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Reo ekle Defansif moda geçince Siyah olsun Atak moduna geçince Turuncu olsun bide Chameleon ile rastgele bir npc nin Dribbling ini şutunu veya hızını falan kopyalasın 30 saniye aralıklarla ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Stamina mız daha yavaş bitsin
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biraz daha yavaş ve 4 kere Zig zag çizdimi dursun 10 saniye liğine Winter Zone kullandığında etrafında açık mavi bir alan göster ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Hiori ekle Hiori Zig-zag dribbling yapabilsin kusursuz falsolu paslar atabilsin ve Winter Zone kullansın rakip yakınlaşınca belirli bir alana girdiğinde yavaşlasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Chigiri ye Speed Burst için Cooldown ekle ve savunma oyuncusu topu Forvete paslasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
topa koşsun oyuncular ve yapay zekaları ile görevlerini iyileştir ! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Chigiri normal bir defans olmasın Orta saha gibi açlım atabilen yarı savunma yarı forvet bir hibrit oyuncu olsun ve topu önüne atıp Speed Burst le attığı topa yetişe bilsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Chigiri yarat bi tane benim takıma Defans oyuncusu olarak
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vede oyuncuların içine girersek topu bizden otomatik alsınlar
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Orta saha Dribbling yapabilsin topu aldığı zaman Etrafımızdan 1 saniyede yarım ay şeklinde bir Daire çizerek geçip Falsolu bir şut atabilsin Forvete pas vermez ise ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Defans oyuncusu ne olursa olsun yakınından geçerken bize kayarak müdahale yapıp topu uzağa uçurabilir Orta saha topu alıp bizden uzaklaşıp Forvet e Perfect Pas atabilir 30 saniyede bir Forvet Direct Shot vurabilir ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Rakip takım oyuncuları Defans Orta saha ve Forvet görevleri ver onlara mesela Orta saha topu alırsa forvet olana pas verecek defans canı pahasına topu almaya çalışacak gibi ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Karşı ve bizim kalecimiz Topu tutup pozisyonlarına geri dönüp topu sahanın ortasına atsınlar ! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(self).to({' Line Number: 89 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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kalelerin önüne koy 2 tane biri mavi renkte yani Player takımında olsun diyeride Opponent takımında kırmızı kaleci olsun
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Kaleci NPC ler yarat kalelerin önüne koy birden hızlanuıp Topu tutabilsinler 20 Saniyede bir özellik olarak yaz onlara ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Top bizden ayrılamıyor düzelt direk bize temas etmeye devam ettiği için ayağımıza geri dönüyor
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Shot Power %100 olunca otomatik topu önümüze doğru bırakalım Topun yapışıklığı bitsin ve ileri doğru hızlansın !
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bunu oyuna uygula
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%100 olduğunda biz bırakana kadar 0 olmasın
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Mouse veya parmağımızın basılı olduğu tarafa atalım Shot power %100 olunca basılı tutmayı bıraktığımız an
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Şut çekmek için top ayağımızda iken 2 3 saniye ekrana basılı tutalım !
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topun yanına gittiğimizde top bizimle etkileşime girsin ve şu an kare olan oyuncumuza yapışsın ve hızını biraz daha düşür karakterimizin
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'staminaTxt.style.fill = 0x00FF00;' Line Number: 251
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sürükleyerek haraket edelim ve haraket ederken bir staminamız olsun kenarda ve yavaş yap b,raz daha ve top kenarlardan çıkamasın dışarı !
/**** * 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.update = function () { // Update speed burst cooldown if (self.speedBurstCooldown > 0) { self.speedBurstCooldown -= 16; if (self.speedBurstCooldown < 0) self.speedBurstCooldown = 0; } // Steal ball if opponent is inside area var nearestOpponent = null; var nearestDistance = Infinity; for (var i = 0; i < opponents.length; i++) { var opponentDist = Math.sqrt((opponents[i].x - self.x) * (opponents[i].x - self.x) + (opponents[i].y - self.y) * (opponents[i].y - self.y)); if (opponentDist < nearestDistance) { nearestDistance = opponentDist; nearestOpponent = opponents[i]; } } if (nearestOpponent && nearestDistance < 80 && nearestOpponent.hasBall) { // Steal the ball nearestOpponent.hasBall = false; ball.active = true; // Ball moves toward Chigiri var stealDx = self.x - nearestOpponent.x; var stealDy = self.y - nearestOpponent.y; var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy); if (stealDist > 0) { ball.velocityX = stealDx / stealDist * 8; ball.velocityY = stealDy / stealDist * 8; } ballDetachCooldown = ballDetachCooldownTime; } var dx = ball.x - self.x; var dy = ball.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Enhanced ball pursuit for hybrid player if (distance < 500 && !self.isSpeedBursting) { // Chase ball with hybrid intelligence var chaseSpeed = distance < 150 ? self.normalSpeed * 1.4 : self.normalSpeed * 1.1; self.x += dx / distance * chaseSpeed; self.y += dy / distance * chaseSpeed; } // Speed burst mechanic if (!self.isSpeedBursting && self.speedBurstCooldown <= 0 && distance < 100) { // Throw ball forward and start speed burst var throwX = opponentGoal.x + (Math.random() - 0.5) * 200; var throwY = opponentGoal.y + 200; var throwDx = throwX - ball.x; var throwDy = throwY - ball.y; var throwDist = Math.sqrt(throwDx * throwDx + throwDy * throwDy); if (throwDist > 0) { ball.velocityX = throwDx / throwDist * 14; ball.velocityY = throwDy / throwDist * 14; } // Set speed burst target and activate self.speedBurstTarget = { x: throwX, y: throwY }; self.isSpeedBursting = true; self.speedBurstCooldown = self.speedBurstCooldownTime; // Start cooldown // Visual effect for speed burst tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); } if (self.isSpeedBursting && self.speedBurstTarget) { // Move at burst speed toward target var burstDx = self.speedBurstTarget.x - self.x; var burstDy = self.speedBurstTarget.y - self.y; var burstDist = Math.sqrt(burstDx * burstDx + burstDy * burstDy); if (burstDist > 30) { self.x += burstDx / burstDist * self.burstSpeed; self.y += burstDy / burstDist * self.burstSpeed; } else { // Reached target, stop speed burst self.isSpeedBursting = false; self.speedBurstTarget = null; } } else { // Normal hybrid behavior - enhanced ball pursuit if (distance < 500) { // Move toward ball with improved midfielder intelligence var pursuitSpeed = distance < 200 ? self.normalSpeed * 1.3 : self.normalSpeed * 1.1; self.x += dx / distance * pursuitSpeed; self.y += dy / distance * pursuitSpeed; // Attack opponent goal if close to ball if (distance < 80) { var goalDx = opponentGoal.x - ball.x; var goalDy = opponentGoal.y - ball.y; var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy); if (goalDistance > 0) { ball.velocityX = goalDx / goalDistance * 11; ball.velocityY = goalDy / goalDistance * 11; } } } else { // Return to defensive position var homeDx = self.homeX - self.x; var homeDy = self.homeY - self.y; var homeDistance = Math.sqrt(homeDx * homeDx + homeDy * homeDy); if (homeDistance > 50) { self.x += homeDx / homeDistance * self.normalSpeed * 0.4; self.y += homeDy / homeDistance * self.normalSpeed * 0.4; } } } }; return self; }); var DefensePlayer = Container.expand(function (colorOverride) { var self = Container.call(this); var opponentGraphics = self.attachAsset('opponent', { anchorX: 0.5, anchorY: 0.5 }); if (typeof colorOverride === "number" && opponentGraphics) { opponentGraphics.tint = colorOverride; } self.speed = 4; self.role = 'defense'; self.homeX = 1024; self.homeY = 600; self.maxDistance = 400; self.hasBall = false; self.update = function () { // Steal ball if player is inside opponent var playerDist = Math.sqrt((player.x - self.x) * (player.x - self.x) + (player.y - self.y) * (player.y - self.y)); if (playerDist < 80 && player.hasBall) { // Steal the ball player.hasBall = false; ball.active = true; // Ball moves away from player, toward defense var stealDx = self.x - player.x; var stealDy = self.y - player.y; var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy); if (stealDist > 0) { ball.velocityX = stealDx / stealDist * 10; ball.velocityY = stealDy / stealDist * 10; } // Prevent immediate re-attachment ballDetachCooldown = ballDetachCooldownTime; } var dx = ball.x - self.x; var dy = ball.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Defense priority: desperately try to get the ball if (distance < 400) { // Move aggressively toward ball - increased chase range self.x += dx / distance * (self.speed * 1.2); self.y += dy / distance * (self.speed * 1.2); // Sliding tackle if player is close to defense var playerDistance = Math.sqrt((player.x - self.x) * (player.x - self.x) + (player.y - self.y) * (player.y - self.y)); if (playerDistance < 120 && ball.active && !player.hasBall) { // Slide tackle: dash toward ball and clear it away var slideDx = ball.x - self.x; var slideDy = ball.y - self.y; var slideDist = Math.sqrt(slideDx * slideDx + slideDy * slideDy); if (slideDist > 0) { // Animate slide (quick move) tween(self, { x: self.x + slideDx / slideDist * 60, y: self.y + slideDy / slideDist * 60 }, { duration: 120, easing: tween.cubicOut }); // Clear ball far away from player var clearX = ball.x < 1024 ? ball.x - 400 : ball.x + 400; var clearY = ball.y - 500; var clearDx = clearX - ball.x; var clearDy = clearY - ball.y; var clearDist = Math.sqrt(clearDx * clearDx + clearDy * clearDy); if (clearDist > 0) { ball.velocityX = clearDx / clearDist * 13; ball.velocityY = clearDy / clearDist * 13; } } } // Kick ball away from player goal if close enough if (distance < 80) { // Find nearest forward player var nearestForward = null; var nearestDistance = Infinity; for (var i = 0; i < opponents.length; i++) { if (opponents[i].role === 'forward') { var forwardDx = opponents[i].x - self.x; var forwardDy = opponents[i].y - self.y; var forwardDistance = Math.sqrt(forwardDx * forwardDx + forwardDy * forwardDy); if (forwardDistance < nearestDistance) { nearestDistance = forwardDistance; nearestForward = opponents[i]; } } } // Pass to forward if found, otherwise clear as before if (nearestForward) { var passDx = nearestForward.x - ball.x; var passDy = nearestForward.y - ball.y; var passDistance = Math.sqrt(passDx * passDx + passDy * passDy); if (passDistance > 0) { ball.velocityX = passDx / passDistance * 10; ball.velocityY = passDy / passDistance * 10; } } else { var kickAwayX = ball.x < 1024 ? ball.x - 200 : ball.x + 200; var kickAwayY = ball.y - 300; // Kick upfield var kickDx = kickAwayX - ball.x; var kickDy = kickAwayY - ball.y; var kickDistance = Math.sqrt(kickDx * kickDx + kickDy * kickDy); if (kickDistance > 0) { ball.velocityX = kickDx / kickDistance * 8; ball.velocityY = kickDy / kickDistance * 8; } } } } else { // Return to defensive position var homeDx = self.homeX - self.x; var homeDy = self.homeY - self.y; var homeDistance = Math.sqrt(homeDx * homeDx + homeDy * homeDy); if (homeDistance > 50) { self.x += homeDx / homeDistance * self.speed * 0.5; self.y += homeDy / homeDistance * self.speed * 0.5; } } }; return self; }); var ForwardPlayer = Container.expand(function () { var self = Container.call(this); var opponentGraphics = self.attachAsset('opponent', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3.5; self.role = 'forward'; self.homeX = 1024; self.homeY = 1400; self.hasBall = false; self.directShotCooldown = self.directShotCooldown || 0; self.update = function () { // Steal ball if player is inside opponent var playerDist = Math.sqrt((player.x - self.x) * (player.x - self.x) + (player.y - self.y) * (player.y - self.y)); if (playerDist < 80 && player.hasBall) { // Steal the ball player.hasBall = false; ball.active = true; // Ball moves away from player, toward forward var stealDx = self.x - player.x; var stealDy = self.y - player.y; var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy); if (stealDist > 0) { ball.velocityX = stealDx / stealDist * 10; ball.velocityY = stealDy / stealDist * 10; } // Prevent immediate re-attachment ballDetachCooldown = ballDetachCooldownTime; } // Handle direct shot cooldown if (self.directShotCooldown > 0) { self.directShotCooldown -= 16; if (self.directShotCooldown < 0) self.directShotCooldown = 0; } var dx = ball.x - self.x; var dy = ball.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Forward: attack and try to score if (distance < 400) { // Move toward ball with aggressive pursuit var pursuitSpeed = distance < 200 ? self.speed * 1.8 : self.speed * 1.3; self.x += dx / distance * pursuitSpeed; self.y += dy / distance * pursuitSpeed; // If close to ball, shoot at goal if (distance < 80) { // Direct Shot every 30s if (self.directShotCooldown <= 0) { var goalDx = playerGoal.x - ball.x; var goalDy = playerGoal.y - ball.y; var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy); if (goalDistance > 0) { // Direct Shot: very fast and straight ball.velocityX = goalDx / goalDistance * 18; ball.velocityY = goalDy / goalDistance * 18; } self.directShotCooldown = 30000; // 30 seconds } else { // Normal shot var goalDx = playerGoal.x - ball.x; var goalDy = playerGoal.y - ball.y; var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy); if (goalDistance > 0) { ball.velocityX = goalDx / goalDistance * 10; ball.velocityY = goalDy / goalDistance * 10; } } } } else { // Move toward attacking position var homeDx = self.homeX - self.x; var homeDy = self.homeY - self.y; var homeDistance = Math.sqrt(homeDx * homeDx + homeDy * homeDy); if (homeDistance > 50) { self.x += homeDx / homeDistance * self.speed * 0.4; self.y += homeDy / homeDistance * self.speed * 0.4; } } }; return self; }); var Goal = Container.expand(function () { var self = Container.call(this); // Goal area var goalGraphics = self.attachAsset('goal', { anchorX: 0.5, anchorY: 0.5 }); goalGraphics.alpha = 0.3; // Left goalpost var leftPost = self.addChild(LK.getAsset('goalpost', { anchorX: 0.5, anchorY: 0.5 })); leftPost.x = -210; leftPost.y = 0; // Right goalpost var rightPost = self.addChild(LK.getAsset('goalpost', { anchorX: 0.5, anchorY: 0.5 })); rightPost.x = 210; rightPost.y = 0; return self; }); var Goalkeeper = Container.expand(function (isPlayer) { var self = Container.call(this); var keeperGraphics = self.attachAsset(isPlayer ? 'player' : 'opponent', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.isPlayer = isPlayer; self.rushCooldown = 0; self.rushCooldownTime = 20000; // 20 seconds self.isRushing = false; self.originalX = 0; self.originalY = 0; self.rushSpeed = 8; self.update = function () { // Update rush cooldown if (self.rushCooldown > 0) { self.rushCooldown -= 16; // Approximately 60 FPS if (self.rushCooldown < 0) self.rushCooldown = 0; } // Check if should rush for ball var ballDistance = Math.sqrt((ball.x - self.x) * (ball.x - self.x) + (ball.y - self.y) * (ball.y - self.y)); if (!self.isRushing && self.rushCooldown <= 0 && ballDistance < 400) { // Start rushing self.isRushing = true; self.rushCooldown = self.rushCooldownTime; } if (self.isRushing) { // Rush toward ball var dx = ball.x - self.x; var dy = ball.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0 && distance > 50) { self.x += dx / distance * self.rushSpeed; self.y += dy / distance * self.rushSpeed; } else if (distance <= 50) { // Catch ball if close enough ball.velocityX = 0; ball.velocityY = 0; ball.x = self.x; ball.y = self.y; ball.active = false; player.hasBall = false; // Return to original position first self.isRushing = false; tween(self, { x: self.originalX, y: self.originalY }, { duration: 1000, onFinish: function onFinish() { // After returning to position, throw ball to center field ball.active = true; var centerX = 1024; var centerY = 1366; var throwPower = 15; var throwDx = centerX - ball.x; var throwDy = centerY - ball.y; var throwDistance = Math.sqrt(throwDx * throwDx + throwDy * throwDy); if (throwDistance > 0) { ball.velocityX = throwDx / throwDistance * throwPower; ball.velocityY = throwDy / throwDistance * throwPower; } } }); } } else { // Normal goalkeeper movement - stay near goal line var goalCenterX = 1024; var dx = goalCenterX - self.x; if (Math.abs(dx) > 5) { self.x += dx > 0 ? self.speed : -self.speed; } } }; return self; }); var HioriPlayer = Container.expand(function (colorOverride) { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); if (typeof colorOverride === "number" && playerGraphics) { playerGraphics.tint = colorOverride; } self.speed = 4; self.role = 'hiori'; self.homeX = 1200; self.homeY = 2000; self.hasBall = false; // 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 () { // 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; } // 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.winterZoneRadius) { if (self.slowedOpponents.indexOf(opponent) === -1) { opponent.originalSpeed = opponent.speed; opponent.speed = opponent.speed * 0.3; // Slow to 30% speed self.slowedOpponents.push(opponent); } } } } } var dx = ball.x - self.x; var dy = ball.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Zig-zag 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; // After 4 zigzags, pause for 10 seconds if (self.zigzagCount >= 4) { self.zigzagPaused = true; self.zigzagPauseStart = Date.now(); self.zigzagCount = 0; } } } else { // Normal ball pursuit if (distance < 400) { var chaseSpeed = distance < 150 ? self.speed * 1.3 : self.speed * 1.1; self.x += dx / distance * chaseSpeed; self.y += dy / distance * chaseSpeed; // Handle zigzag pause if (self.zigzagPaused) { var pauseElapsed = Date.now() - self.zigzagPauseStart; if (pauseElapsed >= self.zigzagPauseDuration) { self.zigzagPaused = false; } } // Start zig-zag dribbling when close to ball (only if not paused) if (distance < 80 && !self.isDribbling && !self.zigzagPaused) { self.isDribbling = true; self.dribbleStartTime = Date.now(); self.dribbleStartX = self.x; self.dribbleStartY = self.y; // Dribble toward opponent goal self.dribbleTargetX = opponentGoal.x + (Math.random() - 0.5) * 300; self.dribbleTargetY = opponentGoal.y + 200; } } } // Activate Winter Zone when opponents get close 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 <= self.winterZoneRadius + 50) { nearbyOpponents++; } } if (nearbyOpponents >= 2) { // Activate Winter Zone self.winterZoneActive = true; self.winterZoneDuration = self.winterZoneMaxDuration; self.winterZoneCooldown = self.winterZoneCooldownTime; // Create Winter Zone visual area self.winterZoneVisual = self.addChild(LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 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 }); } }); } } // Perfect deceptive pass when close to ball if (distance < 80 && self.perfectPassCooldown <= 0) { // Look for player to pass to var playerDist = Math.sqrt((player.x - self.x) * (player.x - self.x) + (player.y - self.y) * (player.y - self.y)); if (playerDist < 600 && playerDist > 100) { // Execute perfect deceptive pass var passDx = player.x - ball.x; var passDy = player.y - ball.y; var passDist = Math.sqrt(passDx * passDx + passDy * passDy); if (passDist > 0) { // Perfect pass with slight curve to avoid interception var curveAmount = 3; ball.velocityX = passDx / passDist * 12 + curveAmount; ball.velocityY = passDy / passDist * 12; ball.active = true; self.perfectPassCooldown = self.perfectPassCooldownTime; // Visual effect for perfect pass tween(ball, { scaleX: 1.3, scaleY: 1.3 }, { duration: 150, onFinish: function onFinish() { tween(ball, { scaleX: 1, scaleY: 1 }, { duration: 150 }); } }); } } } // Return to home position when not actively playing if (distance > 500) { var homeDx = self.homeX - self.x; var homeDy = self.homeY - self.y; var homeDistance = Math.sqrt(homeDx * homeDx + homeDy * homeDy); if (homeDistance > 50) { self.x += homeDx / homeDistance * self.speed * 0.4; self.y += homeDy / homeDistance * self.speed * 0.4; } } }; return self; }); var MidfieldPlayer = Container.expand(function () { var self = Container.call(this); var opponentGraphics = self.attachAsset('opponent', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.role = 'midfield'; self.homeX = 1024; self.homeY = 1000; self.hasBall = false; // Dribbling state self.isDribbling = false; self.dribbleStartTime = 0; self.dribbleDuration = 1000; self.dribbleRadius = 120; self.dribbleStartAngle = 0; self.dribbleEndAngle = 0; self.dribbleOriginX = 0; self.dribbleOriginY = 0; self.hasDribbled = false; self.update = function () { // Steal ball if player is inside opponent var playerDist = Math.sqrt((player.x - self.x) * (player.x - self.x) + (player.y - self.y) * (player.y - self.y)); if (playerDist < 80 && player.hasBall) { // Steal the ball player.hasBall = false; ball.active = true; // Ball moves away from player, toward midfield var stealDx = self.x - player.x; var stealDy = self.y - player.y; var stealDist = Math.sqrt(stealDx * stealDx + stealDy * stealDy); if (stealDist > 0) { ball.velocityX = stealDx / stealDist * 10; ball.velocityY = stealDy / stealDist * 10; } // Prevent immediate re-attachment ballDetachCooldown = ballDetachCooldownTime; } var dx = ball.x - self.x; var dy = ball.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Midfield: get ball and pass to forward if (distance < 350) { // Move toward ball with increased speed when chasing var chaseSpeed = distance < 150 ? self.speed * 1.5 : self.speed * 1.2; self.x += dx / distance * chaseSpeed; self.y += dy / distance * chaseSpeed; // If close to ball, run away from player and pass to forward if (distance < 80) { // Move away from player for a moment var awayDx = self.x - player.x; var awayDy = self.y - player.y; var awayDist = Math.sqrt(awayDx * awayDx + awayDy * awayDy); if (awayDist > 0) { tween(self, { x: self.x + awayDx / awayDist * 120, y: self.y + awayDy / awayDist * 120 }, { duration: 200, easing: tween.cubicOut }); } // Find nearest forward player var nearestForward = null; var nearestDistance = Infinity; for (var i = 0; i < opponents.length; i++) { if (opponents[i].role === 'forward') { var forwardDx = opponents[i].x - self.x; var forwardDy = opponents[i].y - self.y; var forwardDistance = Math.sqrt(forwardDx * forwardDx + forwardDy * forwardDy); if (forwardDistance < nearestDistance) { nearestDistance = forwardDistance; nearestForward = opponents[i]; } } } // Pass to forward if found if (nearestForward) { // Perfect pass: ball goes directly to forward with good speed var passDx = nearestForward.x - ball.x; var passDy = nearestForward.y - ball.y; var passDistance = Math.sqrt(passDx * passDx + passDy * passDy); if (passDistance > 0) { ball.velocityX = passDx / passDistance * 10; ball.velocityY = passDy / passDistance * 10; } } else { // No forward to pass to: perform dribbling and curved shot if (!self.isDribbling) { // Start dribbling: move in a half-circle around the player self.isDribbling = true; self.dribbleStartTime = Date.now(); self.dribbleDuration = 1000; // 1 second self.dribbleRadius = 120; // Calculate angle from midfield to player var angleToPlayer = Math.atan2(player.y - self.y, player.x - self.x); self.dribbleStartAngle = angleToPlayer - Math.PI / 2; self.dribbleEndAngle = angleToPlayer + Math.PI / 2; self.dribbleOriginX = self.x; self.dribbleOriginY = self.y; self.hasDribbled = false; } if (self.isDribbling) { var elapsed = Date.now() - self.dribbleStartTime; var t = Math.min(elapsed / self.dribbleDuration, 1); // Interpolate angle for half-circle var angle = self.dribbleStartAngle + (self.dribbleEndAngle - self.dribbleStartAngle) * t; self.x = self.dribbleOriginX + Math.cos(angle) * self.dribbleRadius; self.y = self.dribbleOriginY + Math.sin(angle) * self.dribbleRadius; // Ball follows midfield during dribble if (distance < 80) { ball.x = self.x; ball.y = self.y; ball.velocityX = 0; ball.velocityY = 0; } // When dribble completes, shoot with curve if (t >= 1 && !self.hasDribbled) { self.hasDribbled = true; self.isDribbling = false; // Falsolu şut: apply curve by adding to X velocity var goalDx = opponentGoal.x - ball.x; var goalDy = opponentGoal.y - ball.y; var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy); if (goalDistance > 0) { // Add curve: right-footed, so curve to the right (positive X) var curveAmount = 7; ball.velocityX = goalDx / goalDistance * 12 + curveAmount; ball.velocityY = goalDy / goalDistance * 12; ball.active = true; } } } } } } else { // Return to midfield position var homeDx = self.homeX - self.x; var homeDy = self.homeY - self.y; var homeDistance = Math.sqrt(homeDx * homeDx + homeDy * homeDy); if (homeDistance > 50) { self.x += homeDx / homeDistance * self.speed * 0.3; self.y += homeDy / homeDistance * self.speed * 0.3; } } }; 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; 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; self.update = function () { // Update mode switching self.modeSwitch += 16; if (self.modeSwitch >= self.modeSwitchInterval) { self.modeSwitch = 0; self.isDefensiveMode = !self.isDefensiveMode; // Change color based on mode if (self.isDefensiveMode) { tween(playerGraphics, { tint: self.defensiveColor }, { duration: 300 }); } else { tween(playerGraphics, { tint: self.attackingColor }, { duration: 300 }); } } // Update Chameleon cooldown self.chameleonCooldown += 16; if (self.chameleonCooldown >= self.chameleonInterval) { self.chameleonCooldown = 0; self.activateChameleon(); } var dx = ball.x - self.x; var dy = ball.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Mode-based behavior if (self.isDefensiveMode) { // Defensive mode: stay back and intercept if (distance < 300) { var defensiveSpeed = self.speed * 0.8; self.x += dx / distance * defensiveSpeed; self.y += dy / distance * defensiveSpeed; // Defensive tackle if (distance < 80) { var clearX = ball.x < 1024 ? ball.x - 300 : ball.x + 300; var clearY = ball.y - 200; var clearDx = clearX - ball.x; var clearDy = clearY - ball.y; var clearDist = Math.sqrt(clearDx * clearDx + clearDy * clearDy); if (clearDist > 0) { ball.velocityX = clearDx / clearDist * 8; ball.velocityY = clearDy / clearDist * 8; } } } else { // Return to defensive position 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; } } } else { // Attacking mode: chase ball aggressively if (distance < 400) { var attackSpeed = self.speed * 1.3; self.x += dx / distance * attackSpeed; self.y += dy / distance * attackSpeed; // Attack shot if (distance < 80) { var goalDx = opponentGoal.x - ball.x; var goalDy = opponentGoal.y - ball.y; var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy); if (goalDistance > 0) { ball.velocityX = goalDx / goalDistance * 12; ball.velocityY = goalDy / goalDistance * 12; } } } } }; self.activateChameleon = function () { // Find random NPC to copy stats from var availableNPCs = []; for (var i = 0; i < opponents.length; i++) { availableNPCs.push(opponents[i]); } 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 }; // Apply copied stats self.speed = self.copiedStats.speed; // 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 SoccerBall = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.friction = 0.98; self.active = true; self.update = function () { if (self.active) { self.x += self.velocityX; self.y += self.velocityY; self.velocityX *= self.friction; self.velocityY *= self.friction; // Keep ball in bounds with bounce effect if (self.x < 30) { self.x = 30; self.velocityX = Math.abs(self.velocityX) * 0.8; } if (self.x > 2018) { self.x = 2018; self.velocityX = -Math.abs(self.velocityX) * 0.8; } if (self.y < 30) { self.y = 30; self.velocityY = Math.abs(self.velocityY) * 0.8; } if (self.y > 2702) { self.y = 2702; self.velocityY = -Math.abs(self.velocityY) * 0.8; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x228B22 }); /**** * Game Code ****/ game.setBackgroundColor(0x228B22); // Game variables var opponents = []; var playerScore = 0; var opponentScore = 0; var dragNode = null; var maxStamina = 100; var currentStamina = 100; var staminaRegenRate = 0.2; var staminaDrainRate = 0.5; var lastPlayerX = 0; var lastPlayerY = 0; var shotChargeStart = 0; var isChargingShot = false; var shotPower = 0; var maxShotPower = 20; var minChargeTime = 2000; // 2 seconds minimum charge time var lastTouchX = 0; var lastTouchY = 0; var ballDetachCooldown = 0; var ballDetachCooldownTime = 1000; // 1 second cooldown // UI Elements var scoreTxt = new Text2('Player: 0 - Opponent: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Stamina UI var staminaTxt = new Text2('Stamina: 100', { size: 60, fill: 0x00FF00 }); staminaTxt.anchor.set(0, 0); staminaTxt.x = 50; staminaTxt.y = 50; LK.gui.topLeft.addChild(staminaTxt); // Shot Power UI var shotPowerTxt = new Text2('Shot Power: 0%', { size: 60, fill: 0xFFFFFF }); shotPowerTxt.anchor.set(0, 0); shotPowerTxt.x = 50; shotPowerTxt.y = 130; LK.gui.topLeft.addChild(shotPowerTxt); // Game objects var player = game.addChild(new Player()); player.x = 1024; player.y = 2200; var ball = game.addChild(new SoccerBall()); ball.x = 1024; ball.y = 1366; // Player's goal (bottom) var playerGoal = game.addChild(new Goal()); playerGoal.x = 1024; playerGoal.y = 2600; // Opponent's goal (top) var opponentGoal = game.addChild(new Goal()); opponentGoal.x = 1024; opponentGoal.y = 300; // Create opponents with specific roles // Defense player (opponent) var defensePlayer = game.addChild(new DefensePlayer()); defensePlayer.x = 1024; defensePlayer.y = 600; defensePlayer.homeX = 1024; defensePlayer.homeY = 600; opponents.push(defensePlayer); // Chigiri - player team hybrid defender var chigiri = game.addChild(new ChigiriPlayer(0x3399ff)); chigiri.x = 800; chigiri.y = 2000; chigiri.homeX = 800; chigiri.homeY = 2000; // Hiori - player team creative midfielder var hiori = game.addChild(new HioriPlayer(0x6699ff)); hiori.x = 1200; hiori.y = 2000; hiori.homeX = 1200; hiori.homeY = 2000; // Reo - player team adaptive defender/attacker var reo = game.addChild(new ReoPlayer(0x000000)); reo.x = 600; reo.y = 1800; reo.homeX = 600; reo.homeY = 1800; // Midfield player var midfieldPlayer = game.addChild(new MidfieldPlayer()); midfieldPlayer.x = 1024; midfieldPlayer.y = 1000; midfieldPlayer.homeX = 1024; midfieldPlayer.homeY = 1000; opponents.push(midfieldPlayer); // Forward player var forwardPlayer = game.addChild(new ForwardPlayer()); forwardPlayer.x = 1024; forwardPlayer.y = 1400; forwardPlayer.homeX = 1024; forwardPlayer.homeY = 1400; opponents.push(forwardPlayer); // Create goalkeepers var playerGoalkeeper = game.addChild(new Goalkeeper(true)); // Blue goalkeeper for player team playerGoalkeeper.x = 1024; playerGoalkeeper.y = 2500; // In front of player's goal playerGoalkeeper.originalX = 1024; playerGoalkeeper.originalY = 2500; var opponentGoalkeeper = game.addChild(new Goalkeeper(false)); // Red goalkeeper for opponent team opponentGoalkeeper.x = 1024; opponentGoalkeeper.y = 400; // In front of opponent's goal opponentGoalkeeper.originalX = 1024; opponentGoalkeeper.originalY = 400; // Ball kicking mechanics function kickBall(targetX, targetY, power) { var dx = targetX - ball.x; var dy = targetY - ball.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { var finalPower = power || Math.min(distance / 100, 15); // Properly detach ball from player first player.hasBall = false; ball.active = true; // Set cooldown to prevent immediate re-attachment ballDetachCooldown = ballDetachCooldownTime; // Apply velocity after detachment ball.velocityX = dx / distance * finalPower; ball.velocityY = dy / distance * finalPower; LK.getSound('kick').play(); } } // Touch controls for player movement and ball kicking game.down = function (x, y, obj) { // Always update last touch position for shot direction lastTouchX = x; lastTouchY = y; var playerDistance = Math.sqrt((x - player.x) * (x - player.x) + (y - player.y) * (y - player.y)); var ballDistance = Math.sqrt((x - ball.x) * (x - ball.x) + (y - ball.y) * (y - ball.y)); if (playerDistance < ballDistance) { // Move player dragNode = player; } else { // Start charging shot if player has ball if (player.hasBall) { shotChargeStart = Date.now(); isChargingShot = true; shotPower = 0; } } }; game.move = function (x, y, obj) { // Always update last touch position for shot direction lastTouchX = x; lastTouchY = y; if (dragNode && currentStamina > 0) { var dx = x - dragNode.x; var dy = y - dragNode.y; var distance = Math.sqrt(dx * dx + dy * dy); // Slow down movement and consume stamina - even slower when having ball var moveSpeed = player.hasBall ? 0.15 : 0.2; dragNode.x += dx * moveSpeed; dragNode.y += dy * moveSpeed; // Consume stamina based on movement if (distance > 5) { currentStamina -= staminaDrainRate; if (currentStamina < 0) currentStamina = 0; } } }; game.up = function (x, y, obj) { dragNode = null; // Handle shot release if (isChargingShot && player.hasBall) { var chargeTime = Date.now() - shotChargeStart; if (chargeTime >= minChargeTime) { // Release charged shot - use last touch position for direction kickBall(lastTouchX, lastTouchY, shotPower); } else { // Not charged enough, no shot } isChargingShot = false; shotPower = 0; } }; // Goal scoring function function scoreGoal(isPlayer) { if (isPlayer) { playerScore++; } else { opponentScore++; } scoreTxt.setText('Player: ' + playerScore + ' - Opponent: ' + opponentScore); LK.getSound('goal').play(); // Reset ball position ball.x = 1024; ball.y = 1366; ball.velocityX = 0; ball.velocityY = 0; } // Game update loop game.update = function () { // Update ball detach cooldown if (ballDetachCooldown > 0) { ballDetachCooldown -= 16; // Approximately 60 FPS if (ballDetachCooldown < 0) ballDetachCooldown = 0; } // Check if player is close to ball for interaction (only if cooldown expired) var playerToBallDistance = Math.sqrt((player.x - ball.x) * (player.x - ball.x) + (player.y - ball.y) * (player.y - ball.y)); if (playerToBallDistance < 80 && !player.hasBall && ballDetachCooldown <= 0) { player.hasBall = true; ball.active = false; ball.velocityX = 0; ball.velocityY = 0; } // If player has ball, make it stick to player if (player.hasBall && ball.active === false) { ball.x = player.x; ball.y = player.y - 50; } // Stamina regeneration when not moving var playerMoving = Math.abs(player.x - lastPlayerX) > 1 || Math.abs(player.y - lastPlayerY) > 1; if (!playerMoving && currentStamina < maxStamina) { currentStamina += staminaRegenRate; if (currentStamina > maxStamina) currentStamina = maxStamina; } // Update last position lastPlayerX = player.x; lastPlayerY = player.y; // Update stamina UI var staminaPercent = Math.round(currentStamina / maxStamina * 100); staminaTxt.setText('Stamina: ' + staminaPercent); // Change color based on stamina level if (staminaPercent > 50) { staminaTxt.fill = 0x00FF00; } else if (staminaPercent > 25) { staminaTxt.fill = 0xFFFF00; } else { staminaTxt.fill = 0xFF0000; } // Update shot charging if (isChargingShot && player.hasBall) { var chargeTime = Date.now() - shotChargeStart; if (chargeTime >= minChargeTime) { // Calculate shot power based on charge time var chargeProgress = Math.min((chargeTime - minChargeTime) / 1000, 1); // 1 second after minimum for max power shotPower = 5 + chargeProgress * maxShotPower; // Minimum 5, maximum 25 power var powerPercent = Math.round(chargeProgress * 100); shotPowerTxt.setText('Shot Power: ' + powerPercent + '%'); shotPowerTxt.fill = 0x00FF00; // Automatically kick ball forward when shot power reaches 100% if (powerPercent >= 100) { shotPower = 5 + maxShotPower; // Keep at maximum power shotPowerTxt.setText('Shot Power: 100%'); shotPowerTxt.fill = 0x00FF00; // Auto-kick ball forward when power reaches 100% var forwardX = player.x; var forwardY = player.y - 300; // Kick forward (up the field) kickBall(forwardX, forwardY, shotPower); isChargingShot = false; shotPower = 0; } } else { // Not charged enough yet var timeLeft = Math.ceil((minChargeTime - chargeTime) / 1000); shotPowerTxt.setText('Hold for ' + timeLeft + 's'); shotPowerTxt.fill = 0xFFFF00; } } else { shotPowerTxt.setText('Shot Power: 0%'); shotPowerTxt.fill = 0xFFFFFF; } // Check player goal scoring (opponent scores) if (ball.y > playerGoal.y - 50 && ball.x > playerGoal.x - 200 && ball.x < playerGoal.x + 200) { scoreGoal(false); LK.effects.flashObject(playerGoal, 0xFF0000, 500); } // Check opponent goal scoring (player scores) if (ball.y < opponentGoal.y + 50 && ball.x > opponentGoal.x - 200 && ball.x < opponentGoal.x + 200) { scoreGoal(true); LK.effects.flashObject(opponentGoal, 0x00FF00, 500); } // Check win condition if (playerScore >= 5) { LK.showYouWin(); } if (opponentScore >= 5) { LK.showGameOver(); } // Enhanced AI positioning based on ball location for (var i = 0; i < opponents.length; i++) { var opponent = opponents[i]; var ballThreatLevel = Math.sqrt((ball.x - 1024) * (ball.x - 1024) + (ball.y - 1366) * (ball.y - 1366)); // Adjust opponent aggression based on ball threat if (ballThreatLevel < 300) { // Ball is in center - all opponents become more aggressive if (opponent.role === 'defense') { opponent.speed = 4.5; opponent.maxDistance = 500; } else if (opponent.role === 'midfield') { opponent.speed = 3.5; } else if (opponent.role === 'forward') { opponent.speed = 4.2; } } else { // Ball is far - return to normal behavior if (opponent.role === 'defense') { opponent.speed = 4; opponent.maxDistance = 400; } else if (opponent.role === 'midfield') { opponent.speed = 3; } else if (opponent.role === 'forward') { opponent.speed = 3.5; } } } // Role-based AI is now handled in each player's update method // Defense, Midfield, and Forward players have their own specialized behaviors };
===================================================================
--- original.js
+++ change.js
@@ -847,8 +847,150 @@
self.speed = 3;
self.hasBall = false;
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;
+ self.update = function () {
+ // Update mode switching
+ self.modeSwitch += 16;
+ if (self.modeSwitch >= self.modeSwitchInterval) {
+ self.modeSwitch = 0;
+ self.isDefensiveMode = !self.isDefensiveMode;
+ // Change color based on mode
+ if (self.isDefensiveMode) {
+ tween(playerGraphics, {
+ tint: self.defensiveColor
+ }, {
+ duration: 300
+ });
+ } else {
+ tween(playerGraphics, {
+ tint: self.attackingColor
+ }, {
+ duration: 300
+ });
+ }
+ }
+ // Update Chameleon cooldown
+ self.chameleonCooldown += 16;
+ if (self.chameleonCooldown >= self.chameleonInterval) {
+ self.chameleonCooldown = 0;
+ self.activateChameleon();
+ }
+ var dx = ball.x - self.x;
+ var dy = ball.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ // Mode-based behavior
+ if (self.isDefensiveMode) {
+ // Defensive mode: stay back and intercept
+ if (distance < 300) {
+ var defensiveSpeed = self.speed * 0.8;
+ self.x += dx / distance * defensiveSpeed;
+ self.y += dy / distance * defensiveSpeed;
+ // Defensive tackle
+ if (distance < 80) {
+ var clearX = ball.x < 1024 ? ball.x - 300 : ball.x + 300;
+ var clearY = ball.y - 200;
+ var clearDx = clearX - ball.x;
+ var clearDy = clearY - ball.y;
+ var clearDist = Math.sqrt(clearDx * clearDx + clearDy * clearDy);
+ if (clearDist > 0) {
+ ball.velocityX = clearDx / clearDist * 8;
+ ball.velocityY = clearDy / clearDist * 8;
+ }
+ }
+ } else {
+ // Return to defensive position
+ 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;
+ }
+ }
+ } else {
+ // Attacking mode: chase ball aggressively
+ if (distance < 400) {
+ var attackSpeed = self.speed * 1.3;
+ self.x += dx / distance * attackSpeed;
+ self.y += dy / distance * attackSpeed;
+ // Attack shot
+ if (distance < 80) {
+ var goalDx = opponentGoal.x - ball.x;
+ var goalDy = opponentGoal.y - ball.y;
+ var goalDistance = Math.sqrt(goalDx * goalDx + goalDy * goalDy);
+ if (goalDistance > 0) {
+ ball.velocityX = goalDx / goalDistance * 12;
+ ball.velocityY = goalDy / goalDistance * 12;
+ }
+ }
+ }
+ }
+ };
+ self.activateChameleon = function () {
+ // Find random NPC to copy stats from
+ var availableNPCs = [];
+ for (var i = 0; i < opponents.length; i++) {
+ availableNPCs.push(opponents[i]);
+ }
+ 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
+ };
+ // Apply copied stats
+ self.speed = self.copiedStats.speed;
+ // 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 SoccerBall = Container.expand(function () {
var self = Container.call(this);
var ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
@@ -976,8 +1118,14 @@
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;
// Midfield player
var midfieldPlayer = game.addChild(new MidfieldPlayer());
midfieldPlayer.x = 1024;
midfieldPlayer.y = 1000;