDuration <= 0) {
self.winterZoneActive = false;
// Remove Winter Zone visual
if (self.winterZoneVisual) {
self.winterZoneVisual.destroy();
self.winterZoneVisual = null;
}
// Restore opponent speeds
for (var i = 0; i < self.slowedOpponents.length; i++) {
var opponent = self.slowedOpponents[i];
opponent.speed = opponent.originalSpeed || opponent.speed * 2;
}
self.slowedOpponents = [];
} else {
// Apply Winter Zone effect to nearby opponents
for (var i = 0; i < opponents.length; i++) {
var opponent = opponents[i];
var dist = Math.sqrt((opponent.x - self.x) * (opponent.x - self.x) + (opponent.y - self.y) * (opponent.y - self.y));
if (dist <= (self.winterZoneActive ? flowWinterZoneRadius : self.winterZoneRadius)) {
if (self.slowedOpponents.indexOf(opponent) === -1) {
opponent.originalSpeed = opponent.speed;
opponent.speed = opponent.speed * (self.winterZoneActive ? flowWinterZoneSlow : 0.3); // Much slower in Flow
self.slowedOpponents.push(opponent);
}
}
}
}
}
var dx = ball.x - self.x;
var dy = ball.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// FLOW: Dribbling logic
if (self.isDribbling) {
var elapsed = Date.now() - self.dribbleStartTime;
var progress = Math.min(elapsed / self.dribbleDuration, 1);
// Create zig-zag pattern - slower frequency for better visibility
var zigzagAmplitude = 80;
var zigzagFrequency = 4;
var zigzagOffset = Math.sin(progress * Math.PI * zigzagFrequency) * zigzagAmplitude;
// Move toward target with zig-zag motion - slower speed
var targetDx = self.dribbleTargetX - self.dribbleStartX;
var targetDy = self.dribbleTargetY - self.dribbleStartY;
var targetDist = Math.sqrt(targetDx * targetDx + targetDy * targetDy);
if (targetDist > 0) {
// Calculate perpendicular vector for zig-zag
var perpX = -targetDy / targetDist;
var perpY = targetDx / targetDist;
// Apply zig-zag movement with slower speed
var slowSpeed = 0.6; // Reduced from 1.0 to make it slower
self.x = self.dribbleStartX + targetDx * progress * slowSpeed + perpX * zigzagOffset;
self.y = self.dribbleStartY + targetDy * progress * slowSpeed + perpY * zigzagOffset;
// Ball follows during dribble
if (distance < 100) {
ball.x = self.x;
ball.y = self.y;
ball.velocityX = 0;
ball.velocityY = 0;
}
}
// End dribbling
if (progress >= 1) {
self.isDribbling = false;
self.zigzagCount = (self.zigzagCount || 0) + 1;
// FLOW: If in Flow, allow up to 4 extra dribbles in a row
if (self.flowActive && self.flowDribbleCount < self.flowDribbleMax) {
self.flowDribbleCount++;
// Start another dribble immediately
self.isDribbling = true;
self.dribbleStartTime = Date.now();
self.dribbleStartX = self.x;
self.dribbleStartY = self.y;
// Dribble toward opponent goal, randomize a bit
self.dribbleTargetX = opponentGoal.x + (Math.random() - 0.5) * 300;
self.dribbleTargetY = opponentGoal.y + 200 + Math.random() * 100;
} else {
// After 4 zigzags, pause for 10 seconds
if (self.zigzagCount >= 4) {
self.zigzagPaused = true;
self.zigzagPauseStart = Date.now();
self.zigzagCount = 0;
}
// Reset Flow dribble count after sequence
if (self.flowActive) self.flowDribbleCount = 0;
}
}
} else {
// Coordinated ball pursuit - only chase if designated as active pursuer
if (self.coordinatedRole === 'pursuer' && distance < 700) {
var chaseSpeed = distance < 150 ? self.speed * 1.7 : self.speed * 1.4;
self.x += dx / distance * chaseSpeed;
self.y += dy / distance * chaseSpeed;
} else if (self.coordinatedRole !== 'pursuer' && distance < 700) {
// Move to support position instead of chasing ball
var supportPos = ballPursuitCoordinator.getSupportPosition(self.coordinatedRole);
var supportDx = supportPos.x - self.x;
var supportDy = supportPos.y - self.y;
var supportDist = Math.sqrt(supportDx * supportDx + supportDy * supportDy);
if (supportDist > 50) {
var supportSpeed = self.speed * 0.7;
self.x += supportDx / supportDist * supportSpeed;
self.y += supportDy / supportDist * supportSpeed;
}
// Handle zigzag pause
if (self.zigzagPaused) {
var pauseElapsed = Date.now() - self.zigzagPauseStart;
if (pauseElapsed >= self.zigzagPauseDuration) {
self.zigzagPaused = false;
}
}
// Start zig-zag dribbling when close to ball (only if not paused)
if (distance < 80 && !self.isDribbling && !self.zigzagPaused) {
self.isDribbling = true;
self.dribbleStartTime = Date.now();
self.dribbleStartX = self.x;
self.dribbleStartY = self.y;
// Dribble toward opponent goal
self.dribbleTargetX = opponentGoal.x + (Math.random() - 0.5) * 300;
self.dribbleTargetY = opponentGoal.y + 200;
// FLOW: If in Flow, reset dribble count for new sequence
if (self.flowActive) self.flowDribbleCount = 0;
}
}
}
// FLOW: Winter Zone is much bigger, lasts longer, slows more, and triggers more often
if (!self.winterZoneActive && self.winterZoneCooldown <= 0) {
var nearbyOpponents = 0;
for (var i = 0; i < opponents.length; i++) {
var opponent = opponents[i];
var dist = Math.sqrt((opponent.x - self.x) * (opponent.x - self.x) + (opponent.y - self.y) * (opponent.y - self.y));
if (dist <= flowWinterZoneRadius + 50) {
nearbyOpponents++;
}
}
if (nearbyOpponents >= 2) {
// Activate Winter Zone
self.winterZoneActive = true;
self.winterZoneDuration = flowWinterZoneDuration;
self.winterZoneCooldown = flowWinterZoneCooldown;
// Create Winter Zone visual area
if (self.winterZoneVisual) {
self.winterZoneVisual.destroy();
self.winterZoneVisual = null;
}
self.winterZoneVisual = self.addChild(LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: self.flowActive ? 8 : 4,
scaleY: self.flowActive ? 8 : 4,
tint: 0x87CEEB
}));
self.winterZoneVisual.alpha = 0.3;
// Visual effect
tween(self, {
scaleX: 1.5,
scaleY: 1.5,
tint: 0x87CEEB
}, {
duration: 200,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1,
tint: 0xFFFFFF
}, {
duration: 200
});
}
});
}
}
// Strategic playmaking when close to ball
if (distance < 80) {
// Hiori as playmaker prioritizes strategic passing
if (formationCoordinator.executeStrategicPass(self)) {
// Strategic pass executed
} else {
// Check for nearby teammates to pass to
var nearestTeammate = null;
var nearestTeammateDistance = Infinity;
var teammates = [chigiri, reo, nagi, bachira, player];
for (var t = 0; t < teammates.length; t++) {
if (teammates[t] && teammates[t] !== self) {
var teammateDist = Math.sqrt((teammates[t].x - self.x) * (teammates[t].x - self.x) + (teammates[t].y - self.y) * (teammates[t].y - self.y));
if (teammateDist < nearestTeammateDistance && teammateDist > 100 && teammateDist < 500) {
nearestTeammateDistance = teammateDist;
nearestTeammate = teammates[t];
}
}
}
// FLOW: If in Flow, perfect pass always goes directly to player, no curve, and is instant
if (self.perfectPassCooldown <= 0) {
// Look for player to pass to
var playerDist = Math.sqrt((player.x - self.x) * (player.x - self.x) + (player.y - self.y) * (player.y - self.y));
if (playerDist < 600 && playerDist > 100) {
// Execute perfect pass
var passDx = player.x - ball.x;
var passDy = player.y - ball.y;
var passDist = Math.sqrt(passDx * passDx + passDy * passDy);
if (passDist > 0) {
if (self.flowActive) {
// FLOW: Pass is instant and direct
ball.x = player.x;
ball.y = player.y - 50;
ball.velocityX = 0;
ball.velocityY = 0;
ball.active = false;
player.hasBall = true;
} else {
// Normal perfect pass with slight curve to avoid interception
var curveAmount = 3;
ball.velocityX = passDx / passDist * 12 + curveAmount;
ball.velocityY = passDy / passDist * 12;
ball.active = true;
}
self.perfectPassCooldown = self.perfectPassCooldownTime;
// Visual effect for perfect pass
tween(ball, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 150,
onFinish: function onFinish() {
tween(ball, {
scaleX: 1,
scaleY: 1
}, {
duration: 150
});
}
});
}
}
} else if (nearestTeammate && Math.random() < 0.4) {
// 40% chance to pass to teammate (higher as playmaker)
var passDx = nearestTeammate.x - ball.x;
var passDy = nearestTeammate.y - ball.y;
var passDistance = Math.sqrt(passDx * passDx + passDy * passDy);
if (passDistance > 0) {
ball.velocityX = passDx / passDistance * 9;
ball.velocityY = passDy / passDistance * 9;
}
} else {
// Shoot at goal
var goalDx = opponentGoal.x - ball.x;
var goalDy = opponentGoal.y - ball.y;
var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy);
if (goalDistance > 0) {
ball.velocityX = goalDx / goalDistance * 12;
ball.velocityY = goalDy / goalDistance * 12;
}
}
}
}
// Move to tactical position when supporting team
if (self.coordinatedRole !== 'pursuer' && distance > 300 && self.tacticalX && self.tacticalY) {
var tacticalDx = self.tacticalX - self.x;
var tacticalDy = self.tacticalY - self.y;
var tacticalDist = Math.sqrt(tacticalDx * tacticalDx + tacticalDy * tacticalDy);
if (tacticalDist > 80) {
var tacticalSpeed = self.speed * 0.5;
self.x += tacticalDx / tacticalDist * tacticalSpeed;
self.y += tacticalDy / tacticalDist * tacticalSpeed;
}
}
// Return to home position when not actively playing
if (distance > 500) {
var homeDx = self.homeX - self.x;
var homeDy = self.homeY - self.y;
var homeDistance = Math.sqrt(homeDx * homeDx + homeDy * homeDy);
if (homeDistance > 50) {
self.x += homeDx / homeDistance * self.speed * 0.4;
self.y += homeDy / homeDistance * self.speed * 0.4;
}
}
};
return self;
});
var MeguruBachiraPlayer = Container.expand(function (colorOverride) {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
if (typeof colorOverride === "number" && playerGraphics) {
playerGraphics.tint = colorOverride;
}
self.speed = 4.5;
self.role = 'bachira';
self.homeX = 1000;
self.homeY = 1900;
self.hasBall = false;
// FLOW SYSTEM for Bachira
self.flowActive = false;
self.flowTriggerChecked = false;
self.flowText = null;
// Monster Trans variables removed
// Roulette dribbling variables
self.rouletteActive = false;
self.rouletteStartTime = 0;
self.rouletteDuration = 1500; // 1.5 seconds
self.rouletteRotations = 3; // 3 full rotations
self.rouletteRadius = 80;
self.rouletteCooldown = 0;
self.rouletteCooldownTime = 4000; // 4 seconds
self.rouletteOriginX = 0;
self.rouletteOriginY = 0;
self.rouletteStunRadius = 120;
self.rouletteStunnedOpponents = [];
self.rouletteStunEnd = 0;
// Monster Dribbling variables
self.monsterDribblingActive = false;
self.monsterDribblingStartTime = 0;
self.monsterDribblingDuration = 2000; // 2 seconds
self.monsterDribblingSpeed = 8;
self.monsterDribblingCooldown = 0;
self.monsterDribblingCooldownTime = 6000; // 6 seconds
self.monsterDribblingStartX = 0;
self.monsterDribblingStartY = 0;
self.monsterDribblingTargetX = 0;
self.monsterDribblingTargetY = 0;
self.monsterDribblingStunRadius = 150;
self.monsterDribblingStunnedOpponents = [];
self.monsterDribblingStunEnd = 0;
// Rush to ball variables (after Roulette)
self.rushingToBall = false;
self.rushTargetX = 0;
self.rushTargetY = 0;
self.rushSpeed = 7;
self.readyToShoot = false;
self.update = function () {
// Hitbox collision detection with other characters
var hitboxRadius = 50;
var allCharacters = [player, chigiri, hiori, reo, nagi, bachira];
for (var c = 0; c < allCharacters.length; c++) {
if (allCharacters[c] && allCharacters[c] !== self) {
var charDist = Math.sqrt((allCharacters[c].x - self.x) * (allCharacters[c].x - self.x) + (allCharacters[c].y - self.y) * (allCharacters[c].y - self.y));
if (charDist < hitboxRadius * 2) {
// Push characters apart
var pushX = (self.x - allCharacters[c].x) / charDist * 2;
var pushY = (self.y - allCharacters[c].y) / charDist * 2;
self.x += pushX;
self.y += pushY;
allCharacters[c].x -= pushX;
allCharacters[c].y -= pushY;
}
}
}
// Check collision with opponents too
for (var o = 0; o < opponents.length; o++) {
if (opponents[o] && opponents[o] !== self) {
var oppDist = Math.sqrt((opponents[o].x - self.x) * (opponents[o].x - self.x) + (opponents[o].y - self.y) * (opponents[o].y - self.y));
if (oppDist < hitboxRadius * 2) {
// Push characters apart
var pushX = (self.x - opponents[o].x) / oppDist * 2;
var pushY = (self.y - opponents[o].y) / oppDist * 2;
self.x += pushX;
self.y += pushY;
opponents[o].x -= pushX;
opponents[o].y -= pushY;
}
}
}
// FLOW TRIGGER: Monster Trans for Bachira, random chance for Hiori, only one Flow at a time
if (!self.flowActive && !self.flowTriggerChecked) {
// Count Bachira and Hiori on field
var bachiraCount = typeof bachira !== "undefined" ? 1 : 0;
var hioriCount = typeof hiori !== "undefined" ? 1 : 0;
var totalFlowCandidates = bachiraCount + hioriCount;
var shouldFlow = false;
// If both Bachira and Hiori are present, randomly pick one for Flow
if (totalFlowCandidates > 1) {
// 50% chance for Bachira, 50% for Hiori
var pick = Math.random();
if (pick < 0.5) {
shouldFlow = true; // Bachira gets Flow
if (typeof hiori !== "undefined") {
hiori.flowActive = false;
hiori.flowTriggerChecked = true;
if (hiori.flowText) {
hiori.flowText.destroy();
hiori.flowText = null;
}
}
} else {
shouldFlow = false;
if (typeof hiori !== "undefined" && !hiori.flowActive && !hiori.flowTriggerChecked) {
hiori.flowActive = true;
hiori.flowTriggerChecked = true;
hiori.flowDribbleCount = 0;
// Show Flow text above Hiori
if (!hiori.flowText) {
hiori.flowText = hiori.addChild(new Text2('FLOW', {
size: 48,
fill: 0x00FFFF
}));
hiori.flowText.anchor.set(0.5, 0.5);
hiori.flowText.x = 0;
hiori.flowText.y = -100;
hiori.flowText.alpha = 1;
if (hiori.flowText) {
// Defensive: only tween if flowText exists
tween(hiori.flowText, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 1
}, {
duration: 300,
onFinish: function onFinish() {
if (hiori.flowText) {
// Defensive: only tween if flowText still exists
tween(hiori.flowText, {
scaleX: 1,
scaleY: 1,
alpha: 1
}, {
duration: 300
});
}
}
});
}
}
}
}
} else {
// Only Bachira or only Hiori present
shouldFlow = true;
}
if (shouldFlow) {
// Only set flowTriggerChecked, but do NOT activate Monster Trans/Flow yet
self.flowTriggerChecked = true;
// self.flowActive and self.monsterTransActive will be set when using Roulette or Monster Dribbling
}
}
// Remove Flow text and effects if not in Flow
if (!self.flowActive && self.flowText) {
self.flowText.destroy();
self.flowText = null;
}
// Monster Trans visual cleanup removed
// Steal ball from nearby opponents and stun them
for (var i = 0; i < opponents.length; i++) {
var opponent = opponents[i];
var oppDist = Math.sqrt((opponent.x - self.x) * (opponent.x - self.x) + (opponent.y - self.y) * (opponent.y - self.y));
if (oppDist < 80 && opponent.hasBall) {
// Steal the ball
opponent.hasBall = false;
ball.active = true;
// Ball moves toward Bachira
var stealDx = self.x - opponent.x;
var stealDy = self.y - opponent.y;
var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy);
if (stealDist > 0) {
ball.velocityX = stealDx / stealDist * 8;
ball.velocityY = stealDy / stealDist * 8;
}
ballDetachCooldown = ballDetachCooldownTime;
// Stun the opponent for 2 seconds after stealing ball
opponent.stunned = true;
opponent.originalSpeed = opponent.speed;
opponent.speed = 0;
tween(opponent, {
tint: 0xFF0000,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
onFinish: function onFinish() {
tween(opponent, {
tint: 0xFFFFFF,
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
}
});
LK.setTimeout(function () {
opponent.stunned = false;
opponent.speed = opponent.originalSpeed || 2.5;
}, 2000);
break;
}
}
// Update cooldowns
if (self.rouletteCooldown > 0) {
self.rouletteCooldown -= 16;
if (self.rouletteCooldown < 0) self.rouletteCooldown = 0;
}
if (self.monsterDribblingCooldown > 0) {
// In Flow mode, no cooldowns
if (!self.flowActive) {
self.monsterDribblingCooldown -= 16;
if (self.monsterDribblingCooldown < 0) self.monsterDribblingCooldown = 0;
} else {
self.monsterDribblingCooldown = 0; // No cooldown in Flow
}
}
// Handle Roulette stun end
if (self.rouletteStunEnd > 0 && Date.now() > self.rouletteStunEnd) {
// Restore stunned opponents from Roulette
for (var i = 0; i < self.rouletteStunnedOpponents.length; i++) {
var opponent = self.rouletteStunnedOpponents[i];
opponent.stunned = false;
opponent.originalSpeed = opponent.originalSpeed || opponent.speed;
opponent.speed = opponent.originalSpeed;
tween(opponent, {
tint: 0xFFFFFF,
scaleX: 1,
scaleY: 1
}, {
duration: 300
});
}
self.rouletteStunnedOpponents = [];
self.rouletteStunEnd = 0;
}
// Handle Monster Dribbling stun end
if (self.monsterDribblingStunEnd > 0 && Date.now() > self.monsterDribblingStunEnd) {
// Restore stunned opponents from Monster Dribbling
for (var i = 0; i < self.monsterDribblingStunnedOpponents.length; i++) {
var opponent = self.monsterDribblingStunnedOpponents[i];
opponent.stunned = false;
opponent.originalSpeed = opponent.originalSpeed || opponent.speed;
opponent.speed = opponent.originalSpeed;
tween(opponent, {
tint: 0xFFFFFF,
scaleX: 1,
scaleY: 1
}, {
duration: 300
});
}
self.monsterDribblingStunnedOpponents = [];
self.monsterDribblingStunEnd = 0;
}
var dx = ball.x - self.x;
var dy = ball.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Roulette dribbling logic
if (self.rouletteActive) {
var elapsed = Date.now() - self.rouletteStartTime;
var t = Math.min(elapsed / self.rouletteDuration, 1);
// Create spinning motion around origin point
var angle = t * self.rouletteRotations * 2 * Math.PI;
self.x = self.rouletteOriginX + Math.cos(angle) * self.rouletteRadius;
self.y = self.rouletteOriginY + Math.sin(angle) * self.rouletteRadius;
// Ball follows during roulette
if (distance < 100) {
ball.x = self.x;
ball.y = self.y;
ball.velocityX = 0;
ball.velocityY = 0;
}
// End roulette and apply stun effect
if (t >= 1) {
self.rouletteActive = false;
self.applyRouletteStun();
}
}
// Monster Dribbling logic
if (self.monsterDribblingActive) {
var elapsed = Date.now() - self.monsterDribblingStartTime;
var t = Math.min(elapsed / self.monsterDribblingDuration, 1);
// Fast, erratic movement toward target
var chaosAmplitude = 40;
var chaosFrequency = 8;
var chaosOffsetX = Math.sin(t * Math.PI * chaosFrequency) * chaosAmplitude;
var chaosOffsetY = Math.cos(t * Math.PI * chaosFrequency * 1.3) * chaosAmplitude;
// Move toward target with chaos
var targetDx = self.monsterDribblingTargetX - self.monsterDribblingStartX;
var targetDy = self.monsterDribblingTargetY - self.monsterDribblingStartY;
self.x = self.monsterDribblingStartX + targetDx * t + chaosOffsetX;
self.y = self.monsterDribblingStartY + targetDy * t + chaosOffsetY;
// Ball follows during monster dribbling
if (distance < 120) {
ball.x = self.x;
ball.y = self.y;
ball.velocityX = 0;
ball.velocityY = 0;
}
// Stun all opponents passed by during Monster Dribbling (only in Flow/Monster Trans)
if (self.flowActive) {
for (var i = 0; i < opponents.length; i++) {
var opp = opponents[i];
var oppDist = Math.sqrt((opp.x - self.x) * (opp.x - self.x) + (opp.y - self.y) * (opp.y - self.y));
if (oppDist <= self.monsterDribblingStunRadius && !opp.stunned) {
opp.stunned = true;
opp.originalSpeed = opp.speed;
opp.speed = 0;
self.monsterDribblingStunnedOpponents.push(opp);
tween(opp, {
tint: 0xFF0000,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 250
});
}
}
if (self.monsterDribblingStunnedOpponents.length > 0) {
self.monsterDribblingStunEnd = Date.now() + 4000;
}
}
// End monster dribbling and apply stun effect
if (t >= 1) {
self.monsterDribblingActive = false;
self.applyMonsterDribblingStun();
}
}
// Rush to ball after Roulette throw
if (self.rushingToBall) {
var rushDx = self.rushTargetX - self.x;
var rushDy = self.rushTargetY - self.y;
var rushDist = Math.sqrt(rushDx * rushDx + rushDy * rushDy);
if (rushDist > 30) {
// Rush toward the thrown ball location
self.x += rushDx / rushDist * self.rushSpeed;
self.y += rushDy / rushDist * self.rushSpeed;
// Stun all opponents passed by during Monster Trans rush (only in Flow)
if (self.flowActive) {
for (var i = 0; i < opponents.length; i++) {
var opp = opponents[i];
var oppDist = Math.sqrt((opp.x - self.x) * (opp.x - self.x) + (opp.y - self.y) * (opp.y - self.y));
if (oppDist <= self.monsterDribblingStunRadius && !opp.stunned) {
opp.stunned = true;
opp.originalSpeed = opp.speed;
opp.speed = 0;
self.monsterDribblingStunnedOpponents.push(opp);
tween(opp, {
tint: 0xFF0000,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 250
});
}
}
if (self.monsterDribblingStunnedOpponents.length > 0) {
self.monsterDribblingStunEnd = Date.now() + 4000;
}
}
} else {
// Reached the target area, check if ball is nearby
var ballDist = Math.sqrt((ball.x - self.x) * (ball.x - self.x) + (ball.y - self.y) * (ball.y - self.y));
if (ballDist < 100) {
// Ball is close, prepare to shoot
self.readyToShoot = true;
self.rushingToBall = false;
// Control the ball briefly
ball.x = self.x;
ball.y = self.y;
ball.velocityX = 0;
ball.velocityY = 0;
// Immediately shoot toward opponent goal
var goalDx = opponentGoal.x - self.x;
var goalDy = opponentGoal.y - self.y;
var goalDist = Math.sqrt(goalDx * goalDx + goalDy * goalDy);
if (goalDist > 0) {
ball.velocityX = goalDx / goalDist * 18; // Powerful shot
ball.velocityY = goalDy / goalDist * 18;
ball.active = true;
// Visual effect for powerful shot
tween(self, {
scaleX: 1.4,
scaleY: 1.4,
tint: 0xFF4500
}, {
duration: 300,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1,
tint: colorOverride || 0xFFFFFF
}, {
duration: 300
});
}
});
}
// Reset after shot
self.readyToShoot = false;
} else {
// Ball not found at target, stop rushing
self.rushingToBall = false;
}
}
} else if (!self.rouletteActive && !self.monsterDribblingActive && self.coordinatedRole === 'pursuer' && distance < 700) {
// Normal ball pursuit - more aggressive
var chaseSpeed = distance < 150 ? self.speed * 1.7 : self.speed * 1.4;
self.x += dx / distance * chaseSpeed;
self.y += dy / distance * chaseSpeed;
} else if (!self.rouletteActive && !self.monsterDribblingActive && self.coordinatedRole !== 'pursuer' && distance < 700) {
// Move to support position instead of chasing ball
var supportPos = ballPursuitCoordinator.getSupportPosition(self.coordinatedRole);
var supportDx = supportPos.x - self.x;
var supportDy = supportPos.y - self.y;
var supportDist = Math.sqrt(supportDx * supportDx + supportDy * supportDy);
if (supportDist > 50) {
var supportSpeed = self.speed * 0.8;
self.x += supportDx / supportDist * supportSpeed;
self.y += supportDy / supportDist * supportSpeed;
}
// Creative wing play with tactical awareness
if (distance < 80) {
// Strategic passing consideration for wing play
if (formationCoordinator.executeStrategicPass(self)) {
// Strategic pass executed - Bachira creates from wide
} else {
// Check for nearby teammates to pass to
var nearestTeammate = null;
var nearestTeammateDistance = Infinity;
var teammates = [chigiri, hiori, reo, nagi, player];
for (var t = 0; t < teammates.length; t++) {
if (teammates[t] && teammates[t] !== self) {
var teammateDist = Math.sqrt((teammates[t].x - self.x) * (teammates[t].x - self.x) + (teammates[t].y - self.y) * (teammates[t].y - self.y));
if (teammateDist < nearestTeammateDistance && teammateDist > 100 && teammateDist < 400) {
nearestTeammateDistance = teammateDist;
nearestTeammate = teammates[t];
}
}
}
// 20% chance to pass if teammate available, 30% for abilities, 50% for goal shot
var actionChoice = Math.random();
if (nearestTeammate && actionChoice < 0.2) {
// Pass to teammate
var passDx = nearestTeammate.x - ball.x;
var passDy = nearestTeammate.y - ball.y;
var passDistance = Math.sqrt(passDx * passDx + passDy * passDy);
if (passDistance > 0) {
ball.velocityX = passDx / passDistance * 11;
ball.velocityY = passDy / passDistance * 11;
}
} else if (actionChoice < 0.5) {
// Use special abilities (existing code)
// Start abilities when close to ball
if (distance < 80) {
// Roulette (normal cooldown applies)
if (!self.rouletteActive && self.rouletteCooldown <= 0) {
var shouldUseRoulette = Math.random() < 0.4; // 40% chance
if (shouldUseRoulette) {
self.rouletteActive = true;
self.rouletteStartTime = Date.now();
self.rouletteOriginX = self.x;
self.rouletteOriginY = self.y;
// If Flow was triggered for Bachira, activate Flow now
if (self.flowTriggerChecked && !self.flowActive) {
self.flowActive = true;
// Show Flow text above Bachira
if (!self.flowText) {
self.flowText = self.addChild(new Text2('FLOW', {
size: 48,
fill: 0x00FFFF
}));
self.flowText.anchor.set(0.5, 0.5);
self.flowText.x = 0;
self.flowText.y = -100;
self.flowText.alpha = 1;
tween(self.flowText, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 1
}, {
duration: 300,
onFinish: function onFinish() {
tween(self.flowText, {
scaleX: 1,
scaleY: 1,
alpha: 1
}, {
duration: 300
});
}
});
}
}
if (!self.flowActive) {
self.rouletteCooldown = self.rouletteCooldownTime;
}
// Visual effect for roulette start
tween(self, {
tint: 0x00FFFF
}, {
duration: 100,
onFinish: function onFinish() {
tween(self, {
tint: colorOverride || 0xFFFFFF
}, {
duration: 100
});
}
});
}
}
// Monster Dribbling (no cooldown in Flow)
if (!self.monsterDribblingActive && (self.flowActive || self.monsterDribblingCooldown <= 0)) {
var shouldUseMonsterDribbling = Math.random() < 0.6; // 60% chance
if (shouldUseMonsterDribbling) {
self.monsterDribblingActive = true;
self.monsterDribblingStartTime = Date.now();
self.monsterDribblingStartX = self.x;
self.monsterDribblingStartY = self.y;
// Target toward opponent goal
self.monsterDribblingTargetX = opponentGoal.x + (Math.random() - 0.5) * 200;
self.monsterDribblingTargetY = opponentGoal.y + 300;
// If Flow was triggered for Bachira, activate Flow now
if (self.flowTriggerChecked && !self.flowActive) {
self.flowActive = true;
// Show Flow text above Bachira
if (!self.flowText) {
self.flowText = self.addChild(new Text2('FLOW', {
size: 48,
fill: 0x00FFFF
}));
self.flowText.anchor.set(0.5, 0.5);
self.flowText.x = 0;
self.flowText.y = -100;
self.flowText.alpha = 1;
tween(self.flowText, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 1
}, {
duration: 300,
onFinish: function onFinish() {
tween(self.flowText, {
scaleX: 1,
scaleY: 1,
alpha: 1
}, {
duration: 300
});
}
});
}
}
if (!self.flowActive) {
self.monsterDribblingCooldown = self.monsterDribblingCooldownTime;
}
// Visual effect for monster dribbling start
tween(self, {
tint: 0xFF0000,
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 200,
onFinish: function onFinish() {
tween(self, {
tint: colorOverride || 0xFFFFFF,
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
}
});
}
}
}
} else {
// Shoot at goal if no abilities used
var goalDx = opponentGoal.x - ball.x;
var goalDy = opponentGoal.y - ball.y;
var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy);
if (goalDistance > 0) {
ball.velocityX = goalDx / goalDistance * 13;
ball.velocityY = goalDy / goalDistance * 13;
}
}
}
}
// Move to tactical wing position when not directly involved
if (self.coordinatedRole !== 'pursuer' && distance > 300 && self.tacticalX && self.tacticalY) {
var tacticalDx = self.tacticalX - self.x;
var tacticalDy = self.tacticalY - self.y;
var tacticalDist = Math.sqrt(tacticalDx * tacticalDx + tacticalDy * tacticalDy);
if (tacticalDist > 80) {
var tacticalSpeed = self.speed * 0.7;
self.x += tacticalDx / tacticalDist * tacticalSpeed;
self.y += tacticalDy / tacticalDist * tacticalSpeed;
}
}
} else if (!self.rouletteActive && !self.monsterDribblingActive && distance > 500) {
// Return to home position when not actively playing
var homeDx = self.homeX - self.x;
var homeDy = self.homeY - self.y;
var homeDistance = Math.sqrt(homeDx * homeDx + homeDy * homeDy);
if (homeDistance > 50) {
self.x += homeDx / homeDistance * self.speed * 0.4;
self.y += homeDy / homeDistance * self.speed * 0.4;
}
}
};
self.applyRouletteStun = function () {
var opponentsInRange = [];
for (var i = 0; i < opponents.length; i++) {
var opponent = opponents[i];
var opponentDist = Math.sqrt((opponent.x - self.x) * (opponent.x - self.x) + (opponent.y - self.y) * (opponent.y - self.y));
if (opponentDist <= self.rouletteStunRadius) {
opponentsInRange.push(opponent);
}
}
// Stun opponents in range
for (var i = 0; i < opponentsInRange.length; i++) {
var opponent = opponentsInRange[i];
opponent.stunned = true;
opponent.originalSpeed = opponent.speed;
opponent.speed = 0; // Completely stop them
self.rouletteStunnedOpponents.push(opponent);
// Visual effect for stunned opponent
tween(opponent, {
tint: 0x00FFFF,
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 200
});
}
if (opponentsInRange.length > 0) {
self.rouletteStunEnd = Date.now() + 1000; // 1 second stun
}
// Check if Bachira is in Flow and close to opponent goal for special message
if (self.flowActive && typeof opponentGoal !== "undefined") {
var goalDistance = Math.sqrt((opponentGoal.x - self.x) * (opponentGoal.x - self.x) + (opponentGoal.y - self.y) * (opponentGoal.y - self.y));
if (goalDistance < 400) {
// Close to goal
// Create and display the special message
var goalMessage = game.addChild(new Text2('Futbolu seviyorum... İçimdeki Canavarla birlikte !', {
size: 64,
fill: 0xFF4500
}));
goalMessage.anchor.set(0.5, 0.5);
goalMessage.x = 1024; // Center of screen
goalMessage.y = 1000; // Middle of screen
goalMessage.alpha = 0;
// Animate message appearance
tween(goalMessage, {
alpha: 1,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 500,
onFinish: function onFinish() {
// Keep message visible for 3 seconds then fade out
LK.setTimeout(function () {
tween(goalMessage, {
alpha: 0,
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 800,
onFinish: function onFinish() {
goalMessage.destroy();
}
});
}, 3000);
}
});
}
}
// After Roulette, throw ball to edge and rush to it
self.throwBallToEdgeAndRush();
};
self.applyMonsterDribblingStun = function () {
var opponentsInRange = [];
for (var i = 0; i < opponents.length; i++) {
var opponent = opponents[i];
var opponentDist = Math.sqrt((opponent.x - self.x) * (opponent.x - self.x) + (opponent.y - self.y) * (opponent.y - self.y));
if (opponentDist <= self.monsterDribblingStunRadius) {
opponentsInRange.push(opponent);
}
}
// Stun opponents in range
for (var i = 0; i < opponentsInRange.length; i++) {
var opponent = opponentsInRange[i];
opponent.stunned = true;
opponent.originalSpeed = opponent.speed;
opponent.speed = 0; // Completely stop them
self.monsterDribblingStunnedOpponents.push(opponent);
// Visual effect for stunned opponent
tween(opponent, {
tint: 0xFF0000,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 250
});
}
if (opponentsInRange.length > 0) {
self.monsterDribblingStunEnd = Date.now() + 1000; // 1 second stun
}
};
self.throwBallToEdgeAndRush = function () {
// Determine which edge to throw to (left or right side of field)
var throwToLeft = self.x < 1024; // If Bachira is on left side, throw left; otherwise right
var edgeX = throwToLeft ? 200 : 1848; // Near left or right edge
var edgeY = self.y + (Math.random() - 0.5) * 200; // Slightly randomize Y position
// Ensure edge Y is within field bounds
if (edgeY < 300) edgeY = 300;
if (edgeY > 2400) edgeY = 2400;
// Throw ball to edge with moderate power
var throwDx = edgeX - ball.x;
var throwDy = edgeY - ball.y;
var throwDist = Math.sqrt(throwDx * throwDx + throwDy * throwDy);
if (throwDist > 0) {
ball.velocityX = throwDx / throwDist * 10;
ball.velocityY = throwDy / throwDist * 10;
ball.active = true;
}
// Set rush target and start rushing
self.rushTargetX = edgeX;
self.rushTargetY = edgeY;
self.rushingToBall = true;
self.readyToShoot = false;
// Visual effect for ball throw
tween(ball, {
scaleX: 1.3,
scaleY: 1.3,
tint: 0x00FFFF
}, {
duration: 200,
onFinish: function onFinish() {
tween(ball, {
scaleX: 1,
scaleY: 1,
tint: 0xFFFFFF
}, {
duration: 200
});
}
});
};
return self;
});
var MidfieldPlayer = Container.expand(function () {
var self = Container.call(this);
var opponentGraphics = self.attachAsset('opponent', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2.2;
self.role = 'midfield';
self.homeX = 1024;
self.homeY = 1000;
self.hasBall = false;
// Dribbling state
self.isDribbling = false;
self.dribbleStartTime = 0;
self.dribbleDuration = 1000;
self.dribbleRadius = 120;
self.dribbleStartAngle = 0;
self.dribbleEndAngle = 0;
self.dribbleOriginX = 0;
self.dribbleOriginY = 0;
self.hasDribbled = false;
self.update = function () {
// Hitbox collision detection with other characters
var hitboxRadius = 50;
var allCharacters = [player, chigiri, hiori, reo, nagi, bachira];
for (var c = 0; c < allCharacters.length; c++) {
if (allCharacters[c] && allCharacters[c] !== self) {
var charDist = Math.sqrt((allCharacters[c].x - self.x) * (allCharacters[c].x - self.x) + (allCharacters[c].y - self.y) * (allCharacters[c].y - self.y));
if (charDist < hitboxRadius * 2) {
// Push characters apart
var pushX = (self.x - allCharacters[c].x) / charDist * 2;
var pushY = (self.y - allCharacters[c].y) / charDist * 2;
self.x += pushX;
self.y += pushY;
allCharacters[c].x -= pushX;
allCharacters[c].y -= pushY;
}
}
}
// Check collision with opponents too
for (var o = 0; o < opponents.length; o++) {
if (opponents[o] && opponents[o] !== self) {
var oppDist = Math.sqrt((opponents[o].x - self.x) * (opponents[o].x - self.x) + (opponents[o].y - self.y) * (opponents[o].y - self.y));
if (oppDist < hitboxRadius * 2) {
// Push characters apart
var pushX = (self.x - opponents[o].x) / oppDist * 2;
var pushY = (self.y - opponents[o].y) / oppDist * 2;
self.x += pushX;
self.y += pushY;
opponents[o].x -= pushX;
opponents[o].y -= pushY;
}
}
}
// Steal ball if player is inside opponent
var playerDist = Math.sqrt((player.x - self.x) * (player.x - self.x) + (player.y - self.y) * (player.y - self.y));
if (playerDist < 80 && player.hasBall) {
// Steal the ball
player.hasBall = false;
ball.active = true;
// Ball moves away from player, toward midfield
var stealDx = self.x - player.x;
var stealDy = self.y - player.y;
var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy);
if (stealDist > 0) {
ball.velocityX = stealDx / stealDist * 10;
ball.velocityY = stealDy / stealDist * 10;
}
// Prevent immediate re-attachment
ballDetachCooldown = ballDetachCooldownTime;
}
var dx = ball.x - self.x;
var dy = ball.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Smart midfield positioning based on ball location
if (ball.y > 1200) {
// Ball is in player's half - position defensively
var defensiveX = 1024;
var defensiveY = Math.max(1000, ball.y - 300);
var defDx = defensiveX - self.x;
var defDy = defensiveY - self.y;
var defDist = Math.sqrt(defDx * defDx + defDy * defDy);
if (defDist > 50) {
self.x += defDx / defDist * self.speed * 0.7;
self.y += defDy / defDist * self.speed * 0.7;
}
}
// Aggressive ball stealing from player team
var allPlayerTeam = [player, chigiri, hiori, reo, nagi, bachira];
for (var p = 0; p < allPlayerTeam.length; p++) {
if (allPlayerTeam[p] && allPlayerTeam[p].hasBall) {
var carrierDist = Math.sqrt((allPlayerTeam[p].x - self.x) * (allPlayerTeam[p].x - self.x) + (allPlayerTeam[p].y - self.y) * (allPlayerTeam[p].y - self.y));
if (carrierDist < 120) {
// Midfield tackle - steal ball
allPlayerTeam[p].hasBall = false;
ball.active = true;
var stealDx = self.x - allPlayerTeam[p].x;
var stealDy = self.y - allPlayerTeam[p].y;
var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy);
if (stealDist > 0) {
ball.velocityX = stealDx / stealDist * 10;
ball.velocityY = stealDy / stealDist * 10;
}
ballDetachCooldown = ballDetachCooldownTime;
break;
}
}
}
// Midfield: get ball and pass to forward - more aggressive
if (distance < 400) {
// Move toward ball when chasing
var chaseSpeed = distance < 150 ? self.speed * 1.3 : self.speed * 1.1;
self.x += dx / distance * chaseSpeed;
self.y += dy / distance * chaseSpeed;
// If close to ball, run away from player and pass to forward
if (distance < 80) {
// Move away from player for a moment
var awayDx = self.x - player.x;
var awayDy = self.y - player.y;
var awayDist = Math.sqrt(awayDx * awayDx + awayDy * awayDy);
if (awayDist > 0) {
tween(self, {
x: self.x + awayDx / awayDist * 120,
y: self.y + awayDy / awayDist * 120
}, {
duration: 200,
easing: tween.cubicOut
});
}
// Find nearest forward player
var nearestForward = null;
var nearestDistance = Infinity;
for (var i = 0; i < opponents.length; i++) {
if (opponents[i].role === 'forward') {
var forwardDx = opponents[i].x - self.x;
var forwardDy = opponents[i].y - self.y;
var forwardDistance = Math.sqrt(forwardDx * forwardDx + forwardDy * forwardDy);
if (forwardDistance < nearestDistance) {
nearestDistance = forwardDistance;
nearestForward = opponents[i];
}
}
}
// Pass to forward if found
if (nearestForward) {
// Perfect pass: ball goes directly to forward with good speed
var passDx = nearestForward.x - ball.x;
var passDy = nearestForward.y - ball.y;
var passDistance = Math.sqrt(passDx * passDx + passDy * passDy);
if (passDistance > 0) {
ball.velocityX = passDx / passDistance * 10;
ball.velocityY = passDy / passDistance * 10;
}
} else {
// No forward to pass to: perform dribbling and curved shot
if (!self.isDribbling) {
// Start dribbling: move in a half-circle around the player
self.isDribbling = true;
self.dribbleStartTime = Date.now();
self.dribbleDuration = 1000; // 1 second
self.dribbleRadius = 120;
// Calculate angle from midfield to player
var angleToPlayer = Math.atan2(player.y - self.y, player.x - self.x);
self.dribbleStartAngle = angleToPlayer - Math.PI / 2;
self.dribbleEndAngle = angleToPlayer + Math.PI / 2;
self.dribbleOriginX = self.x;
self.dribbleOriginY = self.y;
self.hasDribbled = false;
}
if (self.isDribbling) {
var elapsed = Date.now() - self.dribbleStartTime;
var t = Math.min(elapsed / self.dribbleDuration, 1);
// Interpolate angle for half-circle
var angle = self.dribbleStartAngle + (self.dribbleEndAngle - self.dribbleStartAngle) * t;
self.x = self.dribbleOriginX + Math.cos(angle) * self.dribbleRadius;
self.y = self.dribbleOriginY + Math.sin(angle) * self.dribbleRadius;
// Ball follows midfield during dribble
if (distance < 80) {
ball.x = self.x;
ball.y = self.y;
ball.velocityX = 0;
ball.velocityY = 0;
}
// When dribble completes, shoot with curve
if (t >= 1 && !self.hasDribbled) {
self.hasDribbled = true;
self.isDribbling = false;
// Falsolu şut: apply curve by adding to X velocity
var goalDx = opponentGoal.x - ball.x;
var goalDy = opponentGoal.y - ball.y;
var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy);
if (goalDistance > 0) {
// Add curve: right-footed, so curve to the right (positive X)
var curveAmount = 7;
ball.velocityX = goalDx / goalDistance * 12 + curveAmount;
ball.velocityY = goalDy / goalDistance * 12;
ball.active = true;
}
}
}
}
}
} else {
// Return to midfield position
var homeDx = self.homeX - self.x;
var homeDy = self.homeY - self.y;
var homeDistance = Math.sqrt(homeDx * homeDx + homeDy * homeDy);
if (homeDistance > 50) {
self.x += homeDx / homeDistance * self.speed * 0.3;
self.y += homeDy / homeDistance * self.speed * 0.3;
}
}
};
return self;
});
var NagiPlayer = Container.expand(function (colorOverride) {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
if (typeof colorOverride === "number" && playerGraphics) {
playerGraphics.tint = colorOverride;
}
self.speed = 5.5; // Increased base speed for better movement
self.role = 'nagi';
self.homeX = 1400;
self.homeY = 2000;
self.hasBall = false;
// --- NEW NAGI ULTIMATE BALL CONTROL SYSTEM ---
self.ballControlRange = 200; // Massive ball control range
self.ballControlCooldown = 0;
self.ballControlCooldownTime = 3000; // 3 second cooldown
self.ballControlText = null;
// --- PERFECTED FAKE VOLLEY SYSTEM ---
self.fakeVolleyState = 0; // 0: ready, 1: fake motion, 2: real shot
self.fakeVolleyCombo = 0; // Track combo count
self.fakeVolleyMaxCombo = 3; // Maximum fake volleys before forced real shot
self.fakeVolleyStunRadius = 180; // Larger stun radius
self.fakeVolleyStunDuration = 1500; // 1.5 seconds stun
self.fakeVolleyStunnedOpponents = [];
self.fakeVolleyStunEnd = 0;
self.fakeVolleyCooldown = 0;
self.fakeVolleyCooldownTime = 4000; // 4 second cooldown
// --- REVOLVER SHOT SYSTEM ---
self.revolverActive = false;
self.revolverCount = 0;
self.revolverMaxShots = 5; // 5 rapid shots
self.revolverShotDelay = 300; // 300ms between shots
self.revolverLastShot = 0;
self.revolverCooldown = 0;
self.revolverCooldownTime = 15000; // 15 second cooldown
// --- GENIUS TRAP SYSTEM ---
self.geniusTrapRange = 400; // Ultra wide range
self.geniusTrapActive = false;
self.geniusTrapVisual = null;
self.geniusTrapCooldown = 0;
self.geniusTrapCooldownTime = 8000; // 8 second cooldown
// --- FLOW SYSTEM ---
self.flowActive = false;
self.flowTriggerChecked = false;
self.flowText = null;
self.update = function () {
// Hitbox collision detection with other characters
var hitboxRadius = 50;
var allCharacters = [player, chigiri, hiori, reo, nagi, bachira];
for (var c = 0; c < allCharacters.length; c++) {
if (allCharacters[c] && allCharacters[c] !== self) {
var charDist = Math.sqrt((allCharacters[c].x - self.x) * (allCharacters[c].x - self.x) + (allCharacters[c].y - self.y) * (allCharacters[c].y - self.y));
if (charDist < hitboxRadius * 2) {
// Push characters apart
var pushX = (self.x - allCharacters[c].x) / charDist * 2;
var pushY = (self.y - allCharacters[c].y) / charDist * 2;
self.x += pushX;
self.y += pushY;
allCharacters[c].x -= pushX;
allCharacters[c].y -= pushY;
}
}
}
// Check collision with opponents too
for (var o = 0; o < opponents.length; o++) {
if (opponents[o] && opponents[o] !== self) {
var oppDist = Math.sqrt((opponents[o].x - self.x) * (opponents[o].x - self.x) + (opponents[o].y - self.y) * (opponents[o].y - self.y));
if (oppDist < hitboxRadius * 2) {
// Push characters apart
var pushX = (self.x - opponents[o].x) / oppDist * 2;
var pushY = (self.y - opponents[o].y) / oppDist * 2;
self.x += pushX;
self.y += pushY;
opponents[o].x -= pushX;
opponents[o].y -= pushY;
}
}
}
// --- FLOW TRIGGER: Random Flow activation when close to ball ---
if (!self.flowActive && !self.flowTriggerChecked && Math.random() < 0.001) {
// 0.1% chance per frame
self.flowActive = true;
self.flowTriggerChecked = true;
// Show Flow text above Nagi
if (!self.flowText) {
self.flowText = self.addChild(new Text2('GENIUS FLOW', {
size: 48,
fill: 0x9966FF
}));
self.flowText.anchor.set(0.5, 0.5);
self.flowText.x = 0;
self.flowText.y = -100;
self.flowText.alpha = 1;
tween(self.flowText, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 1
}, {
duration: 300,
onFinish: function onFinish() {
tween(self.flowText, {
scaleX: 1,
scaleY: 1,
alpha: 1
}, {
duration: 300
});
}
});
}
// Flow lasts for 10 seconds
LK.setTimeout(function () {
self.flowActive = false;
if (self.flowText) {
self.flowText.destroy();
self.flowText = null;
}
// Reset trigger after Flow ends
LK.setTimeout(function () {
self.flowTriggerChecked = false;
}, 30000); // Can trigger again after 30 seconds
}, 10000);
}
// Remove Flow text if not in Flow
if (!self.flowActive && self.flowText) {
self.flowText.destroy();
self.flowText = null;
}
// Update cooldowns
if (self.ballControlCooldown > 0) {
self.ballControlCooldown -= 16;
if (self.ballControlCooldown < 0) self.ballControlCooldown = 0;
}
if (self.fakeVolleyCooldown > 0) {
self.fakeVolleyCooldown -= 16;
if (self.fakeVolleyCooldown < 0) self.fakeVolleyCooldown = 0;
}
if (self.revolverCooldown > 0) {
self.revolverCooldown -= 16;
if (self.revolverCooldown < 0) self.revolverCooldown = 0;
}
if (self.geniusTrapCooldown > 0) {
self.geniusTrapCooldown -= 16;
if (self.geniusTrapCooldown < 0) self.geniusTrapCooldown = 0;
}
// Handle stun end for fake volley
if (self.fakeVolleyStunEnd > 0 && Date.now() > self.fakeVolleyStunEnd) {
// Restore stunned opponents
for (var i = 0; i < self.fakeVolleyStunnedOpponents.length; i++) {
var opponent = self.fakeVolleyStunnedOpponents[i];
opponent.stunned = false;
opponent.originalSpeed = opponent.originalSpeed || opponent.speed;
opponent.speed = opponent.originalSpeed;
tween(opponent, {
tint: 0xFFFFFF,
scaleX: 1,
scaleY: 1
}, {
duration: 300
});
}
self.fakeVolleyStunnedOpponents = [];
self.fakeVolleyStunEnd = 0;
}
var dx = ball.x - self.x;
var dy = ball.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// --- ULTIMATE BALL CONTROL SYSTEM ---
// Automatically steal ball from ANY opponent within massive range
if (self.ballControlCooldown <= 0) {
var controlledBall = false;
// Check for opponents with ball within Ball Control range
for (var i = 0; i < opponents.length; i++) {
var opp = opponents[i];
if (opp.hasBall) {
var oppDist = Math.sqrt((opp.x - self.x) * (opp.x - self.x) + (opp.y - self.y) * (opp.y - self.y));
if (oppDist <= self.ballControlRange) {
// Instant ball steal from massive range
opp.hasBall = false;
ball.active = false;
ball.x = self.x;
ball.y = self.y + 40;
ball.velocityX = 0;
ball.velocityY = 0;
self.hasBall = true;
controlledBall = true;
// Show "GENIUS BALL CONTROL" text
if (!self.ballControlText) {
self.ballControlText = self.addChild(new Text2('GENIUS BALL CONTROL', {
size: 50,
fill: 0x9966FF
}));
self.ballControlText.anchor.set(0.5, 0.5);
self.ballControlText.x = 0;
self.ballControlText.y = -100;
tween(self.ballControlText, {
alpha: 1,
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 300,
onFinish: function onFinish() {
LK.setTimeout(function () {
tween(self.ballControlText, {
alpha: 0,
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 500,
onFinish: function onFinish() {
if (self.ballControlText) {
self.ballControlText.destroy();
self.ballControlText = null;
}
}
});
}, 2000);
}
});
}
// Stun the opponent for longer duration
opp.stunned = true;
opp.originalSpeed = opp.speed;
opp.speed = 0;
tween(opp, {
tint: 0x9966FF,
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 300,
onFinish: function onFinish() {
tween(opp, {
tint: 0xFFFFFF,
scaleX: 1,
scaleY: 1
}, {
duration: 300
});
}
});
LK.setTimeout(function () {
opp.stunned = false;
opp.speed = opp.originalSpeed || 2.5;
}, 3000); // 3 second stun
self.ballControlCooldown = self.ballControlCooldownTime;
break;
}
}
}
// Also control loose balls within range
if (!controlledBall && distance <= self.ballControlRange && ball.active && !self.hasBall) {
ball.active = false;
ball.x = self.x;
ball.y = self.y + 40;
ball.velocityX = 0;
ball.velocityY = 0;
self.hasBall = true;
self.ballControlCooldown = self.ballControlCooldownTime;
if (!self.ballControlText) {
self.ballControlText = self.addChild(new Text2('BALL CONTROL', {
size: 40,
fill: 0x9966FF
}));
self.ballControlText.anchor.set(0.5, 0.5);
self.ballControlText.x = 0;
self.ballControlText.y = -80;
tween(self.ballControlText, {
alpha: 1,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
onFinish: function onFinish() {
LK.setTimeout(function () {
tween(self.ballControlText, {
alpha: 0,
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 300,
onFinish: function onFinish() {
if (self.ballControlText) {
self.ballControlText.destroy();
self.ballControlText = null;
}
}
});
}, 1500);
}
});
}
}
}
// --- GENIUS TRAP SYSTEM ---
// Show trap visual when ball is in range
if (distance <= self.geniusTrapRange && !self.geniusTrapVisual && !self.hasBall) {
self.geniusTrapVisual = self.addChild(LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 8,
// Even larger visual
scaleY: 8,
tint: 0x9966FF
}));
self.geniusTrapVisual.alpha = 0.2;
} else if (distance > self.geniusTrapRange && self.geniusTrapVisual) {
self.geniusTrapVisual.destroy();
self.geniusTrapVisual = null;
}
// --- PERFECTED FAKE VOLLEY SYSTEM ---
if (self.hasBall && distance < 100 && self.fakeVolleyCooldown <= 0) {
if (self.fakeVolleyState === 0) {
// Start fake volley sequence
self.fakeVolleyState = 1;
self.fakeVolleyCombo++;
// Stun ALL nearby opponents with larger radius
var opponentsInRange = [];
for (var i = 0; i < opponents.length; i++) {
var opponent = opponents[i];
var opponentDist = Math.sqrt((opponent.x - self.x) * (opponent.x - self.x) + (opponent.y - self.y) * (opponent.y - self.y));
if (opponentDist <= self.fakeVolleyStunRadius) {
opponentsInRange.push(opponent);
}
}
for (var i = 0; i < opponentsInRange.length; i++) {
var opponent = opponentsInRange[i];
opponent.stunned = true;
opponent.originalSpeed = opponent.speed;
opponent.speed = 0;
self.fakeVolleyStunnedOpponents.push(opponent);
tween(opponent, {
tint: 0xFFFF00,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200
});
}
self.fakeVolleyStunEnd = Date.now() + self.fakeVolleyStunDuration;
// Fake shot motion - very minimal ball movement to show it's fake
ball.velocityX = (Math.random() - 0.5) * 1;
ball.velocityY = (Math.random() - 0.5) * 1;
ball.active = true;
LK.setTimeout(function () {
ball.active = false;
ball.x = self.x;
ball.y = self.y + 40;
ball.velocityX = 0;
ball.velocityY = 0;
self.hasBall = true;
}, 200);
// Visual effect for fake motion
tween(self, {
scaleX: 1.4,
scaleY: 1.4,
tint: 0xFFFF00
}, {
duration: 150,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1,
tint: 0xFFFFFF
}, {
duration: 150
});
}
});
// Set up for real shot or continue faking
LK.setTimeout(function () {
if (self.fakeVolleyCombo >= self.fakeVolleyMaxCombo) {
// Must do real shot now
self.fakeVolleyState = 2;
} else {
// Can choose to fake again or shoot
self.fakeVolleyState = Math.random() < 0.6 ? 0 : 2; // 60% chance to fake again
}
}, 600);
} else if (self.fakeVolleyState === 2) {
// Real powerful shot
self.fakeVolleyState = 0;
self.fakeVolleyCombo = 0;
self.fakeVolleyCooldown = self.fakeVolleyCooldownTime;
var goalDx = opponentGoal.x - ball.x;
var goalDy = opponentGoal.y - ball.y;
var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy);
if (goalDistance > 0) {
ball.velocityX = goalDx / goalDistance * 18; // More powerful shot
ball.velocityY = goalDy / goalDistance * 18;
ball.active = true;
self.hasBall = false;
}
// Visual effect for real shot
tween(self, {
scaleX: 1.5,
scaleY: 1.5,
tint: 0xFF0000
}, {
duration: 400,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1,
tint: 0xFFFFFF
}, {
duration: 400
});
}
});
}
}
// --- REVOLVER SHOT SYSTEM (Flow State) ---
if (self.flowActive && self.hasBall && !self.revolverActive && self.revolverCooldown <= 0) {
// Activate Revolver Shot sequence
self.revolverActive = true;
self.revolverCount = 0;
self.revolverLastShot = Date.now();
// Show Revolver text
var revolverText = self.addChild(new Text2('REVOLVER SHOT!', {
size: 60,
fill: 0xFF0000
}));
revolverText.anchor.set(0.5, 0.5);
revolverText.x = 0;
revolverText.y = -140;
tween(revolverText, {
alpha: 1,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 300,
onFinish: function onFinish() {
LK.setTimeout(function () {
revolverText.destroy();
}, 2000);
}
});
}
// Execute Revolver shots
if (self.revolverActive && Date.now() - self.revolverLastShot >= self.revolverShotDelay) {
self.revolverCount++;
self.revolverLastShot = Date.now();
// Fire shot toward goal
var goalDx = opponentGoal.x - ball.x;
var goalDy = opponentGoal.y - ball.y;
var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy);
if (goalDistance > 0) {
// Add slight randomness to each shot
var spread = (Math.random() - 0.5) * 100;
ball.velocityX = (goalDx + spread) / goalDistance * 20;
ball.velocityY = goalDy / goalDistance * 20;
ball.active = true;
}
// Visual effect for each shot
tween(self, {
scaleX: 1.3,
scaleY: 1.3,
tint: 0xFF6600
}, {
duration: 100,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1,
tint: 0xFFFFFF
}, {
duration: 100
});
}
});
// End Revolver after all shots
if (self.revolverCount >= self.revolverMaxShots) {
self.revolverActive = false;
self.revolverCooldown = self.revolverCooldownTime;
self.hasBall = false;
}
}
// Normal movement and positioning
if (!self.revolverActive) {
// Coordinated ball pursuit - only chase if designated as active pursuer
if (self.coordinatedRole === 'pursuer' && distance < 700) {
var chaseSpeed = distance < 150 ? self.speed * 1.8 : self.speed * 1.5;
self.x += dx / distance * chaseSpeed;
self.y += dy / distance * chaseSpeed;
} else if (self.coordinatedRole !== 'pursuer' && distance < 700) {
// Move to support position instead of chasing ball
var supportPos = ballPursuitCoordinator.getSupportPosition(self.coordinatedRole);
var supportDx = supportPos.x - self.x;
var supportDy = supportPos.y - self.y;
var supportDist = Math.sqrt(supportDx * supportDx + supportDy * supportDy);
if (supportDist > 50) {
var supportSpeed = self.speed * 1.1; // Faster support movement
self.x += supportDx / supportDist * supportSpeed;
self.y += supportDy / supportDist * supportSpeed;
}
// Strategic striker play when close to ball
if (distance < 80 && !self.hasBall) {
// Check for teammates to pass to if Nagi gets the ball
var nearestTeammate = null;
var nearestTeammateDistance = Infinity;
var teammates = [chigiri, hiori, reo, bachira, player];
for (var t = 0; t < teammates.length; t++) {
if (teammates[t] && teammates[t] !== self) {
var teammateDist = Math.sqrt((teammates[t].x - self.x) * (teammates[t].x - self.x) + (teammates[t].y - self.y) * (teammates[t].y - self.y));
if (teammateDist < nearestTeammateDistance && teammateDist > 100 && teammateDist < 500) {
nearestTeammateDistance = teammateDist;
nearestTeammate = teammates[t];
}
}
}
// 15% chance to pass to teammate, 85% for abilities/shooting (ultra striker focus)
if (nearestTeammate && Math.random() < 0.15 && self.hasBall) {
var passDx = nearestTeammate.x - ball.x;
var passDy = nearestTeammate.y - ball.y;
var passDistance = Math.sqrt(passDx * passDx + passDy * passDy);
if (passDistance > 0) {
ball.velocityX = passDx / passDistance * 15; // Stronger pass
ball.velocityY = passDy / passDistance * 15;
ball.active = true;
self.hasBall = false;
}
}
}
// Striker positioning - always look for goal scoring opportunities
if (self.coordinatedRole !== 'pursuer' && distance > 300 && self.tacticalX && self.tacticalY) {
var tacticalDx = self.tacticalX - self.x;
var tacticalDy = self.tacticalY - self.y;
var tacticalDist = Math.sqrt(tacticalDx * tacticalDx + tacticalDy * tacticalDy);
if (tacticalDist > 80) {
var tacticalSpeed = self.speed * 1.0; // Full speed tactical movement
self.x += tacticalDx / tacticalDist * tacticalSpeed;
self.y += tacticalDy / tacticalDist * tacticalSpeed;
}
}
} else {
// Return to home position when not actively playing
var homeDx = self.homeX - self.x;
var homeDy = self.homeY - self.y;
var homeDistance = Math.sqrt(homeDx * homeDx + homeDy * homeDy);
if (homeDistance > 50) {
self.x += homeDx / homeDistance * self.speed * 0.6; // Faster return home
self.y += homeDy / homeDistance * self.speed * 0.6;
}
}
}
};
// Steal ball from nearby opponents (enhanced version)
for (var i = 0; i < opponents.length; i++) {
var opponent = opponents[i];
var oppDist = Math.sqrt((opponent.x - self.x) * (opponent.x - self.x) + (opponent.y - self.y) * (opponent.y - self.y));
if (oppDist < 90 && opponent.hasBall && self.ballControlCooldown <= 0) {
// Enhanced ball stealing
opponent.hasBall = false;
ball.active = false;
ball.x = self.x;
ball.y = self.y + 40;
ball.velocityX = 0;
ball.velocityY = 0;
self.hasBall = true;
self.ballControlCooldown = self.ballControlCooldownTime;
// Stun the opponent for 2 seconds after stealing ball
opponent.stunned = true;
opponent.originalSpeed = opponent.speed;
opponent.speed = 0;
tween(opponent, {
tint: 0x9966FF,
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 300,
onFinish: function onFinish() {
tween(opponent, {
tint: 0xFFFFFF,
scaleX: 1,
scaleY: 1
}, {
duration: 300
});
}
});
LK.setTimeout(function () {
opponent.stunned = false;
opponent.speed = opponent.originalSpeed || 2.5;
}, 2000);
break;
}
}
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.hasBall = false;
// 1v1 dribble move logic for player
self.lastX = self.lastX || self.x;
self.lastY = self.lastY || self.y;
self.lastDribbleAttempt = self.lastDribbleAttempt || 0;
self.isDribbling1v1 = self.isDribbling1v1 || false;
self.dribble1v1Start = self.dribble1v1Start || 0;
self.dribble1v1Duration = 400; // ms
self.dribble1v1TargetX = self.dribble1v1TargetX || 0;
self.dribble1v1TargetY = self.dribble1v1TargetY || 0;
self.update = function () {
// Check for ball stealing from opponents
for (var i = 0; i < opponents.length; i++) {
var opponent = opponents[i];
var oppDist = Math.sqrt((opponent.x - self.x) * (opponent.x - self.x) + (opponent.y - self.y) * (opponent.y - self.y));
if (oppDist < 80 && opponent.hasBall) {
// Steal the ball
opponent.hasBall = false;
ball.active = true;
// Ball moves toward Player
var stealDx = self.x - opponent.x;
var stealDy = self.y - opponent.y;
var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy);
if (stealDist > 0) {
ball.velocityX = stealDx / stealDist * 8;
ball.velocityY = stealDy / stealDist * 8;
}
ballDetachCooldown = ballDetachCooldownTime;
// Stun the opponent for 2 seconds after stealing ball
opponent.stunned = true;
opponent.originalSpeed = opponent.speed;
opponent.speed = 0;
tween(opponent, {
tint: 0xFF0000,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
onFinish: function onFinish() {
tween(opponent, {
tint: 0xFFFFFF,
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
}
});
LK.setTimeout(function () {
opponent.stunned = false;
opponent.speed = opponent.originalSpeed || 2.5;
}, 2000);
break;
}
}
// 1v1 dribble move: if player is close to an opponent and moving toward them, trigger a dribble move
var closestOpponent = null;
var closestDist = Infinity;
for (var i = 0; i < opponents.length; i++) {
var opp = opponents[i];
var dist = Math.sqrt((opp.x - self.x) * (opp.x - self.x) + (opp.y - self.y) * (opp.y - self.y));
if (dist < closestDist) {
closestDist = dist;
closestOpponent = opp;
}
}
// Only allow dribble if not already dribbling, cooldown, and close enough
if (!self.isDribbling1v1 && Date.now() - (self.lastDribbleAttempt || 0) > 1200 && closestDist < 110 && closestOpponent && !closestOpponent.stunned) {
// Check if player is moving toward opponent
var vx = self.x - (self.lastX || self.x);
var vy = self.y - (self.lastY || self.y);
var toOppX = closestOpponent.x - self.x;
var toOppY = closestOpponent.y - self.y;
var dot = vx * toOppX + vy * toOppY;
if (dot > 0) {
// Initiate dribble move: dash past opponent
self.isDribbling1v1 = true;
self.dribble1v1Start = Date.now();
self.lastDribbleAttempt = Date.now();
// Target a point just past the opponent
var oppDist = Math.sqrt(toOppX * toOppX + toOppY * toOppY);
var overshoot = 80;
self.dribble1v1TargetX = self.x + toOppX / oppDist * (oppDist + overshoot);
self.dribble1v1TargetY = self.y + toOppY / oppDist * (oppDist + overshoot);
// Stun the opponent briefly
closestOpponent.stunned = true;
closestOpponent.originalSpeed = closestOpponent.speed;
closestOpponent.speed = 0;
tween(closestOpponent, {
tint: 0xAAAAAA,
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 200,
onFinish: function onFinish() {
tween(closestOpponent, {
tint: 0xFFFFFF,
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
}
});
LK.setTimeout(function () {
closestOpponent.stunned = false;
closestOpponent.speed = closestOpponent.originalSpeed || 2.5;
}, 1000);
// Visual effect for player
tween(self, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 120,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 120
});
}
});
}
}
// Animate dribble move
if (self.isDribbling1v1) {
var t = Math.min((Date.now() - self.dribble1v1Start) / self.dribble1v1Duration, 1);
// Use linear interpolation for smooth movement, but only for the duration of the dribble
self.x = self.lastX + (self.dribble1v1TargetX - self.lastX) * t;
self.y = self.lastY + (self.dribble1v1TargetY - self.lastY) * t;
if (t >= 1) {
self.isDribbling1v1 = false;
}
} else {
// Only update lastX/lastY when not dribbling, to avoid jitter
self.lastX = self.x;
self.lastY = self.y;
}
};
return self;
});
var ReoPlayer = Container.expand(function (colorOverride) {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
if (typeof colorOverride === "number" && playerGraphics) {
playerGraphics.tint = colorOverride;
}
self.speed = 4;
self.role = 'reo';
self.homeX = 600;
self.homeY = 1800;
self.hasBall = false;
// Mode switching variables
self.isDefensiveMode = true;
self.defensiveColor = 0x000000; // Black
self.attackingColor = 0xffa500; // Orange
self.modeSwitch = 0;
self.modeSwitchInterval = 5000; // 5 seconds
// Chameleon ability variables
self.chameleonCooldown = 0;
self.chameleonInterval = 30000; // 30 seconds
self.copiedStats = null;
self.originalSpeed = 4;
self.originalDribbling = 1;
self.originalShot = 1;
// Copied ability variables
self.copiedWinterZone = false;
self.copiedWinterZoneRadius = 200;
self.copiedWinterZoneCooldown = 0;
self.copiedWinterZoneActive = false;
self.copiedWinterZoneDuration = 0;
self.copiedWinterZoneMaxDuration = 8000;
self.copiedSlowedOpponents = [];
self.copiedWinterZoneVisual = null;
self.copiedSpeedBurst = false;
self.copiedSpeedBurstCooldown = 0;
self.copiedSpeedBurstActive = false;
self.copiedBurstSpeed = 10;
self.copiedNormalSpeed = 4;
self.update = function () {
// Hitbox collision detection with other characters
var hitboxRadius = 50;
var allCharacters = [player, chigiri, hiori, reo, nagi, bachira];
for (var c = 0; c < allCharacters.length; c++) {
if (allCharacters[c] && allCharacters[c] !== self) {
var charDist = Math.sqrt((allCharacters[c].x - self.x) * (allCharacters[c].x - self.x) + (allCharacters[c].y - self.y) * (allCharacters[c].y - self.y));
if (charDist < hitboxRadius * 2) {
// Push characters apart
var pushX = (self.x - allCharacters[c].x) / charDist * 2;
var pushY = (self.y - allCharacters[c].y) / charDist * 2;
self.x += pushX;
self.y += pushY;
allCharacters[c].x -= pushX;
allCharacters[c].y -= pushY;
}
}
}
// Check collision with opponents too
for (var o = 0; o < opponents.length; o++) {
if (opponents[o] && opponents[o] !== self) {
var oppDist = Math.sqrt((opponents[o].x - self.x) * (opponents[o].x - self.x) + (opponents[o].y - self.y) * (opponents[o].y - self.y));
if (oppDist < hitboxRadius * 2) {
// Push characters apart
var pushX = (self.x - opponents[o].x) / oppDist * 2;
var pushY = (self.y - opponents[o].y) / oppDist * 2;
self.x += pushX;
self.y += pushY;
opponents[o].x -= pushX;
opponents[o].y -= pushY;
}
}
}
// Steal ball from nearby opponents and stun them
for (var i = 0; i < opponents.length; i++) {
var opponent = opponents[i];
var oppDist = Math.sqrt((opponent.x - self.x) * (opponent.x - self.x) + (opponent.y - self.y) * (opponent.y - self.y));
if (oppDist < 80 && opponent.hasBall) {
// Steal the ball
opponent.hasBall = false;
ball.active = true;
// Ball moves toward Reo
var stealDx = self.x - opponent.x;
var stealDy = self.y - opponent.y;
var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy);
if (stealDist > 0) {
ball.velocityX = stealDx / stealDist * 8;
ball.velocityY = stealDy / stealDist * 8;
}
ballDetachCooldown = ballDetachCooldownTime;
// Stun the opponent for 2 seconds after stealing ball
opponent.stunned = true;
opponent.originalSpeed = opponent.speed;
opponent.speed = 0;
tween(opponent, {
tint: 0xFF0000,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
onFinish: function onFinish() {
tween(opponent, {
tint: 0xFFFFFF,
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
}
});
LK.setTimeout(function () {
opponent.stunned = false;
opponent.speed = opponent.originalSpeed || 2.5;
}, 2000);
break;
}
}
// Update mode switching
self.modeSwitch += 16;
if (self.modeSwitch >= self.modeSwitchInterval) {
self.modeSwitch = 0;
self.isDefensiveMode = !self.isDefensiveMode;
// Change color based on mode
if (self.isDefensiveMode) {
tween(playerGraphics, {
tint: self.defensiveColor
}, {
duration: 300
});
} else {
tween(playerGraphics, {
tint: self.attackingColor
}, {
duration: 300
});
}
}
// Update Chameleon cooldown
self.chameleonCooldown += 16;
if (self.chameleonCooldown >= self.chameleonInterval) {
self.chameleonCooldown = 0;
self.activateChameleon();
}
// Update copied abilities
if (self.copiedWinterZone) {
// Update Winter Zone cooldown
if (self.copiedWinterZoneCooldown > 0) {
self.copiedWinterZoneCooldown -= 16;
if (self.copiedWinterZoneCooldown < 0) self.copiedWinterZoneCooldown = 0;
}
// Winter Zone duration and effect
if (self.copiedWinterZoneActive) {
self.copiedWinterZoneDuration -= 16;
if (self.copiedWinterZoneDuration <= 0) {
self.copiedWinterZoneActive = false;
// Remove Winter Zone visual
if (self.copiedWinterZoneVisual) {
self.copiedWinterZoneVisual.destroy();
self.copiedWinterZoneVisual = null;
}
// Restore opponent speeds
for (var i = 0; i < self.copiedSlowedOpponents.length; i++) {
var opponent = self.copiedSlowedOpponents[i];
opponent.speed = opponent.originalSpeed || opponent.speed * 2;
}
self.copiedSlowedOpponents = [];
} else {
// Apply Winter Zone effect to nearby opponents
for (var i = 0; i < opponents.length; i++) {
var opponent = opponents[i];
var dist = Math.sqrt((opponent.x - self.x) * (opponent.x - self.x) + (opponent.y - self.y) * (opponent.y - self.y));
if (dist <= self.copiedWinterZoneRadius) {
if (self.copiedSlowedOpponents.indexOf(opponent) === -1) {
opponent.originalSpeed = opponent.speed;
opponent.speed = opponent.speed * 0.3; // Slow to 30% speed
self.copiedSlowedOpponents.push(opponent);
}
}
}
}
}
// Activate Winter Zone when opponents get close
if (!self.copiedWinterZoneActive && self.copiedWinterZoneCooldown <= 0) {
var nearbyOpponents = 0;
for (var i = 0; i < opponents.length; i++) {
var opponent = opponents[i];
var dist = Math.sqrt((opponent.x - self.x) * (opponent.x - self.x) + (opponent.y - self.y) * (opponent.y - self.y));
if (dist <= self.copiedWinterZoneRadius + 50) {
nearbyOpponents++;
}
}
if (nearbyOpponents >= 2) {
// Activate Winter Zone
self.copiedWinterZoneActive = true;
self.copiedWinterZoneDuration = self.copiedWinterZoneMaxDuration;
self.copiedWinterZoneCooldown = 12000; // 12 seconds cooldown
// Create Winter Zone visual area
self.copiedWinterZoneVisual = self.addChild(LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 4,
scaleY: 4,
tint: 0x87CEEB
}));
self.copiedWinterZoneVisual.alpha = 0.3;
// Visual effect
tween(self, {
scaleX: 1.5,
scaleY: 1.5,
tint: 0x87CEEB
}, {
duration: 200,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1,
tint: self.isDefensiveMode ? self.defensiveColor : self.attackingColor
}, {
duration: 200
});
}
});
}
}
}
if (self.copiedSpeedBurst) {
// Update Speed Burst cooldown
if (self.copiedSpeedBurstCooldown > 0) {
self.copiedSpeedBurstCooldown -= 16;
if (self.copiedSpeedBurstCooldown < 0) self.copiedSpeedBurstCooldown = 0;
}
// Speed burst when close to ball
if (!self.copiedSpeedBurstActive && self.copiedSpeedBurstCooldown <= 0 && distance < 100) {
self.copiedSpeedBurstActive = true;
self.copiedSpeedBurstCooldown = 8000; // 8 seconds cooldown
self.speed = self.copiedBurstSpeed;
// Visual effect for speed burst
tween(self, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 100,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
// Speed burst lasts for 2 seconds
LK.setTimeout(function () {
self.copiedSpeedBurstActive = false;
self.speed = self.copiedNormalSpeed;
}, 2000);
}
}
var dx = ball.x - self.x;
var dy = ball.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Mode-based behavior with coordination
if (self.isDefensiveMode) {
// Defensive mode: more active interception and ball pursuit
if (self.coordinatedRole === 'pursuer' && distance < 750) {
var defensiveSpeed = self.speed * 1.4;
self.x += dx / distance * defensiveSpeed;
self.y += dy / distance * defensiveSpeed;
} else if (self.coordinatedRole !== 'pursuer' && distance < 750) {
// Move to defensive support position
var supportPos = ballPursuitCoordinator.getSupportPosition('defense');
var supportDx = supportPos.x - self.x;
var supportDy = supportPos.y - self.y;
var supportDist = Math.sqrt(supportDx * supportDx + supportDy * supportDy);
if (supportDist > 50) {
var supportSpeed = self.speed * 0.9;
self.x += supportDx / supportDist * supportSpeed;
self.y += supportDy / supportDist * supportSpeed;
}
// Defensive tackle
if (distance < 80) {
var clearX = ball.x < 1024 ? ball.x - 300 : ball.x + 300;
var clearY = ball.y - 200;
var clearDx = clearX - ball.x;
var clearDy = clearY - ball.y;
var clearDist = Math.sqrt(clearDx * clearDx + clearDy * clearDy);
if (clearDist > 0) {
ball.velocityX = clearDx / clearDist * 8;
ball.velocityY = clearDy / clearDist * 8;
}
}
} else {
// Return to defensive position, but move more actively
var homeDx = self.homeX - self.x;
var homeDy = self.homeY - self.y;
var homeDistance = Math.sqrt(homeDx * homeDx + homeDy * homeDy);
if (homeDistance > 50) {
self.x += homeDx / homeDistance * self.speed * 0.7;
self.y += homeDy / homeDistance * self.speed * 0.7;
}
}
} else {
// Attacking mode: chase ball very aggressively and support attack
if (self.coordinatedRole === 'pursuer' && distance < 900) {
var attackSpeed = self.speed * 2.0;
self.x += dx / distance * attackSpeed;
self.y += dy / distance * attackSpeed;
} else if (self.coordinatedRole !== 'pursuer' && distance < 900) {
// Move to attacking support position
var supportPos = ballPursuitCoordinator.getSupportPosition(self.coordinatedRole);
var supportDx = supportPos.x - self.x;
var supportDy = supportPos.y - self.y;
var supportDist = Math.sqrt(supportDx * supportDx + supportDy * supportDy);
if (supportDist > 50) {
var supportSpeed = self.speed * 1.2;
self.x += supportDx / supportDist * supportSpeed;
self.y += supportDy / supportDist * supportSpeed;
}
// Adaptive tactical play based on mode when close to ball
if (distance < 80) {
// Mode-based strategic decision making
if (self.isDefensiveMode) {
// Defensive mode - prioritize safe clearing and distribution
if (formationCoordinator.executeStrategicPass(self)) {
// Strategic defensive pass executed
} else {
// Fallback defensive action
var clearX = ball.x < 1024 ? ball.x - 300 : ball.x + 300;
var clearY = ball.y - 200;
var clearDx = clearX - ball.x;
var clearDy = clearY - ball.y;
var clearDist = Math.sqrt(clearDx * clearDx + clearDy * clearDy);
if (clearDist > 0) {
ball.velocityX = clearDx / clearDist * 10;
ball.velocityY = clearDy / clearDist * 10;
}
}
} else {
// Attacking mode - focus on progressive play
if (formationCoordinator.executeStrategicPass(self)) {
// Strategic attacking pass executed
} else {
// Check for nearby teammates to pass to
var nearestTeammate = null;
var nearestTeammateDistance = Infinity;
var teammates = [chigiri, hiori, nagi, bachira, player];
for (var t = 0; t < teammates.length; t++) {
if (teammates[t] && teammates[t] !== self) {
var teammateDist = Math.sqrt((teammates[t].x - self.x) * (teammates[t].x - self.x) + (teammates[t].y - self.y) * (teammates[t].y - self.y));
if (teammateDist < nearestTeammateDistance && teammateDist > 100 && teammateDist < 450) {
nearestTeammateDistance = teammateDist;
nearestTeammate = teammates[t];
}
}
}
// 35% chance to pass if teammate available, otherwise shoot
if (nearestTeammate && Math.random() < 0.35) {
var passDx = nearestTeammate.x - ball.x;
var passDy = nearestTeammate.y - ball.y;
var passDistance = Math.sqrt(passDx * passDx + passDy * passDy);
if (passDistance > 0) {
ball.velocityX = passDx / passDistance * 12;
ball.velocityY = passDy / passDistance * 12;
}
} else {
// Attack shot
var goalDx = opponentGoal.x - ball.x;
var goalDy = opponentGoal.y - ball.y;
var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy);
if (goalDistance > 0) {
ball.velocityX = goalDx / goalDistance * 14;
ball.velocityY = goalDy / goalDistance * 14;
}
}
}
}
}
// Position based on tactical role and mode
if (self.coordinatedRole !== 'pursuer' && distance > 300 && self.tacticalX && self.tacticalY) {
var tacticalDx = self.tacticalX - self.x;
var tacticalDy = self.tacticalY - self.y;
var tacticalDist = Math.sqrt(tacticalDx * tacticalDx + tacticalDy * tacticalDy);
if (tacticalDist > 80) {
var tacticalSpeed = self.speed * (self.isDefensiveMode ? 0.6 : 0.8);
self.x += tacticalDx / tacticalDist * tacticalSpeed;
self.y += tacticalDy / tacticalDist * tacticalSpeed;
}
}
} else {
// If not near ball, move up to a supporting attacking position
var supportX = opponentGoal.x - 200;
var supportY = opponentGoal.y + 400;
var supportDx = supportX - self.x;
var supportDy = supportY - self.y;
var supportDist = Math.sqrt(supportDx * supportDx + supportDy * supportDy);
if (supportDist > 30) {
self.x += supportDx / supportDist * self.speed * 0.7;
self.y += supportDy / supportDist * self.speed * 0.7;
}
}
}
};
self.activateChameleon = function () {
// Find random NPC to copy stats from (including player team members)
var availableNPCs = [];
for (var i = 0; i < opponents.length; i++) {
availableNPCs.push(opponents[i]);
}
// Also add player team members with special abilities
if (typeof hiori !== 'undefined') availableNPCs.push(hiori);
if (typeof chigiri !== 'undefined') availableNPCs.push(chigiri);
if (typeof nagi !== 'undefined') availableNPCs.push(nagi);
if (availableNPCs.length > 0) {
var randomNPC = availableNPCs[Math.floor(Math.random() * availableNPCs.length)];
// Copy stats from random NPC
self.copiedStats = {
speed: randomNPC.speed || self.originalSpeed,
dribbling: randomNPC.dribbleSpeed || self.originalDribbling,
shot: randomNPC.burstSpeed || self.originalShot,
role: randomNPC.role || 'reo'
};
// Apply copied stats
self.speed = self.copiedStats.speed;
// Copy special abilities based on role
if (self.copiedStats.role === 'hiori') {
// Copy Winter Zone ability
self.copiedWinterZone = true;
self.copiedWinterZoneRadius = 200;
self.copiedWinterZoneCooldown = 0;
self.copiedWinterZoneActive = false;
self.copiedWinterZoneDuration = 0;
self.copiedWinterZoneMaxDuration = 8000; // Slightly shorter than original
self.copiedSlowedOpponents = [];
self.copiedWinterZoneVisual = null;
} else if (self.copiedStats.role === 'chigiri') {
// Copy Speed Burst ability
self.copiedSpeedBurst = true;
self.copiedSpeedBurstCooldown = 0;
self.copiedSpeedBurstActive = false;
self.copiedBurstSpeed = 10;
self.copiedNormalSpeed = self.speed;
} else {
// Reset copied abilities
self.copiedWinterZone = false;
self.copiedSpeedBurst = false;
}
// Visual effect for Chameleon activation
tween(self, {
scaleX: 1.3,
scaleY: 1.3,
tint: 0xff00ff
}, {
duration: 200,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1,
tint: self.isDefensiveMode ? self.defensiveColor : self.attackingColor
}, {
duration: 200
});
}
});
}
};
return self;
});
var SaePlayer = Container.expand(function (colorOverride) {
var self = Container.call(this);
var playerGraphics = self.attachAsset('opponent', {
anchorX: 0.5,
anchorY: 0.5
});
if (typeof colorOverride === "number" && playerGraphics) {
playerGraphics.tint = colorOverride;
}
self.speed = 3.2;
self.role = 'sae';
self.homeX = 1024;
self.homeY = 800;
self.hasBall = false;
// Perfect Pass variables
self.perfectPassRange = 800;
self.perfectPassCooldown = 0;
self.perfectPassCooldownTime = 8000; // 8 seconds
// Half-circle dribbling variables
self.isDribbling = false;
self.dribbleStartTime = 0;
self.dribbleDuration = 1500; // 1.5 seconds
self.dribbleRadius = 100;
self.dribbleStartAngle = 0;
self.dribbleEndAngle = 0;
self.dribbleOriginX = 0;
self.dribbleOriginY = 0;
self.dribbleStunRadius = 150;
self.dribbleStunDuration = 2000; // 2 seconds
self.dribbleStunnedOpponents = [];
self.dribbleStunEnd = 0;
// Zigzag dribbling variables
self.isZigzagDribbling = false;
self.zigzagStartTime = 0;
self.zigzagDuration = 2000; // 2 seconds
self.zigzagStartX = 0;
self.zigzagStartY = 0;
self.zigzagTargetX = 0;
self.zigzagTargetY = 0;
self.zigzagDevourRadius = 120;
// Zigzag chain variables
self.zigzagCount = 0;
self.zigzagPaused = false;
self.zigzagPauseStart = 0;
self.zigzagPauseDuration = 10000; // 10 seconds pause after 6 zigzags
// Chop dribbling variables
self.isChopDribbling = false;
self.chopStartTime = 0;
self.chopDuration = 1000; // 1 second
self.chopStartX = 0;
self.chopStartY = 0;
self.chopTargetX = 0;
self.chopTargetY = 0;
self.chopDevourRadius = 100;
// Devoured effect variables
self.devouredOpponents = [];
self.devouredEndTime = 0;
self.devouredDuration = 3000; // 3 seconds
// Dash ability variables
self.dashCooldown = 0;
self.dashCooldownTime = 10000; // 10 seconds
self.dashSpeed = 10;
self.dashDuration = 800; // 0.8 seconds
self.dashActive = false;
self.dashEndTime = 0;
// False shot variables
self.falseShotCooldown = 0;
self.falseShotCooldownTime = 12000; // 12 seconds
self.falseShotActive = false;
// FLOW SYSTEM for Sae
if (typeof self.flowActive === "undefined") {
self.flowActive = false;
self.flowTriggerChecked = false;
self.flowDribbleCount = 0;
self.flowDribbleMax = 999; // Unlimited while in Flow
self.flowText = null;
self.flowHilalDribbling = false;
self.flowHilalStartTime = 0;
self.flowHilalDuration = 1200; // ms per crescent
self.flowHilalOriginX = 0;
self.flowHilalOriginY = 0;
self.flowHilalRadius = 180;
self.flowHilalStartAngle = 0;
self.flowHilalEndAngle = 0;
self.flowHilalPhase = 0;
self.flowHilalCount = 0;
self.flowHilalMax = 4; // Number of crescents before shot
self.flowHilalShotDone = false;
}
// FLOW TRIGGER: If 2 goals scored by Sae, activate Flow (only once)
if (!self.flowActive && !self.flowTriggerChecked && typeof opponentScore !== "undefined" && opponentScore >= 2) {
self.flowActive = true;
self.flowDribbleCount = 0;
self.flowTriggerChecked = true;
self.flowHilalDribbling = false;
self.flowHilalCount = 0;
self.flowHilalShotDone = false;
// Show Flow text above Sae
if (!self.flowText) {
self.flowText = self.addChild(new Text2('FLOW', {
size: 48,
fill: 0xFF6600
}));
self.flowText.anchor.set(0.5, 0.5);
self.flowText.x = 0;
self.flowText.y = -100;
self.flowText.alpha = 1;
tween(self.flowText, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 1
}, {
duration: 300,
onFinish: function onFinish() {
tween(self.flowText, {
scaleX: 1,
scaleY: 1,
alpha: 1
}, {
duration: 300
});
}
});
}
}
// Remove Flow text if not in Flow
if (!self.flowActive && self.flowText) {
self.flowText.destroy();
self.flowText = null;
}
self.update = function () {
// Hitbox collision detection with other characters
var hitboxRadius = 50;
var allCharacters = [player, chigiri, hiori, reo, nagi, bachira];
for (var c = 0; c < allCharacters.length; c++) {
if (allCharacters[c] && allCharacters[c] !== self) {
var charDist = Math.sqrt((allCharacters[c].x - self.x) * (allCharacters[c].x - self.x) + (allCharacters[c].y - self.y) * (allCharacters[c].y - self.y));
if (charDist < hitboxRadius * 2) {
// Push characters apart
var pushX = (self.x - allCharacters[c].x) / charDist * 2;
var pushY = (self.y - allCharacters[c].y) / charDist * 2;
self.x += pushX;
self.y += pushY;
allCharacters[c].x -= pushX;
allCharacters[c].y -= pushY;
}
}
}
// Check collision with opponents too
for (var o = 0; o < opponents.length; o++) {
if (opponents[o] && opponents[o] !== self) {
var oppDist = Math.sqrt((opponents[o].x - self.x) * (opponents[o].x - self.x) + (opponents[o].y - self.y) * (opponents[o].y - self.y));
if (oppDist < hitboxRadius * 2) {
// Push characters apart
var pushX = (self.x - opponents[o].x) / oppDist * 2;
var pushY = (self.y - opponents[o].y) / oppDist * 2;
self.x += pushX;
self.y += pushY;
opponents[o].x -= pushX;
opponents[o].y -= pushY;
}
}
}
// Update cooldowns
if (self.perfectPassCooldown > 0) {
self.perfectPassCooldown -= 16;
if (self.perfectPassCooldown < 0) self.perfectPassCooldown = 0;
}
if (self.dashCooldown > 0) {
self.dashCooldown -= 16;
if (self.dashCooldown < 0) self.dashCooldown = 0;
}
if (self.falseShotCooldown > 0) {
self.falseShotCooldown -= 16;
if (self.falseShotCooldown < 0) self.falseShotCooldown = 0;
}
// Handle dribble stun end
if (self.dribbleStunEnd > 0 && Date.now() > self.dribbleStunEnd) {
// Restore stunned opponents
for (var i = 0; i < self.dribbleStunnedOpponents.length; i++) {
var opponent = self.dribbleStunnedOpponents[i];
opponent.stunned = false;
opponent.originalSpeed = opponent.originalSpeed || opponent.speed;
opponent.speed = opponent.originalSpeed;
tween(opponent, {
tint: 0xFFFFFF,
scaleX: 1,
scaleY: 1
}, {
duration: 300
});
}
self.dribbleStunnedOpponents = [];
self.dribbleStunEnd = 0;
}
// Handle dash duration
if (self.dashActive && Date.now() > self.dashEndTime) {
self.dashActive = false;
self.speed = 4.5; // Return to normal speed
}
// Steal ball if player is inside opponent
var playerDist = Math.sqrt((player.x - self.x) * (player.x - self.x) + (player.y - self.y) * (player.y - self.y));
if (playerDist < 80 && player.hasBall) {
// Steal the ball
player.hasBall = false;
ball.active = true;
// Ball moves away from player, toward Sae
var stealDx = self.x - player.x;
var stealDy = self.y - player.y;
var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy);
if (stealDist > 0) {
ball.velocityX = stealDx / stealDist * 10;
ball.velocityY = stealDy / stealDist * 10;
}
// Prevent immediate re-attachment
ballDetachCooldown = ballDetachCooldownTime;
}
var dx = ball.x - self.x;
var dy = ball.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Handle devoured opponents restoration
if (self.devouredEndTime > 0 && Date.now() > self.devouredEndTime) {
// Restore devoured opponents
for (var i = 0; i < self.devouredOpponents.length; i++) {
var opponent = self.devouredOpponents[i];
opponent.speed = opponent.originalSpeed || opponent.speed * 2;
opponent.devoured = false;
tween(opponent, {
tint: 0xFFFFFF,
scaleX: 1,
scaleY: 1
}, {
duration: 300
});
}
self.devouredOpponents = [];
self.devouredEndTime = 0;
}
// Half-circle dribbling logic
if (self.isDribbling) {
var elapsed = Date.now() - self.dribbleStartTime;
var t = Math.min(elapsed / self.dribbleDuration, 1);
// Interpolate angle for half-circle
var angle = self.dribbleStartAngle + (self.dribbleEndAngle - self.dribbleStartAngle) * t;
self.x = self.dribbleOriginX + Math.cos(angle) * self.dribbleRadius;
self.y = self.dribbleOriginY + Math.sin(angle) * self.dribbleRadius;
// Ball follows during dribble
if (distance < 80) {
ball.x = self.x;
ball.y = self.y;
ball.velocityX = 0;
ball.velocityY = 0;
}
// When dribble completes, apply Devoured effect
if (t >= 1) {
self.isDribbling = false;
self.applyDevouredEffect(self.dribbleStunRadius);
}
}
// Zigzag dribbling logic
if (self.isZigzagDribbling) {
var elapsed = Date.now() - self.zigzagStartTime;
var progress = Math.min(elapsed / self.zigzagDuration, 1);
// Create zigzag pattern
var zigzagAmplitude = 60;
var zigzagFrequency = 6;
var zigzagOffset = Math.sin(progress * Math.PI * zigzagFrequency) * zigzagAmplitude;
// Move toward target with zigzag motion
var targetDx = self.zigzagTargetX - self.zigzagStartX;
var targetDy = self.zigzagTargetY - self.zigzagStartY;
var targetDist = Math.sqrt(targetDx * targetDx + targetDy * targetDy);
if (targetDist > 0) {
// Calculate perpendicular vector for zigzag
var perpX = -targetDy / targetDist;
var perpY = targetDx / targetDist;
// Apply zigzag movement
self.x = self.zigzagStartX + targetDx * progress + perpX * zigzagOffset;
self.y = self.zigzagStartY + targetDy * progress + perpY * zigzagOffset;
// Ball follows during dribble
if (distance < 100) {
ball.x = self.x;
ball.y = self.y;
ball.velocityX = 0;
ball.velocityY = 0;
}
}
// End zigzag dribbling and apply Devoured effect
if (progress >= 1) {
self.isZigzagDribbling = false;
self.applyDevouredEffect(self.zigzagDevourRadius);
// Chain up to 6 zigzags, then pause
self.zigzagCount = (self.zigzagCount || 0) + 1;
if (self.zigzagCount < 6) {
// Start another zigzag immediately
self.isZigzagDribbling = true;
self.zigzagStartTime = Date.now();
self.zigzagStartX = self.x;
self.zigzagStartY = self.y;
// Dribble toward player goal with reduced distance
self.zigzagTargetX = self.x + (playerGoal.x - self.x) * 0.3 + (Math.random() - 0.5) * 80;
self.zigzagTargetY = self.y + (playerGoal.y - self.y) * 0.3 + 50;
} else {
// Pause after 6 zigzags
self.zigzagPaused = true;
self.zigzagPauseStart = Date.now();
self.zigzagCount = 0;
}
}
}
// Zigzag pause logic
if (self.zigzagPaused) {
var pauseElapsed = Date.now() - self.zigzagPauseStart;
if (pauseElapsed >= self.zigzagPauseDuration) {
self.zigzagPaused = false;
}
}
// Chop dribbling logic
if (self.isChopDribbling) {
var elapsed = Date.now() - self.chopStartTime;
var progress = Math.min(elapsed / self.chopDuration, 1);
// Quick chop movement - sharp direction change
var chopPhase = progress < 0.5 ? progress * 2 : 1 - (progress - 0.5) * 2;
var chopIntensity = Math.sin(chopPhase * Math.PI) * 80;
// Move with chop motion
var targetDx = self.chopTargetX - self.chopStartX;
var targetDy = self.chopTargetY - self.chopStartY;
var targetDist = Math.sqrt(targetDx * targetDx + targetDy * targetDy);
if (targetDist > 0) {
// Calculate perpendicular vector for chop
var perpX = -targetDy / targetDist;
var perpY = targetDx / targetDist;
// Apply chop movement
self.x = self.chopStartX + targetDx * progress + perpX * chopIntensity;
self.y = self.chopStartY + targetDy * progress + perpY * chopIntensity;
// Ball follows during dribble
if (distance < 100) {
ball.x = self.x;
ball.y = self.y;
ball.velocityX = 0;
ball.velocityY = 0;
}
}
// End chop dribbling and apply Devoured effect
if (progress >= 1) {
self.isChopDribbling = false;
self.applyDevouredEffect(self.chopDevourRadius);
}
}
// FLOW: If Sae is in Flow, perform continuous crescent (hilal) dribble and finish with a striker shot
if (self.flowActive) {
// Start Hilal dribble if not already started and not shot yet
if (!self.flowHilalDribbling && !self.flowHilalShotDone && distance < 120) {
self.flowHilalDribbling = true;
self.flowHilalStartTime = Date.now();
self.flowHilalOriginX = self.x;
self.flowHilalOriginY = self.y;
// Each crescent alternates direction for visual effect
var angleToGoal = Math.atan2(playerGoal.y - self.y, playerGoal.x - self.x);
var dir = self.flowHilalCount % 2 === 0 ? 1 : -1;
self.flowHilalStartAngle = angleToGoal - dir * Math.PI / 2;
self.flowHilalEndAngle = angleToGoal + dir * Math.PI / 2;
self.flowHilalPhase = 0;
}
// Hilal dribble logic
if (self.flowHilalDribbling && !self.flowHilalShotDone) {
var elapsed = Date.now() - self.flowHilalStartTime;
var t = Math.min(elapsed / self.flowHilalDuration, 1);
var angle = self.flowHilalStartAngle + (self.flowHilalEndAngle - self.flowHilalStartAngle) * t;
self.x = self.flowHilalOriginX + Math.cos(angle) * self.flowHilalRadius;
self.y = self.flowHilalOriginY + Math.sin(angle) * self.flowHilalRadius;
// Ball follows during dribble
if (distance < 120) {
ball.x = self.x;
ball.y = self.y;
ball.velocityX = 0;
ball.velocityY = 0;
}
// When crescent completes, start next or shoot
if (t >= 1) {
self.flowHilalDribbling = false;
self.flowHilalCount++;
// Visual effect for each crescent
tween(self, {
scaleX: 1.15,
scaleY: 1.15,
tint: 0xFF6600
}, {
duration: 120,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1,
tint: 0xFFFFFF
}, {
duration: 120
});
}
});
// After enough crescents, shoot at goal
if (self.flowHilalCount >= self.flowHilalMax) {
// Striker shot: powerful, straight, with curve
var goalDx = playerGoal.x - self.x;
var goalDy = playerGoal.y - self.y;
var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy);
if (goalDistance > 0) {
var curveAmount = 18 + Math.random() * 8;
ball.velocityX = goalDx / goalDistance * 20 + curveAmount;
ball.velocityY = goalDy / goalDistance * 20;
ball.active = true;
// Visual effect for shot
tween(self, {
scaleX: 1.3,
scaleY: 1.3,
tint: 0xFF6600
}, {
duration: 200,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1,
tint: 0xFFFFFF
}, {
duration: 200
});
}
});
}
self.flowHilalShotDone = true;
// Reset after a short delay for next Flow
LK.setTimeout(function () {
self.flowActive = false;
self.flowHilalCount = 0;
self.flowHilalShotDone = false;
}, 1200);
} else {
// Start next crescent immediately
self.flowHilalDribbling = true;
self.flowHilalStartTime = Date.now();
self.flowHilalOriginX = self.x;
self.flowHilalOriginY = self.y;
var angleToGoal = Math.atan2(playerGoal.y - self.y, playerGoal.x - self.x);
var dir = self.flowHilalCount % 2 === 0 ? 1 : -1;
self.flowHilalStartAngle = angleToGoal - dir * Math.PI / 2;
self.flowHilalEndAngle = angleToGoal + dir * Math.PI / 2;
self.flowHilalPhase = 0;
}
}
// Prevent other dribbling/shot logic during Flow
return;
}
}
// (Original code follows)
// Sae behavior: pursue ball but stay in attacking areas
if (distance < 600) {
// Use dash if available and close to ball
if (!self.dashActive && self.dashCooldown <= 0 && distance < 150) {
self.dashActive = true;
self.dashCooldown = self.dashCooldownTime;
self.dashEndTime = Date.now() + self.dashDuration;
self.speed = self.dashSpeed * 0.8;
// Visual effect for dash
tween(self, {
scaleX: 1.3,
scaleY: 1.3,
tint: 0x00FFFF
}, {
duration: 150,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1,
tint: 0xFFFFFF
}, {
duration: 150
});
}
});
}
// Move toward ball but avoid going too deep into player's half
var pursuitSpeed = distance < 200 ? self.speed * 1.1 : self.speed * 0.9;
// Limit Sae's movement to stay in upper half of field (y < 1500)
var targetX = self.x + dx / distance * pursuitSpeed;
var targetY = self.y + dy / distance * pursuitSpeed;
if (targetY > 1500) {
// Don't go too deep, stay in attacking position
targetY = Math.min(targetY, 1500);
}
self.x = targetX;
self.y = targetY;
// Actions when close to ball
if (distance < 80) {
// Perfect Pass - find forward player to pass to
if (self.perfectPassCooldown <= 0) {
var nearestForward = null;
var nearestDistance = Infinity;
for (var i = 0; i < opponents.length; i++) {
if (opponents[i].role === 'forward') {
var forwardDx = opponents[i].x - self.x;
var forwardDy = opponents[i].y - self.y;
var forwardDistance = Math.sqrt(forwardDx * forwardDx + forwardDy * forwardDy);
if (forwardDistance < nearestDistance && forwardDistance < self.perfectPassRange) {
nearestDistance = forwardDistance;
nearestForward = opponents[i];
}
}
}
if (nearestForward) {
// Execute Perfect Pass
var passDx = nearestForward.x - ball.x;
var passDy = nearestForward.y - ball.y;
var passDist = Math.sqrt(passDx * passDx + passDy * passDy);
if (passDist > 0) {
ball.velocityX = passDx / passDist * 10;
ball.velocityY = passDy / passDist * 10;
ball.active = true;
}
self.perfectPassCooldown = self.perfectPassCooldownTime;
// Visual effect for Perfect Pass
tween(ball, {
scaleX: 1.4,
scaleY: 1.4,
tint: 0x00FF00
}, {
duration: 200,
onFinish: function onFinish() {
tween(ball, {
scaleX: 1,
scaleY: 1,
tint: 0xFFFFFF
}, {
duration: 200
});
}
});
}
}
// Choose dribbling type randomly if no pass available
if (!self.isDribbling && !self.isZigzagDribbling && !self.isChopDribbling && self.perfectPassCooldown > 0) {
var dribbleType = Math.random();
if (dribbleType < 0.33) {
// Half-circle dribbling
self.isDribbling = true;
self.dribbleStartTime = Date.now();
self.dribbleRadius = 100;
// Calculate angle from Sae to player goal
var angleToGoal = Math.atan2(playerGoal.y - self.y, playerGoal.x - self.x);
self.dribbleStartAngle = angleToGoal - Math.PI / 2;
self.dribbleEndAngle = angleToGoal + Math.PI / 2;
self.dribbleOriginX = self.x;
self.dribbleOriginY = self.y;
} else if (dribbleType < 0.66) {
// Zigzag dribbling
self.isZigzagDribbling = true;
self.zigzagStartTime = Date.now();
self.zigzagStartX = self.x;
self.zigzagStartY = self.y;
// Dribble toward player goal with reduced distance
self.zigzagTargetX = self.x + (playerGoal.x - self.x) * 0.3 + (Math.random() - 0.5) * 80;
self.zigzagTargetY = self.y + (playerGoal.y - self.y) * 0.3 + 50;
// Visual effect for zigzag start
tween(self, {
tint: 0xFF4500
}, {
duration: 200,
onFinish: function onFinish() {
tween(self, {
tint: 0xFFFFFF
}, {
duration: 200
});
}
});
} else {
// Chop dribbling
self.isChopDribbling = true;
self.chopStartTime = Date.now();
self.chopStartX = self.x;
self.chopStartY = self.y;
// Chop toward player goal (even shorter range)
self.chopTargetX = self.x + (playerGoal.x - self.x) * 0.2 + (Math.random() - 0.5) * 30;
self.chopTargetY = self.y + (playerGoal.y - self.y) * 0.2 + 20;
// Visual effect for chop start
tween(self, {
tint: 0x32CD32
}, {
duration: 150,
onFinish: function onFinish() {
tween(self, {
tint: 0xFFFFFF
}, {
duration: 150
});
}
});
}
}
// False shot ability
if (self.falseShotCooldown <= 0 && !self.falseShotActive) {
self.falseShotActive = true;
self.falseShotCooldown = self.falseShotCooldownTime;
// Fake shot motion - ball barely moves
ball.velocityX = (Math.random() - 0.5) * 3;
ball.velocityY = (Math.random() - 0.5) * 3;
ball.active = true;
// Visual effect for false shot
tween(self, {
scaleX: 1.2,
scaleY: 1.2,
tint: 0xFF6600
}, {
duration: 300,
onFinish: function onFinish() {
// After fake, real shot toward goal
var goalDx = playerGoal.x - ball.x;
var goalDy = playerGoal.y - ball.y;
var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy);
if (goalDistance > 0) {
ball.velocityX = goalDx / goalDistance * 14;
ball.velocityY = goalDy / goalDistance * 14;
ball.active = true;
}
tween(self, {
scaleX: 1,
scaleY: 1,
tint: 0xFFFFFF
}, {
duration: 300
});
self.falseShotActive = false;
}
});
}
}
} else {
// Sae is always active: maintain attacking midfield position
var attackingMidfieldX = 1024 + (Math.random() - 0.5) * 300;
var attackingMidfieldY = 1000 + Math.random() * 200; // Stay in upper midfield area
var shotDx = attackingMidfieldX - self.x;
var shotDy = attackingMidfieldY - self.y;
var shotDist = Math.sqrt(shotDx * shotDx + shotDy * shotDy);
if (shotDist > 50) {
self.x += shotDx / shotDist * self.speed * 0.5;
self.y += shotDy / shotDist * self.speed * 0.5;
}
// If far from ball but in shooting range, attempt long-range curved shot
if (distance > 200 && distance < 700 && !self.isDribbling && !self.isZigzagDribbling && !self.isChopDribbling && !self.falseShotActive) {
// Falsolu şut: apply curve by adding to X velocity
var goalDx = playerGoal.x - ball.x;
var goalDy = playerGoal.y - ball.y;
var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy);
if (goalDistance > 0) {
var curveAmount = 12 + Math.random() * 8; // Stronger curve for long shot
ball.velocityX = goalDx / goalDistance * 16 + curveAmount;
ball.velocityY = goalDy / goalDistance * 16;
ball.active = true;
// Visual effect for long-range shot
tween(self, {
scaleX: 1.2,
scaleY: 1.2,
tint: 0xFF1493
}, {
duration: 300,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1,
tint: 0xFFFFFF
}, {
duration: 300
});
}
});
}
}
}
// Apply Devoured effect to nearby opponents
self.applyDevouredEffect = function (radius) {
var opponentsInRange = [];
// Check all player team members
if (typeof player !== 'undefined') {
var playerDist = Math.sqrt((player.x - self.x) * (player.x - self.x) + (player.y - self.y) * (player.y - self.y));
if (playerDist <= radius) {
opponentsInRange.push(player);
}
}
if (typeof chigiri !== 'undefined') {
var chigiriDist = Math.sqrt((chigiri.x - self.x) * (chigiri.x - self.x) + (chigiri.y - self.y) * (chigiri.y - self.y));
if (chigiriDist <= radius) {
opponentsInRange.push(chigiri);
}
}
if (typeof hiori !== 'undefined') {
var hioriDist = Math.sqrt((hiori.x - self.x) * (hiori.x - self.x) + (hiori.y - self.y) * (hiori.y - self.y));
if (hioriDist <= radius) {
opponentsInRange.push(hiori);
}
}
if (typeof reo !== 'undefined') {
var reoDist = Math.sqrt((reo.x - self.x) * (reo.x - self.x) + (reo.y - self.y) * (reo.y - self.y));
if (reoDist <= radius) {
opponentsInRange.push(reo);
}
}
if (typeof nagi !== 'undefined') {
var nagiDist = Math.sqrt((nagi.x - self.x) * (nagi.x - self.x) + (nagi.y - self.y) * (nagi.y - self.y));
if (nagiDist <= radius) {
opponentsInRange.push(nagi);
}
}
// Apply Devoured effect to found opponents
for (var i = 0; i < opponentsInRange.length; i++) {
var opponent = opponentsInRange[i];
// 30% chance to apply full effect, otherwise just stun
var isFullDevoured = Math.random() < 0.3;
if (isFullDevoured) {
// Full Devoured effect: severely reduce speed
opponent.originalSpeed = opponent.speed;
opponent.speed = opponent.speed * 0.2; // 20% speed
opponent.devoured = true;
self.devouredOpponents.push(opponent);
// Visual effect for devoured opponent
tween(opponent, {
tint: 0x800080,
// Purple tint for devoured
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 300
});
} else {
// Just stun effect
opponent.originalSpeed = opponent.speed;
opponent.speed = 0;
opponent.stunned = true;
self.dribbleStunnedOpponents.push(opponent);
// Visual effect for stunned opponent
tween(opponent, {
tint: 0xFFFF00,
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 200
});
}
}
if (opponentsInRange.length > 0) {
self.devouredEndTime = Date.now() + self.devouredDuration;
if (self.dribbleStunnedOpponents.length > 0) {
self.dribbleStunEnd = Date.now() + self.dribbleStunDuration;
}
}
};
};
return self;
});
var SoccerBall = Container.expand(function () {
var self = Container.call(this);
var ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.friction = 0.98;
self.active = true;
self.untouchable = false; // Ball can be made untouchable by goalkeepers
self.update = function () {
if (self.active) {
self.x += self.velocityX;
self.y += self.velocityY;
self.velocityX *= self.friction;
self.velocityY *= self.friction;
// Check if ball has stopped moving and make it touchable again
if (self.untouchable) {
var ballSpeed = Math.sqrt(self.velocityX * self.velocityX + self.velocityY * self.velocityY);
if (ballSpeed < 0.5) {
// Ball has essentially stopped
self.untouchable = false;
}
}
// Keep ball in bounds with bounce effect
if (self.x < 30) {
self.x = 30;
self.velocityX = Math.abs(self.velocityX) * 0.8;
}
if (self.x > 2018) {
self.x = 2018;
self.velocityX = -Math.abs(self.velocityX) * 0.8;
}
if (self.y < 30) {
self.y = 30;
self.velocityY = Math.abs(self.velocityY) * 0.8;
}
if (self.y > 2702) {
self.y = 2702;
self.velocityY = -Math.abs(self.velocityY) * 0.8;
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x228B22
});
/****
* Game Code
****/
game.setBackgroundColor(0x228B22);
// Game variables
var opponents = [];
var playerScore = 0;
var opponentScore = 0;
var dragNode = null;
var maxStamina = 100;
var currentStamina = 100;
var staminaRegenRate = 0.2;
var staminaDrainRate = 0.5;
var lastPlayerX = 0;
var lastPlayerY = 0;
var shotChargeStart = 0;
var isChargingShot = false;
var shotPower = 0;
var maxShotPower = 20;
var minChargeTime = 2000; // 2 seconds minimum charge time
var lastTouchX = 0;
var lastTouchY = 0;
var ballDetachCooldown = 0;
var ballDetachCooldownTime = 1000; // 1 second cooldown
// UI Elements
var scoreTxt = new Text2('Player: 0 - Opponent: 0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Stamina UI
var staminaTxt = new Text2('Stamina: 100', {
size: 60,
fill: 0x00FF00
});
staminaTxt.anchor.set(0, 0);
staminaTxt.x = 50;
staminaTxt.y = 50;
LK.gui.topLeft.addChild(staminaTxt);
// Shot Power UI
var shotPowerTxt = new Text2('Shot Power: 0%', {
size: 60,
fill: 0xFFFFFF
});
shotPowerTxt.anchor.set(0, 0);
shotPowerTxt.x = 50;
shotPowerTxt.y = 130;
LK.gui.topLeft.addChild(shotPowerTxt);
// Game objects
var player = game.addChild(new Player());
player.x = 1024;
player.y = 2200;
var ball = game.addChild(new SoccerBall());
ball.x = 1024;
ball.y = 1366;
// Player's goal (bottom)
var playerGoal = game.addChild(new Goal());
playerGoal.x = 1024;
playerGoal.y = 2600;
// Opponent's goal (top)
var opponentGoal = game.addChild(new Goal());
opponentGoal.x = 1024;
opponentGoal.y = 300;
// Create opponents with specific roles
// Defense player (opponent)
var defensePlayer = game.addChild(new DefensePlayer());
defensePlayer.x = 1024;
defensePlayer.y = 600;
defensePlayer.homeX = 1024;
defensePlayer.homeY = 600;
opponents.push(defensePlayer);
// Chigiri - player team hybrid defender
var chigiri = game.addChild(new ChigiriPlayer(0x3399ff));
chigiri.x = 800;
chigiri.y = 2000;
chigiri.homeX = 800;
chigiri.homeY = 2000;
// Hiori - player team creative midfielder
var hiori = game.addChild(new HioriPlayer(0x6699ff));
hiori.x = 1200;
hiori.y = 2000;
hiori.homeX = 1200;
hiori.homeY = 2000;
// Reo - player team adaptive defender/attacker
var reo = game.addChild(new ReoPlayer(0x000000));
reo.x = 600;
reo.y = 1800;
reo.homeX = 600;
reo.homeY = 1800;
// Nagi - player team striker with Fake Volley ability
var nagi = game.addChild(new NagiPlayer(0x9966ff));
nagi.x = 1400;
nagi.y = 2000;
nagi.homeX = 1400;
nagi.homeY = 2000;
// Nagi starts without Flow
// Meguru Bachira - player team creative winger with Roulette and Monster abilities
var bachira = game.addChild(new MeguruBachiraPlayer(0x20B2AA));
bachira.x = 1000;
bachira.y = 1900;
bachira.homeX = 1000;
bachira.homeY = 1900;
// Midfield player
var midfieldPlayer = game.addChild(new MidfieldPlayer());
midfieldPlayer.x = 1024;
midfieldPlayer.y = 1000;
midfieldPlayer.homeX = 1024;
midfieldPlayer.homeY = 1000;
opponents.push(midfieldPlayer);
// (Removed ForwardPlayer - Nagi will be the forward/striker)
// Sae - opponent team attacking midfielder with Perfect Pass and special abilities
var sae = game.addChild(new SaePlayer(0xff6600));
sae.x = 1024;
sae.y = 800;
sae.homeX = 1024;
sae.homeY = 800;
opponents.push(sae);
// Create goalkeepers
var playerGoalkeeper = game.addChild(new Goalkeeper(true)); // Blue goalkeeper for player team
playerGoalkeeper.x = 1024;
playerGoalkeeper.y = 2500; // In front of player's goal
playerGoalkeeper.originalX = 1024;
playerGoalkeeper.originalY = 2500;
var opponentGoalkeeper = game.addChild(new Goalkeeper(false)); // Red goalkeeper for opponent team
opponentGoalkeeper.x = 1024;
opponentGoalkeeper.y = 400; // In front of opponent's goal
opponentGoalkeeper.originalX = 1024;
opponentGoalkeeper.originalY = 400;
// Ball kicking mechanics
function kickBall(targetX, targetY, power) {
var dx = targetX - ball.x;
var dy = targetY - ball.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
var finalPower = power || Math.min(distance / 100, 15);
// Properly detach ball from player first
player.hasBall = false;
ball.active = true;
// Set cooldown to prevent immediate re-attachment
ballDetachCooldown = ballDetachCooldownTime;
// Apply velocity after detachment
ball.velocityX = dx / distance * finalPower;
ball.velocityY = dy / distance * finalPower;
LK.getSound('kick').play();
}
}
// Touch controls for player movement and ball kicking
game.down = function (x, y, obj) {
// Always update last touch position for shot direction
lastTouchX = x;
lastTouchY = y;
var playerDistance = Math.sqrt((x - player.x) * (x - player.x) + (y - player.y) * (y - player.y));
var ballDistance = Math.sqrt((x - ball.x) * (x - ball.x) + (y - ball.y) * (y - ball.y));
if (playerDistance < ballDistance) {
// Move player
dragNode = player;
} else {
// Start charging shot if player has ball
if (player.hasBall) {
shotChargeStart = Date.now();
isChargingShot = true;
shotPower = 0;
}
}
};
game.move = function (x, y, obj) {
// Always update last touch position for shot direction
lastTouchX = x;
lastTouchY = y;
if (dragNode && currentStamina > 0) {
var dx = x - dragNode.x;
var dy = y - dragNode.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Slow down movement and consume stamina - even slower when having ball
var moveSpeed = player.hasBall ? 0.15 : 0.2;
dragNode.x += dx * moveSpeed;
dragNode.y += dy * moveSpeed;
// Consume stamina based on movement
if (distance > 5) {
currentStamina -= staminaDrainRate;
if (currentStamina < 0) currentStamina = 0;
}
}
};
game.up = function (x, y, obj) {
dragNode = null;
// Handle shot release
if (isChargingShot && player.hasBall) {
var chargeTime = Date.now() - shotChargeStart;
if (chargeTime >= minChargeTime) {
// Release charged shot - use last touch position for direction
kickBall(lastTouchX, lastTouchY, shotPower);
} else {
// Not charged enough, no shot
}
isChargingShot = false;
shotPower = 0;
}
};
// Goal scoring function
function scoreGoal(isPlayer) {
if (isPlayer) {
playerScore++;
} else {
opponentScore++;
}
scoreTxt.setText('Player: ' + playerScore + ' - Opponent: ' + opponentScore);
LK.getSound('goal').play();
// Reset ball position
ball.x = 1024;
ball.y = 1366;
ball.velocityX = 0;
ball.velocityY = 0;
}
// Formation and passing coordinator for strategic team play
var ballCarrier = null; // Global ball carrier tracking
var formationCoordinator = {
currentFormation: 'attacking',
ballCarrier: null,
passingOptions: [],
wingPlayers: [],
supportPlayers: [],
anticipationMap: {},
formation: {
attacking: {
chigiri: {
x: 800,
y: 1200,
role: 'wing'
},
hiori: {
x: 1024,
y: 1600,
role: 'playmaker'
},
reo: {
x: 1400,
y: 1400,
role: 'support'
},
nagi: {
x: 1024,
y: 900,
role: 'striker'
},
bachira: {
x: 800,
y: 1000,
role: 'wing'
}
},
defensive: {
chigiri: {
x: 600,
y: 1800,
role: 'defense'
},
hiori: {
x: 1024,
y: 1700,
role: 'playmaker'
},
reo: {
x: 1400,
y: 1800,
role: 'defense'
},
nagi: {
x: 1024,
y: 1200,
role: 'striker'
},
bachira: {
x: 1000,
y: 1500,
role: 'support'
}
}
},
updateFormation: function updateFormation() {
// Switch formation based on ball position and game state
var ballY = ball.y;
var shouldAttack = ballY < 1500 || ballCarrier && ballCarrier.role === 'striker';
this.currentFormation = shouldAttack ? 'attacking' : 'defensive';
// Update each player's tactical position
var teammates = [chigiri, hiori, reo, nagi, bachira];
for (var i = 0; i < teammates.length; i++) {
if (teammates[i]) {
var formationData = this.formation[this.currentFormation][teammates[i].role];
if (formationData) {
// Dynamic Y: If ball is in midfield, keep some players in midfield, others on wings/defense
if (ballY > 1000 && ballY < 2000) {
// Ball in midfield: wings stay wide, playmaker stays central, striker stays high, support/defense drop back
if (formationData.role === 'wing') {
teammates[i].tacticalX = teammates[i].x < 1024 ? 400 : 1648;
teammates[i].tacticalY = 1400;
} else if (formationData.role === 'playmaker') {
teammates[i].tacticalX = 1024;
teammates[i].tacticalY = 1600;
} else if (formationData.role === 'striker') {
teammates[i].tacticalX = 1024;
teammates[i].tacticalY = 900;
} else if (formationData.role === 'support') {
teammates[i].tacticalX = 1024;
teammates[i].tacticalY = 1800;
} else if (formationData.role === 'defense') {
teammates[i].tacticalX = 1024;
teammates[i].tacticalY = 2000;
}
teammates[i].tacticalRole = formationData.role;
} else {
// Use default formation
teammates[i].tacticalX = formationData.x;
teammates[i].tacticalY = formationData.y;
teammates[i].tacticalRole = formationData.role;
}
}
}
}
// Anticipation: Predict next ball position and update anticipationMap
var anticipationSteps = 20;
var predX = ball.x,
predY = ball.y,
predVX = ball.velocityX,
predVY = ball.velocityY;
for (var step = 0; step < anticipationSteps; step++) {
predX += predVX;
predY += predVY;
predVX *= 0.98;
predVY *= 0.98;
// Clamp to field
if (predX < 30) predX = 30;
if (predX > 2018) predX = 2018;
if (predY < 30) predY = 30;
if (predY > 2702) predY = 2702;
}
this.anticipationMap = {
x: predX,
y: predY
};
},
findPassingOptions: function findPassingOptions(ballHolder) {
this.passingOptions = [];
this.wingPlayers = [];
this.supportPlayers = [];
var teammates = [chigiri, hiori, reo, nagi, bachira, player];
for (var i = 0; i < teammates.length; i++) {
if (teammates[i] && teammates[i] !== ballHolder) {
var dist = Math.sqrt((teammates[i].x - ballHolder.x) * (teammates[i].x - ballHolder.x) + (teammates[i].y - ballHolder.y) * (teammates[i].y - ballHolder.y));
if (dist > 150 && dist < 700) {
// allow longer passes for tactics
var passQuality = this.calculatePassQuality(ballHolder, teammates[i]);
// Anticipate if teammate will be open in next 20 frames
var anticipationBonus = 0;
if (this.anticipationMap) {
var antDist = Math.sqrt((teammates[i].x - this.anticipationMap.x) * (teammates[i].x - this.anticipationMap.x) + (teammates[i].y - this.anticipationMap.y) * (teammates[i].y - this.anticipationMap.y));
if (antDist < 200) anticipationBonus += 20;
}
this.passingOptions.push({
player: teammates[i],
distance: dist,
quality: passQuality + anticipationBonus,
angle: Math.atan2(teammates[i].y - ballHolder.y, teammates[i].x - ballHolder.x)
});
// Categorize players for wing play
if (teammates[i].tacticalRole === 'wing' || teammates[i].role === 'chigiri' || teammates[i].role === 'bachira') {
this.wingPlayers.push(teammates[i]);
} else {
this.supportPlayers.push(teammates[i]);
}
}
}
}
// Sort by pass quality
this.passingOptions.sort(function (a, b) {
return b.quality - a.quality;
});
},
calculatePassQuality: function calculatePassQuality(from, to) {
var baseQuality = 100;
// Distance factor (closer = better, but not too close)
var dist = Math.sqrt((to.x - from.x) * (to.x - from.x) + (to.y - from.y) * (to.y - from.y));
if (dist < 200) baseQuality -= 30;
if (dist > 400) baseQuality -= 20;
// Forward progress factor
var forwardProgress = from.y - to.y; // Moving toward opponent goal
if (forwardProgress > 0) baseQuality += forwardProgress * 0.1;
// Wing position bonus
if (to.x < 600 || to.x > 1400) baseQuality += 25;
// Striker position bonus
if (to.role === 'nagi' && to.y < 1000) baseQuality += 40;
// Check for opponent interference
for (var i = 0; i < opponents.length; i++) {
var opp = opponents[i];
var oppDist = Math.sqrt((opp.x - to.x) * (opp.x - to.x) + (opp.y - to.y) * (opp.y - to.y));
if (oppDist < 120) baseQuality -= 35;
}
// Bonus for being in anticipated open space
if (this.anticipationMap) {
var antDist = Math.sqrt((to.x - this.anticipationMap.x) * (to.x - this.anticipationMap.x) + (to.y - this.anticipationMap.y) * (to.y - this.anticipationMap.y));
if (antDist < 150) baseQuality += 15;
}
return Math.max(baseQuality, 10);
},
executeStrategicPass: function executeStrategicPass(ballHolder) {
this.findPassingOptions(ballHolder);
if (this.passingOptions.length === 0) return false;
var chosenPass = null;
// Team tactics: If a teammate is running into open space, prefer that pass
for (var i = 0; i < this.passingOptions.length; i++) {
var opt = this.passingOptions[i];
if (this.anticipationMap) {
var antDist = Math.sqrt((opt.player.x - this.anticipationMap.x) * (opt.player.x - this.anticipationMap.x) + (opt.player.y - this.anticipationMap.y) * (opt.player.y - this.anticipationMap.y));
if (antDist < 120 && opt.quality > 60) {
chosenPass = opt;
break;
}
}
}
// Strategy selection based on field position and formation
if (!chosenPass) {
if (ballHolder.y > 1800) {
// Defensive third - prioritize safe passes or wing play
chosenPass = this.selectSafePass() || this.selectWingPass();
} else if (ballHolder.y > 1200) {
// Middle third - mix of progressive and wing passes
var strategy = Math.random();
if (strategy < 0.4) {
chosenPass = this.selectProgressivePass();
} else if (strategy < 0.7) {
chosenPass = this.selectWingPass();
} else {
chosenPass = this.selectSafePass();
}
} else {
// Attacking third - prioritize progressive and through passes
chosenPass = this.selectProgressivePass() || this.selectThroughPass();
}
}
if (chosenPass) {
this.performPass(ballHolder, chosenPass);
// Team tactics: If pass is to wing, have another support player run into box
if (chosenPass.player.tacticalRole === 'wing') {
var teammates = [chigiri, hiori, reo, nagi, bachira];
for (var i = 0; i < teammates.length; i++) {
if (teammates[i] && teammates[i] !== chosenPass.player && teammates[i].tacticalRole !== 'wing') {
// Move support player into box for cross
teammates[i].tacticalX = 1024 + (Math.random() - 0.5) * 200;
teammates[i].tacticalY = 600 + Math.random() * 200;
}
}
}
return true;
}
return false;
},
selectSafePass: function selectSafePass() {
var safeOptions = this.passingOptions.filter(function (option) {
return option.quality > 70 && option.distance < 350;
});
return safeOptions.length > 0 ? safeOptions[0] : null;
},
selectWingPass: function selectWingPass() {
var wingOptions = this.passingOptions.filter(function (option) {
return (option.player.x < 600 || option.player.x > 1400) && option.quality > 50;
});
return wingOptions.length > 0 ? wingOptions[0] : null;
},
selectProgressivePass: function selectProgressivePass() {
var progressiveOptions = this.passingOptions.filter(function (option) {
return option.player.y < ball.y - 100 && option.quality > 60;
});
return progressiveOptions.length > 0 ? progressiveOptions[0] : null;
},
selectThroughPass: function selectThroughPass() {
var throughOptions = this.passingOptions.filter(function (option) {
return option.player.y < 1000 && option.quality > 40;
});
return throughOptions.length > 0 ? throughOptions[0] : null;
},
performPass: function performPass(from, passOption) {
var target = passOption.player;
var passPower = Math.min(passOption.distance / 40, 15);
// Add some curve for style
var curve = (Math.random() - 0.5) * 2;
var dx = target.x - ball.x + curve;
var dy = target.y - ball.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 0) {
// Anticipate teammate's run: lead pass if moving
var leadX = target.x,
leadY = target.y;
if (typeof target.lastX !== "undefined" && typeof target.lastY !== "undefined") {
var vx = target.x - target.lastX;
var vy = target.y - target.lastY;
leadX += vx * 10;
leadY += vy * 10;
dx = leadX - ball.x + curve;
dy = leadY - ball.y;
dist = Math.sqrt(dx * dx + dy * dy);
}
ball.velocityX = dx / dist * passPower;
ball.velocityY = dy / dist * passPower;
ball.active = true;
// Visual effect for strategic pass
tween(ball, {
scaleX: 1.2,
scaleY: 1.2,
tint: 0x00FF88
}, {
duration: 300,
onFinish: function onFinish() {
tween(ball, {
scaleX: 1,
scaleY: 1,
tint: 0xFFFFFF
}, {
duration: 300
});
}
});
}
}
};
// Ball pursuit coordination system
var ballPursuitCoordinator = {
activePursuer: null,
pursuitRange: 150,
supportPositions: {
wing: {
x: 0,
y: 0
},
defense: {
x: 0,
y: 0
},
support: {
x: 0,
y: 0
}
},
updatePursuit: function updatePursuit() {
var teammates = [chigiri, hiori, reo, nagi, bachira];
var ballToTeammateDistances = [];
// Update formation first
formationCoordinator.updateFormation();
// Calculate distances and find closest available teammate
for (var i = 0; i < teammates.length; i++) {
if (teammates[i]) {
var dist = Math.sqrt((teammates[i].x - ball.x) * (teammates[i].x - ball.x) + (teammates[i].y - ball.y) * (teammates[i].y - ball.y));
ballToTeammateDistances.push({
player: teammates[i],
distance: dist,
isCurrentPursuer: teammates[i] === this.activePursuer
});
}
}
// Sort by distance
ballToTeammateDistances.sort(function (a, b) {
return a.distance - b.distance;
});
// Assign active pursuer (closest player within pursuit range)
var newPursuer = null;
for (var i = 0; i < ballToTeammateDistances.length; i++) {
var candidate = ballToTeammateDistances[i];
if (candidate.distance < 800) {
// Only pursue if reasonably close
newPursuer = candidate.player;
break;
}
}
// Update active pursuer
this.activePursuer = newPursuer;
// Calculate support positions
this.calculateSupportPositions();
// Assign roles to non-pursuing players
for (var i = 0; i < teammates.length; i++) {
if (teammates[i] && teammates[i] !== this.activePursuer) {
teammates[i].coordinatedRole = this.assignSupportRole(teammates[i]);
} else if (teammates[i] === this.activePursuer) {
teammates[i].coordinatedRole = 'pursuer';
}
}
},
calculateSupportPositions: function calculateSupportPositions() {
// Wing position - stay wide for passes
this.supportPositions.wing.x = ball.x < 1024 ? ball.x + 400 : ball.x - 400;
this.supportPositions.wing.y = ball.y + 100;
// Defense position - stay back for protection
this.supportPositions.defense.x = ball.x + (1024 - ball.x) * 0.3;
this.supportPositions.defense.y = Math.max(ball.y + 300, 1800);
// Support position - intermediate position for backup
this.supportPositions.support.x = ball.x + (Math.random() - 0.5) * 200;
this.supportPositions.support.y = ball.y + 200;
},
assignSupportRole: function assignSupportRole(player) {
// Assign roles based on player characteristics and position
if (player.role === 'chigiri') {
return Math.random() < 0.7 ? 'wing' : 'defense';
} else if (player.role === 'reo') {
return player.isDefensiveMode ? 'defense' : 'support';
} else if (player.role === 'hiori') {
return 'support';
} else if (player.role === 'nagi') {
return 'striker';
} else if (player.role === 'bachira') {
return Math.random() < 0.8 ? 'wing' : 'support';
}
return 'support';
},
getSupportPosition: function getSupportPosition(role) {
return this.supportPositions[role] || this.supportPositions.support;
}
};
// Special dribbling system for ball carriers every 5 seconds
var specialDribbleSystem = {
lastActivation: 0,
activationInterval: 5000,
// 5 seconds
activePlayers: {},
initializePlayer: function initializePlayer(player) {
if (!this.activePlayers[player.role]) {
this.activePlayers[player.role] = {
player: player,
lastDribble: 0,
isPerformingDribble: false,
dribbleType: this.getDribbleType(player.role),
dribbleStartTime: 0,
dribbleDuration: 1500,
effectApplied: false
};
}
},
getDribbleType: function getDribbleType(role) {
switch (role) {
case 'chigiri':
return 'lightning_dash';
// Stun effect
case 'hiori':
return 'winter_wave';
// Slow effect
case 'reo':
return 'chameleon_shift';
// Stun effect
case 'nagi':
return 'trap_control';
// Slow effect
case 'bachira':
return 'monster_devour';
// Devoured effect
case 'sae':
return 'crescent_slice';
// Devoured effect
case 'defense':
return 'tackle_sweep';
// Stun effect
case 'midfield':
return 'curve_spiral';
// Slow effect
case 'forward':
return 'power_rush';
// Stun effect
default:
return 'basic_dribble';
// Stun effect
}
},
checkActivation: function checkActivation() {
var currentTime = Date.now();
if (currentTime - this.lastActivation >= this.activationInterval) {
this.lastActivation = currentTime;
return true;
}
return false;
},
performSpecialDribble: function performSpecialDribble(player, dribbleData) {
if (dribbleData.isPerformingDribble) return;
dribbleData.isPerformingDribble = true;
dribbleData.dribbleStartTime = Date.now();
dribbleData.effectApplied = false;
dribbleData.lastDribble = Date.now();
// Visual effect based on dribble type
var effectColor = this.getDribbleColor(dribbleData.dribbleType);
tween(player, {
scaleX: 1.3,
scaleY: 1.3,
tint: effectColor
}, {
duration: 200,
onFinish: function onFinish() {
tween(player, {
scaleX: 1,
scaleY: 1,
tint: 0xFFFFFF
}, {
duration: 200
});
}
});
// Apply movement pattern
this.applyDribbleMovement(player, dribbleData);
},
getDribbleColor: function getDribbleColor(dribbleType) {
switch (dribbleType) {
case 'lightning_dash':
return 0xFFFF00;
// Yellow
case 'winter_wave':
return 0x87CEEB;
// Light blue
case 'chameleon_shift':
return 0xFF00FF;
// Magenta
case 'trap_control':
return 0x9966FF;
// Purple
case 'monster_devour':
return 0xFF0000;
// Red
case 'crescent_slice':
return 0xFF6600;
// Orange
case 'tackle_sweep':
return 0x808080;
// Gray
case 'curve_spiral':
return 0x00FF00;
// Green
case 'power_rush':
return 0x0000FF;
// Blue
default:
return 0xFFFFFF;
// White
}
},
applyDribbleMovement: function applyDribbleMovement(player, dribbleData) {
var originalX = player.x;
var originalY = player.y;
switch (dribbleData.dribbleType) {
case 'lightning_dash':
// Quick forward dash
var dashDistance = 120;
var targetX = player.x + (Math.random() - 0.5) * 40;
var targetY = player.y - dashDistance;
tween(player, {
x: targetX,
y: targetY
}, {
duration: 300,
easing: tween.easeOut
});
break;
case 'winter_wave':
// Circular motion creating waves
var radius = 80;
var startAngle = Math.random() * Math.PI * 2;
for (var i = 0; i < 3; i++) {
LK.setTimeout(function (angle) {
return function () {
if (dribbleData.isPerformingDribble) {
var waveX = originalX + Math.cos(angle) * radius;
var waveY = originalY + Math.sin(angle) * radius;
tween(player, {
x: waveX,
y: waveY
}, {
duration: 200
});
}
};
}(startAngle + i * Math.PI / 3), i * 200);
}
break;
case 'chameleon_shift':
// Teleport-like movement
var shiftDistance = 100;
var shiftAngle = Math.random() * Math.PI * 2;
var shiftX = player.x + Math.cos(shiftAngle) * shiftDistance;
var shiftY = player.y + Math.sin(shiftAngle) * shiftDistance;
player.alpha = 0.3;
tween(player, {
x: shiftX,
y: shiftY,
alpha: 1
}, {
duration: 400,
easing: tween.easeInOut
});
break;
case 'trap_control':
// Slow spinning motion
var spinRadius = 60;
for (var i = 0; i < 4; i++) {
LK.setTimeout(function (step) {
return function () {
if (dribbleData.isPerformingDribble) {
var angle = step * Math.PI / 2;
var spinX = originalX + Math.cos(angle) * spinRadius;
var spinY = originalY + Math.sin(angle) * spinRadius;
tween(player, {
x: spinX,
y: spinY
}, {
duration: 300
});
}
};
}(i), i * 300);
}
break;
case 'monster_devour':
// Erratic zigzag movement
var zigzagSteps = 5;
for (var i = 0; i < zigzagSteps; i++) {
LK.setTimeout(function (step) {
return function () {
if (dribbleData.isPerformingDribble) {
var zigX = originalX + (step % 2 === 0 ? -60 : 60);
var zigY = originalY - step * 20;
tween(player, {
x: zigX,
y: zigY
}, {
duration: 150
});
}
};
}(i), i * 150);
}
break;
case 'crescent_slice':
// Crescent-shaped movement
var crescentRadius = 90;
for (var i = 0; i < 4; i++) {
LK.setTimeout(function (step) {
return function () {
if (dribbleData.isPerformingDribble) {
var angle = -Math.PI / 2 + step * Math.PI / 3;
var crescentX = originalX + Math.cos(angle) * crescentRadius;
var crescentY = originalY + Math.sin(angle) * crescentRadius;
tween(player, {
x: crescentX,
y: crescentY
}, {
duration: 250
});
}
};
}(i), i * 250);
}
break;
default:
// Basic dribble - simple side step
var stepX = player.x + (Math.random() - 0.5) * 80;
tween(player, {
x: stepX
}, {
duration: 500
});
break;
}
// Schedule effect application
LK.setTimeout(function () {
if (dribbleData.isPerformingDribble && !dribbleData.effectApplied) {
specialDribbleSystem.applyDribbleEffect(player, dribbleData);
dribbleData.effectApplied = true;
}
}, 700);
// End dribble
LK.setTimeout(function () {
dribbleData.isPerformingDribble = false;
}, dribbleData.dribbleDuration);
},
applyDribbleEffect: function applyDribbleEffect(player, dribbleData) {
var effectRadius = 150;
var affectedOpponents = [];
// Find opponents in range
if (player.role === 'sae' || player.role === 'defense' || player.role === 'midfield' || player.role === 'forward') {
// Opponent affecting player team
var playerTeam = [player, chigiri, hiori, reo, nagi, bachira];
for (var i = 0; i < playerTeam.length; i++) {
if (playerTeam[i] && playerTeam[i] !== player) {
var dist = Math.sqrt((playerTeam[i].x - player.x) * (playerTeam[i].x - player.x) + (playerTeam[i].y - player.y) * (playerTeam[i].y - player.y));
if (dist <= effectRadius) {
affectedOpponents.push(playerTeam[i]);
}
}
}
} else {
// Player team affecting opponents
for (var i = 0; i < opponents.length; i++) {
if (opponents[i]) {
var dist = Math.sqrt((opponents[i].x - player.x) * (opponents[i].x - player.x) + (opponents[i].y - player.y) * (opponents[i].y - player.y));
if (dist <= effectRadius) {
affectedOpponents.push(opponents[i]);
}
}
}
}
// Apply effects based on dribble type
for (var i = 0; i < affectedOpponents.length; i++) {
var opponent = affectedOpponents[i];
this.applyEffectToOpponent(opponent, dribbleData.dribbleType);
}
},
applyEffectToOpponent: function applyEffectToOpponent(opponent, dribbleType) {
// Stun effects
if (dribbleType === 'lightning_dash' || dribbleType === 'chameleon_shift' || dribbleType === 'tackle_sweep' || dribbleType === 'power_rush') {
opponent.stunned = true;
opponent.originalSpeed = opponent.speed;
opponent.speed = 0;
tween(opponent, {
tint: 0xFFFF00,
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 300
});
LK.setTimeout(function () {
opponent.stunned = false;
opponent.speed = opponent.originalSpeed || 3;
tween(opponent, {
tint: 0xFFFFFF,
scaleX: 1,
scaleY: 1
}, {
duration: 300
});
}, 2000);
}
// Slow effects
else if (dribbleType === 'winter_wave' || dribbleType === 'trap_control' || dribbleType === 'curve_spiral') {
opponent.originalSpeed = opponent.speed;
opponent.speed = opponent.speed * 0.3;
opponent.slowed = true;
tween(opponent, {
tint: 0x87CEEB,
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 300
});
LK.setTimeout(function () {
opponent.slowed = false;
opponent.speed = opponent.originalSpeed || 3;
tween(opponent, {
tint: 0xFFFFFF,
scaleX: 1,
scaleY: 1
}, {
duration: 300
});
}, 3000);
}
// Devoured effects
else if (dribbleType === 'monster_devour' || dribbleType === 'crescent_slice') {
opponent.originalSpeed = opponent.speed;
opponent.speed = opponent.speed * 0.2;
opponent.devoured = true;
tween(opponent, {
tint: 0x800080,
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 300
});
LK.setTimeout(function () {
opponent.devoured = false;
opponent.speed = opponent.originalSpeed || 3;
tween(opponent, {
tint: 0xFFFFFF,
scaleX: 1,
scaleY: 1
}, {
duration: 300
});
}, 4000);
}
},
update: function update() {
if (!this.checkActivation()) return;
// Check all ball carriers and activate special dribbles
var allPlayers = [player, chigiri, hiori, reo, nagi, bachira].concat(opponents);
for (var i = 0; i < allPlayers.length; i++) {
var currentPlayer = allPlayers[i];
if (currentPlayer && currentPlayer.hasBall) {
this.initializePlayer(currentPlayer);
var dribbleData = this.activePlayers[currentPlayer.role];
if (dribbleData && !dribbleData.isPerformingDribble) {
this.performSpecialDribble(currentPlayer, dribbleData);
}
}
}
}
};
// Game update loop
game.update = function () {
// Update special dribbling system
specialDribbleSystem.update();
// Update ball carrier tracking
ballCarrier = null;
if (player.hasBall) {
ballCarrier = player;
} else {
var teammates = [chigiri, hiori, reo, nagi, bachira];
for (var i = 0; i < teammates.length; i++) {
if (teammates[i] && teammates[i].hasBall) {
ballCarrier = teammates[i];
break;
}
}
if (!ballCarrier) {
for (var i = 0; i < opponents.length; i++) {
if (opponents[i] && opponents[i].hasBall) {
ballCarrier = opponents[i];
break;
}
}
}
}
// Update ball pursuit coordination
ballPursuitCoordinator.updatePursuit();
// Update ball detach cooldown
if (ballDetachCooldown > 0) {
ballDetachCooldown -= 16; // Approximately 60 FPS
if (ballDetachCooldown < 0) ballDetachCooldown = 0;
}
// Check if player is close to ball for interaction (only if cooldown expired and ball is not untouchable)
var playerToBallDistance = Math.sqrt((player.x - ball.x) * (player.x - ball.x) + (player.y - ball.y) * (player.y - ball.y));
if (playerToBallDistance < 80 && !player.hasBall && ballDetachCooldown <= 0 && !ball.untouchable) {
player.hasBall = true;
ball.active = false;
ball.velocityX = 0;
ball.velocityY = 0;
}
// If player has ball, make it stick to player
if (player.hasBall && ball.active === false) {
ball.x = player.x;
ball.y = player.y - 50;
}
// Stamina regeneration when not moving
var playerMoving = Math.abs(player.x - lastPlayerX) > 1 || Math.abs(player.y - lastPlayerY) > 1;
if (!playerMoving && currentStamina < maxStamina) {
currentStamina += staminaRegenRate;
if (currentStamina > maxStamina) currentStamina = maxStamina;
}
// Update last position
lastPlayerX = player.x;
lastPlayerY = player.y;
// Update stamina UI
var staminaPercent = Math.round(currentStamina / maxStamina * 100);
staminaTxt.setText('Stamina: ' + staminaPercent);
// Change color based on stamina level
if (staminaPercent > 50) {
staminaTxt.fill = 0x00FF00;
} else if (staminaPercent > 25) {
staminaTxt.fill = 0xFFFF00;
} else {
staminaTxt.fill = 0xFF0000;
}
// Update shot charging
if (isChargingShot && player.hasBall) {
var chargeTime = Date.now() - shotChargeStart;
if (chargeTime >= minChargeTime) {
// Calculate shot power based on charge time
var chargeProgress = Math.min((chargeTime - minChargeTime) / 1000, 1); // 1 second after minimum for max power
shotPower = 5 + chargeProgress * maxShotPower; // Minimum 5, maximum 25 power
var powerPercent = Math.round(chargeProgress * 100);
shotPowerTxt.setText('Shot Power: ' + powerPercent + '%');
shotPowerTxt.fill = 0x00FF00;
// Automatically kick ball forward when shot power reaches 100%
if (powerPercent >= 100) {
shotPower = 5 + maxShotPower; // Keep at maximum power
shotPowerTxt.setText('Shot Power: 100%');
shotPowerTxt.fill = 0x00FF00;
// Auto-kick ball forward when power reaches 100%
var forwardX = player.x;
var forwardY = player.y - 300; // Kick forward (up the field)
kickBall(forwardX, forwardY, shotPower);
isChargingShot = false;
shotPower = 0;
}
} else {
// Not charged enough yet
var timeLeft = Math.ceil((minChargeTime - chargeTime) / 1000);
shotPowerTxt.setText('Hold for ' + timeLeft + 's');
shotPowerTxt.fill = 0xFFFF00;
}
} else {
shotPowerTxt.setText('Shot Power: 0%');
shotPowerTxt.fill = 0xFFFFFF;
}
// Check player goal scoring (opponent scores)
if (ball.y > playerGoal.y - 50 && ball.x > playerGoal.x - 200 && ball.x < playerGoal.x + 200) {
scoreGoal(false);
LK.effects.flashObject(playerGoal, 0xFF0000, 500);
}
// Check opponent goal scoring (player scores)
if (ball.y < opponentGoal.y + 50 && ball.x > opponentGoal.x - 200 && ball.x < opponentGoal.x + 200) {
scoreGoal(true);
LK.effects.flashObject(opponentGoal, 0x00FF00, 500);
}
// Check win condition
if (playerScore >= 5) {
LK.showYouWin();
}
if (opponentScore >= 5) {
LK.showGameOver();
}
// Enhanced AI positioning based on ball location
for (var i = 0; i < opponents.length; i++) {
var opponent = opponents[i];
var ballThreatLevel = Math.sqrt((ball.x - 1024) * (ball.x - 1024) + (ball.y - 1366) * (ball.y - 1366));
// Adjust opponent aggression based on ball threat
if (ballThreatLevel < 300) {
// Ball is in center - opponents become slightly more aggressive
if (opponent.role === 'defense') {
opponent.speed = 2.8;
opponent.maxDistance = 350;
} else if (opponent.role === 'midfield') {
opponent.speed = 2.5;
} else if (opponent.role === 'forward') {
opponent.speed = 3.0;
}
} else {
// Ball is far - return to normal behavior
if (opponent.role === 'defense') {
opponent.speed = 2.5;
opponent.maxDistance = 300;
} else if (opponent.role === 'midfield') {
opponent.speed = 2.2;
} else if (opponent.role === 'forward') {
opponent.speed = 2.8;
}
}
}
// Role-based AI is now handled in each player's update method
// Defense, Midfield, and Forward players have their own specialized behaviors
}; ===================================================================
--- original.js
+++ change.js
@@ -360,16 +360,19 @@
}
// Animate dribble move
if (self.isDribbling1v1) {
var t = Math.min((Date.now() - self.dribble1v1Start) / self.dribble1v1Duration, 1);
- self.x = self.x + (self.dribble1v1TargetX - self.x) * t;
- self.y = self.y + (self.dribble1v1TargetY - self.y) * t;
+ // Use linear interpolation for smooth movement, but only for the duration of the dribble
+ self.x = self.lastX + (self.dribble1v1TargetX - self.lastX) * t;
+ self.y = self.lastY + (self.dribble1v1TargetY - self.lastY) * t;
if (t >= 1) {
self.isDribbling1v1 = false;
}
+ } else {
+ // Only update lastX/lastY when not dribbling, to avoid jitter
+ self.lastX = self.x;
+ self.lastY = self.y;
}
- self.lastX = self.x;
- self.lastY = self.y;
origUpdate();
};
return self;
});
@@ -3028,16 +3031,19 @@
}
// Animate dribble move
if (self.isDribbling1v1) {
var t = Math.min((Date.now() - self.dribble1v1Start) / self.dribble1v1Duration, 1);
- self.x = self.x + (self.dribble1v1TargetX - self.x) * t;
- self.y = self.y + (self.dribble1v1TargetY - self.y) * t;
+ // Use linear interpolation for smooth movement, but only for the duration of the dribble
+ self.x = self.lastX + (self.dribble1v1TargetX - self.lastX) * t;
+ self.y = self.lastY + (self.dribble1v1TargetY - self.lastY) * t;
if (t >= 1) {
self.isDribbling1v1 = false;
}
+ } else {
+ // Only update lastX/lastY when not dribbling, to avoid jitter
+ self.lastX = self.x;
+ self.lastY = self.y;
}
- self.lastX = self.x;
- self.lastY = self.y;
};
return self;
});
var ReoPlayer = Container.expand(function (colorOverride) {