/**** 
* Classes
****/ 
// Define the BadPaper class
var BadPaper = Container.expand(function () {
	var self = Container.call(this);
	var paperGraphics = self.attachAsset('badPaper', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 2,
		scaleY: 2
	});
	self.update = function () {
		// BadPaper specific update logic
	};
	self.containsPoint = function (point) {
		return point.x >= self.x && point.x <= self.x + self.width && point.y >= self.y && point.y <= self.y + self.height;
	};
});
// Define the Guard class
var Guard = Container.expand(function () {
	var self = Container.call(this);
	var guardGraphics = self.attachAsset('guard', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		// Guard specific update logic
	};
});
//<Assets used in the game will automatically appear here>
// Define the Paper class
var Paper = Container.expand(function () {
	var self = Container.call(this);
	var paperGraphics = self.attachAsset('paper', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 2,
		scaleY: 2
	});
	self.update = function () {
		// Paper specific update logic
	};
	self.containsPoint = function (point) {
		return point.x >= self.x && point.x <= self.x + self.width && point.y >= self.y && point.y <= self.y + self.height;
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game();
/**** 
* Game Code
****/ 
var background = game.addChildAt(LK.getAsset('background', {
	anchorX: 0.0,
	anchorY: 0.0
}), 0);
background.zIndex = -1;
// Initialize arrays and variables
var papers = [];
var score = 0;
var scoreTxt = new Text2('0', {
	size: 150,
	fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Create the guard and position it
var guard = new Guard();
guard.x = 2048 / 2;
guard.y = 2732 - 200;
game.addChild(guard);
// Function to handle paper acceptance
function acceptPaper(paper) {
	paperGraphics = paper.attachAsset('completedPaper', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 2,
		scaleY: 2
	});
	LK.setTimeout(function () {
		paper.destroy();
		papers.splice(papers.indexOf(paper), 1);
	}, 500);
	if (paper instanceof BadPaper) {
		score -= 1;
		scoreTxt.setText(score);
		LK.setScore(LK.getScore() - 1);
	} else {
		score += 1;
		scoreTxt.setText(score);
		LK.setScore(LK.getScore() + 1);
		paperGraphics = paper.attachAsset('completedPaper', {
			anchorX: 0.5,
			anchorY: 0.5,
			scaleX: 2,
			scaleY: 2
		});
	}
}
// Function to handle paper rejection
function rejectPaper(paper) {
	paper.destroy();
	papers.splice(papers.indexOf(paper), 1);
	if (paper instanceof BadPaper == true) {
		score += 3;
	}
	score -= 3;
	scoreTxt.setText(score);
}
// Function to create a new paper
function createPaper() {
	var newPaper;
	if (Math.random() < 0.3) {
		// 10% chance to create a bad paper
		newPaper = new BadPaper();
	} else {
		newPaper = new Paper();
	}
	newPaper.x = Math.random() * 2048;
	newPaper.y = 0;
	papers.push(newPaper);
	game.addChildAt(newPaper, 1);
}
// Event listener for moving the guard
game.move = function (x, y, obj) {
	guard.x = x;
	guard.y = y;
};
// Event listener for rejecting papers
game.down = function (x, y, obj) {
	var localPos = game.toLocal(obj.global);
	papers.forEach(function (paper) {
		if (paper.containsPoint({
			x: localPos.x,
			y: localPos.y
		})) {
			if (paper instanceof BadPaper) {
				LK.showGameOver();
			} else {
				acceptPaper(paper);
			}
		}
	});
};
// Update function to handle game logic
game.update = function () {
	// Create a new paper every 60 ticks
	if (LK.ticks % 30 == 0) {
		createPaper();
	}
	// Update all papers
	papers.forEach(function (paper) {
		paper.y += 5; // Move paper downwards
		if (paper.y > 2732) {
			rejectPaper(paper); // Reject paper if it goes off screen
		}
	});
	// Stop the game if the score is less than 0
	if (score < 0) {
		LK.showGameOver();
	}
}; /**** 
* Classes
****/ 
// Define the BadPaper class
var BadPaper = Container.expand(function () {
	var self = Container.call(this);
	var paperGraphics = self.attachAsset('badPaper', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 2,
		scaleY: 2
	});
	self.update = function () {
		// BadPaper specific update logic
	};
	self.containsPoint = function (point) {
		return point.x >= self.x && point.x <= self.x + self.width && point.y >= self.y && point.y <= self.y + self.height;
	};
});
// Define the Guard class
var Guard = Container.expand(function () {
	var self = Container.call(this);
	var guardGraphics = self.attachAsset('guard', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		// Guard specific update logic
	};
});
//<Assets used in the game will automatically appear here>
// Define the Paper class
var Paper = Container.expand(function () {
	var self = Container.call(this);
	var paperGraphics = self.attachAsset('paper', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 2,
		scaleY: 2
	});
	self.update = function () {
		// Paper specific update logic
	};
	self.containsPoint = function (point) {
		return point.x >= self.x && point.x <= self.x + self.width && point.y >= self.y && point.y <= self.y + self.height;
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game();
/**** 
* Game Code
****/ 
var background = game.addChildAt(LK.getAsset('background', {
	anchorX: 0.0,
	anchorY: 0.0
}), 0);
background.zIndex = -1;
// Initialize arrays and variables
var papers = [];
var score = 0;
var scoreTxt = new Text2('0', {
	size: 150,
	fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Create the guard and position it
var guard = new Guard();
guard.x = 2048 / 2;
guard.y = 2732 - 200;
game.addChild(guard);
// Function to handle paper acceptance
function acceptPaper(paper) {
	paperGraphics = paper.attachAsset('completedPaper', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 2,
		scaleY: 2
	});
	LK.setTimeout(function () {
		paper.destroy();
		papers.splice(papers.indexOf(paper), 1);
	}, 500);
	if (paper instanceof BadPaper) {
		score -= 1;
		scoreTxt.setText(score);
		LK.setScore(LK.getScore() - 1);
	} else {
		score += 1;
		scoreTxt.setText(score);
		LK.setScore(LK.getScore() + 1);
		paperGraphics = paper.attachAsset('completedPaper', {
			anchorX: 0.5,
			anchorY: 0.5,
			scaleX: 2,
			scaleY: 2
		});
	}
}
// Function to handle paper rejection
function rejectPaper(paper) {
	paper.destroy();
	papers.splice(papers.indexOf(paper), 1);
	if (paper instanceof BadPaper == true) {
		score += 3;
	}
	score -= 3;
	scoreTxt.setText(score);
}
// Function to create a new paper
function createPaper() {
	var newPaper;
	if (Math.random() < 0.3) {
		// 10% chance to create a bad paper
		newPaper = new BadPaper();
	} else {
		newPaper = new Paper();
	}
	newPaper.x = Math.random() * 2048;
	newPaper.y = 0;
	papers.push(newPaper);
	game.addChildAt(newPaper, 1);
}
// Event listener for moving the guard
game.move = function (x, y, obj) {
	guard.x = x;
	guard.y = y;
};
// Event listener for rejecting papers
game.down = function (x, y, obj) {
	var localPos = game.toLocal(obj.global);
	papers.forEach(function (paper) {
		if (paper.containsPoint({
			x: localPos.x,
			y: localPos.y
		})) {
			if (paper instanceof BadPaper) {
				LK.showGameOver();
			} else {
				acceptPaper(paper);
			}
		}
	});
};
// Update function to handle game logic
game.update = function () {
	// Create a new paper every 60 ticks
	if (LK.ticks % 30 == 0) {
		createPaper();
	}
	// Update all papers
	papers.forEach(function (paper) {
		paper.y += 5; // Move paper downwards
		if (paper.y > 2732) {
			rejectPaper(paper); // Reject paper if it goes off screen
		}
	});
	// Stop the game if the score is less than 0
	if (score < 0) {
		LK.showGameOver();
	}
};