/****
* Classes
****/
// Dice class
var Dice = Container.expand(function () {
  var self = Container.call(this);
  var diceGraphics = self.attachAsset('dice', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.roll = function () {
    // Roll animation logic
  };
  self.on('down', function (obj) {
    self.roll();
  });
});
// Coin class
var Coin = Container.expand(function () {
  var self = Container.call(this);
  var coinGraphics = self.attachAsset('coin', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.collect = function () {
    // Coin collection logic
  };
});
// PowerUp class
var PowerUp = Container.expand(function () {
  var self = Container.call(this);
  var powerUpGraphics = self.attachAsset('powerUp', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.activate = function () {
    // Power-up activation logic
  };
});
/****
* Initialize Game
****/
var game = new LK.Game({
  backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize game elements
// Define assets for dice, coins, and power-ups
var dice = game.addChild(new Dice());
dice.x = game.width / 2;
dice.y = game.height / 2;
var coins = [];
var powerUps = [];
// Game score
var score = 0;
var scoreTxt = new Text2(score.toString(), {
  size: 150,
  fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Game logic
LK.on('tick', function () {
  // Update game elements
  updateCoins();
  updatePowerUps();
});
function updateCoins() {
  // Logic to move and collect coins
  for (var i = coins.length - 1; i >= 0; i--) {
    var coin = coins[i];
    coin.y += 2; // Move coin downwards
    if (coin.y > game.height) {
      coin.destroy();
      coins.splice(i, 1);
    } else if (dice.intersects(coin)) {
      coin.collect();
      score += 10; // Increment score
      scoreTxt.setText(score.toString());
      coin.destroy();
      coins.splice(i, 1);
    }
  }
}
function updatePowerUps() {
  // Logic to move and activate power-ups
  for (var i = powerUps.length - 1; i >= 0; i--) {
    var powerUp = powerUps[i];
    powerUp.y += 1; // Move power-up downwards
    if (powerUp.y > game.height) {
      powerUp.destroy();
      powerUps.splice(i, 1);
    } else if (dice.intersects(powerUp)) {
      powerUp.activate();
      powerUp.destroy();
      powerUps.splice(i, 1);
    }
  }
}
// Touch event to roll the dice
game.on('down', function (obj) {
  var touchPos = obj.event.getLocalPosition(game);
  dice.x = touchPos.x;
  dice.y = touchPos.y;
  dice.roll();
});
// Spawn coins and power-ups
LK.setInterval(function () {
  var coin = new Coin();
  coin.x = Math.random() * game.width;
  coin.y = -50;
  coins.push(coin);
  game.addChild(coin);
}, 1000);
LK.setInterval(function () {
  var powerUp = new PowerUp();
  powerUp.x = Math.random() * game.width;
  powerUp.y = -50;
  powerUps.push(powerUp);
  game.addChild(powerUp);
}, 5000); /****
* Classes
****/
// Dice class
var Dice = Container.expand(function () {
  var self = Container.call(this);
  var diceGraphics = self.attachAsset('dice', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.roll = function () {
    // Roll animation logic
  };
  self.on('down', function (obj) {
    self.roll();
  });
});
// Coin class
var Coin = Container.expand(function () {
  var self = Container.call(this);
  var coinGraphics = self.attachAsset('coin', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.collect = function () {
    // Coin collection logic
  };
});
// PowerUp class
var PowerUp = Container.expand(function () {
  var self = Container.call(this);
  var powerUpGraphics = self.attachAsset('powerUp', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.activate = function () {
    // Power-up activation logic
  };
});
/****
* Initialize Game
****/
var game = new LK.Game({
  backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize game elements
// Define assets for dice, coins, and power-ups
var dice = game.addChild(new Dice());
dice.x = game.width / 2;
dice.y = game.height / 2;
var coins = [];
var powerUps = [];
// Game score
var score = 0;
var scoreTxt = new Text2(score.toString(), {
  size: 150,
  fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Game logic
LK.on('tick', function () {
  // Update game elements
  updateCoins();
  updatePowerUps();
});
function updateCoins() {
  // Logic to move and collect coins
  for (var i = coins.length - 1; i >= 0; i--) {
    var coin = coins[i];
    coin.y += 2; // Move coin downwards
    if (coin.y > game.height) {
      coin.destroy();
      coins.splice(i, 1);
    } else if (dice.intersects(coin)) {
      coin.collect();
      score += 10; // Increment score
      scoreTxt.setText(score.toString());
      coin.destroy();
      coins.splice(i, 1);
    }
  }
}
function updatePowerUps() {
  // Logic to move and activate power-ups
  for (var i = powerUps.length - 1; i >= 0; i--) {
    var powerUp = powerUps[i];
    powerUp.y += 1; // Move power-up downwards
    if (powerUp.y > game.height) {
      powerUp.destroy();
      powerUps.splice(i, 1);
    } else if (dice.intersects(powerUp)) {
      powerUp.activate();
      powerUp.destroy();
      powerUps.splice(i, 1);
    }
  }
}
// Touch event to roll the dice
game.on('down', function (obj) {
  var touchPos = obj.event.getLocalPosition(game);
  dice.x = touchPos.x;
  dice.y = touchPos.y;
  dice.roll();
});
// Spawn coins and power-ups
LK.setInterval(function () {
  var coin = new Coin();
  coin.x = Math.random() * game.width;
  coin.y = -50;
  coins.push(coin);
  game.addChild(coin);
}, 1000);
LK.setInterval(function () {
  var powerUp = new PowerUp();
  powerUp.x = Math.random() * game.width;
  powerUp.y = -50;
  powerUps.push(powerUp);
  game.addChild(powerUp);
}, 5000);