/****
* Classes
****/
//<Assets used in the game will automatically appear here>
// Hero class representing the player character
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 () {
    // Hero update logic
  };
});
// Obstacle class representing obstacles in the game
var Obstacle = Container.expand(function () {
  var self = Container.call(this);
  var obstacleGraphics = self.attachAsset('obstacle', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = -5;
  self.update = function () {
    self.x += self.speed;
    if (self.x < -self.width) {
      self.destroy();
    }
  };
});
/****
* Initialize Game
****/
var game = new LK.Game({
  backgroundColor: 0x000000 //Init game with black background 
});
/****
* Game Code
****/
// Initialize game variables
var hero;
var obstacles = [];
var score = 0;
var scoreTxt;
// Function to handle game updates
game.update = function () {
  // Update hero
  hero.update();
  // Update obstacles
  for (var i = obstacles.length - 1; i >= 0; i--) {
    obstacles[i].update();
    if (hero.intersects(obstacles[i])) {
      LK.effects.flashScreen(0xff0000, 1000);
      LK.showGameOver();
    }
  }
  // Spawn new obstacles
  if (LK.ticks % 60 == 0) {
    var newObstacle = new Obstacle();
    newObstacle.x = 2048;
    newObstacle.y = Math.random() * 2732;
    obstacles.push(newObstacle);
    game.addChild(newObstacle);
  }
  // Update score
  score += 1;
  scoreTxt.setText(score);
};
// Initialize hero
hero = game.addChild(new Hero());
hero.x = 200;
hero.y = 1366; // Center vertically
// Initialize score text
scoreTxt = new Text2('0', {
  size: 150,
  fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Handle touch events for hero movement
game.down = function (x, y, obj) {
  hero.y = y;
};
game.move = function (x, y, obj) {
  hero.y = y;
};
game.up = function (x, y, obj) {
  // Stop hero movement
}; /****
* Classes
****/
//<Assets used in the game will automatically appear here>
// Hero class representing the player character
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 () {
    // Hero update logic
  };
});
// Obstacle class representing obstacles in the game
var Obstacle = Container.expand(function () {
  var self = Container.call(this);
  var obstacleGraphics = self.attachAsset('obstacle', {
    anchorX: 0.5,
    anchorY: 0.5
  });
  self.speed = -5;
  self.update = function () {
    self.x += self.speed;
    if (self.x < -self.width) {
      self.destroy();
    }
  };
});
/****
* Initialize Game
****/
var game = new LK.Game({
  backgroundColor: 0x000000 //Init game with black background 
});
/****
* Game Code
****/
// Initialize game variables
var hero;
var obstacles = [];
var score = 0;
var scoreTxt;
// Function to handle game updates
game.update = function () {
  // Update hero
  hero.update();
  // Update obstacles
  for (var i = obstacles.length - 1; i >= 0; i--) {
    obstacles[i].update();
    if (hero.intersects(obstacles[i])) {
      LK.effects.flashScreen(0xff0000, 1000);
      LK.showGameOver();
    }
  }
  // Spawn new obstacles
  if (LK.ticks % 60 == 0) {
    var newObstacle = new Obstacle();
    newObstacle.x = 2048;
    newObstacle.y = Math.random() * 2732;
    obstacles.push(newObstacle);
    game.addChild(newObstacle);
  }
  // Update score
  score += 1;
  scoreTxt.setText(score);
};
// Initialize hero
hero = game.addChild(new Hero());
hero.x = 200;
hero.y = 1366; // Center vertically
// Initialize score text
scoreTxt = new Text2('0', {
  size: 150,
  fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Handle touch events for hero movement
game.down = function (x, y, obj) {
  hero.y = y;
};
game.move = function (x, y, obj) {
  hero.y = y;
};
game.up = function (x, y, obj) {
  // Stop hero movement
};