/****
* Classes
****/
// Define a class for bullets
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();
    }
  };
});
// Define a class for enemies
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.y = 0;
      self.x = Math.random() * 2048;
    }
  };
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Define a class for the player character
var Player = Container.expand(function () {
  var self = Container.call(this);
  var playerGraphics = self.attachAsset('player', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = 10;
  self.update = function () {
    // Player update logic
  };
});
/****
* Initialize Game
****/
var game = new LK.Game({
  backgroundColor: 0x000000 //Init game with black background 
});
/****
* Game Code
****/
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 150;
// Initialize enemies
var enemies = [];
for (var i = 0; i < 5; i++) {
  var enemy = new Enemy();
  enemy.x = Math.random() * 2048;
  enemy.y = Math.random() * 1000;
  enemies.push(enemy);
  game.addChild(enemy);
}
// Initialize bullets
var bullets = [];
// Handle player movement
game.down = function (x, y, obj) {
  player.x = x;
  player.y = y;
};
// Handle shooting
game.up = function (x, y, obj) {
  var bullet = new Bullet();
  bullet.x = player.x;
  bullet.y = player.y;
  bullets.push(bullet);
  game.addChild(bullet);
};
// Game update loop
game.update = function () {
  // Update player
  player.update();
  // Update enemies
  for (var i = 0; i < enemies.length; i++) {
    enemies[i].update();
  }
  // Update bullets
  for (var j = bullets.length - 1; j >= 0; j--) {
    bullets[j].update();
    if (bullets[j].y < 0) {
      bullets.splice(j, 1);
    }
  }
  // Check for collisions
  for (var k = bullets.length - 1; k >= 0; k--) {
    for (var l = enemies.length - 1; l >= 0; l--) {
      if (bullets[k].intersects(enemies[l])) {
        bullets[k].destroy();
        enemies[l].destroy();
        bullets.splice(k, 1);
        enemies.splice(l, 1);
        break;
      }
    }
  }
}; /****
* Classes
****/
// Define a class for bullets
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();
    }
  };
});
// Define a class for enemies
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.y = 0;
      self.x = Math.random() * 2048;
    }
  };
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Define a class for the player character
var Player = Container.expand(function () {
  var self = Container.call(this);
  var playerGraphics = self.attachAsset('player', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = 10;
  self.update = function () {
    // Player update logic
  };
});
/****
* Initialize Game
****/
var game = new LK.Game({
  backgroundColor: 0x000000 //Init game with black background 
});
/****
* Game Code
****/
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 150;
// Initialize enemies
var enemies = [];
for (var i = 0; i < 5; i++) {
  var enemy = new Enemy();
  enemy.x = Math.random() * 2048;
  enemy.y = Math.random() * 1000;
  enemies.push(enemy);
  game.addChild(enemy);
}
// Initialize bullets
var bullets = [];
// Handle player movement
game.down = function (x, y, obj) {
  player.x = x;
  player.y = y;
};
// Handle shooting
game.up = function (x, y, obj) {
  var bullet = new Bullet();
  bullet.x = player.x;
  bullet.y = player.y;
  bullets.push(bullet);
  game.addChild(bullet);
};
// Game update loop
game.update = function () {
  // Update player
  player.update();
  // Update enemies
  for (var i = 0; i < enemies.length; i++) {
    enemies[i].update();
  }
  // Update bullets
  for (var j = bullets.length - 1; j >= 0; j--) {
    bullets[j].update();
    if (bullets[j].y < 0) {
      bullets.splice(j, 1);
    }
  }
  // Check for collisions
  for (var k = bullets.length - 1; k >= 0; k--) {
    for (var l = enemies.length - 1; l >= 0; l--) {
      if (bullets[k].intersects(enemies[l])) {
        bullets[k].destroy();
        enemies[l].destroy();
        bullets.splice(k, 1);
        enemies.splice(l, 1);
        break;
      }
    }
  }
};
 
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 A quadratic polished dark blue marble slate. Front perspective with right angles. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 
 A white question mark in a circle, like for a help button in a game.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 A white X in a circle, like for a close window button in a game. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 
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 A green check mark on a dark background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.