User prompt
player one hit dead
User prompt
much bullet attack player
User prompt
player bullet 1 second interval release
User prompt
fix sound
User prompt
add background asset
User prompt
reduce enemy
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'easeOutQuad')' in or related to this line: 'tween.to(graphic.scale, {' Line Number: 265
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'easeOutQuad')' in or related to this line: 'tween.to(graphic.scale, {' Line Number: 265
User prompt
bullet enemy can hit and destroy
User prompt
add blue sky background with moving cloud ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add moving sky background
User prompt
game just shooting dont make any feauture
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'easeOutQuad')' in or related to this line: 'tween.to(graphic, {' Line Number: 264 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'easeOutQuad')' in or related to this line: 'tween.to(graphic, {' Line Number: 264
User prompt
make simple logic
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'easeOutQuad')' in or related to this line: 'tween.to(graphic, {' Line Number: 264
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'easeOutQuad')' in or related to this line: 'tween.to(graphic, {' Line Number: 264
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'easeOutQuad')' in or related to this line: 'tween.to(graphic, {' Line Number: 264
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'easeOutQuad')' in or related to this line: 'tween.to(graphic, {' Line Number: 264 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'easeOutQuad')' in or related to this line: 'tween.to(self, {' Line Number: 62
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(graphic, {' Line Number: 264
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'easeOutQuad')' in or related to this line: 'tween.to(self, {' Line Number: 62
User prompt
enemy one hit dead
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'easeInOutQuad')' in or related to this line: 'tween.to(graphic, {' Line Number: 391
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Boss = Container.expand(function () { var self = Container.call(this); // Boss graphics var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); // Boss properties self.speed = 2; self.health = 50; self.points = 500; self.lastX = 0; self.moveDirection = 1; self.movePhase = 0; self.active = false; self.turrets = []; self.attackPhase = 0; self.attackTimer = 0; // Add turrets for (var i = 0; i < 4; i++) { var turret = self.addChild(LK.getAsset('bossPart', { anchorX: 0.5, anchorY: 0.5, x: i < 2 ? -100 : 100, y: i % 2 === 0 ? -50 : 50 })); turret.health = 10; self.turrets.push(turret); } // Activate boss self.activate = function () { self.active = true; LK.getSound('bossAlert').play(); // Entrance animation self.y = -150; tween.to(self, { y: 400 }, 2000, tween.easing.easeOutQuad); }; // Damage the boss self.damage = function (amount, target) { if (!self.active) { return false; } if (target) { // Hit a turret target.health -= amount; if (target.health <= 0) { // Create explosion var explosion = new Explosion(); explosion.x = self.x + target.x; explosion.y = self.y + target.y; game.addChild(explosion); // Remove turret from array and destroy it var index = self.turrets.indexOf(target); if (index !== -1) { self.turrets.splice(index, 1); } target.destroy(); // Add score LK.setScore(LK.getScore() + 50); } else { // Flash turret when hit LK.effects.flashObject(target, 0xffffff, 300); } return false; } // Hit the main boss body self.health -= amount; if (self.health <= 0) { // Create explosion var finalExplosion = new Explosion(); finalExplosion.x = self.x; finalExplosion.y = self.y; game.addChild(finalExplosion); // Add score LK.setScore(LK.getScore() + self.points); // You win! LK.setTimeout(function () { LK.showYouWin(); }, 1000); // Remove boss self.destroy(); return true; } // Flash boss when hit LK.effects.flashObject(self, 0xffffff, 300); return false; }; // Fire bullets from turrets self.fire = function () { if (!self.active || self.turrets.length === 0) { return; } // Fire from each turret for (var i = 0; i < self.turrets.length; i++) { var turret = self.turrets[i]; var bullet = new EnemyBullet(); bullet.x = self.x + turret.x; bullet.y = self.y + turret.y + 40; game.addChild(bullet); enemyBullets.push(bullet); } LK.getSound('enemyShoot').play(); }; // Update the boss self.update = function () { if (!self.active) { return; } self.lastX = self.x; // Move horizontally in a sine wave pattern self.movePhase += 0.02; self.x = 2048 / 2 + Math.sin(self.movePhase) * 500; // Attack patterns self.attackTimer++; if (self.attackTimer >= 60) { self.attackTimer = 0; // Different attack patterns based on phase if (self.attackPhase === 0) { self.fire(); } else if (self.attackPhase === 1) { // Rapid fire self.fire(); LK.setTimeout(function () { self.fire(); }, 200); LK.setTimeout(function () { self.fire(); }, 400); } // Change attack phase based on health self.attackPhase = self.health < 25 ? 1 : 0; } }; return self; }); // Set game background var Enemy = Container.expand(function () { var self = Container.call(this); // Enemy graphics var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); // Enemy properties self.speed = 3; self.fireRate = 120; self.health = 1; self.points = 10; self.lastY = 0; self.lastX = 0; self.moveDirection = 1; self.lastWasIntersecting = false; // Initialize with random horizontal movement self.horizontalSpeed = 1 + Math.random() * 2; if (Math.random() > 0.5) { self.horizontalSpeed *= -1; } // Damage the enemy self.damage = function (amount) { self.health -= amount; if (self.health <= 0) { // Create explosion var explosion = new Explosion(); explosion.x = self.x; explosion.y = self.y; game.addChild(explosion); // Add score LK.setScore(LK.getScore() + self.points); // Remove enemy self.destroy(); return true; } // Flash enemy when hit LK.effects.flashObject(self, 0xffffff, 300); return false; }; // Fire a bullet self.fire = function () { if (Math.random() < 0.7 && player && player.health > 0) { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + 40; game.addChild(bullet); enemyBullets.push(bullet); LK.getSound('enemyShoot').play(); } }; // Update the enemy self.update = function () { self.lastX = self.x; self.lastY = self.y; // Move down self.y += self.speed; // Move side to side self.x += self.horizontalSpeed * self.moveDirection; // Bounce at edges if (self.x < 100 || self.x > 2048 - 100) { self.moveDirection *= -1; } // Occasionally fire if (LK.ticks % self.fireRate === 0) { self.fire(); } }; return self; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); // Bullet graphics self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); // Bullet properties self.speed = 8; self.lastY = 0; self.lastWasIntersecting = false; // Update the bullet position self.update = function () { self.lastY = self.y; self.y += self.speed; }; return self; }); var Explosion = Container.expand(function () { var self = Container.call(this); // Explosion graphics var graphic = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); // Play explosion sound LK.getSound('explosion').play(); // Simple animation LK.setTimeout(function () { self.destroy(); }, 500); return self; }); var PlayerBullet = Container.expand(function () { var self = Container.call(this); // Bullet graphics self.attachAsset('playerBullet', { anchorX: 0.5, anchorY: 0.5 }); // Bullet properties self.speed = 15; self.damage = 1; self.lastY = 0; self.lastWasIntersecting = false; // Update the bullet position self.update = function () { self.lastY = self.y; self.y -= self.speed; }; return self; }); var PlayerShip = Container.expand(function () { var self = Container.call(this); // Ship graphics var shipGraphics = self.attachAsset('playerShip', { anchorX: 0.5, anchorY: 0.5 }); // Ship properties self.speed = 15; self.health = 3; self.lastX = 0; self.lastY = 0; self.fireRate = 15; self.lastFired = 0; self.invulnerable = false; // Make ship fire a bullet self.fire = function () { if (LK.ticks - self.lastFired >= self.fireRate) { var bullet = new PlayerBullet(); bullet.x = self.x; bullet.y = self.y - 50; game.addChild(bullet); bullets.push(bullet); LK.getSound('playerShoot').play(); self.lastFired = LK.ticks; } }; // Damage the ship self.damage = function () { if (self.invulnerable) { return; } self.health--; if (self.health <= 0) { // Game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } // Flash ship when hit LK.effects.flashObject(self, 0xff0000, 1000); // Make temporarily invulnerable self.invulnerable = true; shipGraphics.alpha = 0.5; LK.setTimeout(function () { self.invulnerable = false; shipGraphics.alpha = 1; }, 1500); }; // Update method self.update = function () { self.lastX = self.x; self.lastY = self.y; }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); // PowerUp graphics var graphic = self.attachAsset('shield', { anchorX: 0.5, anchorY: 0.5 }); // PowerUp properties self.speed = 2; self.lastY = 0; self.lastWasIntersecting = false; // Apply the powerup effect self.apply = function () { LK.getSound('powerup').play(); }; // Update the powerup self.update = function () { self.lastY = self.y; self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Set game background game.setBackgroundColor(0x000033); // Initialize game variables var player; var bullets = []; var enemies = []; var enemyBullets = []; var score = 0; // Create score text var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(scoreTxt); scoreTxt.x = 120; // Keep away from top left 100x100 area // Initialize player player = new PlayerShip(); player.x = 2048 / 2; player.y = 2732 - 200; game.addChild(player); // Create a new wave of enemies function createWave() { // Create a new wave of enemies var count = 10; for (var i = 0; i < count; i++) { var enemy = new Enemy(); enemy.x = 200 + Math.random() * (2048 - 400); enemy.y = -100 - Math.random() * 500; enemy.health = 1; enemy.points = 10; game.addChild(enemy); enemies.push(enemy); } } // Initial wave createWave(); // Event handlers for player controls var touchActive = false; var touchX = 0; // Mouse/touch down game.down = function (x, y, obj) { touchActive = true; touchX = x; // Fire weapon if (player && player.health > 0) { player.fire(); } }; // Mouse/touch move game.move = function (x, y, obj) { if (touchActive && player && player.health > 0) { // Move player var deltaX = x - touchX; player.x += deltaX; // Keep player within screen bounds player.x = Math.max(100, Math.min(2048 - 100, player.x)); touchX = x; } }; // Mouse/touch up game.up = function (x, y, obj) { touchActive = false; }; // Main game update loop game.update = function () { // Update player if (player) { player.update(); // Auto-fire if touch is active if (touchActive && LK.ticks % 15 === 0) { player.fire(); } } // Update player bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; bullet.update(); // Check if bullet is off screen if (bullet.y < -50) { bullet.destroy(); bullets.splice(i, 1); continue; } // Check collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (!bullet.lastWasIntersecting && bullet.intersects(enemy)) { bullet.lastWasIntersecting = true; // Damage enemy if (enemy.damage(bullet.damage)) { enemies.splice(j, 1); // Create new enemies when all are defeated if (enemies.length === 0) { createWave(); } } // Remove bullet bullet.destroy(); bullets.splice(i, 1); break; } } } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var enemyBullet = enemyBullets[i]; enemyBullet.update(); // Check if bullet is off screen if (enemyBullet.y > 2732 + 50) { enemyBullet.destroy(); enemyBullets.splice(i, 1); continue; } // Check collision with player if (player && player.health > 0 && !enemyBullet.lastWasIntersecting && enemyBullet.intersects(player)) { enemyBullet.lastWasIntersecting = true; // Damage player player.damage(); // Remove bullet enemyBullet.destroy(); enemyBullets.splice(i, 1); } } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemy.update(); // Check if enemy is off screen if (enemy.y > 2732 + 100) { enemy.destroy(); enemies.splice(i, 1); // Create new enemies when all are gone if (enemies.length === 0) { createWave(); } continue; } // Check collision with player if (player && player.health > 0 && !enemy.lastWasIntersecting && enemy.intersects(player)) { enemy.lastWasIntersecting = true; // Damage player player.damage(); // Damage enemy if (enemy.damage(1)) { enemies.splice(i, 1); // Create new enemies when all are gone if (enemies.length === 0) { createWave(); } } } } // Update score text scoreTxt.setText('Score: ' + LK.getScore()); };
===================================================================
--- original.js
+++ change.js
@@ -241,20 +241,12 @@
alpha: 0.8
});
// Play explosion sound
LK.getSound('explosion').play();
- // Animate the explosion
- tween(graphic, {
- scaleX: 2,
- scaleY: 2,
- alpha: 0
- }, {
- duration: 500,
- easing: tween.easeOutQuad,
- onFinish: function onFinish() {
- self.destroy();
- }
- });
+ // Simple animation
+ LK.setTimeout(function () {
+ self.destroy();
+ }, 500);
return self;
});
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
@@ -284,21 +276,13 @@
});
// Ship properties
self.speed = 15;
self.health = 3;
- self.shieldActive = false;
self.lastX = 0;
self.lastY = 0;
self.fireRate = 15;
self.lastFired = 0;
self.invulnerable = false;
- // Shield
- self.shield = self.addChild(LK.getAsset('shield', {
- anchorX: 0.5,
- anchorY: 0.5,
- alpha: 0.5
- }));
- self.shield.visible = false;
// Make ship fire a bullet
self.fire = function () {
if (LK.ticks - self.lastFired >= self.fireRate) {
var bullet = new PlayerBullet();
@@ -309,28 +293,13 @@
LK.getSound('playerShoot').play();
self.lastFired = LK.ticks;
}
};
- // Activate shield
- self.activateShield = function () {
- self.shieldActive = true;
- self.shield.visible = true;
- // Shield lasts for 5 seconds
- LK.setTimeout(function () {
- self.shieldActive = false;
- self.shield.visible = false;
- }, 5000);
- };
// Damage the ship
self.damage = function () {
if (self.invulnerable) {
return;
}
- if (self.shieldActive) {
- self.shieldActive = false;
- self.shield.visible = false;
- return;
- }
self.health--;
if (self.health <= 0) {
// Game over
LK.effects.flashScreen(0xff0000, 1000);
@@ -355,64 +324,20 @@
return self;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
- // PowerUp types: 0 = shield, 1 = rapid fire
- self.type = Math.floor(Math.random() * 2);
- // PowerUp graphics (different colors based on type)
- var color = self.type === 0 ? 0x3498db : 0xf1c40f;
+ // PowerUp graphics
var graphic = self.attachAsset('shield', {
anchorX: 0.5,
- anchorY: 0.5,
- tint: color
+ anchorY: 0.5
});
// PowerUp properties
self.speed = 2;
self.lastY = 0;
self.lastWasIntersecting = false;
- // Animate the powerup
- function _onFinish() {
- tween(graphic, {
- scaleX: 0.8,
- scaleY: 0.8
- }, {
- duration: 500,
- easing: tween.easeInOut,
- onFinish: function onFinish() {
- // Create repeating animation by reversing it
- tween(graphic, {
- scaleX: 1.2,
- scaleY: 1.2
- }, {
- duration: 500,
- easing: tween.easeInOut,
- onFinish: _onFinish
- });
- }
- });
- }
- tween(graphic, {
- scaleX: 1.2,
- scaleY: 1.2
- }, {
- duration: 500,
- easing: tween.easeInOut,
- onFinish: _onFinish
- });
// Apply the powerup effect
self.apply = function () {
LK.getSound('powerup').play();
- if (self.type === 0) {
- // Shield powerup
- player.activateShield();
- } else {
- // Rapid fire powerup
- var oldFireRate = player.fireRate;
- player.fireRate = 5;
- LK.setTimeout(function () {
- player.fireRate = oldFireRate;
- }, 5000);
- }
};
// Update the powerup
self.update = function () {
self.lastY = self.y;
@@ -430,25 +355,15 @@
/****
* Game Code
****/
-// Import the tween library for animations
-// Background music
-// Game sounds
-// Define player ship, bullets, enemies, and other game assets
// Set game background
game.setBackgroundColor(0x000033);
// Initialize game variables
var player;
var bullets = [];
var enemies = [];
var enemyBullets = [];
-var powerUps = [];
-var boss;
-var waveCount = 0;
-var enemiesDefeated = 0;
-var bossSpawned = false;
-var gameOver = false;
var score = 0;
// Create score text
var scoreTxt = new Text2('Score: 0', {
size: 60,
@@ -456,60 +371,29 @@
});
scoreTxt.anchor.set(0, 0);
LK.gui.topLeft.addChild(scoreTxt);
scoreTxt.x = 120; // Keep away from top left 100x100 area
-// Create wave text
-var waveTxt = new Text2('Wave: 1', {
- size: 60,
- fill: 0xFFFFFF
-});
-waveTxt.anchor.set(1, 0);
-LK.gui.topRight.addChild(waveTxt);
-// Create health text
-var healthTxt = new Text2('Health: 3', {
- size: 60,
- fill: 0xFFFFFF
-});
-healthTxt.anchor.set(0.5, 0);
-LK.gui.top.addChild(healthTxt);
// Initialize player
player = new PlayerShip();
player.x = 2048 / 2;
player.y = 2732 - 200;
game.addChild(player);
-// Create boss (not active yet)
-boss = new Boss();
-boss.x = 2048 / 2;
-game.addChild(boss);
// Create a new wave of enemies
function createWave() {
- waveCount++;
- waveTxt.setText('Wave: ' + waveCount);
- // Boss appears after wave 5
- if (waveCount >= 5 && !bossSpawned) {
- bossSpawned = true;
- boss.activate();
- return;
- }
// Create a new wave of enemies
- var count = 5 + waveCount * 2;
+ var count = 10;
for (var i = 0; i < count; i++) {
var enemy = new Enemy();
enemy.x = 200 + Math.random() * (2048 - 400);
enemy.y = -100 - Math.random() * 500;
- // Keep enemies at 1 health for one-hit defeats
enemy.health = 1;
- enemy.points = 10 * waveCount;
+ enemy.points = 10;
game.addChild(enemy);
enemies.push(enemy);
}
}
// Initial wave
createWave();
-// Play background music
-LK.playMusic('gameMusic', {
- loop: true
-});
// Event handlers for player controls
var touchActive = false;
var touchX = 0;
// Mouse/touch down
@@ -537,23 +421,16 @@
touchActive = false;
};
// Main game update loop
game.update = function () {
- if (gameOver) {
- return;
- }
// Update player
if (player) {
player.update();
// Auto-fire if touch is active
if (touchActive && LK.ticks % 15 === 0) {
player.fire();
}
}
- // Update boss
- if (boss) {
- boss.update();
- }
// Update player bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
bullet.update();
@@ -563,68 +440,26 @@
bullets.splice(i, 1);
continue;
}
// Check collision with enemies
- var hitEnemy = false;
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (!bullet.lastWasIntersecting && bullet.intersects(enemy)) {
bullet.lastWasIntersecting = true;
// Damage enemy
if (enemy.damage(bullet.damage)) {
enemies.splice(j, 1);
- enemiesDefeated++;
- // Spawn powerup (10% chance)
- if (Math.random() < 0.1) {
- var powerUp = new PowerUp();
- powerUp.x = enemy.x;
- powerUp.y = enemy.y;
- game.addChild(powerUp);
- powerUps.push(powerUp);
+ // Create new enemies when all are defeated
+ if (enemies.length === 0) {
+ createWave();
}
}
// Remove bullet
bullet.destroy();
bullets.splice(i, 1);
- hitEnemy = true;
break;
}
}
- // Skip boss check if already hit an enemy
- if (hitEnemy) {
- continue;
- }
- // Check collision with boss
- if (boss && boss.active) {
- // Check collision with turrets first
- var hitTurret = false;
- for (var t = 0; t < boss.turrets.length; t++) {
- var turret = boss.turrets[t];
- var turretGlobal = game.toLocal(boss.toGlobal({
- x: turret.x,
- y: turret.y
- }));
- if (Math.abs(bullet.x - turretGlobal.x) < 50 && Math.abs(bullet.y - turretGlobal.y) < 50) {
- boss.damage(bullet.damage, turret);
- bullet.destroy();
- bullets.splice(i, 1);
- hitTurret = true;
- break;
- }
- }
- if (hitTurret) {
- continue;
- }
- // Check collision with boss body
- if (!bullet.lastWasIntersecting && bullet.intersects(boss)) {
- bullet.lastWasIntersecting = true;
- // Damage boss
- boss.damage(bullet.damage);
- // Remove bullet
- bullet.destroy();
- bullets.splice(i, 1);
- }
- }
}
// Update enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var enemyBullet = enemyBullets[i];
@@ -639,10 +474,8 @@
if (player && player.health > 0 && !enemyBullet.lastWasIntersecting && enemyBullet.intersects(player)) {
enemyBullet.lastWasIntersecting = true;
// Damage player
player.damage();
- // Update health text
- healthTxt.setText('Health: ' + player.health);
// Remove bullet
enemyBullet.destroy();
enemyBullets.splice(i, 1);
}
@@ -654,47 +487,28 @@
// Check if enemy is off screen
if (enemy.y > 2732 + 100) {
enemy.destroy();
enemies.splice(i, 1);
+ // Create new enemies when all are gone
+ if (enemies.length === 0) {
+ createWave();
+ }
continue;
}
// Check collision with player
if (player && player.health > 0 && !enemy.lastWasIntersecting && enemy.intersects(player)) {
enemy.lastWasIntersecting = true;
// Damage player
player.damage();
- // Update health text
- healthTxt.setText('Health: ' + player.health);
// Damage enemy
if (enemy.damage(1)) {
enemies.splice(i, 1);
- enemiesDefeated++;
+ // Create new enemies when all are gone
+ if (enemies.length === 0) {
+ createWave();
+ }
}
}
}
- // Update powerups
- for (var i = powerUps.length - 1; i >= 0; i--) {
- var powerUp = powerUps[i];
- powerUp.update();
- // Check if powerup is off screen
- if (powerUp.y > 2732 + 50) {
- powerUp.destroy();
- powerUps.splice(i, 1);
- continue;
- }
- // Check collision with player
- if (player && player.health > 0 && !powerUp.lastWasIntersecting && powerUp.intersects(player)) {
- powerUp.lastWasIntersecting = true;
- // Apply powerup effect
- powerUp.apply();
- // Remove powerup
- powerUp.destroy();
- powerUps.splice(i, 1);
- }
- }
- // Check if wave is completed
- if (enemies.length === 0 && !bossSpawned) {
- createWave();
- }
// Update score text
scoreTxt.setText('Score: ' + LK.getScore());
};
\ No newline at end of file
top down 32 bit image manta ray air warplane. In-Game asset. 2d. High contrast. No shadows
2d disney style image about zone of blue sky. In-Game asset. 2d. High contrast. No shadows
red laser. In-Game asset. 2d. High contrast. No shadows
top down 2d scifi pelican war air plane look a like. In-Game asset. 2d. High contrast. No shadows
vertical torpedo fall. In-Game asset. 2d. High contrast. No shadows
disney image style yellow explosion. In-Game asset. 2d. High contrast. No shadows