/****
* Classes
****/
//<Assets used in the game will automatically appear here>
// Character class representing a player or NPC in the game
var Character = Container.expand(function () {
  var self = Container.call(this);
  var characterGraphics = self.attachAsset('character', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = 5; // Default speed
  self.update = function () {
    // Update logic for character movement or actions
  };
  self.move = function (direction) {
    switch (direction) {
      case 'up':
        self.y -= self.speed;
        break;
      case 'down':
        self.y += self.speed;
        break;
      case 'left':
        self.x -= self.speed;
        break;
      case 'right':
        self.x += self.speed;
        break;
    }
  };
});
// NPC class representing non-playable characters
var NPC = Container.expand(function () {
  var self = Container.call(this);
  var npcGraphics = self.attachAsset('npc', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.update = function () {
    // Update logic for NPC actions
  };
});
// Vehicle class representing a vehicle in the game
var Vehicle = Container.expand(function () {
  var self = Container.call(this);
  var vehicleGraphics = self.attachAsset('vehicle', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = 10; // Default speed
  self.update = function () {
    // Update logic for vehicle movement or actions
  };
  self.move = function (direction) {
    switch (direction) {
      case 'up':
        self.y -= self.speed;
        break;
      case 'down':
        self.y += self.speed;
        break;
      case 'left':
        self.x -= self.speed;
        break;
      case 'right':
        self.x += self.speed;
        break;
    }
  };
});
/****
* Initialize Game
****/
var game = new LK.Game({
  backgroundColor: 0x000000 //Init game with black background 
});
/****
* Game Code
****/
// Initialize characters
var player = game.addChild(new Character());
player.x = 1024; // Center horizontally
player.y = 1366; // Center vertically
var npc1 = game.addChild(new NPC());
npc1.x = 500;
npc1.y = 500;
var npc2 = game.addChild(new NPC());
npc2.x = 1500;
npc2.y = 1500;
// Initialize vehicles
var vehicle1 = game.addChild(new Vehicle());
vehicle1.x = 800;
vehicle1.y = 800;
var vehicle2 = game.addChild(new Vehicle());
vehicle2.x = 1200;
vehicle2.y = 1200;
// Handle game updates
game.update = function () {
  player.update();
  npc1.update();
  npc2.update();
  vehicle1.update();
  vehicle2.update();
};
// Handle touch events for player movement
game.down = function (x, y, obj) {
  if (x < player.x) {
    player.move('left');
  } else if (x > player.x) {
    player.move('right');
  }
  if (y < player.y) {
    player.move('up');
  } else if (y > player.y) {
    player.move('down');
  }
};
game.up = function (x, y, obj) {
  // Stop player movement on touch release
};
// Add more game logic and features as needed /****
* Classes
****/
//<Assets used in the game will automatically appear here>
// Character class representing a player or NPC in the game
var Character = Container.expand(function () {
  var self = Container.call(this);
  var characterGraphics = self.attachAsset('character', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = 5; // Default speed
  self.update = function () {
    // Update logic for character movement or actions
  };
  self.move = function (direction) {
    switch (direction) {
      case 'up':
        self.y -= self.speed;
        break;
      case 'down':
        self.y += self.speed;
        break;
      case 'left':
        self.x -= self.speed;
        break;
      case 'right':
        self.x += self.speed;
        break;
    }
  };
});
// NPC class representing non-playable characters
var NPC = Container.expand(function () {
  var self = Container.call(this);
  var npcGraphics = self.attachAsset('npc', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.update = function () {
    // Update logic for NPC actions
  };
});
// Vehicle class representing a vehicle in the game
var Vehicle = Container.expand(function () {
  var self = Container.call(this);
  var vehicleGraphics = self.attachAsset('vehicle', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = 10; // Default speed
  self.update = function () {
    // Update logic for vehicle movement or actions
  };
  self.move = function (direction) {
    switch (direction) {
      case 'up':
        self.y -= self.speed;
        break;
      case 'down':
        self.y += self.speed;
        break;
      case 'left':
        self.x -= self.speed;
        break;
      case 'right':
        self.x += self.speed;
        break;
    }
  };
});
/****
* Initialize Game
****/
var game = new LK.Game({
  backgroundColor: 0x000000 //Init game with black background 
});
/****
* Game Code
****/
// Initialize characters
var player = game.addChild(new Character());
player.x = 1024; // Center horizontally
player.y = 1366; // Center vertically
var npc1 = game.addChild(new NPC());
npc1.x = 500;
npc1.y = 500;
var npc2 = game.addChild(new NPC());
npc2.x = 1500;
npc2.y = 1500;
// Initialize vehicles
var vehicle1 = game.addChild(new Vehicle());
vehicle1.x = 800;
vehicle1.y = 800;
var vehicle2 = game.addChild(new Vehicle());
vehicle2.x = 1200;
vehicle2.y = 1200;
// Handle game updates
game.update = function () {
  player.update();
  npc1.update();
  npc2.update();
  vehicle1.update();
  vehicle2.update();
};
// Handle touch events for player movement
game.down = function (x, y, obj) {
  if (x < player.x) {
    player.move('left');
  } else if (x > player.x) {
    player.move('right');
  }
  if (y < player.y) {
    player.move('up');
  } else if (y > player.y) {
    player.move('down');
  }
};
game.up = function (x, y, obj) {
  // Stop player movement on touch release
};
// Add more game logic and features as needed
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