User prompt
The cup should be allowed to move during the 3 second cooldown, but it is not allowed to move when the settings gui is open.
User prompt
Allow the cup to be moved during the 3 second cooldown
User prompt
The countdown needs to change the number once a second
User prompt
After the game gets unpaused, I want there to be a need 3 second countdown in the middle of the screen. Countdown color text is green.
User prompt
When the game is paused, the timer cannot go down.
User prompt
I want the game to pause when the settings gui is opened. I want the game to unpause when the settings gui is closed.
User prompt
I want you to start development of a pause feature. The pause feature will stop any items from falling and will stop your ability to move the cup.
User prompt
Add new text over the easyButton which has the following. "Set Your Difficulty"
User prompt
Move the easy button to the top of the settings gui. Put 4 asset under that. The first asset will be called "Easy". The second asset will be called "Normal". The third asset will be called "Hard". The fourth asset will be called "Insane".
User prompt
Can you add a 5 curve to the settings gui
User prompt
Add a left to right animation for the opening of the settings gui
User prompt
Make the settings button padding 10
User prompt
Fix Bug: 'Error: The supplied DisplayObject must be a child of the caller' in this line: 'game.addChildAt(splash, game.getChildIndex(LK.gui.top) - 1);' Line Number: 512
User prompt
Make it so the spash effects will always be below the settings gui layer
User prompt
Make it so new items will always be below the settings gui layer
User prompt
Bug: Settings GUI is over objects that are already in the game, but new objects in the game will be above it. The settings GUI should always be over objects.
User prompt
Add text over the settings GUI which says the following "Settings In The Works!"
User prompt
Move the settings button to the top right corner of the screen
User prompt
Move the scoringzone asset to the top of the cup asset. Right now it is at the bottom of the cup asset.
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of null (reading 'getBounds')' in this line: 'self.y = -self.parent.getBounds().height * 0.5; // Position at the top of the cup asset' Line Number: 473
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of null (reading 'height')' in this line: 'self.y = -self.parent.height * 0.5; // Position at the top of the cup asset' Line Number: 473
User prompt
Place the scoring zone at the top of the cup asset.
User prompt
Make sure the scoringZone works
User prompt
Create a new, invisible asset that is placed at the top of the cup. That is the only spot where points will be calculated now.
User prompt
Add a counter-clockwise rotation animation when the settings button is clicked when the settings gui is open
/**** * Classes ****/ var Countdown = Container.expand(function () { var self = Container.call(this); self.counter = 3; var countdownText = new Text2(self.counter.toString(), { size: 200, fill: '#00ff00', // Green color anchor: { x: 0.5, y: 0.5 } }); self.addChild(countdownText); countdownText.x = 2048 / 2; countdownText.y = 2732 / 2; self.update = function () { if (self.counter > 0) { LK.setTimeout(function () { self.counter--; countdownText.setText(self.counter.toString()); if (self.counter === 0) { game.removeChild(self); isPaused = false; // Unpause the game after countdown } }, 1000); } }; LK.on('tick', self.update); }); var GUIAnimation = Container.expand(function (target, changeFactor, animationFrames, animationType, onComplete) { var self = Container.call(this); self.target = target; self.changeFactor = changeFactor; self.animationFrames = animationFrames; self.currentFrame = 0; self.animationType = animationType; self.onComplete = onComplete; self.updateAnimation = function () { if (self.currentFrame < self.animationFrames) { switch (self.animationType) { case 'scale': self.target.scale.x *= 1 - self.changeFactor * (self.currentFrame / self.animationFrames); self.target.scale.y *= 1 - self.changeFactor * (self.currentFrame / self.animationFrames); break; case 'slide': self.target.x += self.changeFactor * (self.currentFrame / self.animationFrames) * 2048; // Slide to the right break; // Other animation types can be added here } self.currentFrame++; } else { LK.off('tick', self.updateAnimation); if (self.onComplete) { self.onComplete(); } } }; self.start = function () { LK.on('tick', self.updateAnimation); }; }); var ScaleAnimation = Container.expand(function (target, scaleFactor, animationFrames) { var self = Container.call(this); self.target = target; self.originalScaleX = target.scale.x; self.originalScaleY = target.scale.y; self.scaleFactor = scaleFactor; self.animationFrames = animationFrames; self.currentFrame = 0; self.updateAnimation = function () { if (self.currentFrame < self.animationFrames) { self.target.scale.x = self.originalScaleX * (1 - self.scaleFactor * (self.currentFrame / self.animationFrames)); self.target.scale.y = self.originalScaleY * (1 - self.scaleFactor * (self.currentFrame / self.animationFrames)); self.currentFrame++; } else { LK.off('tick', self.updateAnimation); if (self.onComplete) { self.onComplete(); } } }; self.start = function (onComplete) { self.onComplete = onComplete; LK.on('tick', self.updateAnimation); }; }); var GameSettings = Container.expand(function () { var self = Container.call(this); self.soundEnabled = true; self.difficulty = 'normal'; self.toggleSound = function () { self.soundEnabled = !self.soundEnabled; }; self.setDifficulty = function (difficulty) { self.difficulty = difficulty; }; }); var SettingsGUI = Container.expand(function () { var self = Container.call(this); var background = self.createAsset('settingsBackground', 'Settings GUI Background', 0.5, 0.5); background.curve = 5; var closeButton = self.createAsset('closeButton', 'Close button', 0.5, 0.5); closeButton.x = background.width / 2 - closeButton.width / 2; closeButton.y = -background.height / 2 - closeButton.height / 2; self.addChild(background); self.addChild(closeButton); // Add 'Set Your Difficulty' text over the Settings GUI var difficultyText = new Text2('Set Your Difficulty', { size: 100, fill: '#ffffff' }); difficultyText.anchor.set(0.5, 0); difficultyText.x = 0; difficultyText.y = -background.height / 2; self.addChild(difficultyText); // Add 'Settings In The Works!' text under the difficulty title var settingsText = new Text2('Settings In The Works!', { size: 100, fill: '#ffffff' }); settingsText.anchor.set(0.5, 0); settingsText.x = 0; settingsText.y = -background.height / 4; self.addChild(settingsText); closeButton.on('down', function () { self.animateClose(); }); self.animateClose = function () { var animation = new GUIAnimation(self, 0.1, 10, 'slide', function () { self.parent.removeChild(self); var countdown = new Countdown(); game.addChild(countdown); countdown.update(); // Countdown will start here, so game remains paused }); animation.start(); }; // Add difficulty selection buttons var buttonPadding = 10; var easyButton = self.createAsset('easyButton', 'Easy Difficulty', 0.5, 0); easyButton.x = 0; easyButton.y = buttonPadding; var normalButton = self.createAsset('normalButton', 'Normal Difficulty', 0.5, 0); normalButton.x = 0; normalButton.y = easyButton.y + easyButton.height + buttonPadding; var hardButton = self.createAsset('hardButton', 'Hard Difficulty', 0.5, 0); hardButton.x = 0; hardButton.y = normalButton.y + normalButton.height + buttonPadding; var insaneButton = self.createAsset('insaneButton', 'Insane Difficulty', 0.5, 0); insaneButton.x = 0; insaneButton.y = hardButton.y + hardButton.height + buttonPadding; self.addChild(easyButton); self.addChild(normalButton); self.addChild(hardButton); easyButton.on('down', function () { // Button functionality removed }); normalButton.on('down', function () { // Button functionality removed }); hardButton.on('down', function () { // Button functionality removed }); }); // Initialize game settings var SettingsButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.createAsset('settingsButton', 'Settings button', 0.5, 0.5); self.addChild(buttonGraphics); self.x = 2048 - buttonGraphics.width / 2 - 10; // Position from the right edge self.y = buttonGraphics.height / 2 + 10; // Position from the top edge var settingsGUI = null; self.on('down', function (obj) { if (settingsGUI && game.children.includes(settingsGUI)) { settingsGUI.animateClose(); } else { var updateRotation = function updateRotation() { if (currentFrame < rotationFrames) { self.rotation -= rotationAmount / rotationFrames; currentFrame++; } else { self.rotation = 0; LK.off('tick', updateRotation); } }; self.isDown = true; var rotationAmount = Math.PI * 2; var rotationFrames = 20; var currentFrame = 0; LK.on('tick', updateRotation); isPaused = true; // Pause the game when settings are opened } self.scale.x = 1; self.scale.y = 1; }); self.on('up', function (obj) { if (self.isDown) { self.isDown = false; self.scale.x /= 1.05; self.scale.y /= 1.05; if (!settingsGUI || !game.children.includes(settingsGUI)) { settingsGUI = new SettingsGUI(); settingsGUI.x = 2048 / 2; settingsGUI.y = 2732 / 2; game.addChild(settingsGUI); } } }); self.on('upoutside', function (obj) { if (self.isDown) { self.isDown = false; self.scale.x /= 1.05; self.scale.y /= 1.05; } }); self.on('over', function (obj) { if (!self.isDown) { self.scale.x *= 1.05; self.scale.y *= 1.05; } }); self.on('out', function (obj) { if (!self.isDown) { self.scale.x /= 1.05; self.scale.y /= 1.05; } }); }); // ShadowGraphics class for shadow visuals var ShadowGraphics = Container.expand(function () { var self = Container.call(this); var graphics = self.createAsset('shadow', 'Shadow effect', 0.5, 0.5); // Additional visual enhancements for shadow can be added here }); // Splash effect class var Splash = Container.expand(function () { var self = Container.call(this); // Replace basic splash graphics with enhanced SplashGraphics var splashGraphics = new SplashGraphics(); self.addChild(splashGraphics); self.lifeSpan = 30; // Frames until splash fades out self.update = function () { self.alpha -= 1 / self.lifeSpan; if (self.alpha <= 0) { self.destroy(); } // Destroy splash when faded out }; LK.on('tick', self.update); }); // SplashGraphics class for enhanced splash visuals var SplashGraphics = Container.expand(function () { var self = Container.call(this); var graphics = self.createAsset('splash', 'Splash effect', 0.5, 0.5); // Additional visual enhancements can be added here }); // Replace basic splash graphics with enhanced SplashGraphics // Function to create a splash effect var Particle = Container.expand(function () { var self = Container.call(this); var particleGraphics = new ParticleGraphics(); self.addChild(particleGraphics); self.lifeSpan = 60; // Frames until particle fades out self.update = function () { self.alpha -= 1 / self.lifeSpan; if (self.alpha <= 0) { self.destroy(); } // Destroy particle when faded out }; }); var ParticlePool = Container.expand(function () { var self = Container.call(this); self.pool = []; self.maxParticles = 100; self.getParticle = function () { for (var i = 0; i < self.pool.length; i++) { if (self.pool[i].alpha <= 0) { return self.pool[i]; } } if (self.pool.length < self.maxParticles) { var newParticle = new Particle(); self.pool.push(newParticle); return newParticle; } return null; }; self.update = function () { self.pool.forEach(function (particle) { if (particle.alpha > 0) { particle.update(); } }); }; LK.on('tick', self.update); }); // TimerParticle class for unique TimerItem particle visuals var TimerParticle = Container.expand(function () { var self = Container.call(this); var graphics = self.createAsset('timerParticle', 'Timer item particle', 0.5, 0.5); self.lifeSpan = 60; // Frames until particle fades out self.update = function () { self.alpha -= 1 / self.lifeSpan; if (self.alpha <= 0) { self.destroy(); } // Destroy particle when faded out }; LK.on('tick', self.update); }); // TimerParticlePool class for pooling TimerItem's unique particles var TimerParticlePool = Container.expand(function () { var self = Container.call(this); self.pool = []; self.maxParticles = 100; self.getParticle = function () { for (var i = 0; i < self.pool.length; i++) { if (self.pool[i].alpha <= 0) { return self.pool[i]; } } if (self.pool.length < self.maxParticles) { var newParticle = new TimerParticle(); self.pool.push(newParticle); return newParticle; } return null; }; self.update = function () { self.pool.forEach(function (particle) { if (particle.alpha > 0) { particle.update(); } }); }; LK.on('tick', self.update); }); // Initialize the particle pool // ParticleGraphics class for enhanced particle visuals var ParticleGraphics = Container.expand(function () { var self = Container.call(this); var graphics = self.createAsset('particle', 'Ball trail particle', 0.5, 0.5); // Additional visual enhancements can be added here }); // CoffeeBean class var CoffeeBean = Container.expand(function () { var self = Container.call(this); self.particlePool = new ParticlePool(); self.createParticle = function () { var particle = this.particlePool.getParticle(); if (particle) { particle.x = self.x; particle.y = self.y; particle.alpha = 1; // Reset particle alpha if (!self.isDestroyed && game.children.includes(self)) { game.addChildAt(particle, game.getChildIndex(self)); } } }; // Use CoffeeBeanGraphics for coffee bean visuals var coffeeBeanGraphics = new CoffeeBeanGraphics(); var shadowGraphics = new ShadowGraphics(); shadowGraphics.y = coffeeBeanGraphics.height * 0.1; shadowGraphics.alpha = 0.5; self.addChild(shadowGraphics); self.addChild(coffeeBeanGraphics); self.speed = (Math.random() * 3 + 2) * 8; // Coffee beans will have speeds between 16 and 40 self.scoreValue = 5; // Default score value for each coffee bean self.move = function () { self.y += self.speed; self.createParticle(); }; self.resetPosition = function () { self.x = Math.random() * (2048 - coffeeBeanGraphics.width) + coffeeBeanGraphics.width / 2; self.y = -coffeeBeanGraphics.height; }; self.isDestroyed = false; self.resetPosition(); }); // CoffeeBeanGraphics class for enhanced coffee bean visuals var CoffeeBeanGraphics = Container.expand(function () { var self = Container.call(this); var graphics = self.createAsset('coffeeBean', 'Coffee bean graphics', 0.5, 0.5); // Additional visual enhancements can be added here }); // Replace basic particle graphics with enhanced ParticleGraphics // Ball class var Ball = Container.expand(function () { var self = Container.call(this); self.particlePool = new ParticlePool(); self.createParticle = function () { var particle = this.particlePool.getParticle(); if (particle) { particle.x = self.x; particle.y = self.y; particle.alpha = 1; // Reset particle alpha if (!self.isDestroyed && game.children.includes(self)) { game.addChildAt(particle, game.getChildIndex(self)); } } }; // Use BallGraphics for ball visuals var ballGraphics = new BallGraphics(); var shadowGraphics = new ShadowGraphics(); shadowGraphics.y = ballGraphics.height * 0.1; shadowGraphics.alpha = 0.5; self.addChild(shadowGraphics); self.addChild(ballGraphics); self.speed = (Math.random() * 3 + 2) * 2; // Balls will have speeds between 4 and 10 self.scoreValue = 1; // Default score value for each ball self.move = function () { self.y += self.speed; self.createParticle(); }; self.resetPosition = function () { self.x = Math.random() * (2048 - ballGraphics.width) + ballGraphics.width / 2; self.y = -ballGraphics.height; }; self.isDestroyed = false; self.resetPosition(); }); // TimerItem class var TimerItem = Container.expand(function () { var self = Container.call(this); var timerItemGraphics = self.createAsset('timerItem', 'Falling timer item', 0.5, 0.5); var shadowGraphics = new ShadowGraphics(); shadowGraphics.y = timerItemGraphics.height * 0.1; shadowGraphics.alpha = 0.5; self.addChild(shadowGraphics); self.addChild(timerItemGraphics); self.speed = (Math.random() * 3 + 2) * 6; // Timer items will have speeds similar to coffee beans self.move = function () { self.y += self.speed; self.createParticle(); }; self.resetPosition = function () { self.x = Math.random() * (2048 - timerItemGraphics.width) + timerItemGraphics.width / 2; self.y = -timerItemGraphics.height; }; self.isDestroyed = false; self.resetPosition(); self.particlePool = new TimerParticlePool(); self.createParticle = function () { var particle = self.particlePool.getParticle(); if (particle) { particle.x = self.x; particle.y = self.y; particle.alpha = 1; // Reset particle alpha if (!self.isDestroyed && game.children.includes(self)) { game.addChildAt(particle, game.getChildIndex(self)); } } }; }); // BallGraphics class for enhanced ball visuals var BallGraphics = Container.expand(function () { var self = Container.call(this); var graphics = self.createAsset('ball', 'Ball graphics', 0.5, 0.5); // Additional visual enhancements can be added here }); // Cup class var Cup = Container.expand(function () { var self = Container.call(this); // Replace basic cup graphics with enhanced CupGraphics var cupGraphics = new CupGraphics(); self.addChild(cupGraphics); self.x = 2048 / 2; self.y = 2732 - cupGraphics.height / 2; self.intersects = function (ball) { var bounds = self.getBounds(); var ballBounds = ball.getBounds(); if (bounds.x < ballBounds.x + ballBounds.width && bounds.x + bounds.width > ballBounds.x && bounds.y < ballBounds.y + ballBounds.height && bounds.y + bounds.height > ballBounds.y) { LK.setScore(LK.getScore() + ball.scoreValue); timerSeconds += 1; // Add 1 second to the timer updateScoreDisplay(); timerTxt.setText(timerSeconds.toString()); // Update the timer display instantly LK.effects.flashObject(ball, 0xffff00, 300); // Add a yellow glow effect to the ball for 300ms when caught self.animate(); // Trigger cup animation when a ball is collected LK.effects.flashObject(ball, 0xffff00, 300); // Add a yellow glow effect to the ball for 300ms when caught self.animate(); // Trigger cup animation when a ball is collected return true; } return false; }; self.animate = function () { var originalScaleX = self.scale.x; var originalScaleY = self.scale.y; var scaleFactor = 1.1; var animationFrames = 7.5; var currentFrame = 0; var grow = true; function updateAnimation() { if (currentFrame < animationFrames) { if (grow) { self.scale.x = originalScaleX * (1 + (scaleFactor - 1) * (currentFrame / animationFrames)); self.scale.y = originalScaleY * (1 + (scaleFactor - 1) * (currentFrame / animationFrames)); } else { self.scale.x = originalScaleX * (1 + (scaleFactor - 1) * (1 - currentFrame / animationFrames)); self.scale.y = originalScaleY * (1 + (scaleFactor - 1) * (1 - currentFrame / animationFrames)); } currentFrame++; } else if (grow) { grow = false; currentFrame = 0; } else { self.scale.x = originalScaleX; self.scale.y = originalScaleY; LK.off('tick', updateAnimation); } } if (!self.animationCooldown) { self.animationCooldown = true; LK.setTimeout(function () { self.animationCooldown = false; }, 500); LK.on('tick', updateAnimation); } }; }); // CupGraphics class for enhanced cup visuals var CupGraphics = Container.expand(function () { var self = Container.call(this); var graphics = self.createAsset('cup', 'Cup to catch balls', 0.5, 1); // Additional visual enhancements can be added here }); /**** * Initialize Game ****/ // Replace basic cup graphics with enhanced CupGraphics var game = new LK.Game({ backgroundColor: 0x00000000 //Set game background to invisible }); /**** * Game Code ****/ // Initialize game settings // Create and set the new background // Function to create a splash effect // Replace basic splash graphics with enhanced SplashGraphics // Function to create a splash effect var gameSettings = new GameSettings(); game.showSettingsGUI = function () { var settingsGUI = new SettingsGUI(); settingsGUI.x = 2048 / 2; settingsGUI.y = 2732 / 2; LK.gui.top.addChild(settingsGUI); }; var particlePool = new ParticlePool(); function createSplash(x, y) { var splash = new Splash(); splash.x = x; splash.y = y; if (!game.children.includes(splash)) { game.addChildAt(splash, game.children.length - 1); } } var background = game.createAsset('background', 'Game background', 0, 0); background.x = 0; // Set to top left on the x-axis background.y = 0; // Set to top left on the y-axis game.addChild(background); // Initialize game elements var balls = []; var cup = game.addChild(new Cup()); var score = 0; var requiredScore = 10; // The score needed to win var scoreTxt = new Text2(score.toString(), { size: 150, fill: "#ffffff" }); var timerTxt = new Text2('60', { size: 100, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); timerTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); LK.gui.top.addChild(timerTxt); timerTxt.y = scoreTxt.height + 20; // Add settings button to the top left of the screen var settingsButton = new SettingsButton(); game.addChild(settingsButton); // Create a function to update the score display function updateScoreDisplay() { scoreTxt.setText(score.toString()); } // Create a function to add a new ball or coffee bean function addCoffeeBean() { var coffeeBean = new CoffeeBean(); balls.push(coffeeBean); game.addChildAt(coffeeBean, game.getChildIndex(settingsButton) - 1); } function addTimerItem() { var timerItem = new TimerItem(); balls.push(timerItem); game.addChildAt(timerItem, game.getChildIndex(settingsButton) - 1); } function addBall() { var ball = new Ball(); balls.push(ball); game.addChildAt(ball, game.getChildIndex(settingsButton) - 1); } function decideFallingObject() { var randomChance = Math.random(); if (randomChance < 0.05) { addCoffeeBean(); } else if (randomChance >= 0.05 && randomChance < 0.06) { addTimerItem(); } else { addBall(); } } // Create a function to end the game function endGame() { // Game over logic will be handled in the tick function when timer hits 0 } // Create a function to handle ball and cup collisions function handleCollisions() { for (var i = balls.length - 1; i >= 0; i--) { if (cup.intersects(balls[i])) { if (balls[i] instanceof TimerItem) { timerSeconds += 10; // Add 10 seconds to the timer } else { if (canCollectScore) { score += balls[i].scoreValue; updateScoreDisplay(); } } createSplash(balls[i].x, balls[i].y); balls[i].destroy(); balls.splice(i, 1); } else if (balls[i].y > 2732) { balls[i].destroy(); balls.splice(i, 1); } } } // Create a function to handle dragging the cup function handleDrag(obj) { var event = obj.event; var pos = event.getLocalPosition(game); cup.x = pos.x; } // Add event listeners for dragging the cup game.on('down', function (obj) { if (!isPaused) { handleDrag(obj); } }); game.on('move', function (obj) { if (!isPaused) { handleDrag(obj); } }); // Main game loop // Removed the gameTimer as the game over logic will be handled in the tick function var timerSeconds = 60; var canCollectScore = false; var isPaused = false; LK.setTimeout(function () { canCollectScore = true; }, 100); LK.on('tick', function () { // Update ball positions if (!isPaused) { balls.forEach(function (ball) { ball.move(); }); } // Update timer display and check for game over if (!isPaused && LK.ticks % 60 == 0) { if (timerSeconds > 0) { timerSeconds--; timerTxt.setText(timerSeconds.toString()); } else { LK.effects.flashScreen(score >= requiredScore ? 0x00ff00 : 0xff0000, 1000); LK.showGameOver(); } } // Handle collisions handleCollisions(); // Add new ball if (!isPaused && LK.ticks % 60 == 0) { // Every second decideFallingObject(); } });
===================================================================
--- original.js
+++ change.js
@@ -1,7 +1,36 @@
/****
* Classes
****/
+var Countdown = Container.expand(function () {
+ var self = Container.call(this);
+ self.counter = 3;
+ var countdownText = new Text2(self.counter.toString(), {
+ size: 200,
+ fill: '#00ff00',
+ // Green color
+ anchor: {
+ x: 0.5,
+ y: 0.5
+ }
+ });
+ self.addChild(countdownText);
+ countdownText.x = 2048 / 2;
+ countdownText.y = 2732 / 2;
+ self.update = function () {
+ if (self.counter > 0) {
+ LK.setTimeout(function () {
+ self.counter--;
+ countdownText.setText(self.counter.toString());
+ if (self.counter === 0) {
+ game.removeChild(self);
+ isPaused = false; // Unpause the game after countdown
+ }
+ }, 1000);
+ }
+ };
+ LK.on('tick', self.update);
+});
var GUIAnimation = Container.expand(function (target, changeFactor, animationFrames, animationType, onComplete) {
var self = Container.call(this);
self.target = target;
self.changeFactor = changeFactor;
@@ -101,9 +130,12 @@
});
self.animateClose = function () {
var animation = new GUIAnimation(self, 0.1, 10, 'slide', function () {
self.parent.removeChild(self);
- isPaused = false; // Unpause the game when settings are closed
+ var countdown = new Countdown();
+ game.addChild(countdown);
+ countdown.update();
+ // Countdown will start here, so game remains paused
});
animation.start();
};
Coffee droplet.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. Shadows at the bottom.
Have the coffee cup open at the top
High end Coffee Shop. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. Shadows at the bottom.
Coffee trail going vertical. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. Shadows at the bottom.
Coffee splashing effect. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No Shadows.
Black circle with a bit of transparency.
Coffee Bean With Nothing Else. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Clock, Nothing else in the image.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A white particle trail, vertical. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Remove the plus from this image
Red X. Nothing else.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
White rectangle, curved corners. Small black border. Simple, modern. Aspect ratio 1550 * 2500.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Include only the spike.
Remove the bottom part that is not coming from the center explosion
Rectangular coffee themed start button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Remove the random stuff below the question mark
Coffee themed button which has the text "gamemode". Make the aspect ratio of this button 5:1. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.