/****
* 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 () {
    // Update logic for hero
  };
  self.attack = function () {
    var newBullet = new HeroBullet();
    newBullet.x = self.x;
    newBullet.y = self.y - heroGraphics.height / 2;
    game.addChild(newBullet);
    heroBullets.push(newBullet);
  };
});
// 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 = new Text2('0', {
  size: 150,
  fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Initialize hero
hero = new Hero();
hero.x = 2048 / 2;
hero.y = 2732 - 200;
game.addChild(hero);
// Spawn enemies
function spawnEnemy() {
  var newEnemy = new Enemy();
  newEnemy.x = Math.random() * 2048;
  newEnemy.y = -100;
  game.addChild(newEnemy);
  enemies.push(newEnemy);
}
// Handle game updates
game.update = function () {
  // Update hero
  hero.update();
  // Update hero bullets
  for (var i = heroBullets.length - 1; i >= 0; i--) {
    heroBullets[i].update();
    if (heroBullets[i].destroyed) {
      heroBullets.splice(i, 1);
    }
  }
  // Update enemies
  for (var j = enemies.length - 1; j >= 0; j--) {
    enemies[j].update();
    if (enemies[j].destroyed) {
      enemies.splice(j, 1);
    }
  }
  // Check for collisions
  for (var k = heroBullets.length - 1; k >= 0; k--) {
    for (var l = enemies.length - 1; l >= 0; l--) {
      if (heroBullets[k].intersects(enemies[l])) {
        heroBullets[k].destroy();
        enemies[l].destroy();
        heroBullets.splice(k, 1);
        enemies.splice(l, 1);
        score++;
        scoreTxt.setText(score);
        break;
      }
    }
  }
  // Spawn new enemies
  if (LK.ticks % 60 == 0) {
    spawnEnemy();
  }
};
// Handle touch events
game.down = function (x, y, obj) {
  hero.attack();
};
game.move = function (x, y, obj) {
  hero.x = x;
  hero.y = y;
};
game.up = function (x, y, obj) {
  // No action needed on touch up
}; /****
* 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 () {
    // Update logic for hero
  };
  self.attack = function () {
    var newBullet = new HeroBullet();
    newBullet.x = self.x;
    newBullet.y = self.y - heroGraphics.height / 2;
    game.addChild(newBullet);
    heroBullets.push(newBullet);
  };
});
// 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 = new Text2('0', {
  size: 150,
  fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Initialize hero
hero = new Hero();
hero.x = 2048 / 2;
hero.y = 2732 - 200;
game.addChild(hero);
// Spawn enemies
function spawnEnemy() {
  var newEnemy = new Enemy();
  newEnemy.x = Math.random() * 2048;
  newEnemy.y = -100;
  game.addChild(newEnemy);
  enemies.push(newEnemy);
}
// Handle game updates
game.update = function () {
  // Update hero
  hero.update();
  // Update hero bullets
  for (var i = heroBullets.length - 1; i >= 0; i--) {
    heroBullets[i].update();
    if (heroBullets[i].destroyed) {
      heroBullets.splice(i, 1);
    }
  }
  // Update enemies
  for (var j = enemies.length - 1; j >= 0; j--) {
    enemies[j].update();
    if (enemies[j].destroyed) {
      enemies.splice(j, 1);
    }
  }
  // Check for collisions
  for (var k = heroBullets.length - 1; k >= 0; k--) {
    for (var l = enemies.length - 1; l >= 0; l--) {
      if (heroBullets[k].intersects(enemies[l])) {
        heroBullets[k].destroy();
        enemies[l].destroy();
        heroBullets.splice(k, 1);
        enemies.splice(l, 1);
        score++;
        scoreTxt.setText(score);
        break;
      }
    }
  }
  // Spawn new enemies
  if (LK.ticks % 60 == 0) {
    spawnEnemy();
  }
};
// Handle touch events
game.down = function (x, y, obj) {
  hero.attack();
};
game.move = function (x, y, obj) {
  hero.x = x;
  hero.y = y;
};
game.up = function (x, y, obj) {
  // No action needed on touch up
};
 A single alien. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 A hero space ship with cannon looking upwards. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 A single bullet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.