/**** 
* Classes
****/ 
// No need for a tick function as movement and actions are based on touch events;
var Block = Container.expand(function () {
	var self = Container.call(this);
	var blockGraphics = self.attachAsset('block', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Check for collisions with other blocks
	self.checkCollision = function (blocks) {
		for (var i = 0; i < blocks.length; i++) {
			if (self.intersects(blocks[i])) {
				return true;
			}
		}
		return false;
	};
});
// Ground class for the ground blocks
var Ground = Container.expand(function () {
	var self = Container.call(this);
	var groundGraphics = self.attachAsset('block', {
		anchorX: 0.5,
		anchorY: 0.5
	});
});
// Assets are automatically managed by the LK engine based on usage in the code.
var UIButton = Container.expand(function () {
	var self = Container.call(this);
	var buttonGraphics = self.attachAsset('block', {
		anchorX: 0.5,
		anchorY: 0.5
	});
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x87CEEB // Light blue background to represent the sky
});
/**** 
* Game Code
****/ 
// Initialize the ground blocks
for (var i = 0; i < 2048; i += 100) {
	var ground = new Ground();
	ground.x = i;
	ground.y = 2732 - 50; // Place the ground blocks at the bottom of the screen
	game.addChild(ground);
}
// Add a click event to the game to place a block at the clicked position
game.on('down', function (obj) {
	var pos = obj.event.getLocalPosition(game);
	var block = new Block();
	block.x = pos.x;
	block.y = pos.y;
	// Get all the blocks in the game
	var blocks = game.children.filter(function (child) {
		return child instanceof Block;
	});
	// Add the block to the game
	game.addChild(block);
	// Check for collisions excluding the block itself
	if (block.checkCollision(blocks.filter(function (b) {
		return b !== block;
	}))) {
		// If there is a collision, remove the block from the game
		game.removeChild(block);
	}
});
// No need for a tick function as movement and actions are based on touch events /**** 
* Classes
****/ 
// No need for a tick function as movement and actions are based on touch events;
var Block = Container.expand(function () {
	var self = Container.call(this);
	var blockGraphics = self.attachAsset('block', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Check for collisions with other blocks
	self.checkCollision = function (blocks) {
		for (var i = 0; i < blocks.length; i++) {
			if (self.intersects(blocks[i])) {
				return true;
			}
		}
		return false;
	};
});
// Ground class for the ground blocks
var Ground = Container.expand(function () {
	var self = Container.call(this);
	var groundGraphics = self.attachAsset('block', {
		anchorX: 0.5,
		anchorY: 0.5
	});
});
// Assets are automatically managed by the LK engine based on usage in the code.
var UIButton = Container.expand(function () {
	var self = Container.call(this);
	var buttonGraphics = self.attachAsset('block', {
		anchorX: 0.5,
		anchorY: 0.5
	});
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x87CEEB // Light blue background to represent the sky
});
/**** 
* Game Code
****/ 
// Initialize the ground blocks
for (var i = 0; i < 2048; i += 100) {
	var ground = new Ground();
	ground.x = i;
	ground.y = 2732 - 50; // Place the ground blocks at the bottom of the screen
	game.addChild(ground);
}
// Add a click event to the game to place a block at the clicked position
game.on('down', function (obj) {
	var pos = obj.event.getLocalPosition(game);
	var block = new Block();
	block.x = pos.x;
	block.y = pos.y;
	// Get all the blocks in the game
	var blocks = game.children.filter(function (child) {
		return child instanceof Block;
	});
	// Add the block to the game
	game.addChild(block);
	// Check for collisions excluding the block itself
	if (block.checkCollision(blocks.filter(function (b) {
		return b !== block;
	}))) {
		// If there is a collision, remove the block from the game
		game.removeChild(block);
	}
});
// No need for a tick function as movement and actions are based on touch events