/**** 
* Classes
****/ 
// Define the CloseRangeMonster class
var CloseRangeMonster = Container.expand(function () {
	var self = Container.call(this);
	var monsterGraphics = self.attachAsset('monster', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 2,
		scaleY: 2
	});
	self.speed = 3;
	self.update = function () {
		// Close range monster update logic
	};
});
var Ghost = Container.expand(function () {
	var self = Container.call(this);
	var ghostGraphics = self.attachAsset('ghost', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 2,
		scaleY: 2
	});
	self.speed = 3;
	self.update = function () {
		// Ghost update logic
	};
});
var LongRangeMonster = Container.expand(function () {
	var self = Container.call(this);
	var monsterGraphics = self.attachAsset('monster', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 2,
		scaleY: 2
	});
	self.speed = 2;
	self.update = function () {
		// Long range monster update logic
	};
});
var Player = Container.expand(function () {
	var self = Container.call(this);
	var playerGraphics = self.attachAsset('player', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 2,
		scaleY: 2
	});
	self.speed = 5;
	self.weapon = new Weapon(); // Add a weapon property for the player
	self.life = 100; // Add a life property for the player
	self.superPower = false; // Add a super power property for the player
	self.healthBar = LK.getAsset('healthBar', {
		// Add a health bar for the player
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 2,
		scaleY: 2
	});
	self.addChild(self.healthBar);
	self.update = function () {
		// Player update logic
		if (self.weapon) {
			self.weapon.update();
			// Check if the weapon intersects with any monster
			closeRangeMonsters.forEach(function (monster) {
				if (self.weapon.intersects(monster)) {
					// Decrease monster's life
					monster.life -= self.weapon.damage;
					// If monster's life is less than or equal to 0, remove the monster
					if (monster.life <= 0) {
						game.removeChild(monster);
						var index = closeRangeMonsters.indexOf(monster);
						if (index > -1) {
							closeRangeMonsters.splice(index, 1);
						}
					}
				}
			});
			longRangeMonsters.forEach(function (monster) {
				if (self.weapon.intersects(monster)) {
					// Decrease monster's life
					monster.life -= self.weapon.damage;
					// If monster's life is less than or equal to 0, remove the monster
					if (monster.life <= 0) {
						game.removeChild(monster);
						var index = longRangeMonsters.indexOf(monster);
						if (index > -1) {
							longRangeMonsters.splice(index, 1);
						}
					}
				}
			});
		}
		self.healthBar.scaleX = self.life / 100; // Update the health bar according to the player's life
		if (self.superPower) {
			// Super power logic
		}
	};
});
// Define the Puzzle class
var Puzzle = Container.expand(function () {
	var self = Container.call(this);
	var puzzleGraphics = self.attachAsset('puzzle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.solved = false;
	self.solve = function () {
		self.solved = true;
		// Puzzle solve logic
	};
});
// Define the Weapon class
var Weapon = Container.expand(function () {
	var self = Container.call(this);
	self.damage = 10; // Damage that the weapon can cause
	self.update = function () {
		// Weapon update logic
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background
});
/**** 
* Game Code
****/ 
var background = game.addChild(LK.getAsset('background', {
	anchorX: 0.0,
	anchorY: 0.0,
	x: 0,
	y: 0
}));
// Play the terrible song
LK.playMusic('terribleSong', {
	loop: true
});
// Initialize maze
var maze = LK.getAsset('maze', {
	anchorX: 0.0,
	anchorY: 0.0,
	x: 0,
	y: 0
});
game.addChild(maze);
// Define maze boundaries
var mazeBoundaries = {
	left: 100,
	right: 1948,
	top: 100,
	bottom: 2632
};
// Check if player exits the maze
function checkPlayerExit() {
	if (player.x > mazeBoundaries.right || player.x < mazeBoundaries.left || player.y > mazeBoundaries.bottom || player.y < mazeBoundaries.top) {
		LK.showGameOver(); // Using showGameOver as a placeholder for win screen
	}
}
var emptyItems = [];
var player = game.addChild(new Player());
player.x = 1024; // Center horizontally
player.y = 1366; // Center vertically
for (var i = 0; i < 5; i++) {
	var emptyItem = LK.getAsset('emptyItem', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: Math.random() * 2048,
		y: Math.random() * 2732
	});
	emptyItems.push(emptyItem);
	game.addChild(emptyItem);
}
// Check if player exits the maze
checkPlayerExit();
var closeRangeMonsters = [];
for (var i = 0; i < 1; i++) {
	var closeRangeMonster = new CloseRangeMonster();
	closeRangeMonster.x = Math.random() * 2048;
	closeRangeMonster.y = Math.random() * 2732;
	closeRangeMonsters.push(closeRangeMonster);
	game.addChild(closeRangeMonster);
}
var longRangeMonsters = [];
for (var i = 0; i < 2; i++) {
	var longRangeMonster = new LongRangeMonster();
	longRangeMonster.x = Math.random() * 2048;
	longRangeMonster.y = Math.random() * 2732;
	longRangeMonsters.push(longRangeMonster);
	game.addChild(longRangeMonster);
}
var puzzles = [];
for (var i = 0; i < 3; i++) {
	var puzzle = new Puzzle();
	puzzle.x = Math.random() * 2048;
	puzzle.y = Math.random() * 2732;
	puzzles.push(puzzle);
	game.addChild(puzzle);
}
// Handle player movement
game.down = function (x, y, obj) {
	var targetX = x;
	var targetY = y;
	var angle = Math.atan2(targetY - player.y, targetX - player.x);
	player.vx = player.speed * Math.cos(angle);
	player.vy = player.speed * Math.sin(angle);
};
game.up = function (x, y, obj) {
	player.vx = 0;
	player.vy = 0;
};
// Update game logic
game.update = function () {
	// Update player position
	player.x += player.vx;
	player.y += player.vy;
	// Increase player speed every 10 seconds
	if (LK.ticks % 600 == 0) {
		player.speed += 1;
	}
	// Check if player exits the maze
	checkPlayerExit();
	// Update ghosts
	closeRangeMonsters.forEach(function (monster) {
		var angle = Math.atan2(player.y - monster.y, player.x - monster.x);
		monster.x += monster.speed * Math.cos(angle);
		monster.y += monster.speed * Math.sin(angle);
		// Check collision with player
		if (player.intersects(monster)) {
			LK.effects.flashScreen(0xff0000, 1000);
			LK.showGameOver();
		}
	});
	longRangeMonsters.forEach(function (monster) {
		var angle = Math.atan2(player.y - monster.y, player.x - monster.x);
		monster.x += monster.speed * Math.cos(angle);
		monster.y += monster.speed * Math.sin(angle);
		// Check collision with player
		if (player.intersects(monster)) {
			LK.effects.flashScreen(0xff0000, 1000);
			LK.showGameOver();
		}
	});
	// Check puzzles
	puzzles.forEach(function (puzzle) {
		if (!puzzle.solved && player.intersects(puzzle)) {
			puzzle.solve();
			// Update score or game state
		}
	});
}; /**** 
* Classes
****/ 
// Define the CloseRangeMonster class
var CloseRangeMonster = Container.expand(function () {
	var self = Container.call(this);
	var monsterGraphics = self.attachAsset('monster', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 2,
		scaleY: 2
	});
	self.speed = 3;
	self.update = function () {
		// Close range monster update logic
	};
});
var Ghost = Container.expand(function () {
	var self = Container.call(this);
	var ghostGraphics = self.attachAsset('ghost', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 2,
		scaleY: 2
	});
	self.speed = 3;
	self.update = function () {
		// Ghost update logic
	};
});
var LongRangeMonster = Container.expand(function () {
	var self = Container.call(this);
	var monsterGraphics = self.attachAsset('monster', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 2,
		scaleY: 2
	});
	self.speed = 2;
	self.update = function () {
		// Long range monster update logic
	};
});
var Player = Container.expand(function () {
	var self = Container.call(this);
	var playerGraphics = self.attachAsset('player', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 2,
		scaleY: 2
	});
	self.speed = 5;
	self.weapon = new Weapon(); // Add a weapon property for the player
	self.life = 100; // Add a life property for the player
	self.superPower = false; // Add a super power property for the player
	self.healthBar = LK.getAsset('healthBar', {
		// Add a health bar for the player
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 2,
		scaleY: 2
	});
	self.addChild(self.healthBar);
	self.update = function () {
		// Player update logic
		if (self.weapon) {
			self.weapon.update();
			// Check if the weapon intersects with any monster
			closeRangeMonsters.forEach(function (monster) {
				if (self.weapon.intersects(monster)) {
					// Decrease monster's life
					monster.life -= self.weapon.damage;
					// If monster's life is less than or equal to 0, remove the monster
					if (monster.life <= 0) {
						game.removeChild(monster);
						var index = closeRangeMonsters.indexOf(monster);
						if (index > -1) {
							closeRangeMonsters.splice(index, 1);
						}
					}
				}
			});
			longRangeMonsters.forEach(function (monster) {
				if (self.weapon.intersects(monster)) {
					// Decrease monster's life
					monster.life -= self.weapon.damage;
					// If monster's life is less than or equal to 0, remove the monster
					if (monster.life <= 0) {
						game.removeChild(monster);
						var index = longRangeMonsters.indexOf(monster);
						if (index > -1) {
							longRangeMonsters.splice(index, 1);
						}
					}
				}
			});
		}
		self.healthBar.scaleX = self.life / 100; // Update the health bar according to the player's life
		if (self.superPower) {
			// Super power logic
		}
	};
});
// Define the Puzzle class
var Puzzle = Container.expand(function () {
	var self = Container.call(this);
	var puzzleGraphics = self.attachAsset('puzzle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.solved = false;
	self.solve = function () {
		self.solved = true;
		// Puzzle solve logic
	};
});
// Define the Weapon class
var Weapon = Container.expand(function () {
	var self = Container.call(this);
	self.damage = 10; // Damage that the weapon can cause
	self.update = function () {
		// Weapon update logic
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background
});
/**** 
* Game Code
****/ 
var background = game.addChild(LK.getAsset('background', {
	anchorX: 0.0,
	anchorY: 0.0,
	x: 0,
	y: 0
}));
// Play the terrible song
LK.playMusic('terribleSong', {
	loop: true
});
// Initialize maze
var maze = LK.getAsset('maze', {
	anchorX: 0.0,
	anchorY: 0.0,
	x: 0,
	y: 0
});
game.addChild(maze);
// Define maze boundaries
var mazeBoundaries = {
	left: 100,
	right: 1948,
	top: 100,
	bottom: 2632
};
// Check if player exits the maze
function checkPlayerExit() {
	if (player.x > mazeBoundaries.right || player.x < mazeBoundaries.left || player.y > mazeBoundaries.bottom || player.y < mazeBoundaries.top) {
		LK.showGameOver(); // Using showGameOver as a placeholder for win screen
	}
}
var emptyItems = [];
var player = game.addChild(new Player());
player.x = 1024; // Center horizontally
player.y = 1366; // Center vertically
for (var i = 0; i < 5; i++) {
	var emptyItem = LK.getAsset('emptyItem', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: Math.random() * 2048,
		y: Math.random() * 2732
	});
	emptyItems.push(emptyItem);
	game.addChild(emptyItem);
}
// Check if player exits the maze
checkPlayerExit();
var closeRangeMonsters = [];
for (var i = 0; i < 1; i++) {
	var closeRangeMonster = new CloseRangeMonster();
	closeRangeMonster.x = Math.random() * 2048;
	closeRangeMonster.y = Math.random() * 2732;
	closeRangeMonsters.push(closeRangeMonster);
	game.addChild(closeRangeMonster);
}
var longRangeMonsters = [];
for (var i = 0; i < 2; i++) {
	var longRangeMonster = new LongRangeMonster();
	longRangeMonster.x = Math.random() * 2048;
	longRangeMonster.y = Math.random() * 2732;
	longRangeMonsters.push(longRangeMonster);
	game.addChild(longRangeMonster);
}
var puzzles = [];
for (var i = 0; i < 3; i++) {
	var puzzle = new Puzzle();
	puzzle.x = Math.random() * 2048;
	puzzle.y = Math.random() * 2732;
	puzzles.push(puzzle);
	game.addChild(puzzle);
}
// Handle player movement
game.down = function (x, y, obj) {
	var targetX = x;
	var targetY = y;
	var angle = Math.atan2(targetY - player.y, targetX - player.x);
	player.vx = player.speed * Math.cos(angle);
	player.vy = player.speed * Math.sin(angle);
};
game.up = function (x, y, obj) {
	player.vx = 0;
	player.vy = 0;
};
// Update game logic
game.update = function () {
	// Update player position
	player.x += player.vx;
	player.y += player.vy;
	// Increase player speed every 10 seconds
	if (LK.ticks % 600 == 0) {
		player.speed += 1;
	}
	// Check if player exits the maze
	checkPlayerExit();
	// Update ghosts
	closeRangeMonsters.forEach(function (monster) {
		var angle = Math.atan2(player.y - monster.y, player.x - monster.x);
		monster.x += monster.speed * Math.cos(angle);
		monster.y += monster.speed * Math.sin(angle);
		// Check collision with player
		if (player.intersects(monster)) {
			LK.effects.flashScreen(0xff0000, 1000);
			LK.showGameOver();
		}
	});
	longRangeMonsters.forEach(function (monster) {
		var angle = Math.atan2(player.y - monster.y, player.x - monster.x);
		monster.x += monster.speed * Math.cos(angle);
		monster.y += monster.speed * Math.sin(angle);
		// Check collision with player
		if (player.intersects(monster)) {
			LK.effects.flashScreen(0xff0000, 1000);
			LK.showGameOver();
		}
	});
	// Check puzzles
	puzzles.forEach(function (puzzle) {
		if (!puzzle.solved && player.intersects(puzzle)) {
			puzzle.solve();
			// Update score or game state
		}
	});
};