/**** 
* Classes
****/ 
// Assets will be automatically created and loaded during gameplay
// Bullet class
var Bullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletGraphics = self.attachAsset('bullet', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = -10;
	self.update = function () {
		self.y += self.speed;
	};
});
// Enemy class
var Enemy = Container.expand(function () {
	var self = Container.call(this);
	var enemyGraphics = self.attachAsset('enemy', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 2;
	self.update = function () {
		self.y += self.speed;
	};
});
// Player class
var Player = Container.expand(function () {
	var self = Container.call(this);
	var playerGraphics = self.attachAsset('player', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.shoot = function () {
		var newBullet = new Bullet();
		newBullet.x = self.x;
		newBullet.y = self.y - playerGraphics.height / 2;
		bullets.push(newBullet);
		game.addChild(newBullet);
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 // Init game with black background
});
/**** 
* Game Code
****/ 
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 200;
var bullets = [];
var enemies = [];
var score = 0;
var scoreTxt = new Text2('0', {
	size: 150,
	fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
game.down = function (x, y, obj) {
	player.shoot();
};
game.move = function (x, y, obj) {
	player.x = x;
};
game.update = function () {
	for (var i = bullets.length - 1; i >= 0; i--) {
		bullets[i].update();
		if (bullets[i].y < -50) {
			bullets[i].destroy();
			bullets.splice(i, 1);
		}
	}
	for (var j = enemies.length - 1; j >= 0; j--) {
		enemies[j].update();
		if (enemies[j].y > 2732 + 50) {
			enemies[j].destroy();
			enemies.splice(j, 1);
		}
	}
	for (var k = bullets.length - 1; k >= 0; k--) {
		for (var l = enemies.length - 1; l >= 0; l--) {
			if (bullets[k] && enemies[l] && bullets[k].intersects(enemies[l])) {
				bullets[k].destroy();
				enemies[l].destroy();
				bullets.splice(k, 1);
				enemies.splice(l, 1);
				score += 1;
				scoreTxt.setText(score);
				break;
			}
		}
	}
	if (LK.ticks % 60 == 0) {
		var newEnemy = new Enemy();
		newEnemy.x = Math.random() * 2048;
		newEnemy.y = -50;
		enemies.push(newEnemy);
		game.addChild(newEnemy);
	}
}; /**** 
* Classes
****/ 
// Assets will be automatically created and loaded during gameplay
// Bullet class
var Bullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletGraphics = self.attachAsset('bullet', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = -10;
	self.update = function () {
		self.y += self.speed;
	};
});
// Enemy class
var Enemy = Container.expand(function () {
	var self = Container.call(this);
	var enemyGraphics = self.attachAsset('enemy', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 2;
	self.update = function () {
		self.y += self.speed;
	};
});
// Player class
var Player = Container.expand(function () {
	var self = Container.call(this);
	var playerGraphics = self.attachAsset('player', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.shoot = function () {
		var newBullet = new Bullet();
		newBullet.x = self.x;
		newBullet.y = self.y - playerGraphics.height / 2;
		bullets.push(newBullet);
		game.addChild(newBullet);
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 // Init game with black background
});
/**** 
* Game Code
****/ 
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 200;
var bullets = [];
var enemies = [];
var score = 0;
var scoreTxt = new Text2('0', {
	size: 150,
	fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
game.down = function (x, y, obj) {
	player.shoot();
};
game.move = function (x, y, obj) {
	player.x = x;
};
game.update = function () {
	for (var i = bullets.length - 1; i >= 0; i--) {
		bullets[i].update();
		if (bullets[i].y < -50) {
			bullets[i].destroy();
			bullets.splice(i, 1);
		}
	}
	for (var j = enemies.length - 1; j >= 0; j--) {
		enemies[j].update();
		if (enemies[j].y > 2732 + 50) {
			enemies[j].destroy();
			enemies.splice(j, 1);
		}
	}
	for (var k = bullets.length - 1; k >= 0; k--) {
		for (var l = enemies.length - 1; l >= 0; l--) {
			if (bullets[k] && enemies[l] && bullets[k].intersects(enemies[l])) {
				bullets[k].destroy();
				enemies[l].destroy();
				bullets.splice(k, 1);
				enemies.splice(l, 1);
				score += 1;
				scoreTxt.setText(score);
				break;
			}
		}
	}
	if (LK.ticks % 60 == 0) {
		var newEnemy = new Enemy();
		newEnemy.x = Math.random() * 2048;
		newEnemy.y = -50;
		enemies.push(newEnemy);
		game.addChild(newEnemy);
	}
};