/****
* Classes
****/
// Class for the bullet
var Bullet = Container.expand(function () {
  var self = Container.call(this);
  var bulletGraphics = self.attachAsset('bullet', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = -15;
  self.update = function () {
    self.y += self.speed;
    if (self.y < -self.height) {
      self.destroy();
    }
  };
});
// Class for the enemy
var Enemy = Container.expand(function () {
  var self = Container.call(this);
  var enemyGraphics = self.attachAsset('enemy', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = 5;
  self.update = function () {
    self.y += self.speed;
    if (self.y > 2732) {
      self.y = -self.height;
      self.x = Math.random() * 2048;
    }
  };
});
//<Assets used in the game will automatically appear here>
// Class for the player character
var Player = Container.expand(function () {
  var self = Container.call(this);
  var playerGraphics = self.attachAsset('player', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = 10;
  self.update = function () {
    // Player update logic
  };
  self.move = function (x, y) {
    self.x = x;
    self.y = y;
  };
});
/****
* Initialize Game
****/
var game = new LK.Game({
  backgroundColor: 0x000000 //Init game with black background 
});
/****
* Game Code
****/
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 200;
// Initialize enemies
var enemies = [];
for (var i = 0; i < 5; i++) {
  var enemy = new Enemy();
  enemy.x = Math.random() * 2048;
  enemy.y = Math.random() * -2732;
  enemies.push(enemy);
  game.addChild(enemy);
}
// Initialize bullets
var bullets = [];
// Handle player movement
game.move = function (x, y, obj) {
  player.move(x, y);
};
// Handle shooting
game.down = function (x, y, obj) {
  var bullet = new Bullet();
  bullet.x = player.x;
  bullet.y = player.y;
  bullets.push(bullet);
  game.addChild(bullet);
};
// Update game state
game.update = function () {
  // Update player
  player.update();
  // Update enemies
  for (var i = 0; i < enemies.length; i++) {
    enemies[i].update();
  }
  // Update bullets
  for (var j = 0; j < bullets.length; j++) {
    bullets[j].update();
  }
  // Check for collisions
  for (var k = 0; k < bullets.length; k++) {
    for (var l = 0; l < enemies.length; l++) {
      if (bullets[k].intersects(enemies[l])) {
        bullets[k].destroy();
        enemies[l].destroy();
        bullets.splice(k, 1);
        enemies.splice(l, 1);
        break;
      }
    }
  }
}; /****
* Classes
****/
// Class for the bullet
var Bullet = Container.expand(function () {
  var self = Container.call(this);
  var bulletGraphics = self.attachAsset('bullet', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = -15;
  self.update = function () {
    self.y += self.speed;
    if (self.y < -self.height) {
      self.destroy();
    }
  };
});
// Class for the enemy
var Enemy = Container.expand(function () {
  var self = Container.call(this);
  var enemyGraphics = self.attachAsset('enemy', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = 5;
  self.update = function () {
    self.y += self.speed;
    if (self.y > 2732) {
      self.y = -self.height;
      self.x = Math.random() * 2048;
    }
  };
});
//<Assets used in the game will automatically appear here>
// Class for the player character
var Player = Container.expand(function () {
  var self = Container.call(this);
  var playerGraphics = self.attachAsset('player', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = 10;
  self.update = function () {
    // Player update logic
  };
  self.move = function (x, y) {
    self.x = x;
    self.y = y;
  };
});
/****
* Initialize Game
****/
var game = new LK.Game({
  backgroundColor: 0x000000 //Init game with black background 
});
/****
* Game Code
****/
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 200;
// Initialize enemies
var enemies = [];
for (var i = 0; i < 5; i++) {
  var enemy = new Enemy();
  enemy.x = Math.random() * 2048;
  enemy.y = Math.random() * -2732;
  enemies.push(enemy);
  game.addChild(enemy);
}
// Initialize bullets
var bullets = [];
// Handle player movement
game.move = function (x, y, obj) {
  player.move(x, y);
};
// Handle shooting
game.down = function (x, y, obj) {
  var bullet = new Bullet();
  bullet.x = player.x;
  bullet.y = player.y;
  bullets.push(bullet);
  game.addChild(bullet);
};
// Update game state
game.update = function () {
  // Update player
  player.update();
  // Update enemies
  for (var i = 0; i < enemies.length; i++) {
    enemies[i].update();
  }
  // Update bullets
  for (var j = 0; j < bullets.length; j++) {
    bullets[j].update();
  }
  // Check for collisions
  for (var k = 0; k < bullets.length; k++) {
    for (var l = 0; l < enemies.length; l++) {
      if (bullets[k].intersects(enemies[l])) {
        bullets[k].destroy();
        enemies[l].destroy();
        bullets.splice(k, 1);
        enemies.splice(l, 1);
        break;
      }
    }
  }
};