/****
* Classes
****/
// Enemy class representing alien ships
var Enemy = Container.expand(function () {
  var self = Container.call(this);
  var enemyGraphics = self.attachAsset('alienShip', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = 5;
  self.update = function () {
    self.y += self.speed;
  };
});
// EnemyBullet class for bullets fired by enemies
var EnemyBullet = Container.expand(function () {
  var self = Container.call(this);
  var bulletGraphics = self.attachAsset('enemyBullet', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = 10;
  self.update = function () {
    self.y += self.speed;
  };
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Hero class representing the player's spaceship
var Hero = Container.expand(function () {
  var self = Container.call(this);
  var heroGraphics = self.attachAsset('heroShip', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = 10;
  self.shoot = function () {
    var bullet = new HeroBullet();
    bullet.x = self.x;
    bullet.y = self.y - heroGraphics.height / 2;
    game.addChild(bullet);
    heroBullets.push(bullet);
  };
});
// HeroBullet class for bullets fired by the hero
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;
  };
});
/****
* Initialize Game
****/
var game = new LK.Game({
  backgroundColor: 0x000000 //Init game with black background 
});
/****
* Game Code
****/
// Initialize arrays and variables
var hero = new Hero();
var enemies = [];
var heroBullets = [];
var enemyBullets = [];
var score = 0;
// Position the hero at the bottom center of the screen
hero.x = 2048 / 2;
hero.y = 2732 - 150;
game.addChild(hero);
// Function to spawn enemies
function spawnEnemy() {
  var enemy = new Enemy();
  enemy.x = Math.random() * 2048;
  enemy.y = -50;
  game.addChild(enemy);
  enemies.push(enemy);
}
// Function to handle game updates
game.update = function () {
  // Update hero bullets
  for (var i = heroBullets.length - 1; i >= 0; i--) {
    var bullet = heroBullets[i];
    bullet.update();
    if (bullet.y < -50) {
      bullet.destroy();
      heroBullets.splice(i, 1);
    }
  }
  // Update enemies
  for (var j = enemies.length - 1; j >= 0; j--) {
    var enemy = enemies[j];
    enemy.update();
    if (enemy.y > 2732 + 50) {
      enemy.destroy();
      enemies.splice(j, 1);
    }
  }
  // Check for collisions between hero bullets and enemies
  for (var k = heroBullets.length - 1; k >= 0; k--) {
    var heroBullet = heroBullets[k];
    for (var l = enemies.length - 1; l >= 0; l--) {
      var enemy = enemies[l];
      if (heroBullet.intersects(enemy)) {
        heroBullet.destroy();
        enemy.destroy();
        heroBullets.splice(k, 1);
        enemies.splice(l, 1);
        score += 10;
        break;
      }
    }
  }
};
// Handle touch events for shooting
game.down = function (x, y, obj) {
  hero.shoot();
};
// Spawn enemies at intervals
LK.setInterval(spawnEnemy, 2000); /****
* Classes
****/
// Enemy class representing alien ships
var Enemy = Container.expand(function () {
  var self = Container.call(this);
  var enemyGraphics = self.attachAsset('alienShip', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = 5;
  self.update = function () {
    self.y += self.speed;
  };
});
// EnemyBullet class for bullets fired by enemies
var EnemyBullet = Container.expand(function () {
  var self = Container.call(this);
  var bulletGraphics = self.attachAsset('enemyBullet', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = 10;
  self.update = function () {
    self.y += self.speed;
  };
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Hero class representing the player's spaceship
var Hero = Container.expand(function () {
  var self = Container.call(this);
  var heroGraphics = self.attachAsset('heroShip', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = 10;
  self.shoot = function () {
    var bullet = new HeroBullet();
    bullet.x = self.x;
    bullet.y = self.y - heroGraphics.height / 2;
    game.addChild(bullet);
    heroBullets.push(bullet);
  };
});
// HeroBullet class for bullets fired by the hero
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;
  };
});
/****
* Initialize Game
****/
var game = new LK.Game({
  backgroundColor: 0x000000 //Init game with black background 
});
/****
* Game Code
****/
// Initialize arrays and variables
var hero = new Hero();
var enemies = [];
var heroBullets = [];
var enemyBullets = [];
var score = 0;
// Position the hero at the bottom center of the screen
hero.x = 2048 / 2;
hero.y = 2732 - 150;
game.addChild(hero);
// Function to spawn enemies
function spawnEnemy() {
  var enemy = new Enemy();
  enemy.x = Math.random() * 2048;
  enemy.y = -50;
  game.addChild(enemy);
  enemies.push(enemy);
}
// Function to handle game updates
game.update = function () {
  // Update hero bullets
  for (var i = heroBullets.length - 1; i >= 0; i--) {
    var bullet = heroBullets[i];
    bullet.update();
    if (bullet.y < -50) {
      bullet.destroy();
      heroBullets.splice(i, 1);
    }
  }
  // Update enemies
  for (var j = enemies.length - 1; j >= 0; j--) {
    var enemy = enemies[j];
    enemy.update();
    if (enemy.y > 2732 + 50) {
      enemy.destroy();
      enemies.splice(j, 1);
    }
  }
  // Check for collisions between hero bullets and enemies
  for (var k = heroBullets.length - 1; k >= 0; k--) {
    var heroBullet = heroBullets[k];
    for (var l = enemies.length - 1; l >= 0; l--) {
      var enemy = enemies[l];
      if (heroBullet.intersects(enemy)) {
        heroBullet.destroy();
        enemy.destroy();
        heroBullets.splice(k, 1);
        enemies.splice(l, 1);
        score += 10;
        break;
      }
    }
  }
};
// Handle touch events for shooting
game.down = function (x, y, obj) {
  hero.shoot();
};
// Spawn enemies at intervals
LK.setInterval(spawnEnemy, 2000);