/**** 
* 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;
		}
	}
}; /**** 
* 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;
		}
	}
};