/****
* 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 = 5;
  self.update = function () {
    self.y += self.speed;
    if (self.y > 2732) {
      self.destroy();
    }
  };
});
//<Assets used in the game will automatically appear here>
// 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 = 10;
  self.update = function () {
    // Hero update logic
  };
  self.move = function (x, y) {
    self.x = x;
    self.y = y;
  };
});
// HeroBullet class
var HeroBullet = Container.expand(function () {
  var self = Container.call(this);
  var bulletGraphics = self.attachAsset('heroBullet', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = -15;
  self.update = function () {
    self.y += self.speed;
    if (self.y < 0) {
      self.destroy();
    }
  };
});
/****
* Initialize Game
****/
var game = new LK.Game({
  backgroundColor: 0x000000 //Init game with black background 
});
/****
* Game Code
****/
// Initialize variables
var hero;
var enemies = [];
var heroBullets = [];
var score = 0;
var scoreTxt;
// Initialize game elements
function initGame() {
  // Create hero
  hero = game.addChild(new Hero());
  hero.x = 2048 / 2;
  hero.y = 2732 - 200;
  // Create score text
  scoreTxt = new Text2('0', {
    size: 150,
    fill: "#ffffff"
  });
  scoreTxt.anchor.set(0.5, 0);
  LK.gui.top.addChild(scoreTxt);
  // Set up game update loop
  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 hero bullets
    for (var j = heroBullets.length - 1; j >= 0; j--) {
      heroBullets[j].update();
      for (var k = enemies.length - 1; k >= 0; k--) {
        if (heroBullets[j].intersects(enemies[k])) {
          enemies[k].destroy();
          heroBullets[j].destroy();
          enemies.splice(k, 1);
          heroBullets.splice(j, 1);
          score++;
          scoreTxt.setText(score);
          break;
        }
      }
    }
    // Spawn enemies
    if (LK.ticks % 60 == 0) {
      var newEnemy = new Enemy();
      newEnemy.x = Math.random() * 2048;
      newEnemy.y = -50;
      enemies.push(newEnemy);
      game.addChild(newEnemy);
    }
  };
}
// 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) {
  var newBullet = new HeroBullet();
  newBullet.x = hero.x;
  newBullet.y = hero.y;
  heroBullets.push(newBullet);
  game.addChild(newBullet);
};
// Initialize game
initGame(); /****
* 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 = 5;
  self.update = function () {
    self.y += self.speed;
    if (self.y > 2732) {
      self.destroy();
    }
  };
});
//<Assets used in the game will automatically appear here>
// 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 = 10;
  self.update = function () {
    // Hero update logic
  };
  self.move = function (x, y) {
    self.x = x;
    self.y = y;
  };
});
// HeroBullet class
var HeroBullet = Container.expand(function () {
  var self = Container.call(this);
  var bulletGraphics = self.attachAsset('heroBullet', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = -15;
  self.update = function () {
    self.y += self.speed;
    if (self.y < 0) {
      self.destroy();
    }
  };
});
/****
* Initialize Game
****/
var game = new LK.Game({
  backgroundColor: 0x000000 //Init game with black background 
});
/****
* Game Code
****/
// Initialize variables
var hero;
var enemies = [];
var heroBullets = [];
var score = 0;
var scoreTxt;
// Initialize game elements
function initGame() {
  // Create hero
  hero = game.addChild(new Hero());
  hero.x = 2048 / 2;
  hero.y = 2732 - 200;
  // Create score text
  scoreTxt = new Text2('0', {
    size: 150,
    fill: "#ffffff"
  });
  scoreTxt.anchor.set(0.5, 0);
  LK.gui.top.addChild(scoreTxt);
  // Set up game update loop
  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 hero bullets
    for (var j = heroBullets.length - 1; j >= 0; j--) {
      heroBullets[j].update();
      for (var k = enemies.length - 1; k >= 0; k--) {
        if (heroBullets[j].intersects(enemies[k])) {
          enemies[k].destroy();
          heroBullets[j].destroy();
          enemies.splice(k, 1);
          heroBullets.splice(j, 1);
          score++;
          scoreTxt.setText(score);
          break;
        }
      }
    }
    // Spawn enemies
    if (LK.ticks % 60 == 0) {
      var newEnemy = new Enemy();
      newEnemy.x = Math.random() * 2048;
      newEnemy.y = -50;
      enemies.push(newEnemy);
      game.addChild(newEnemy);
    }
  };
}
// 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) {
  var newBullet = new HeroBullet();
  newBullet.x = hero.x;
  newBullet.y = hero.y;
  heroBullets.push(newBullet);
  game.addChild(newBullet);
};
// Initialize game
initGame();