/**** 
* Classes
****/ 
// Bullet class for shooting
var Bullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletGraphics = self.attachAsset('bullet', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = -10;
	self.update = function () {
		self.y += self.speed;
	};
});
//<Assets used in the game will automatically appear here>
// Dinosaur class representing the target
var Dinosaur = Container.expand(function () {
	var self = Container.call(this);
	var dinosaurGraphics = self.attachAsset('dinosaur', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 3;
	self.update = function () {
		self.x += self.speed;
		if (self.x > 2048) {
			self.x = 0;
		}
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background 
});
/**** 
* Game Code
****/ 
var dinosaurs = [];
var bullets = [];
var score = 0;
var scoreTxt = new Text2('0', {
	size: 150,
	fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var highScore = 0;
var highScoreTxt = new Text2('High Score: 0', {
	size: 100,
	fill: "#ffffff"
});
highScoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(highScoreTxt);
highScoreTxt.y = 150; // Position below the score text
// Function to spawn a dinosaur
function spawnDinosaur() {
	var dinosaur = new Dinosaur();
	dinosaur.x = Math.random() * 2048;
	dinosaur.y = Math.random() * 2732 / 2;
	dinosaurs.push(dinosaur);
	game.addChild(dinosaur);
}
// Function to shoot a bullet
function shootBullet(x, y) {
	var bullet = new Bullet();
	bullet.x = x;
	bullet.y = y;
	bullets.push(bullet);
	game.addChild(bullet);
}
// Handle game updates
game.update = function () {
	for (var i = bullets.length - 1; i >= 0; i--) {
		bullets[i].update();
		if (bullets[i].y < 0) {
			bullets[i].destroy();
			bullets.splice(i, 1);
		}
	}
	for (var j = dinosaurs.length - 1; j >= 0; j--) {
		dinosaurs[j].update();
		if (dinosaurs.length > 10) {
			LK.showGameOver();
			highScoreTxt.setText('High Score: ' + highScore);
			return;
		}
		if (dinosaurs[j].x > 2048) {
			dinosaurs.splice(j, 1);
		}
		for (var k = bullets.length - 1; k >= 0; k--) {
			if (dinosaurs[j].intersects(bullets[k])) {
				score++;
				scoreTxt.setText(score);
				if (score > highScore) {
					highScore = score;
					highScoreTxt.setText('High Score: ' + highScore);
				}
				dinosaurs[j].destroy();
				bullets[k].destroy();
				dinosaurs.splice(j, 1);
				bullets.splice(k, 1);
				// Removed lowest score tracking
				break;
			}
		}
	}
	if (LK.ticks % 120 == 0) {
		spawnDinosaur();
	}
};
// Handle touch events for shooting
game.down = function (x, y, obj) {
	shootBullet(x, y);
}; /**** 
* Classes
****/ 
// Bullet class for shooting
var Bullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletGraphics = self.attachAsset('bullet', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = -10;
	self.update = function () {
		self.y += self.speed;
	};
});
//<Assets used in the game will automatically appear here>
// Dinosaur class representing the target
var Dinosaur = Container.expand(function () {
	var self = Container.call(this);
	var dinosaurGraphics = self.attachAsset('dinosaur', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 3;
	self.update = function () {
		self.x += self.speed;
		if (self.x > 2048) {
			self.x = 0;
		}
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background 
});
/**** 
* Game Code
****/ 
var dinosaurs = [];
var bullets = [];
var score = 0;
var scoreTxt = new Text2('0', {
	size: 150,
	fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var highScore = 0;
var highScoreTxt = new Text2('High Score: 0', {
	size: 100,
	fill: "#ffffff"
});
highScoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(highScoreTxt);
highScoreTxt.y = 150; // Position below the score text
// Function to spawn a dinosaur
function spawnDinosaur() {
	var dinosaur = new Dinosaur();
	dinosaur.x = Math.random() * 2048;
	dinosaur.y = Math.random() * 2732 / 2;
	dinosaurs.push(dinosaur);
	game.addChild(dinosaur);
}
// Function to shoot a bullet
function shootBullet(x, y) {
	var bullet = new Bullet();
	bullet.x = x;
	bullet.y = y;
	bullets.push(bullet);
	game.addChild(bullet);
}
// Handle game updates
game.update = function () {
	for (var i = bullets.length - 1; i >= 0; i--) {
		bullets[i].update();
		if (bullets[i].y < 0) {
			bullets[i].destroy();
			bullets.splice(i, 1);
		}
	}
	for (var j = dinosaurs.length - 1; j >= 0; j--) {
		dinosaurs[j].update();
		if (dinosaurs.length > 10) {
			LK.showGameOver();
			highScoreTxt.setText('High Score: ' + highScore);
			return;
		}
		if (dinosaurs[j].x > 2048) {
			dinosaurs.splice(j, 1);
		}
		for (var k = bullets.length - 1; k >= 0; k--) {
			if (dinosaurs[j].intersects(bullets[k])) {
				score++;
				scoreTxt.setText(score);
				if (score > highScore) {
					highScore = score;
					highScoreTxt.setText('High Score: ' + highScore);
				}
				dinosaurs[j].destroy();
				bullets[k].destroy();
				dinosaurs.splice(j, 1);
				bullets.splice(k, 1);
				// Removed lowest score tracking
				break;
			}
		}
	}
	if (LK.ticks % 120 == 0) {
		spawnDinosaur();
	}
};
// Handle touch events for shooting
game.down = function (x, y, obj) {
	shootBullet(x, y);
};