/****
* Classes
****/
// 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 = -15;
  self.update = function () {
    self.y += self.speed;
    if (self.y < 0) {
      self.destroy();
    }
  };
});
// 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 = 5;
  self.update = function () {
    self.y += self.speed;
    if (self.y > 2732) {
      self.destroy();
    }
  };
});
//<Assets used in the game will automatically appear here>
// Hero class
var Hero = Container.expand(function () {
  var self = Container.call(this);
  var heroGraphics = self.attachAsset('hero', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = 10;
  self.update = function () {
    // Update logic for hero
  };
});
/****
* Initialize Game
****/
var game = new LK.Game({
  backgroundColor: 0x000000 //Init game with black background 
});
/****
* Game Code
****/
// Initialize hero
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 200;
// Initialize enemies array
var enemies = [];
// Initialize bullets array
var bullets = [];
// Score display
var scoreTxt = new Text2('0', {
  size: 150,
  fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Handle move events
function handleMove(x, y, obj) {
  hero.x = x;
  hero.y = y;
}
game.move = handleMove;
// Handle down events
game.down = function (x, y, obj) {
  handleMove(x, y, obj);
};
// Handle up events
game.up = function (x, y, obj) {
  // No specific action on up event
};
// Update game logic
game.update = function () {
  // Update hero
  hero.update();
  // Update enemies
  for (var i = enemies.length - 1; i >= 0; i--) {
    enemies[i].update();
    if (enemies[i].intersects(hero)) {
      LK.effects.flashScreen(0xff0000, 1000);
      LK.showGameOver();
    }
  }
  // Update bullets
  for (var j = bullets.length - 1; j >= 0; j--) {
    bullets[j].update();
    for (var k = enemies.length - 1; k >= 0; k--) {
      if (bullets[j].intersects(enemies[k])) {
        enemies[k].destroy();
        bullets[j].destroy();
        enemies.splice(k, 1);
        bullets.splice(j, 1);
        LK.setScore(LK.getScore() + 1);
        scoreTxt.setText(LK.getScore());
        break;
      }
    }
  }
  // Spawn new enemy
  if (LK.ticks % 60 == 0) {
    var newEnemy = new Enemy();
    newEnemy.x = Math.random() * 2048;
    newEnemy.y = -50;
    enemies.push(newEnemy);
    game.addChild(newEnemy);
  }
  // Fire bullet
  if (LK.ticks % 15 == 0) {
    var newBullet = new Bullet();
    newBullet.x = hero.x;
    newBullet.y = hero.y;
    bullets.push(newBullet);
    game.addChild(newBullet);
  }
}; /****
* Classes
****/
// 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 = -15;
  self.update = function () {
    self.y += self.speed;
    if (self.y < 0) {
      self.destroy();
    }
  };
});
// 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 = 5;
  self.update = function () {
    self.y += self.speed;
    if (self.y > 2732) {
      self.destroy();
    }
  };
});
//<Assets used in the game will automatically appear here>
// Hero class
var Hero = Container.expand(function () {
  var self = Container.call(this);
  var heroGraphics = self.attachAsset('hero', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = 10;
  self.update = function () {
    // Update logic for hero
  };
});
/****
* Initialize Game
****/
var game = new LK.Game({
  backgroundColor: 0x000000 //Init game with black background 
});
/****
* Game Code
****/
// Initialize hero
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 200;
// Initialize enemies array
var enemies = [];
// Initialize bullets array
var bullets = [];
// Score display
var scoreTxt = new Text2('0', {
  size: 150,
  fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Handle move events
function handleMove(x, y, obj) {
  hero.x = x;
  hero.y = y;
}
game.move = handleMove;
// Handle down events
game.down = function (x, y, obj) {
  handleMove(x, y, obj);
};
// Handle up events
game.up = function (x, y, obj) {
  // No specific action on up event
};
// Update game logic
game.update = function () {
  // Update hero
  hero.update();
  // Update enemies
  for (var i = enemies.length - 1; i >= 0; i--) {
    enemies[i].update();
    if (enemies[i].intersects(hero)) {
      LK.effects.flashScreen(0xff0000, 1000);
      LK.showGameOver();
    }
  }
  // Update bullets
  for (var j = bullets.length - 1; j >= 0; j--) {
    bullets[j].update();
    for (var k = enemies.length - 1; k >= 0; k--) {
      if (bullets[j].intersects(enemies[k])) {
        enemies[k].destroy();
        bullets[j].destroy();
        enemies.splice(k, 1);
        bullets.splice(j, 1);
        LK.setScore(LK.getScore() + 1);
        scoreTxt.setText(LK.getScore());
        break;
      }
    }
  }
  // Spawn new enemy
  if (LK.ticks % 60 == 0) {
    var newEnemy = new Enemy();
    newEnemy.x = Math.random() * 2048;
    newEnemy.y = -50;
    enemies.push(newEnemy);
    game.addChild(newEnemy);
  }
  // Fire bullet
  if (LK.ticks % 15 == 0) {
    var newBullet = new Bullet();
    newBullet.x = hero.x;
    newBullet.y = hero.y;
    bullets.push(newBullet);
    game.addChild(newBullet);
  }
};