/****
* Classes
****/
// Define a Collectible class
var Collectible = Container.expand(function () {
  var self = Container.call(this);
  var collectibleGraphics = self.attachAsset('collectible', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.update = function () {
    // Collectible update logic
  };
});
// Define an 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 = 2;
  self.update = function () {
    // Enemy update logic
  };
});
//<Assets used in the game will automatically appear here>
// Define a Player class
var Player = Container.expand(function () {
  var self = Container.call(this);
  var playerGraphics = self.attachAsset('player', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = 5;
  self.update = function () {
    // Player update logic
  };
});
/****
* Initialize Game
****/
var game = new LK.Game({
  backgroundColor: 0x000000 //Init game with black background 
});
/****
* Game Code
****/
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 / 2;
// Initialize enemies
var enemies = [];
for (var i = 0; i < 5; i++) {
  var enemy = new Enemy();
  enemy.x = Math.random() * 2048;
  enemy.y = Math.random() * 2732;
  enemies.push(enemy);
  game.addChild(enemy);
}
// Initialize collectibles
var collectibles = [];
for (var i = 0; i < 10; i++) {
  var collectible = new Collectible();
  collectible.x = Math.random() * 2048;
  collectible.y = Math.random() * 2732;
  collectibles.push(collectible);
  game.addChild(collectible);
}
// Handle player movement
game.move = function (x, y, obj) {
  player.x = x;
  player.y = y;
};
// Update game logic
game.update = function () {
  // Update player
  player.update();
  // Update enemies
  for (var i = 0; i < enemies.length; i++) {
    enemies[i].update();
    if (player.intersects(enemies[i])) {
      // Handle player-enemy collision
      LK.effects.flashScreen(0xff0000, 1000);
      LK.showGameOver();
    }
  }
  // Update collectibles
  for (var j = 0; j < collectibles.length; j++) {
    collectibles[j].update();
    if (player.intersects(collectibles[j])) {
      // Handle player-collectible collision
      LK.setScore(LK.getScore() + 1);
      collectibles[j].destroy();
      collectibles.splice(j, 1);
    }
  }
}; /****
* Classes
****/
// Define a Collectible class
var Collectible = Container.expand(function () {
  var self = Container.call(this);
  var collectibleGraphics = self.attachAsset('collectible', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.update = function () {
    // Collectible update logic
  };
});
// Define an 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 = 2;
  self.update = function () {
    // Enemy update logic
  };
});
//<Assets used in the game will automatically appear here>
// Define a Player class
var Player = Container.expand(function () {
  var self = Container.call(this);
  var playerGraphics = self.attachAsset('player', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = 5;
  self.update = function () {
    // Player update logic
  };
});
/****
* Initialize Game
****/
var game = new LK.Game({
  backgroundColor: 0x000000 //Init game with black background 
});
/****
* Game Code
****/
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 / 2;
// Initialize enemies
var enemies = [];
for (var i = 0; i < 5; i++) {
  var enemy = new Enemy();
  enemy.x = Math.random() * 2048;
  enemy.y = Math.random() * 2732;
  enemies.push(enemy);
  game.addChild(enemy);
}
// Initialize collectibles
var collectibles = [];
for (var i = 0; i < 10; i++) {
  var collectible = new Collectible();
  collectible.x = Math.random() * 2048;
  collectible.y = Math.random() * 2732;
  collectibles.push(collectible);
  game.addChild(collectible);
}
// Handle player movement
game.move = function (x, y, obj) {
  player.x = x;
  player.y = y;
};
// Update game logic
game.update = function () {
  // Update player
  player.update();
  // Update enemies
  for (var i = 0; i < enemies.length; i++) {
    enemies[i].update();
    if (player.intersects(enemies[i])) {
      // Handle player-enemy collision
      LK.effects.flashScreen(0xff0000, 1000);
      LK.showGameOver();
    }
  }
  // Update collectibles
  for (var j = 0; j < collectibles.length; j++) {
    collectibles[j].update();
    if (player.intersects(collectibles[j])) {
      // Handle player-collectible collision
      LK.setScore(LK.getScore() + 1);
      collectibles[j].destroy();
      collectibles.splice(j, 1);
    }
  }
};