/**** 
* Classes
****/ 
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Particle class to represent each particle in the game
var Particle = Container.expand(function () {
	var self = Container.call(this);
	// Create and attach a simple circle shape for the particle
	var particleGraphics = self.attachAsset('particle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Initialize particle properties
	self.vx = 0; // Velocity in x direction
	self.vy = 0; // Velocity in y direction
	// Update function to move the particle
	self.targetX = 2048 / 2;
	self.targetY = 2732 / 2;
	particleGraphics.blendMode = 1;
	self.update = function () {
		// Calculate the direction towards the mouse
		var dx = self.targetX - self.x;
		var dy = self.targetY - self.y;
		var distance = Math.sqrt(dx * dx + dy * dy);
		// Normalize the direction and apply a simple gravity effect
		if (distance > 0) {
			dx /= distance;
			dy /= distance;
		}
		// Apply gravity towards the mouse
		var speedModifier = 1 + distance / 300;
		self.vx += dx;
		self.vy += dy;
		//Spped modifier
		// Update particle position
		self.x += self.vx;
		self.y += self.vy;
		var speed = Math.sqrt(self.vx * self.vx + self.vy * self.vy);
		if (distance > 100) {
			self.vx *= .995;
			self.vy *= .995;
		} else {
			self.vx += (Math.random() - .5) / 1000;
			self.vy += (Math.random() - .5) / 1000;
		}
		// Rotate the particle based on the direction
		self.rotation = Math.atan2(self.vy, self.vx);
		self.scaleX = Math.min(Math.max(speed / 10, 0), 1.5);
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background 
});
/**** 
* Game Code
****/ 
// Initialize particles array
var particles = [];
// Create 1000 particles and add them to the game
for (var i = 0; i < 2500; i++) {
	var particle = new Particle();
	particle.x = Math.random() * 2048; // Random initial x position
	particle.y = Math.random() * 2732; // Random initial y position
	particle.targetX = 2048 / 2; // Set initial target X to the center of the screen
	particle.targetY = 2732 / 2; // Set initial target Y to the center of the screen
	particles.push(particle);
	game.addChild(particle);
}
// Handle mouse move events to update particle gravity
game.move = function (x, y, obj) {
	// Update each particle with the current mouse position
	particles.forEach(function (particle) {
		particle.targetX = x;
		particle.targetY = y;
	});
};
game.down = function (x, y, obj) {
	game.move(x, y, obj);
	particles.forEach(function (particle) {
		var dx = x - particle.x;
		var dy = y - particle.y;
		var angle = Math.atan2(dy, dx);
		var distance = Math.sqrt(dx * dx + dy * dy);
		particle.vx += Math.cos(angle) * (distance / (50 + Math.random()) + 3);
		particle.vy += Math.sin(angle) * (distance / (50 + Math.random()) + 3);
	});
}; /**** 
* Classes
****/ 
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Particle class to represent each particle in the game
var Particle = Container.expand(function () {
	var self = Container.call(this);
	// Create and attach a simple circle shape for the particle
	var particleGraphics = self.attachAsset('particle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Initialize particle properties
	self.vx = 0; // Velocity in x direction
	self.vy = 0; // Velocity in y direction
	// Update function to move the particle
	self.targetX = 2048 / 2;
	self.targetY = 2732 / 2;
	particleGraphics.blendMode = 1;
	self.update = function () {
		// Calculate the direction towards the mouse
		var dx = self.targetX - self.x;
		var dy = self.targetY - self.y;
		var distance = Math.sqrt(dx * dx + dy * dy);
		// Normalize the direction and apply a simple gravity effect
		if (distance > 0) {
			dx /= distance;
			dy /= distance;
		}
		// Apply gravity towards the mouse
		var speedModifier = 1 + distance / 300;
		self.vx += dx;
		self.vy += dy;
		//Spped modifier
		// Update particle position
		self.x += self.vx;
		self.y += self.vy;
		var speed = Math.sqrt(self.vx * self.vx + self.vy * self.vy);
		if (distance > 100) {
			self.vx *= .995;
			self.vy *= .995;
		} else {
			self.vx += (Math.random() - .5) / 1000;
			self.vy += (Math.random() - .5) / 1000;
		}
		// Rotate the particle based on the direction
		self.rotation = Math.atan2(self.vy, self.vx);
		self.scaleX = Math.min(Math.max(speed / 10, 0), 1.5);
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background 
});
/**** 
* Game Code
****/ 
// Initialize particles array
var particles = [];
// Create 1000 particles and add them to the game
for (var i = 0; i < 2500; i++) {
	var particle = new Particle();
	particle.x = Math.random() * 2048; // Random initial x position
	particle.y = Math.random() * 2732; // Random initial y position
	particle.targetX = 2048 / 2; // Set initial target X to the center of the screen
	particle.targetY = 2732 / 2; // Set initial target Y to the center of the screen
	particles.push(particle);
	game.addChild(particle);
}
// Handle mouse move events to update particle gravity
game.move = function (x, y, obj) {
	// Update each particle with the current mouse position
	particles.forEach(function (particle) {
		particle.targetX = x;
		particle.targetY = y;
	});
};
game.down = function (x, y, obj) {
	game.move(x, y, obj);
	particles.forEach(function (particle) {
		var dx = x - particle.x;
		var dy = y - particle.y;
		var angle = Math.atan2(dy, dx);
		var distance = Math.sqrt(dx * dx + dy * dy);
		particle.vx += Math.cos(angle) * (distance / (50 + Math.random()) + 3);
		particle.vy += Math.sin(angle) * (distance / (50 + Math.random()) + 3);
	});
};