/****
* Classes
****/
// Define the 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 = -10;
  self.update = function () {
    self.y += self.speed;
    if (self.y < -self.height) {
      self.destroy();
    }
  };
});
// Define the 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.y += self.speed;
    if (self.y > 2732) {
      self.y = -self.height;
    }
  };
});
//<Assets used in the game will automatically appear here>
// Define the 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 = 5;
  self.update = function () {
    // Update logic for the hero
  };
  self.move = function (x, y) {
    self.x = x;
    self.y = y;
  };
});
/****
* Initialize Game
****/
var game = new LK.Game({
  backgroundColor: 0x000000 //Init game with black background 
});
/****
* Game Code
****/
// Initialize arrays and variables
var hero;
var enemies = [];
var bullets = [];
var score = 0;
var scoreTxt;
// Initialize the hero
hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 200;
// Initialize the score text
scoreTxt = new Text2('0', {
  size: 150,
  fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Function to spawn enemies
function spawnEnemy() {
  var enemy = new Enemy();
  enemy.x = Math.random() * 2048;
  enemy.y = -enemy.height;
  enemies.push(enemy);
  game.addChild(enemy);
}
// Function to shoot bullets
function shootBullet() {
  var bullet = new Bullet();
  bullet.x = hero.x;
  bullet.y = hero.y - hero.height / 2;
  bullets.push(bullet);
  game.addChild(bullet);
}
// Handle game updates
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])) {
        bullets[j].destroy();
        enemies[k].destroy();
        bullets.splice(j, 1);
        enemies.splice(k, 1);
        score++;
        scoreTxt.setText(score);
        break;
      }
    }
  }
  // Spawn enemies periodically
  if (LK.ticks % 60 == 0) {
    spawnEnemy();
  }
};
// Handle touch/mouse events
game.down = function (x, y, obj) {
  hero.move(x, y);
};
game.move = function (x, y, obj) {
  hero.move(x, y);
};
game.up = function (x, y, obj) {
  shootBullet();
}; /****
* Classes
****/
// Define the 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 = -10;
  self.update = function () {
    self.y += self.speed;
    if (self.y < -self.height) {
      self.destroy();
    }
  };
});
// Define the 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.y += self.speed;
    if (self.y > 2732) {
      self.y = -self.height;
    }
  };
});
//<Assets used in the game will automatically appear here>
// Define the 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 = 5;
  self.update = function () {
    // Update logic for the hero
  };
  self.move = function (x, y) {
    self.x = x;
    self.y = y;
  };
});
/****
* Initialize Game
****/
var game = new LK.Game({
  backgroundColor: 0x000000 //Init game with black background 
});
/****
* Game Code
****/
// Initialize arrays and variables
var hero;
var enemies = [];
var bullets = [];
var score = 0;
var scoreTxt;
// Initialize the hero
hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 200;
// Initialize the score text
scoreTxt = new Text2('0', {
  size: 150,
  fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Function to spawn enemies
function spawnEnemy() {
  var enemy = new Enemy();
  enemy.x = Math.random() * 2048;
  enemy.y = -enemy.height;
  enemies.push(enemy);
  game.addChild(enemy);
}
// Function to shoot bullets
function shootBullet() {
  var bullet = new Bullet();
  bullet.x = hero.x;
  bullet.y = hero.y - hero.height / 2;
  bullets.push(bullet);
  game.addChild(bullet);
}
// Handle game updates
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])) {
        bullets[j].destroy();
        enemies[k].destroy();
        bullets.splice(j, 1);
        enemies.splice(k, 1);
        score++;
        scoreTxt.setText(score);
        break;
      }
    }
  }
  // Spawn enemies periodically
  if (LK.ticks % 60 == 0) {
    spawnEnemy();
  }
};
// Handle touch/mouse events
game.down = function (x, y, obj) {
  hero.move(x, y);
};
game.move = function (x, y, obj) {
  hero.move(x, y);
};
game.up = function (x, y, obj) {
  shootBullet();
};