/**** 
* Classes
****/ 
// Define a class for Pokéball
var Pokeball = Container.expand(function () {
	var self = Container.call(this);
	var pokeballGraphics = self.attachAsset('pokeball', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		// Update logic for Pokéball
		self.y -= 5; // Move Pokéball upwards
		// Make the pokeball move in a zig zag pattern
		if (LK.ticks % 20 < 10) {
			self.x += 5;
		} else {
			self.x -= 5;
		}
	};
});
//<Assets used in the game will automatically appear here>
// Define a class for Pokémon
var Pokemon = Container.expand(function () {
	var self = Container.call(this);
	var pokemonGraphics = self.attachAsset('pokemon', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		// Update logic for Pokémon
	};
});
// Define a class for Trainer
var Trainer = Container.expand(function () {
	var self = Container.call(this);
	var trainerGraphics = self.attachAsset('trainer', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		// Update logic for Trainer
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background 
});
/**** 
* Game Code
****/ 
// Initialize arrays and variables
var pokemons = [];
var trainer;
var pokeballs = [];
var score = 0;
// Create and add a Trainer to the game
trainer = game.addChild(new Trainer());
trainer.x = 2048 / 2;
trainer.y = 2732 - 200;
// Function to spawn 5 Pokémons
function spawnPokemon() {
	for (var i = 0; i < 5; i++) {
		var newPokemon = new Pokemon();
		newPokemon.x = Math.random() * 2048;
		newPokemon.y = 0;
		pokemons.push(newPokemon);
		game.addChild(newPokemon);
	}
}
// Function to throw a Pokéball
function throwPokeball() {
	var newPokeball = new Pokeball();
	newPokeball.x = trainer.x;
	newPokeball.y = trainer.y;
	pokeballs.push(newPokeball);
	game.addChild(newPokeball);
}
// Handle game updates
game.update = function () {
	// Update Pokémon positions
	pokemons.forEach(function (pokemon) {
		pokemon.y += 2; // Move Pokémon downwards
		if (pokemon.y > 2732) {
			pokemon.destroy();
			pokemons.splice(pokemons.indexOf(pokemon), 1);
		}
	});
	// Update Pokéball positions
	pokeballs.forEach(function (pokeball) {
		pokeball.y -= 5; // Move Pokéball upwards
		if (pokeball.y < 0) {
			pokeball.destroy();
			pokeballs.splice(pokeballs.indexOf(pokeball), 1);
		}
	});
	// Check for collisions between Pokéballs and Pokémon
	pokeballs.forEach(function (pokeball) {
		pokemons.forEach(function (pokemon) {
			if (pokeball.intersects(pokemon)) {
				score += 1;
				pokeball.destroy();
				pokemon.destroy();
				pokeballs.splice(pokeballs.indexOf(pokeball), 1);
				pokemons.splice(pokemons.indexOf(pokemon), 1);
			}
		});
	});
};
// Handle touch events for throwing Pokéballs
game.down = function (x, y, obj) {
	throwPokeball();
	trainer.x = x; // Move the trainer to the x position of the touch event
};
// Spawn Pokémon at intervals
var spawnInterval = LK.setInterval(spawnPokemon, 2000); /**** 
* Classes
****/ 
// Define a class for Pokéball
var Pokeball = Container.expand(function () {
	var self = Container.call(this);
	var pokeballGraphics = self.attachAsset('pokeball', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		// Update logic for Pokéball
		self.y -= 5; // Move Pokéball upwards
		// Make the pokeball move in a zig zag pattern
		if (LK.ticks % 20 < 10) {
			self.x += 5;
		} else {
			self.x -= 5;
		}
	};
});
//<Assets used in the game will automatically appear here>
// Define a class for Pokémon
var Pokemon = Container.expand(function () {
	var self = Container.call(this);
	var pokemonGraphics = self.attachAsset('pokemon', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		// Update logic for Pokémon
	};
});
// Define a class for Trainer
var Trainer = Container.expand(function () {
	var self = Container.call(this);
	var trainerGraphics = self.attachAsset('trainer', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		// Update logic for Trainer
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background 
});
/**** 
* Game Code
****/ 
// Initialize arrays and variables
var pokemons = [];
var trainer;
var pokeballs = [];
var score = 0;
// Create and add a Trainer to the game
trainer = game.addChild(new Trainer());
trainer.x = 2048 / 2;
trainer.y = 2732 - 200;
// Function to spawn 5 Pokémons
function spawnPokemon() {
	for (var i = 0; i < 5; i++) {
		var newPokemon = new Pokemon();
		newPokemon.x = Math.random() * 2048;
		newPokemon.y = 0;
		pokemons.push(newPokemon);
		game.addChild(newPokemon);
	}
}
// Function to throw a Pokéball
function throwPokeball() {
	var newPokeball = new Pokeball();
	newPokeball.x = trainer.x;
	newPokeball.y = trainer.y;
	pokeballs.push(newPokeball);
	game.addChild(newPokeball);
}
// Handle game updates
game.update = function () {
	// Update Pokémon positions
	pokemons.forEach(function (pokemon) {
		pokemon.y += 2; // Move Pokémon downwards
		if (pokemon.y > 2732) {
			pokemon.destroy();
			pokemons.splice(pokemons.indexOf(pokemon), 1);
		}
	});
	// Update Pokéball positions
	pokeballs.forEach(function (pokeball) {
		pokeball.y -= 5; // Move Pokéball upwards
		if (pokeball.y < 0) {
			pokeball.destroy();
			pokeballs.splice(pokeballs.indexOf(pokeball), 1);
		}
	});
	// Check for collisions between Pokéballs and Pokémon
	pokeballs.forEach(function (pokeball) {
		pokemons.forEach(function (pokemon) {
			if (pokeball.intersects(pokemon)) {
				score += 1;
				pokeball.destroy();
				pokemon.destroy();
				pokeballs.splice(pokeballs.indexOf(pokeball), 1);
				pokemons.splice(pokemons.indexOf(pokemon), 1);
			}
		});
	});
};
// Handle touch events for throwing Pokéballs
game.down = function (x, y, obj) {
	throwPokeball();
	trainer.x = x; // Move the trainer to the x position of the touch event
};
// Spawn Pokémon at intervals
var spawnInterval = LK.setInterval(spawnPokemon, 2000);