/****
* Classes
****/
// Car class
var Car = Container.expand(function () {
  var self = Container.call(this);
  var carGraphics = self.attachAsset('car', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = 3;
  self.update = function () {
    // Car movement logic goes here
  };
});
// Mission class
var Mission = Container.expand(function () {
  var self = Container.call(this);
  var missionGraphics = self.attachAsset('mission', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.update = function () {
    // Mission logic goes here
  };
});
// The assets will be automatically created and loaded by the LK engine
// Player class
var Player = Container.expand(function () {
  var self = Container.call(this);
  var playerGraphics = self.attachAsset('player', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = 5;
  self.update = function () {
    // Player movement logic goes here
  };
});
/****
* Initialize Game
****/
var game = new LK.Game({
  backgroundColor: 0x000000 //Init game with black background 
});
/****
* Game Code
****/
// Initialize player, cars and missions
var player = game.addChild(new Player());
var cars = [];
var missions = [];
// Position player at the center of the screen
player.x = 2048 / 2;
player.y = 2732 / 2;
// Game update function
game.update = function () {
  // Game logic goes here
  // For example, check if player intersects with cars or missions
  for (var i = 0; i < cars.length; i++) {
    if (player.intersects(cars[i])) {
      // Player car collision logic goes here
    }
  }
  for (var i = 0; i < missions.length; i++) {
    if (player.intersects(missions[i])) {
      // Player mission interaction logic goes here
    }
  }
};
// Game touch events
game.down = function (x, y, obj) {
  // Touch down logic goes here
  // For example, move player towards touch position
  player.x = x;
  player.y = y;
};
game.move = function (x, y, obj) {
  // Touch move logic goes here
  // For example, move player towards touch position
  player.x = x;
  player.y = y;
};
game.up = function (x, y, obj) {
  // Touch up logic goes here
}; /****
* Classes
****/
// Car class
var Car = Container.expand(function () {
  var self = Container.call(this);
  var carGraphics = self.attachAsset('car', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = 3;
  self.update = function () {
    // Car movement logic goes here
  };
});
// Mission class
var Mission = Container.expand(function () {
  var self = Container.call(this);
  var missionGraphics = self.attachAsset('mission', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.update = function () {
    // Mission logic goes here
  };
});
// The assets will be automatically created and loaded by the LK engine
// Player class
var Player = Container.expand(function () {
  var self = Container.call(this);
  var playerGraphics = self.attachAsset('player', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = 5;
  self.update = function () {
    // Player movement logic goes here
  };
});
/****
* Initialize Game
****/
var game = new LK.Game({
  backgroundColor: 0x000000 //Init game with black background 
});
/****
* Game Code
****/
// Initialize player, cars and missions
var player = game.addChild(new Player());
var cars = [];
var missions = [];
// Position player at the center of the screen
player.x = 2048 / 2;
player.y = 2732 / 2;
// Game update function
game.update = function () {
  // Game logic goes here
  // For example, check if player intersects with cars or missions
  for (var i = 0; i < cars.length; i++) {
    if (player.intersects(cars[i])) {
      // Player car collision logic goes here
    }
  }
  for (var i = 0; i < missions.length; i++) {
    if (player.intersects(missions[i])) {
      // Player mission interaction logic goes here
    }
  }
};
// Game touch events
game.down = function (x, y, obj) {
  // Touch down logic goes here
  // For example, move player towards touch position
  player.x = x;
  player.y = y;
};
game.move = function (x, y, obj) {
  // Touch move logic goes here
  // For example, move player towards touch position
  player.x = x;
  player.y = y;
};
game.up = function (x, y, obj) {
  // Touch up logic goes here
};