/**** 
* Classes
****/ 
// 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 = 3;
	self.update = function () {
		self.x += self.speed + LK.ticks / 300; // Increase speed over time more rapidly
		self.y += Math.sin(LK.ticks / 100) * 2; // Add vertical oscillation
		// Reset enemy position if it moves out of bounds
		if (self.x > 2048) {
			self.x = -self.width;
			self.y += (Math.random() - 0.5) * 20; // Add random vertical movement
			if (self.y < 0) {
				self.y = 0;
			}
			if (self.y > 2732) {
				self.y = 2732;
			}
		}
	};
});
// Obstacle class
var Obstacle = Container.expand(function () {
	var self = Container.call(this);
	var obstacleGraphics = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 2;
	self.update = function () {
		self.x -= self.speed + LK.ticks / 1000; // Increase speed over time
		if (self.x < -self.width) {
			self.x = 2048 + Math.random() * 2048;
			self.y = Math.random() * 2732;
		}
	};
});
// Player class
var Player = Container.expand(function () {
	var self = Container.call(this);
	var playerGraphics = self.attachAsset('player', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 5;
	self.update = function () {
		if (self.movingUp) {
			self.y -= self.speed;
		} else {
			self.y += self.speed / 2 + LK.ticks / 1000; // Increase downward speed more rapidly
		}
		// Add horizontal movement
		self.x += self.horizontalSpeed;
		if (self.x < 0) {
			self.x = 0;
		} else if (self.x > 2048) {
			self.x = 2048;
		}
		// Ensure player doesn't move out of bounds
		if (self.y < 0) {
			self.y = 0;
		} else if (self.y > 2732) {
			self.y = 2732;
		}
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background 
});
/**** 
* Game Code
****/ 
// Initialize assets used in this game.
var score = 0;
var scoreTxt = new Text2('Score: 0', {
	size: 100,
	fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var player = game.addChild(new Player());
player.horizontalSpeed = 2; // Initialize horizontal speed
player.x = 1024;
player.y = 2732 - player.height;
var enemies = [];
for (var i = 0; i < 10; i++) {
	var enemy = game.addChild(new Enemy());
	enemy.x = Math.random() * 2048;
	enemy.y = Math.random() * 2732;
	enemies.push(enemy);
}
var obstacles = [];
for (var i = 0; i < 15; i++) {
	var obstacle = game.addChild(new Obstacle());
	obstacle.x = Math.random() * 2048;
	obstacle.y = Math.random() * 2732;
	obstacles.push(obstacle);
}
game.down = function (x, y, obj) {
	player.movingUp = true;
	// Toggle horizontal movement direction
	player.horizontalSpeed = -player.horizontalSpeed;
};
game.up = function (x, y, obj) {
	player.movingUp = false;
};
game.update = function () {
	player.update();
	enemies.forEach(function (enemy) {
		enemy.update();
		if (player.intersects(enemy)) {
			LK.showGameOver();
		}
	});
	obstacles.forEach(function (obstacle) {
		obstacle.update();
	});
	if (LK.ticks % 60 === 0 && enemies.length < 20) {
		// Add new enemy every second
		var newEnemy = game.addChild(new Enemy());
		newEnemy.x = -newEnemy.width;
		newEnemy.y = Math.random() * 2732;
		enemies.push(newEnemy);
	}
	if (LK.ticks % 120 === 0 && obstacles.length < 40) {
		// Add new obstacle every 2 seconds
		// Add new obstacle every 10 seconds
		var newObstacle = game.addChild(new Obstacle());
		newObstacle.x = 2048 + Math.random() * 2048;
		newObstacle.y = Math.random() * 2732;
		obstacles.push(newObstacle);
	}
	obstacles.forEach(function (obstacle) {
		if (player.intersects(obstacle)) {
			LK.showGameOver();
		}
	});
	obstacles.forEach(function (obstacle) {
		if (!obstacle.scored && !player.intersects(obstacle) && obstacle.x < player.x) {
			score += 1; // Increase score by 1 for each avoided obstacle
			scoreTxt.setText('Score: ' + score);
			obstacle.scored = true; // Mark obstacle as scored
		}
		if (obstacle.x > player.x) {
			obstacle.scored = false; // Reset scored status when obstacle is ahead
		}
	});
	if (obstacles.some(function (obstacle) {
		return player.intersects(obstacle);
	})) {
		LK.showGameOver();
	}
}; /**** 
* Classes
****/ 
// 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 = 3;
	self.update = function () {
		self.x += self.speed + LK.ticks / 300; // Increase speed over time more rapidly
		self.y += Math.sin(LK.ticks / 100) * 2; // Add vertical oscillation
		// Reset enemy position if it moves out of bounds
		if (self.x > 2048) {
			self.x = -self.width;
			self.y += (Math.random() - 0.5) * 20; // Add random vertical movement
			if (self.y < 0) {
				self.y = 0;
			}
			if (self.y > 2732) {
				self.y = 2732;
			}
		}
	};
});
// Obstacle class
var Obstacle = Container.expand(function () {
	var self = Container.call(this);
	var obstacleGraphics = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 2;
	self.update = function () {
		self.x -= self.speed + LK.ticks / 1000; // Increase speed over time
		if (self.x < -self.width) {
			self.x = 2048 + Math.random() * 2048;
			self.y = Math.random() * 2732;
		}
	};
});
// Player class
var Player = Container.expand(function () {
	var self = Container.call(this);
	var playerGraphics = self.attachAsset('player', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 5;
	self.update = function () {
		if (self.movingUp) {
			self.y -= self.speed;
		} else {
			self.y += self.speed / 2 + LK.ticks / 1000; // Increase downward speed more rapidly
		}
		// Add horizontal movement
		self.x += self.horizontalSpeed;
		if (self.x < 0) {
			self.x = 0;
		} else if (self.x > 2048) {
			self.x = 2048;
		}
		// Ensure player doesn't move out of bounds
		if (self.y < 0) {
			self.y = 0;
		} else if (self.y > 2732) {
			self.y = 2732;
		}
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background 
});
/**** 
* Game Code
****/ 
// Initialize assets used in this game.
var score = 0;
var scoreTxt = new Text2('Score: 0', {
	size: 100,
	fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var player = game.addChild(new Player());
player.horizontalSpeed = 2; // Initialize horizontal speed
player.x = 1024;
player.y = 2732 - player.height;
var enemies = [];
for (var i = 0; i < 10; i++) {
	var enemy = game.addChild(new Enemy());
	enemy.x = Math.random() * 2048;
	enemy.y = Math.random() * 2732;
	enemies.push(enemy);
}
var obstacles = [];
for (var i = 0; i < 15; i++) {
	var obstacle = game.addChild(new Obstacle());
	obstacle.x = Math.random() * 2048;
	obstacle.y = Math.random() * 2732;
	obstacles.push(obstacle);
}
game.down = function (x, y, obj) {
	player.movingUp = true;
	// Toggle horizontal movement direction
	player.horizontalSpeed = -player.horizontalSpeed;
};
game.up = function (x, y, obj) {
	player.movingUp = false;
};
game.update = function () {
	player.update();
	enemies.forEach(function (enemy) {
		enemy.update();
		if (player.intersects(enemy)) {
			LK.showGameOver();
		}
	});
	obstacles.forEach(function (obstacle) {
		obstacle.update();
	});
	if (LK.ticks % 60 === 0 && enemies.length < 20) {
		// Add new enemy every second
		var newEnemy = game.addChild(new Enemy());
		newEnemy.x = -newEnemy.width;
		newEnemy.y = Math.random() * 2732;
		enemies.push(newEnemy);
	}
	if (LK.ticks % 120 === 0 && obstacles.length < 40) {
		// Add new obstacle every 2 seconds
		// Add new obstacle every 10 seconds
		var newObstacle = game.addChild(new Obstacle());
		newObstacle.x = 2048 + Math.random() * 2048;
		newObstacle.y = Math.random() * 2732;
		obstacles.push(newObstacle);
	}
	obstacles.forEach(function (obstacle) {
		if (player.intersects(obstacle)) {
			LK.showGameOver();
		}
	});
	obstacles.forEach(function (obstacle) {
		if (!obstacle.scored && !player.intersects(obstacle) && obstacle.x < player.x) {
			score += 1; // Increase score by 1 for each avoided obstacle
			scoreTxt.setText('Score: ' + score);
			obstacle.scored = true; // Mark obstacle as scored
		}
		if (obstacle.x > player.x) {
			obstacle.scored = false; // Reset scored status when obstacle is ahead
		}
	});
	if (obstacles.some(function (obstacle) {
		return player.intersects(obstacle);
	})) {
		LK.showGameOver();
	}
};