/**** 
* Classes
****/
// HeroBullet class
var HeroBullet = Container.expand(function (angleOffset) {
	var self = Container.call(this);
	var bulletGraphics = self.createAsset('heroBullet', 'Hero Bullet', 0.5, 0.5);
	self.speed = 10;
	self.angleOffset = angleOffset;
	self.move = function () {
		var radianAngle = self.angleOffset * Math.PI / 180;
		self.x += Math.cos(radianAngle) * self.speed;
		self.y += Math.sin(radianAngle) * self.speed;
	};
});
// KamikazeObstacle class
var KamikazeObstacle = Container.expand(function () {
	var self = Container.call(this);
	var kamikazeObstacleGraphics = self.createAsset('kamikazeObstacle', 'Kamikaze Obstacle', 0.5, 0.5);
	self.speed = 2;
	self.move = function () {
		self.y += self.speed;
	};
	self.collideWithEnemy = function (enemy) {
		if (self.intersects(enemy)) {
			enemy.destroy();
			self.destroy();
		}
	};
});
// Hero class
var Kasburger = Container.expand(function () {
	var self = Container.call(this);
	self.shoot = function () {
		var angles = [-15, 0, 15]; // Angles for the cone spread
		for (var i = 0; i < angles.length; i++) {
			var bullet = new HeroBullet(angles[i]);
			bullet.x = self.x;
			bullet.y = self.y;
			game.addChild(bullet);
		}
	};
	var kasburgerGraphics = self.createAsset('kasburger', 'Kasburger character', 0.5, 0.5);
	self.growth = 0.05;
	self.maxScale = 5;
	self.speed = 5;
	self.grow = function () {
		if (self.scale.x < self.maxScale) {
			self.scale.x += self.growth;
			self.scale.y += self.growth;
		}
	};
	self.move = function (x, y) {
		self.x = x;
		self.y = y;
	};
});
// AI Teammate class
var AiTeammate = Container.expand(function () {
	var self = Container.call(this);
	var aiTeammateGraphics = self.createAsset('aiteammate', 'AI Teammate character', 0.5, 0.5);
	self.speed = 3;
	self.followDistance = 100;
	self.bullets = [];
	self.shoot = function () {
		var nuke = new AiNuke();
		nuke.x = self.x;
		nuke.y = self.y;
		game.addChild(nuke);
		// Explode the nuke after a delay to simulate travel time
		LK.setTimeout(function () {
			nuke.explode(obstacles);
			nuke.destroy();
		}, 3000); // Explode after 3 seconds
	};
	self.follow = function (target, obstacles) {
		var closestObstacle = null;
		var minDist = Infinity;
		obstacles.forEach(function (obstacle) {
			var dx = obstacle.x - self.x;
			var dy = obstacle.y - self.y;
			var dist = Math.sqrt(dx * dx + dy * dy);
			if (dist < minDist) {
				minDist = dist;
				closestObstacle = obstacle;
			}
		});
		if (closestObstacle) {
			var dx = closestObstacle.x - self.x;
			var dy = closestObstacle.y - self.y;
			self.x += dx * self.speed / Math.sqrt(dx * dx + dy * dy);
			self.y += dy * self.speed / Math.sqrt(dx * dx + dy * dy);
		}
	};
});
// Obstacle class
var Obstacle = Container.expand(function () {
	var self = Container.call(this);
	var obstacleGraphics = self.createAsset('obstacle', 'Obstacle', 0.5, 0.5);
	self.speed = 2;
	self.move = function () {
		self.y += self.speed;
	};
});
// Nuke class for AI Teammate
var AiNuke = Container.expand(function () {
	var self = Container.call(this);
	var nukeGraphics = self.createAsset('aiNuke', 'AI Nuke', 0.5, 0.5);
	self.speed = -5;
	self.explosionRadius = 300;
	self.move = function () {
		self.y += self.speed;
	};
	self.explode = function (obstacles) {
		for (var i = obstacles.length - 1; i >= 0; i--) {
			var dx = obstacles[i].x - self.x;
			var dy = obstacles[i].y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance < self.explosionRadius) {
				obstacles[i].destroy();
				obstacles.splice(i, 1);
			}
		}
	};
});
/**** 
* Initialize Game
****/
var game = new LK.Game({
	backgroundColor: 0x000000 // Init game with black background
});
/**** 
* Game Code
****/
// Initialize Kasburger
var kasburger = game.addChild(new Kasburger());
kasburger.x = 2048 / 2;
kasburger.y = 2732 - 200; // Start the kasburger near the bottom of the screen
// Initialize AI teammate
var aiTeammate = game.addChild(new AiTeammate());
aiTeammate.x = 2048 / 2;
aiTeammate.y = kasburger.y - 300; // Start the AI teammate above the kasburger
// Initialize important asset arrays
var obstacles = [];
var kasburger = game.addChild(new Kasburger());
kasburger.x = 2048 / 2;
kasburger.y = 2732 - 200; // Start the kasburger near the bottom of the screen
// Game variables
var isGameOver = false;
var score = 0;
var scoreTxt = new Text2(score.toString(), {
	size: 150,
	fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Create kamikaze obstacles at intervals
var obstacleTimer = LK.setInterval(function () {
	var kamikazeObstacle = new KamikazeObstacle();
	kamikazeObstacle.x = Math.random() * 2048;
	kamikazeObstacle.y = -50; // Start above the screen
	obstacles.push(kamikazeObstacle);
	game.addChild(kamikazeObstacle);
}, 2000);
// Handle touch move events
function handleMove(obj) {
	var pos = obj.event.getLocalPosition(game);
	kasburger.move(pos.x, pos.y);
}
game.on('move', handleMove);
// Game tick event
LK.on('tick', function () {
	if (isGameOver) {
		return;
	}
	// Grow the kasburger
	kasburger.grow();
	// Kasburger shoots bullets
	if (LK.ticks % 30 == 0) {
		kasburger.shoot();
	}
	// Make the AI teammate follow the closest obstacle
	aiTeammate.follow(kasburger, obstacles);
	// AI Teammate shoots bullets
	if (LK.ticks % 60 == 0) {
		aiTeammate.shoot();
	}
	// Move AI bullets and check for off-screen
	for (var i = aiTeammate.bullets.length - 1; i >= 0; i--) {
		var bullet = aiTeammate.bullets[i];
		bullet.move();
		if (bullet.y < -50) {
			bullet.destroy();
			aiTeammate.bullets.splice(i, 1);
		}
	}
	kasburger.grow();
	// Move kamikaze obstacles and check for collisions with enemies
	for (var i = obstacles.length - 1; i >= 0; i--) {
		obstacles[i].move();
		if (obstacles[i] instanceof KamikazeObstacle) {
			obstacles[i].collideWithEnemy(kasburger);
		}
		if (obstacles[i].y > 2732 + 50) {
			obstacles[i].destroy();
			obstacles.splice(i, 1);
		} else if (kasburger.intersects(obstacles[i])) {
			isGameOver = true;
			LK.effects.flashScreen(0xff0000, 1000);
			LK.showGameOver();
		}
	}
	// Update score
	score++;
	scoreTxt.setText(score.toString());
});
// Game over function
function gameOver() {
	isGameOver = true;
	LK.clearInterval(obstacleTimer);
	LK.effects.flashScreen(0xff0000, 1000);
	LK.showGameOver();
}
// Touch end event to stop moving the hero
game.on('up', function () {
	// Stop moving the hero
}); /**** 
* Classes
****/
// HeroBullet class
var HeroBullet = Container.expand(function (angleOffset) {
	var self = Container.call(this);
	var bulletGraphics = self.createAsset('heroBullet', 'Hero Bullet', 0.5, 0.5);
	self.speed = 10;
	self.angleOffset = angleOffset;
	self.move = function () {
		var radianAngle = self.angleOffset * Math.PI / 180;
		self.x += Math.cos(radianAngle) * self.speed;
		self.y += Math.sin(radianAngle) * self.speed;
	};
});
// KamikazeObstacle class
var KamikazeObstacle = Container.expand(function () {
	var self = Container.call(this);
	var kamikazeObstacleGraphics = self.createAsset('kamikazeObstacle', 'Kamikaze Obstacle', 0.5, 0.5);
	self.speed = 2;
	self.move = function () {
		self.y += self.speed;
	};
	self.collideWithEnemy = function (enemy) {
		if (self.intersects(enemy)) {
			enemy.destroy();
			self.destroy();
		}
	};
});
// Hero class
var Kasburger = Container.expand(function () {
	var self = Container.call(this);
	self.shoot = function () {
		var angles = [-15, 0, 15]; // Angles for the cone spread
		for (var i = 0; i < angles.length; i++) {
			var bullet = new HeroBullet(angles[i]);
			bullet.x = self.x;
			bullet.y = self.y;
			game.addChild(bullet);
		}
	};
	var kasburgerGraphics = self.createAsset('kasburger', 'Kasburger character', 0.5, 0.5);
	self.growth = 0.05;
	self.maxScale = 5;
	self.speed = 5;
	self.grow = function () {
		if (self.scale.x < self.maxScale) {
			self.scale.x += self.growth;
			self.scale.y += self.growth;
		}
	};
	self.move = function (x, y) {
		self.x = x;
		self.y = y;
	};
});
// AI Teammate class
var AiTeammate = Container.expand(function () {
	var self = Container.call(this);
	var aiTeammateGraphics = self.createAsset('aiteammate', 'AI Teammate character', 0.5, 0.5);
	self.speed = 3;
	self.followDistance = 100;
	self.bullets = [];
	self.shoot = function () {
		var nuke = new AiNuke();
		nuke.x = self.x;
		nuke.y = self.y;
		game.addChild(nuke);
		// Explode the nuke after a delay to simulate travel time
		LK.setTimeout(function () {
			nuke.explode(obstacles);
			nuke.destroy();
		}, 3000); // Explode after 3 seconds
	};
	self.follow = function (target, obstacles) {
		var closestObstacle = null;
		var minDist = Infinity;
		obstacles.forEach(function (obstacle) {
			var dx = obstacle.x - self.x;
			var dy = obstacle.y - self.y;
			var dist = Math.sqrt(dx * dx + dy * dy);
			if (dist < minDist) {
				minDist = dist;
				closestObstacle = obstacle;
			}
		});
		if (closestObstacle) {
			var dx = closestObstacle.x - self.x;
			var dy = closestObstacle.y - self.y;
			self.x += dx * self.speed / Math.sqrt(dx * dx + dy * dy);
			self.y += dy * self.speed / Math.sqrt(dx * dx + dy * dy);
		}
	};
});
// Obstacle class
var Obstacle = Container.expand(function () {
	var self = Container.call(this);
	var obstacleGraphics = self.createAsset('obstacle', 'Obstacle', 0.5, 0.5);
	self.speed = 2;
	self.move = function () {
		self.y += self.speed;
	};
});
// Nuke class for AI Teammate
var AiNuke = Container.expand(function () {
	var self = Container.call(this);
	var nukeGraphics = self.createAsset('aiNuke', 'AI Nuke', 0.5, 0.5);
	self.speed = -5;
	self.explosionRadius = 300;
	self.move = function () {
		self.y += self.speed;
	};
	self.explode = function (obstacles) {
		for (var i = obstacles.length - 1; i >= 0; i--) {
			var dx = obstacles[i].x - self.x;
			var dy = obstacles[i].y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance < self.explosionRadius) {
				obstacles[i].destroy();
				obstacles.splice(i, 1);
			}
		}
	};
});
/**** 
* Initialize Game
****/
var game = new LK.Game({
	backgroundColor: 0x000000 // Init game with black background
});
/**** 
* Game Code
****/
// Initialize Kasburger
var kasburger = game.addChild(new Kasburger());
kasburger.x = 2048 / 2;
kasburger.y = 2732 - 200; // Start the kasburger near the bottom of the screen
// Initialize AI teammate
var aiTeammate = game.addChild(new AiTeammate());
aiTeammate.x = 2048 / 2;
aiTeammate.y = kasburger.y - 300; // Start the AI teammate above the kasburger
// Initialize important asset arrays
var obstacles = [];
var kasburger = game.addChild(new Kasburger());
kasburger.x = 2048 / 2;
kasburger.y = 2732 - 200; // Start the kasburger near the bottom of the screen
// Game variables
var isGameOver = false;
var score = 0;
var scoreTxt = new Text2(score.toString(), {
	size: 150,
	fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Create kamikaze obstacles at intervals
var obstacleTimer = LK.setInterval(function () {
	var kamikazeObstacle = new KamikazeObstacle();
	kamikazeObstacle.x = Math.random() * 2048;
	kamikazeObstacle.y = -50; // Start above the screen
	obstacles.push(kamikazeObstacle);
	game.addChild(kamikazeObstacle);
}, 2000);
// Handle touch move events
function handleMove(obj) {
	var pos = obj.event.getLocalPosition(game);
	kasburger.move(pos.x, pos.y);
}
game.on('move', handleMove);
// Game tick event
LK.on('tick', function () {
	if (isGameOver) {
		return;
	}
	// Grow the kasburger
	kasburger.grow();
	// Kasburger shoots bullets
	if (LK.ticks % 30 == 0) {
		kasburger.shoot();
	}
	// Make the AI teammate follow the closest obstacle
	aiTeammate.follow(kasburger, obstacles);
	// AI Teammate shoots bullets
	if (LK.ticks % 60 == 0) {
		aiTeammate.shoot();
	}
	// Move AI bullets and check for off-screen
	for (var i = aiTeammate.bullets.length - 1; i >= 0; i--) {
		var bullet = aiTeammate.bullets[i];
		bullet.move();
		if (bullet.y < -50) {
			bullet.destroy();
			aiTeammate.bullets.splice(i, 1);
		}
	}
	kasburger.grow();
	// Move kamikaze obstacles and check for collisions with enemies
	for (var i = obstacles.length - 1; i >= 0; i--) {
		obstacles[i].move();
		if (obstacles[i] instanceof KamikazeObstacle) {
			obstacles[i].collideWithEnemy(kasburger);
		}
		if (obstacles[i].y > 2732 + 50) {
			obstacles[i].destroy();
			obstacles.splice(i, 1);
		} else if (kasburger.intersects(obstacles[i])) {
			isGameOver = true;
			LK.effects.flashScreen(0xff0000, 1000);
			LK.showGameOver();
		}
	}
	// Update score
	score++;
	scoreTxt.setText(score.toString());
});
// Game over function
function gameOver() {
	isGameOver = true;
	LK.clearInterval(obstacleTimer);
	LK.effects.flashScreen(0xff0000, 1000);
	LK.showGameOver();
}
// Touch end event to stop moving the hero
game.on('up', function () {
	// Stop moving the hero
});