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That’s the same fix. Try a different fix
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That didn’t fix it. Try a different fix.
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Debug the lack of visual particles. Look at the sequence of events in code and figure it out logically.
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Confirm that touch code is being called correctly
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Please fix the bug: 'Script error.' in or related to this line: 'var touchIndicator = new Graphics();' Line Number: 199
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Make these changes: // Simple test particle using a basic shape var PollenParticle = Container.expand(function() { var self = Container.call(this); // Create a simple circle shape instead of using an asset var circle = new Graphics(); circle.beginFill(0xFFFF00); // Bright yellow for visibility circle.drawCircle(0, 0, 10); // Large enough to see easily circle.endFill(); self.addChild(circle); self.lifespan = 1; self.update = function() { self.lifespan -= 0.02; self.alpha = self.lifespan; if (self.lifespan <= 0) { self.destroy(); } }; }); // Simplified trail system var PollenTrail = Container.expand(function() { var self = Container.call(this); self.active = false; // Add a visual indicator for the touch point var touchIndicator = new Graphics(); touchIndicator.beginFill(0xFF0000); // Red for visibility touchIndicator.drawCircle(0, 0, 20); touchIndicator.endFill(); touchIndicator.visible = false; self.addChild(touchIndicator); self.startTrail = function(x, y) { self.active = true; // Show touch indicator at start point touchIndicator.x = x; touchIndicator.y = y; touchIndicator.visible = true; self.createParticle(x, y); }; self.updateTrail = function(x, y) { if (!self.active) return; // Update touch indicator touchIndicator.x = x; touchIndicator.y = y; // Create new particle every few pixels self.createParticle(x, y); }; self.createParticle = function(x, y) { var particle = new PollenParticle(); particle.x = x; particle.y = y; game.addChild(particle); // Add directly to game for visibility testing }; self.endTrail = function() { self.active = false; touchIndicator.visible = false; }; self.update = function() { // Nothing needed here for this test version }; });
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Replace playButton down function with this code: playButton.down = function(x, y, obj) { game.removeChild(titleScreen); var gardenBackground = new GardenBackground(); game.addChild(gardenBackground); var garden = new Garden(); garden.init(); game.addChild(garden); var flowerManager = new FlowerManager(); game.flowerManager = flowerManager; var pollenTrail = new PollenTrail(); game.addChild(pollenTrail); // Initialize bud spawner var budSpawner = new BudSpawner(); budSpawner.init(garden); game.addChild(budSpawner); // Touch handlers game.down = function(x, y, obj) { var localPos = garden.toLocal({x: x, y: y}); var gridX = Math.floor(localPos.x / garden.cellSize); var gridY = Math.floor(localPos.y / garden.cellSize); if (gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows) { var touchedFlower = garden.grid[gridY][gridX]; if (touchedFlower && touchedFlower.isFlower) { pollenTrail.startTrail(x, y); } } }; game.move = function(x, y, obj) { if (pollenTrail && pollenTrail.active) { pollenTrail.updateTrail(x, y); } }; game.up = function(x, y, obj) { if (pollenTrail && pollenTrail.active) { pollenTrail.endTrail(); } }; // Initialize score display var scoreDisplay = new ScoreDisplay(); scoreDisplay.anchor.set(0.5, 0); LK.gui.top.addChild(scoreDisplay); game.scoreDisplay = scoreDisplay; // Add the main update loop game.update = function() { // Update spawning system if (budSpawner) budSpawner.update(); // Update trail system if (pollenTrail) pollenTrail.update(); // Update garden elements if (garden) { // Update all flowers and buds in the grid for (var i = 0; i < garden.rows; i++) { for (var j = 0; j < garden.cols; j++) { var gridItem = garden.grid[i][j]; if (gridItem && gridItem.update) { gridItem.update(); } } } } // Update all children that have update methods for (var i = 0; i < game.children.length; i++) { var child = game.children[i]; if (child && child.update) { child.update(); } } }; };
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Replace flower manager class with this: // Simplified FlowerManager - mainly for flower conversion and management var FlowerManager = Container.expand(function() { var self = Container.call(this); // Convert a bud to a flower self.convertBudToFlower = function(bud, garden) { var gridPos = { x: Math.floor((bud.y - garden.y) / garden.cellSize), y: Math.floor((bud.x - garden.x) / garden.cellSize) }; var newFlower = new BasicFlower(); newFlower.x = bud.x; newFlower.y = bud.y; newFlower.isFlower = true; garden.removeChild(bud); garden.grid[gridPos.x][gridPos.y] = newFlower; garden.addChild(newFlower); return newFlower; }; // Empty touch handler as we're using the new trail system self.handleTouch = function() {}; });
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Replace code in pollen trail with this: // In PollenTrail.updateTrail: var particle = new PollenParticle().init('trail'); particle.x = x; particle.y = y; game.addChild(particle);
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Replace pollen particle class with: var PollenParticle = Container.expand(function() { var self = Container.call(this); // Particle properties self.velocity = { x: 0, y: 0 }; self.lifespan = 1; // Goes from 1 to 0 self.decayRate = 0.02; // How fast the particle fades self.type = 'trail'; // Can be 'trail' or 'burst' // Create the visual element var pollenGraphics = self.attachAsset('PollenSparkle', { anchorX: 0.5, anchorY: 0.5 }); // Initialize with random properties for more organic feel self.init = function(type) { self.type = type || 'trail'; // Set initial scale based on type if (self.type === 'trail') { self.scale.set(0.3 + Math.random() * 0.2); // Smaller for trail self.decayRate = 0.03; // Faster decay for trail // Slight random velocity for trail movement self.velocity = { x: (Math.random() - 0.5) * 2, y: (Math.random() - 0.5) * 2 }; } else if (self.type === 'burst') { self.scale.set(0.5 + Math.random() * 0.3); // Larger for bursts self.decayRate = 0.015; // Slower decay for bursts // Radial burst velocity var angle = Math.random() * Math.PI * 2; var speed = 2 + Math.random() * 4; self.velocity = { x: Math.cos(angle) * speed, y: Math.sin(angle) * speed }; } // Random rotation speed self.rotationSpeed = (Math.random() - 0.5) * 0.2; // Random starting rotation self.rotation = Math.random() * Math.PI * 2; // Full opacity to start self.alpha = 1; return self; }; self.update = function() { // Update position based on velocity self.x += self.velocity.x; self.y += self.velocity.y; // Add rotation self.rotation += self.rotationSpeed; // Slow down velocity over time self.velocity.x *= 0.95; self.velocity.y *= 0.95; // Update lifespan and alpha self.lifespan -= self.decayRate; self.alpha = self.lifespan; // Scale slightly varies with life var scalePulse = 1 + Math.sin(LK.ticks * 0.2) * 0.1; pollenGraphics.scale.set(scalePulse * self.scale.x); // Remove when lifecycle complete if (self.lifespan <= 0) { self.destroy(); } }; }); // Example usage in PollenTrail class: function createTrailParticle(x, y) { var particle = new PollenParticle().init('trail'); particle.x = x; particle.y = y; return particle; } // Example burst effect for blooming: function createPollenBurst(x, y, count) { count = count || 12; for (var i = 0; i < count; i++) { var particle = new PollenParticle().init('burst'); particle.x = x; particle.y = y; game.addChild(particle); } } // Example usage when flower blooms: function onFlowerBloom(x, y) { createPollenBurst(x, y, 15); }
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Please fix the bug: 'TypeError: LK.tween is not a function. (In 'LK.tween(bud.scale)', 'LK.tween' is undefined)' in or related to this line: 'LK.tween(bud.scale).to({' Line Number: 95 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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At the beginning of the game, only spawn one flower in the center of the garden. Do not generate any buds in the initial garden.
Code edit (4 edits merged)
Please save this source code
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remove the goal system and indicators
Code edit (1 edits merged)
Please save this source code
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remove all play pollen pattern animation code
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Flowers can match in any direction as long as they are next to each other and there is three or more.
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Please fix the bug: 'Timeout.tick error: undefined is not an object (evaluating 'garden.grid[flower.y / garden.cellSize][flower.x / garden.cellSize] = null')' in or related to this line: 'garden.grid[flower.y / garden.cellSize][flower.x / garden.cellSize] = null;' Line Number: 157
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If three or more of the basic flower are adjacent to reach other, destroy them one by one, in a pattern starting with the last one that was added that completed the pattern. Add a small delay between each destruction.
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Add a doingCombo game state.
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Add a isCombo state to the game.
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If a flower is touched and there is an adjacent flower, activate touch on that flower as well for a combo.
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Slow down the second half of the new bud growth animation, but still reach full size.
User prompt
Slow down the last half of the new bud growth animation.
User prompt
Slow down the growth of the new bud slightly.
/**** * Classes ****/ // BasicFlower class var BasicFlower = Container.expand(function () { var self = Container.call(this); var budGraphics = self.attachAsset('Bud', { anchorX: 0.5, anchorY: 0.5 }); var flowerGraphics = self.attachAsset('BasicFlower', { anchorX: 0.5, anchorY: 0.5 }); self.pollenPattern = 'cross'; // Add breathing animation to the flower self.update = function () { // Calculate scale factor based on sine wave for breathing effect var scaleFactor = 1 + Math.sin(LK.ticks * 0.1) * 0.05; flowerGraphics.scale.x = scaleFactor; flowerGraphics.scale.y = scaleFactor; // Add consistent rotation to the breathing animation flowerGraphics.rotation = Math.sin(LK.ticks * 0.1) * 0.05; }; }); // Bud class var Bud = Container.expand(function () { var self = Container.call(this); self.isBloomed = false; // Initialize isBloomed state to false var budGraphics = self.attachAsset('Bud', { anchorX: 0.5, anchorY: 0.5 }); // Add a quick, pronounced jiggle animation to buds self.update = function () { var delay = Math.floor(Math.random() * 240 + 240); // Define a counter for the number of jiggles var jiggleCount = 0; // If the current tick is a multiple of the delay if (LK.ticks % delay == 0) { // Increment the jiggle count jiggleCount++; // If the jiggle count is less than or equal to 2 if (jiggleCount <= 2) { // Jiggle the bud quickly in one direction and then the other self.rotation += 0.1; LK.setTimeout(function () { self.rotation -= 0.1; }, 200); } else { jiggleCount = 0; self.rotation = 0; } } }; }); // FlowerManager class to control flower stages and pollination var FlowerManager = Container.expand(function () { var self = Container.call(this); self.init = function (garden) { // Place flowers/buds in grid for (var i = 0; i < garden.rows; i++) { for (var j = 0; j < garden.cols; j++) { var xPos = j * garden.cellSize + garden.cellSize / 2; var yPos = i * garden.cellSize + garden.cellSize / 2; if (i === Math.floor(garden.rows / 2) && j === Math.floor(garden.cols / 2)) { var flower = new BasicFlower(); flower.x = xPos; flower.y = yPos; flower.isBud = false; flower.isFlower = true; garden.grid[i][j] = flower; garden.addChild(flower); } else { var bud = new Bud(); bud.x = xPos; bud.y = yPos; bud.isBud = true; bud.isFlower = false; garden.grid[i][j] = bud; garden.addChild(bud); } } } }; self.handleTouch = function (x, y, obj, garden) { var localPos = garden.toLocal(obj.global); var gridX = Math.floor(localPos.x / garden.cellSize); var gridY = Math.floor(localPos.y / garden.cellSize); if (gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows) { var touchedFlower = garden.grid[gridY][gridX]; if (touchedFlower && touchedFlower.isFlower) { // Handle flower touch // Convert flower position to global space for particles var globalPos = garden.toGlobal({ x: touchedFlower.x, y: touchedFlower.y }); // Play particle animation with global coordinates game.playPollenPatternAnimation('sourceBurst', { x: globalPos.x, y: globalPos.y }); // Destroy all buds underneath the touched flower garden.removeChild(touchedFlower); garden.grid[gridY][gridX] = null; // Add a new Bud with a growing animation var newBud = new Bud(); newBud.x = touchedFlower.x; newBud.y = touchedFlower.y; newBud.isBud = true; newBud.isFlower = false; newBud.scale.set(0.1, 0.1); // Start small for growth animation garden.addChild(newBud); garden.grid[gridY][gridX] = newBud; // Animate growth to full size var growthDuration = 60; // Duration in frames var growthStep = 1 / growthDuration; var currentStep = 0; newBud.update = function () { if (currentStep < growthDuration) { this.scale.x = Math.min(1, this.scale.x + growthStep); this.scale.y = Math.min(1, this.scale.y + growthStep); currentStep++; } else { // Resume jiggle animation after growth this.update = function () { var _this = this; var delay = Math.floor(Math.random() * 240 + 240); var jiggleCount = 0; if (LK.ticks % delay == 0) { jiggleCount++; if (jiggleCount <= 2) { this.rotation += 0.1; LK.setTimeout(function () { _this.rotation -= 0.1; }, 200); } else { jiggleCount = 0; this.rotation = 0; } } }; } }; // Convert adjacent buds var adjacentPositions = [{ x: gridY - 1, y: gridX }, // Up { x: gridY + 1, y: gridX }, // Down { x: gridY, y: gridX - 1 }, // Left { x: gridY, y: gridX + 1 } // Right ]; adjacentPositions.forEach(function (pos) { if (garden.grid[pos.x] && garden.grid[pos.x][pos.y]) { var adjacentFlower = garden.grid[pos.x][pos.y]; if (adjacentFlower.isFlower) { // Trigger touch on adjacent flower for combo self.handleTouch(adjacentFlower.x, adjacentFlower.y, { global: garden.toGlobal({ x: adjacentFlower.x, y: adjacentFlower.y }) }, garden); } else if (adjacentFlower.isBud) { // Add a new flower var newFlower = new BasicFlower(); newFlower.x = adjacentFlower.x; newFlower.y = adjacentFlower.y; newFlower.isBud = false; newFlower.isFlower = true; newFlower.scale.set(0.3, 0.3); // Start a little bigger for growth animation // Animate growth to full size var growthDuration = 40; // Duration in frames, faster growth var growthStep = 1 / growthDuration; var currentStep = 0; newFlower.update = function () { if (currentStep < growthDuration) { this.scale.x = Math.min(1, this.scale.x + growthStep); this.scale.y = Math.min(1, this.scale.y + growthStep); currentStep++; } else { // Remove the bud from the garden after growth garden.removeChild(adjacentFlower); garden.grid[pos.x][pos.y] = newFlower; // Register the new flower in the grid // Start breathing animation after growth this.update = function () { var scaleFactor = 1 + Math.sin(LK.ticks * 0.1) * 0.05; this.scale.x = scaleFactor; this.scale.y = scaleFactor; this.rotation = Math.sin(LK.ticks * 0.1) * 0.05; // Add consistent rotation }; } }; garden.addChild(newFlower); adjacentFlower.isBloomed = true; // Set isBloomed to true garden.grid[pos.x][pos.y] = newFlower; } } }); } } }; }); //<Assets used in the game will automatically appear here> // Garden class to manage the grid of soil var Garden = Container.expand(function () { var self = Container.call(this); self.grid = []; self.rows = 9; self.cols = 9; self.cellSize = 200; // Size of each grid cell self.init = function () { // Center the grid on screen self.x = (2048 - self.cols * self.cellSize) / 2; self.y = (2732 - self.rows * self.cellSize) / 2 + 2732 * 0.12 - 400; // Initialize grid with null values for (var i = 0; i < self.rows; i++) { self.grid[i] = []; for (var j = 0; j < self.cols; j++) { self.grid[i][j] = null; // Will store flower/bud references } } }; }); // GardenBackground class var GardenBackground = Container.expand(function () { var self = Container.call(this); var gardenBackground = LK.getAsset('GardenBackground', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.02, scaleY: 1.02, x: 2048 / 2, y: 2732 / 2 }); self.addChild(gardenBackground); }); // Goal display class var GoalDisplay = Container.expand(function () { var self = Container.call(this); self.goals = []; self.init = function (goals) { self.goals = goals; for (var i = 0; i < self.goals.length; i++) { var goalText = new Text2(self.goals[i].icon + ' ' + self.goals[i].collected + '/' + self.goals[i].needed, { size: 100, fill: 0xFFFFFF }); goalText.anchor.set(0.5, 0); goalText.y = i * 150; self.addChild(goalText); } }; }); // PollenParticle class var PollenParticle = Container.expand(function () { var self = Container.call(this); var pollenGraphics = self.attachAsset('PollenSparkle', { anchorX: 0.5, anchorY: 0.5, scale: 0.5 // Start with a smaller scale }); self.pattern = ''; // Initialize with random rotation self.rotation = Math.random() * Math.PI * 2; // Initialize with slight random offset self.offset = { x: Math.random() * 10 - 5, y: Math.random() * 10 - 5 }; self.update = function () { if (self.pattern === 'sourceBurst') { var angle = Math.random() * Math.PI * 2; var speed = Math.random() * 5; self.x += Math.cos(angle) * speed + self.offset.x * 0.1; self.y += Math.sin(angle) * speed + self.offset.y * 0.1; self.rotation += 0.05; } self.alpha -= 0.05; if (self.alpha <= 0) { self.destroy(); } }; }); // Level display class var LevelDisplay = Text2.expand(function () { var self = Text2.call(this, 'Level 1', { size: 150, fill: 0xFFFFFF }); }); // Score display class var ScoreDisplay = Text2.expand(function () { var self = Text2.call(this, '0', { size: 150, fill: 0xFFFFFF }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Declare and initialize flowerManager in global scope var flowerManager = new FlowerManager(); // Method to play pollen pattern animation game.playPollenPatternAnimation = function (pattern, position) { switch (pattern) { case 'sourceBurst': for (var i = 0; i < 10; i++) { var pollenParticle = new PollenParticle(); // Convert position to local space for the particle var localPos = game.toLocal(position); pollenParticle.x = localPos.x; pollenParticle.y = localPos.y; pollenParticle.pattern = pattern; pollenParticle.alpha = 1; // Update particle behavior pollenParticle.update = function () { if (this.pattern === 'sourceBurst') { var angle = Math.random() * Math.PI * 2; var speed = Math.random() * 5; this.x += Math.cos(angle) * speed + this.offset.x * 0.1; this.y += Math.sin(angle) * speed + this.offset.y * 0.1; // Add rotation for more organic movement this.rotation += Math.random() * 0.1; // Add slight scale variation this.scale.x = this.scale.y = 1 + Math.sin(LK.ticks * 0.1) * 0.2; } this.alpha -= 0.05; if (this.alpha <= 0) { this.destroy(); } }; game.addChild(pollenParticle); } break; case 'cross': // Similar updates for cross pattern... break; } }; var titleScreen = new Container(); var background = LK.getAsset('titlebackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); titleScreen.addChild(background); var logo = LK.getAsset('logo', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); titleScreen.addChild(logo); var playButton = LK.getAsset('playButton', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 200 }); titleScreen.addChild(playButton); var tutorialButton = LK.getAsset('tutorialButton', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 400 }); titleScreen.addChild(tutorialButton); game.addChild(titleScreen); playButton.down = function (x, y, obj) { game.removeChild(titleScreen); var gardenBackground = new GardenBackground(); game.addChild(gardenBackground); // Initialize garden var garden = new Garden(); garden.init(); game.addChild(garden); var flowerManager = new FlowerManager(); flowerManager.init(garden); game.down = function (x, y, obj) { flowerManager.handleTouch(x, y, obj, garden); }; // Initialize score display var scoreDisplay = new ScoreDisplay(); scoreDisplay.anchor.set(0.5, 0); LK.gui.top.addChild(scoreDisplay); // Initialize level display var levelDisplay = new LevelDisplay(); levelDisplay.anchor.set(0.5, 1); LK.gui.bottom.addChild(levelDisplay); // Initialize goal display var goalDisplay = new GoalDisplay(); goalDisplay.x = 2048 - 150; goalDisplay.y = 0; game.addChild(goalDisplay); goalDisplay.init([{ icon: '🌼', collected: 0, needed: 10 }, { icon: '🌸', collected: 0, needed: 5 }, { icon: '🌺', collected: 0, needed: 3 }]); // Initialize menu button var menuButton = LK.getAsset('menuButton', { anchorX: 0.5, anchorY: 0.5, x: 100 + 2048 * 0.01, y: 250 + 2732 * 0.04 }); menuButton.down = function (x, y, obj) { // Remove all game elements game.removeChildren(); // Remove score, level and goal display from GUI LK.gui.top.removeChild(scoreDisplay); LK.gui.topRight.removeChild(levelDisplay); game.removeChild(goalDisplay); // Add the title screen back game.addChild(titleScreen); }; game.addChild(menuButton); }; tutorialButton.down = function (x, y, obj) { // Open tutorial }; // Removed duplicate playPollenPatternAnimation method
===================================================================
--- original.js
+++ change.js
@@ -118,15 +118,10 @@
var growthStep = 1 / growthDuration;
var currentStep = 0;
newBud.update = function () {
if (currentStep < growthDuration) {
- if (currentStep < growthDuration / 2) {
- this.scale.x = Math.min(0.5, this.scale.x + growthStep);
- this.scale.y = Math.min(0.5, this.scale.y + growthStep);
- } else {
- this.scale.x = Math.min(1, this.scale.x + growthStep / 2);
- this.scale.y = Math.min(1, this.scale.y + growthStep / 2);
- }
+ this.scale.x = Math.min(1, this.scale.x + growthStep);
+ this.scale.y = Math.min(1, this.scale.y + growthStep);
currentStep++;
} else {
// Resume jiggle animation after growth
this.update = function () {
@@ -171,9 +166,17 @@
];
adjacentPositions.forEach(function (pos) {
if (garden.grid[pos.x] && garden.grid[pos.x][pos.y]) {
var adjacentFlower = garden.grid[pos.x][pos.y];
- if (adjacentFlower.isBud) {
+ if (adjacentFlower.isFlower) {
+ // Trigger touch on adjacent flower for combo
+ self.handleTouch(adjacentFlower.x, adjacentFlower.y, {
+ global: garden.toGlobal({
+ x: adjacentFlower.x,
+ y: adjacentFlower.y
+ })
+ }, garden);
+ } else if (adjacentFlower.isBud) {
// Add a new flower
var newFlower = new BasicFlower();
newFlower.x = adjacentFlower.x;
newFlower.y = adjacentFlower.y;
A background image for a puzzle video game depicting the season of summer. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A background image for a puzzle video game depicting the season of fall. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A background image for a puzzle video game depicting the season of winter. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Multiple stylized texts with phrases that include “Hurry!” “Time’s up!” Cartoon style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a SVG text design in bold cartoon style: "SPRING" in chunky rounded letters with floral accents and vines. Use spring pastels.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create an SVG text design for "SUMMER" in bold cartoon style with chunky rounded letters. Add sun rays and small flower details in warm, vibrant colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create an SVG text design for "FALL" in bold cartoon style with chunky rounded letters. Add small falling leaves and acorn accents in warm autumn colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create an SVG text design for "WINTER" in bold cartoon style with chunky rounded letters. Add small snowflake accents and icy details in cool, frosty blues and white.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a SVG text design in bold cartoon style: “Bloom the garden" in chunky rounded letters with floral accents and vines. Use spring pastels.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create an SVG text design for "Match the blooms" in bold cartoon style with chunky rounded letters. Add sun rays and small flower details in warm, vibrant colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create an SVG text design for "Match to clear leaves" in bold cartoon style with chunky rounded letters. Add small falling leaves and acorn accents in warm autumn colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create an SVG text design for "DANCE TO STAY WARM" in bold cartoon style with chunky rounded letters. Add small snowflake accents and icy details in cool, frosty blues and white.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a SVG text design in bold cartoon style: "SEASON COMPLETE!" in chunky rounded letters with stars around it . Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.