/**** 
* Plugins
****/ 
var facekit = LK.import("@upit/facekit.v1");
/**** 
* Classes
****/ 
// Bullet class
var Bullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletGraphics = self.attachAsset('bullet', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = -15;
	self.update = function () {
		self.y += self.speed;
	};
});
// 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.y = 0;
			self.x = Math.random() * 2048;
		}
	};
});
//<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 () {
		self.x = facekit.mouthCenter.x;
		self.y = facekit.mouthCenter.y;
		if (facekit.mouthOpen) {
			var newBullet = new Bullet();
			newBullet.x = self.x;
			newBullet.y = self.y;
			bullets.push(newBullet);
			game.addChild(newBullet);
		}
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background 
});
/**** 
* Game Code
****/ 
//<Assets used in the game will automatically appear here>
// Initialize hero
var hero = game.addChild(new Hero());
hero.x = 1024;
hero.y = 2500;
// Initialize enemies
var enemies = [];
for (var i = 0; i < 5; i++) {
	var enemy = new Enemy();
	enemy.x = Math.random() * 2048;
	enemy.y = Math.random() * 1000;
	enemies.push(enemy);
	game.addChild(enemy);
}
// Initialize bullets
var bullets = [];
// Handle game move event
game.move = function (x, y, obj) {
	hero.x = facekit.mouthCenter.x;
	hero.y = facekit.mouthCenter.y;
};
game.update = function () {
	// Removed the shooting control from here as it is now handled in the hero update function
};
// Handle game update event
game.update = function () {
	// Update stopwatch
	stopwatch++;
	// Update bullets
	for (var i = bullets.length - 1; i >= 0; i--) {
		var bullet = bullets[i];
		bullet.update();
		if (bullet.y < 0) {
			bullet.destroy();
			bullets.splice(i, 1);
		}
	}
	// Update enemies
	for (var j = enemies.length - 1; j >= 0; j--) {
		var enemy = enemies[j];
		enemy.update();
		if (hero.intersects(enemy)) {
			LK.effects.flashScreen(0xff0000, 1000);
			LK.setScore(totalKilled);
			LK.showGameOver();
		}
		// Check for bullet collision
		for (var k = bullets.length - 1; k >= 0; k--) {
			var bullet = bullets[k];
			if (bullet.intersects(enemy)) {
				// Destroy bullet and enemy
				bullet.destroy();
				bullets.splice(k, 1);
				enemy.destroy();
				enemies.splice(j, 1);
				break;
			}
		}
	}
	// Initialize enemy count
	var enemyCount = 5;
	// Initialize stopwatch
	var stopwatch = 0;
	// Initialize total killed enemies count
	var totalKilled = 0;
	// Spawn more enemies when all are killed
	if (enemies.length === 0 && totalKilled < 25) {
		for (var i = 0; i < enemyCount; i++) {
			var enemy = new Enemy();
			enemy.x = Math.random() * 2048;
			enemy.y = Math.random() * 1000;
			enemies.push(enemy);
			game.addChild(enemy);
		}
		// Increase enemy count for next level
		enemyCount++;
		// Increase total killed enemies count
		totalKilled += enemyCount;
	} else if (totalKilled >= 25) {
		// End game after 25 robots are killed
		LK.setScore(totalKilled);
		LK.setScore(totalKilled);
		LK.setScore(totalKilled);
		LK.showGameOver("You killed " + totalKilled + " robots! Time: " + stopwatch / 60 + " seconds");
	}
}; /**** 
* Plugins
****/ 
var facekit = LK.import("@upit/facekit.v1");
/**** 
* Classes
****/ 
// Bullet class
var Bullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletGraphics = self.attachAsset('bullet', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = -15;
	self.update = function () {
		self.y += self.speed;
	};
});
// 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.y = 0;
			self.x = Math.random() * 2048;
		}
	};
});
//<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 () {
		self.x = facekit.mouthCenter.x;
		self.y = facekit.mouthCenter.y;
		if (facekit.mouthOpen) {
			var newBullet = new Bullet();
			newBullet.x = self.x;
			newBullet.y = self.y;
			bullets.push(newBullet);
			game.addChild(newBullet);
		}
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background 
});
/**** 
* Game Code
****/ 
//<Assets used in the game will automatically appear here>
// Initialize hero
var hero = game.addChild(new Hero());
hero.x = 1024;
hero.y = 2500;
// Initialize enemies
var enemies = [];
for (var i = 0; i < 5; i++) {
	var enemy = new Enemy();
	enemy.x = Math.random() * 2048;
	enemy.y = Math.random() * 1000;
	enemies.push(enemy);
	game.addChild(enemy);
}
// Initialize bullets
var bullets = [];
// Handle game move event
game.move = function (x, y, obj) {
	hero.x = facekit.mouthCenter.x;
	hero.y = facekit.mouthCenter.y;
};
game.update = function () {
	// Removed the shooting control from here as it is now handled in the hero update function
};
// Handle game update event
game.update = function () {
	// Update stopwatch
	stopwatch++;
	// Update bullets
	for (var i = bullets.length - 1; i >= 0; i--) {
		var bullet = bullets[i];
		bullet.update();
		if (bullet.y < 0) {
			bullet.destroy();
			bullets.splice(i, 1);
		}
	}
	// Update enemies
	for (var j = enemies.length - 1; j >= 0; j--) {
		var enemy = enemies[j];
		enemy.update();
		if (hero.intersects(enemy)) {
			LK.effects.flashScreen(0xff0000, 1000);
			LK.setScore(totalKilled);
			LK.showGameOver();
		}
		// Check for bullet collision
		for (var k = bullets.length - 1; k >= 0; k--) {
			var bullet = bullets[k];
			if (bullet.intersects(enemy)) {
				// Destroy bullet and enemy
				bullet.destroy();
				bullets.splice(k, 1);
				enemy.destroy();
				enemies.splice(j, 1);
				break;
			}
		}
	}
	// Initialize enemy count
	var enemyCount = 5;
	// Initialize stopwatch
	var stopwatch = 0;
	// Initialize total killed enemies count
	var totalKilled = 0;
	// Spawn more enemies when all are killed
	if (enemies.length === 0 && totalKilled < 25) {
		for (var i = 0; i < enemyCount; i++) {
			var enemy = new Enemy();
			enemy.x = Math.random() * 2048;
			enemy.y = Math.random() * 1000;
			enemies.push(enemy);
			game.addChild(enemy);
		}
		// Increase enemy count for next level
		enemyCount++;
		// Increase total killed enemies count
		totalKilled += enemyCount;
	} else if (totalKilled >= 25) {
		// End game after 25 robots are killed
		LK.setScore(totalKilled);
		LK.setScore(totalKilled);
		LK.setScore(totalKilled);
		LK.showGameOver("You killed " + totalKilled + " robots! Time: " + stopwatch / 60 + " seconds");
	}
};