/**** 
* Classes
****/ 
// Assets will be automatically created and loaded by the LK engine based on their usage in the code.
// Bullet class for both player and enemy bullets
var Bullet = Container.expand(function (type) {
	var self = Container.call(this);
	var bulletGraphics = self.attachAsset(type === 'player' ? 'playerBullet' : 'enemyBullet', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = type === 'player' ? -10 : 10; // Player bullets move up, enemy bullets move down
	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.shoot = function () {
		var bullet = new Bullet('enemy');
		bullet.x = self.x;
		bullet.y = self.y + enemyGraphics.height / 2;
		game.addChild(bullet);
		enemyBullets.push(bullet);
	};
});
// 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 bullet = new Bullet('player');
		bullet.x = self.x;
		bullet.y = self.y - playerGraphics.height / 2;
		game.addChild(bullet);
		playerBullets.push(bullet);
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 // Init game with black background
});
/**** 
* Game Code
****/ 
var player = new Player();
player.x = 2048 / 2;
player.y = 2732 - 200;
game.addChild(player);
// Initialize player movement
game.move = function (x, y, obj) {
	player.x = x;
	player.y = y;
};
var enemies = [];
var playerBullets = [];
var enemyBullets = [];
// Create enemies
for (var i = 0; i < 5; i++) {
	var enemy = new Enemy();
	enemy.x = 400 + i * 300;
	enemy.y = 200;
	game.addChild(enemy);
	enemies.push(enemy);
}
// Handle player shooting
game.down = function (x, y, obj) {
	player.shoot();
};
// Game update loop
game.update = function () {
	// Update player position based on touch input
	game.move = function (x, y, obj) {
		player.x = x;
		player.y = y;
	};
	// Update player bullets
	for (var i = playerBullets.length - 1; i >= 0; i--) {
		playerBullets[i].update();
		if (playerBullets[i].y < -50) {
			playerBullets[i].destroy();
			playerBullets.splice(i, 1);
		}
	}
	// Update enemy bullets
	for (var i = enemyBullets.length - 1; i >= 0; i--) {
		enemyBullets[i].update();
		if (enemyBullets[i].y > 2732 + 50) {
			enemyBullets[i].destroy();
			enemyBullets.splice(i, 1);
		}
	}
	// Enemy shooting logic
	if (LK.ticks % 60 === 0) {
		// Enemies shoot every second
		enemies.forEach(function (enemy) {
			enemy.shoot();
		});
	}
	// Check for collisions between player bullets and enemies
	for (var i = playerBullets.length - 1; i >= 0; i--) {
		for (var j = enemies.length - 1; j >= 0; j--) {
			if (playerBullets[i].intersects(enemies[j])) {
				playerBullets[i].destroy();
				playerBullets.splice(i, 1);
				enemies[j].destroy();
				enemies.splice(j, 1);
				break;
			}
		}
	}
	// Check for collisions between enemy bullets and player
	for (var i = enemyBullets.length - 1; i >= 0; i--) {
		if (enemyBullets[i].intersects(player)) {
			LK.effects.flashScreen(0xff0000, 1000);
			LK.showGameOver();
			break;
		}
	}
}; ===================================================================
--- original.js
+++ change.js
@@ -1,122 +1,132 @@
-/****
+/**** 
 * Classes
-****/
+****/ 
 // Assets will be automatically created and loaded by the LK engine based on their usage in the code.
 // Bullet class for both player and enemy bullets
 var Bullet = Container.expand(function (type) {
-  var self = Container.call(this);
-  var bulletGraphics = self.attachAsset(type === 'player' ? 'playerBullet' : 'enemyBullet', {
-    anchorX: 0.5,
-    anchorY: 0.5
-  });
-  self.speed = type === 'player' ? -10 : 10; // Player bullets move up, enemy bullets move down
-  self.update = function () {
-    self.y += self.speed;
-  };
+	var self = Container.call(this);
+	var bulletGraphics = self.attachAsset(type === 'player' ? 'playerBullet' : 'enemyBullet', {
+		anchorX: 0.5,
+		anchorY: 0.5
+	});
+	self.speed = type === 'player' ? -10 : 10; // Player bullets move up, enemy bullets move down
+	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.shoot = function () {
-    var bullet = new Bullet('enemy');
-    bullet.x = self.x;
-    bullet.y = self.y + enemyGraphics.height / 2;
-    game.addChild(bullet);
-    enemyBullets.push(bullet);
-  };
+	var self = Container.call(this);
+	var enemyGraphics = self.attachAsset('enemy', {
+		anchorX: 0.5,
+		anchorY: 0.5
+	});
+	self.shoot = function () {
+		var bullet = new Bullet('enemy');
+		bullet.x = self.x;
+		bullet.y = self.y + enemyGraphics.height / 2;
+		game.addChild(bullet);
+		enemyBullets.push(bullet);
+	};
 });
 // 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 bullet = new Bullet('player');
-    bullet.x = self.x;
-    bullet.y = self.y - playerGraphics.height / 2;
-    game.addChild(bullet);
-    playerBullets.push(bullet);
-  };
+	var self = Container.call(this);
+	var playerGraphics = self.attachAsset('player', {
+		anchorX: 0.5,
+		anchorY: 0.5
+	});
+	self.shoot = function () {
+		var bullet = new Bullet('player');
+		bullet.x = self.x;
+		bullet.y = self.y - playerGraphics.height / 2;
+		game.addChild(bullet);
+		playerBullets.push(bullet);
+	};
 });
 
-/****
+/**** 
 * Initialize Game
-****/
+****/ 
 var game = new LK.Game({
-  backgroundColor: 0x000000 // Init game with black background
+	backgroundColor: 0x000000 // Init game with black background
 });
 
-/****
+/**** 
 * Game Code
-****/
+****/ 
 var player = new Player();
 player.x = 2048 / 2;
 player.y = 2732 - 200;
 game.addChild(player);
+// Initialize player movement
+game.move = function (x, y, obj) {
+	player.x = x;
+	player.y = y;
+};
 var enemies = [];
 var playerBullets = [];
 var enemyBullets = [];
 // Create enemies
 for (var i = 0; i < 5; i++) {
-  var enemy = new Enemy();
-  enemy.x = 400 + i * 300;
-  enemy.y = 200;
-  game.addChild(enemy);
-  enemies.push(enemy);
+	var enemy = new Enemy();
+	enemy.x = 400 + i * 300;
+	enemy.y = 200;
+	game.addChild(enemy);
+	enemies.push(enemy);
 }
 // Handle player shooting
 game.down = function (x, y, obj) {
-  player.shoot();
+	player.shoot();
 };
 // Game update loop
 game.update = function () {
-  // Update player bullets
-  for (var i = playerBullets.length - 1; i >= 0; i--) {
-    playerBullets[i].update();
-    if (playerBullets[i].y < -50) {
-      playerBullets[i].destroy();
-      playerBullets.splice(i, 1);
-    }
-  }
-  // Update enemy bullets
-  for (var i = enemyBullets.length - 1; i >= 0; i--) {
-    enemyBullets[i].update();
-    if (enemyBullets[i].y > 2732 + 50) {
-      enemyBullets[i].destroy();
-      enemyBullets.splice(i, 1);
-    }
-  }
-  // Enemy shooting logic
-  if (LK.ticks % 60 === 0) {
-    // Enemies shoot every second
-    enemies.forEach(function (enemy) {
-      enemy.shoot();
-    });
-  }
-  // Check for collisions between player bullets and enemies
-  for (var i = playerBullets.length - 1; i >= 0; i--) {
-    for (var j = enemies.length - 1; j >= 0; j--) {
-      if (playerBullets[i].intersects(enemies[j])) {
-        playerBullets[i].destroy();
-        playerBullets.splice(i, 1);
-        enemies[j].destroy();
-        enemies.splice(j, 1);
-        break;
-      }
-    }
-  }
-  // Check for collisions between enemy bullets and player
-  for (var i = enemyBullets.length - 1; i >= 0; i--) {
-    if (enemyBullets[i].intersects(player)) {
-      LK.effects.flashScreen(0xff0000, 1000);
-      LK.showGameOver();
-      break;
-    }
-  }
+	// Update player position based on touch input
+	game.move = function (x, y, obj) {
+		player.x = x;
+		player.y = y;
+	};
+	// Update player bullets
+	for (var i = playerBullets.length - 1; i >= 0; i--) {
+		playerBullets[i].update();
+		if (playerBullets[i].y < -50) {
+			playerBullets[i].destroy();
+			playerBullets.splice(i, 1);
+		}
+	}
+	// Update enemy bullets
+	for (var i = enemyBullets.length - 1; i >= 0; i--) {
+		enemyBullets[i].update();
+		if (enemyBullets[i].y > 2732 + 50) {
+			enemyBullets[i].destroy();
+			enemyBullets.splice(i, 1);
+		}
+	}
+	// Enemy shooting logic
+	if (LK.ticks % 60 === 0) {
+		// Enemies shoot every second
+		enemies.forEach(function (enemy) {
+			enemy.shoot();
+		});
+	}
+	// Check for collisions between player bullets and enemies
+	for (var i = playerBullets.length - 1; i >= 0; i--) {
+		for (var j = enemies.length - 1; j >= 0; j--) {
+			if (playerBullets[i].intersects(enemies[j])) {
+				playerBullets[i].destroy();
+				playerBullets.splice(i, 1);
+				enemies[j].destroy();
+				enemies.splice(j, 1);
+				break;
+			}
+		}
+	}
+	// Check for collisions between enemy bullets and player
+	for (var i = enemyBullets.length - 1; i >= 0; i--) {
+		if (enemyBullets[i].intersects(player)) {
+			LK.effects.flashScreen(0xff0000, 1000);
+			LK.showGameOver();
+			break;
+		}
+	}
 };
\ No newline at end of file