/**** 
* Classes
****/ 
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Business class to represent different businesses in the game
var Business = Container.expand(function () {
	var self = Container.call(this);
	var businessGraphics = self.attachAsset('business', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.revenue = 0;
	self.expenses = 0;
	self.profit = function () {
		return self.revenue - self.expenses;
	};
	self.update = function () {
		// Update business logic here
		self.revenue += Math.random() * 10; // Increase revenue randomly
		self.expenses += Math.random() * 5; // Increase expenses randomly
	};
});
// Market class to represent the market environment
var Market = Container.expand(function () {
	var self = Container.call(this);
	var marketGraphics = self.attachAsset('market', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.demand = 0;
	self.supply = 0;
	self.update = function () {
		// Update market logic here
		self.demand += Math.random() * 10; // Increase demand randomly
		self.supply += Math.random() * 5; // Increase supply randomly
	};
});
// Player class to represent the player in the game
var Player = Container.expand(function () {
	var self = Container.call(this);
	self.money = 1000; // Initial money for the player
	self.update = function () {
		// Update player logic here
		// Player earns money from each business
		for (var i = 0; i < businesses.length; i++) {
			if (businesses[i].profit() > 0) {
				self.money += businesses[i].profit();
			}
		}
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background 
});
/**** 
* Game Code
****/ 
// Initialize businesses and market
var businesses = [];
var market = new Market();
game.addChild(market);
// Create initial businesses
for (var i = 0; i < 5; i++) {
	var business = new Business();
	business.x = 400 + i * 300;
	business.y = 1366; // Center vertically
	businesses.push(business);
	game.addChild(business);
}
// Initialize the player
var player = new Player();
game.addChild(player);
// Game update logic
game.update = function () {
	// Update each business
	for (var i = 0; i < businesses.length; i++) {
		businesses[i].update();
		if (businesses[i].profit() > 0 && market.demand > market.supply) {
			// If the business is profitable and the market demand is greater than supply, increase the business revenue
			businesses[i].revenue += businesses[i].profit();
		}
	}
	// Update market
	market.update();
	// Update player
	player.update();
};
// Handle touch events for interaction
game.down = function (x, y, obj) {
	// Buy a new business if the player has enough money
	if (player.money >= 100) {
		var business = new Business();
		business.x = 400 + businesses.length * 300;
		business.y = 1366; // Center vertically
		businesses.push(business);
		game.addChild(business);
		player.money -= 100; // Deduct the cost of the business from the player's money
	}
};
game.up = function (x, y, obj) {
	// Handle touch up logic
};
game.move = function (x, y, obj) {
	// Handle touch move logic
}; /**** 
* Classes
****/ 
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Business class to represent different businesses in the game
var Business = Container.expand(function () {
	var self = Container.call(this);
	var businessGraphics = self.attachAsset('business', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.revenue = 0;
	self.expenses = 0;
	self.profit = function () {
		return self.revenue - self.expenses;
	};
	self.update = function () {
		// Update business logic here
		self.revenue += Math.random() * 10; // Increase revenue randomly
		self.expenses += Math.random() * 5; // Increase expenses randomly
	};
});
// Market class to represent the market environment
var Market = Container.expand(function () {
	var self = Container.call(this);
	var marketGraphics = self.attachAsset('market', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.demand = 0;
	self.supply = 0;
	self.update = function () {
		// Update market logic here
		self.demand += Math.random() * 10; // Increase demand randomly
		self.supply += Math.random() * 5; // Increase supply randomly
	};
});
// Player class to represent the player in the game
var Player = Container.expand(function () {
	var self = Container.call(this);
	self.money = 1000; // Initial money for the player
	self.update = function () {
		// Update player logic here
		// Player earns money from each business
		for (var i = 0; i < businesses.length; i++) {
			if (businesses[i].profit() > 0) {
				self.money += businesses[i].profit();
			}
		}
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background 
});
/**** 
* Game Code
****/ 
// Initialize businesses and market
var businesses = [];
var market = new Market();
game.addChild(market);
// Create initial businesses
for (var i = 0; i < 5; i++) {
	var business = new Business();
	business.x = 400 + i * 300;
	business.y = 1366; // Center vertically
	businesses.push(business);
	game.addChild(business);
}
// Initialize the player
var player = new Player();
game.addChild(player);
// Game update logic
game.update = function () {
	// Update each business
	for (var i = 0; i < businesses.length; i++) {
		businesses[i].update();
		if (businesses[i].profit() > 0 && market.demand > market.supply) {
			// If the business is profitable and the market demand is greater than supply, increase the business revenue
			businesses[i].revenue += businesses[i].profit();
		}
	}
	// Update market
	market.update();
	// Update player
	player.update();
};
// Handle touch events for interaction
game.down = function (x, y, obj) {
	// Buy a new business if the player has enough money
	if (player.money >= 100) {
		var business = new Business();
		business.x = 400 + businesses.length * 300;
		business.y = 1366; // Center vertically
		businesses.push(business);
		game.addChild(business);
		player.money -= 100; // Deduct the cost of the business from the player's money
	}
};
game.up = function (x, y, obj) {
	// Handle touch up logic
};
game.move = function (x, y, obj) {
	// Handle touch move logic
};