/**** 
* Classes
****/ 
// Enemy class
var Enemy = Container.expand(function () {
	var self = Container.call(this);
	var enemyGraphics = self.attachAsset('enemy', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.5,
		scaleY: 1.5
	});
	self.speed = 5;
	self.update = function () {
		// Enemy update logic
	};
});
// EnemyBullet class
var EnemyBullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletGraphics = self.attachAsset('enemyBullet', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.5,
		scaleY: 1.5
	});
	self.speed = 10;
	self.update = function () {
		self.y += self.speed;
	};
});
//<Assets used in the game will automatically appear here>
// Hero class with anime powers
var Hero = Container.expand(function () {
	var self = Container.call(this);
	var heroGraphics = self.attachAsset('hero', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.5,
		scaleY: 1.5
	});
	self.speed = 10;
	self.update = function () {
		// Hero update logic
		// Example of anime power: teleportation
		if (Math.random() < 0.01) {
			self.x = Math.random() * 2048;
			self.y = Math.random() * 2732;
		}
		// Example of anime power: temporary invincibility
		if (Math.random() < 0.01) {
			self.alpha = 0.5; // Make hero semi-transparent to indicate invincibility
			LK.setTimeout(function () {
				self.alpha = 1.0; // Revert back to normal after 1 second
			}, 1000);
		}
	};
	self.down = function (x, y, obj) {
		// Hero down event logic
		// Example of anime weapon: energy blast
		var energyBlast = new HeroBullet();
		energyBlast.x = self.x;
		energyBlast.y = self.y;
		energyBlast.speed = -20; // Faster speed for energy blast
		heroBullets.push(energyBlast);
		game.addChild(energyBlast);
	};
	self.up = function (x, y, obj) {
		// Hero up event logic
		// Example of anime weapon: sword slash
		var swordSlash = new HeroBullet();
		swordSlash.x = self.x;
		swordSlash.y = self.y;
		swordSlash.speed = -10; // Normal speed for sword slash
		heroBullets.push(swordSlash);
		game.addChild(swordSlash);
	};
});
// HeroBullet class
var HeroBullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletGraphics = self.attachAsset('heroBullet', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.5,
		scaleY: 1.5
	});
	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
****/ 
var level = 1;
var levelDuration = 600; // 10 seconds per level at 60 FPS
var levelTimer = 0;
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 200;
var enemies = [];
var heroBullets = [];
var enemyBullets = [];
function spawnEnemy() {
	var enemy = new Enemy();
	enemy.x = Math.random() * 2048;
	enemy.y = -50;
	enemies.push(enemy);
	game.addChild(enemy);
}
function shootHeroBullet() {
	var bullet = new HeroBullet();
	bullet.x = hero.x;
	bullet.y = hero.y;
	heroBullets.push(bullet);
	game.addChild(bullet);
}
function shootEnemyBullet(enemy) {
	var bullet = new EnemyBullet();
	bullet.x = enemy.x;
	bullet.y = enemy.y;
	enemyBullets.push(bullet);
	game.addChild(bullet);
}
game.down = function (x, y, obj) {
	shootHeroBullet();
};
var level = 1;
var levelDuration = 600; // 10 seconds per level at 60 FPS
var levelTimer = 0;
game.update = function () {
	levelTimer++;
	if (levelTimer >= levelDuration) {
		level++;
		levelTimer = 0;
		console.log("Level Up! Current Level: " + level);
	}
	for (var i = enemies.length - 1; i >= 0; i--) {
		enemies[i].update();
		if (enemies[i].y > 2732) {
			enemies[i].destroy();
			enemies.splice(i, 1);
		}
	}
	for (var i = heroBullets.length - 1; i >= 0; i--) {
		heroBullets[i].update();
		if (heroBullets[i].y < -50) {
			heroBullets[i].destroy();
			heroBullets.splice(i, 1);
		}
	}
	for (var i = enemyBullets.length - 1; i >= 0; i--) {
		enemyBullets[i].update();
		if (enemyBullets[i].y > 2732) {
			enemyBullets[i].destroy();
			enemyBullets.splice(i, 1);
		}
	}
	if (LK.ticks % (60 - level * 5) == 0) {
		// Increase enemy spawn rate with level
		spawnEnemy();
	}
	for (var i = enemies.length - 1; i >= 0; i--) {
		if (Math.random() < 0.01 + level * 0.005) {
			// Increase enemy shooting rate with level
			shootEnemyBullet(enemies[i]);
		}
	}
}; /**** 
* Classes
****/ 
// Enemy class
var Enemy = Container.expand(function () {
	var self = Container.call(this);
	var enemyGraphics = self.attachAsset('enemy', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.5,
		scaleY: 1.5
	});
	self.speed = 5;
	self.update = function () {
		// Enemy update logic
	};
});
// EnemyBullet class
var EnemyBullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletGraphics = self.attachAsset('enemyBullet', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.5,
		scaleY: 1.5
	});
	self.speed = 10;
	self.update = function () {
		self.y += self.speed;
	};
});
//<Assets used in the game will automatically appear here>
// Hero class with anime powers
var Hero = Container.expand(function () {
	var self = Container.call(this);
	var heroGraphics = self.attachAsset('hero', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.5,
		scaleY: 1.5
	});
	self.speed = 10;
	self.update = function () {
		// Hero update logic
		// Example of anime power: teleportation
		if (Math.random() < 0.01) {
			self.x = Math.random() * 2048;
			self.y = Math.random() * 2732;
		}
		// Example of anime power: temporary invincibility
		if (Math.random() < 0.01) {
			self.alpha = 0.5; // Make hero semi-transparent to indicate invincibility
			LK.setTimeout(function () {
				self.alpha = 1.0; // Revert back to normal after 1 second
			}, 1000);
		}
	};
	self.down = function (x, y, obj) {
		// Hero down event logic
		// Example of anime weapon: energy blast
		var energyBlast = new HeroBullet();
		energyBlast.x = self.x;
		energyBlast.y = self.y;
		energyBlast.speed = -20; // Faster speed for energy blast
		heroBullets.push(energyBlast);
		game.addChild(energyBlast);
	};
	self.up = function (x, y, obj) {
		// Hero up event logic
		// Example of anime weapon: sword slash
		var swordSlash = new HeroBullet();
		swordSlash.x = self.x;
		swordSlash.y = self.y;
		swordSlash.speed = -10; // Normal speed for sword slash
		heroBullets.push(swordSlash);
		game.addChild(swordSlash);
	};
});
// HeroBullet class
var HeroBullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletGraphics = self.attachAsset('heroBullet', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.5,
		scaleY: 1.5
	});
	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
****/ 
var level = 1;
var levelDuration = 600; // 10 seconds per level at 60 FPS
var levelTimer = 0;
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 200;
var enemies = [];
var heroBullets = [];
var enemyBullets = [];
function spawnEnemy() {
	var enemy = new Enemy();
	enemy.x = Math.random() * 2048;
	enemy.y = -50;
	enemies.push(enemy);
	game.addChild(enemy);
}
function shootHeroBullet() {
	var bullet = new HeroBullet();
	bullet.x = hero.x;
	bullet.y = hero.y;
	heroBullets.push(bullet);
	game.addChild(bullet);
}
function shootEnemyBullet(enemy) {
	var bullet = new EnemyBullet();
	bullet.x = enemy.x;
	bullet.y = enemy.y;
	enemyBullets.push(bullet);
	game.addChild(bullet);
}
game.down = function (x, y, obj) {
	shootHeroBullet();
};
var level = 1;
var levelDuration = 600; // 10 seconds per level at 60 FPS
var levelTimer = 0;
game.update = function () {
	levelTimer++;
	if (levelTimer >= levelDuration) {
		level++;
		levelTimer = 0;
		console.log("Level Up! Current Level: " + level);
	}
	for (var i = enemies.length - 1; i >= 0; i--) {
		enemies[i].update();
		if (enemies[i].y > 2732) {
			enemies[i].destroy();
			enemies.splice(i, 1);
		}
	}
	for (var i = heroBullets.length - 1; i >= 0; i--) {
		heroBullets[i].update();
		if (heroBullets[i].y < -50) {
			heroBullets[i].destroy();
			heroBullets.splice(i, 1);
		}
	}
	for (var i = enemyBullets.length - 1; i >= 0; i--) {
		enemyBullets[i].update();
		if (enemyBullets[i].y > 2732) {
			enemyBullets[i].destroy();
			enemyBullets.splice(i, 1);
		}
	}
	if (LK.ticks % (60 - level * 5) == 0) {
		// Increase enemy spawn rate with level
		spawnEnemy();
	}
	for (var i = enemies.length - 1; i >= 0; i--) {
		if (Math.random() < 0.01 + level * 0.005) {
			// Increase enemy shooting rate with level
			shootEnemyBullet(enemies[i]);
		}
	}
};