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Please fix the bug: 'instructions is not defined' in or related to this line: 'game.addChild(instructions);' Line Number: 761
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Please fix the bug: 'TypeError: particleGraphics.setScale is not a function' in or related to this line: 'particleGraphics.setScale(sc, sc);' Line Number: 314
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please make the particles move upwards in a wavy pattern instead of straight like now. Use individual amplitude for particles so they don't all move exactly the same.
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Please fix the bug: 'ReferenceError: particleGraphicsGraphics is not defined' in or related to this line: 'self.addChild(particleGraphicsGraphics);' Line Number: 313
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'if (self.particles.length < self.particlesMax) {' Line Number: 329
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Please fix the bug: 'tileTypes is not defined' in or related to this line: 'var boxGraphics = self.attachAsset(tileTypes[colorIndex], {' Line Number: 124
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Please fix the bug: 'star is not defined' in or related to this line: 'stars.push(star);' Line Number: 260
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Please make the levelcomplete screen contain and display a fireworks explosion when it opens
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please place an instance of the gamelogo center screen top
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please loop the testmusic instead of the background music
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make a background music asset to be looped continously
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'map')' in or related to this line: 'currentLevel = levels[currentLevelID].map(function (arr) {' Line Number: 960
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'map')' in or related to this line: 'currentLevel = levels[currentLevelID].map(function (arr) {' Line Number: 960
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Arrow = Container.expand(function () {
var self = Container.call(this);
var arrowGraphics = self.attachAsset('arrow', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.75
});
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
var Board = Container.expand(function () {
var self = Container.call(this);
self.boxGraphics = self.attachAsset('board', {
anchorX: 0.5,
anchorY: 0.5
});
self.paint = function () {
self.boxGraphics.width = boardSize;
self.boxGraphics.height = boardSize;
var startX = -self.width / 2;
var startY = -self.height / 2;
var boxSize = calculateTileSize();
var boxSpacing = boxSize * spacingRatio;
var offset = boxSize / 2 + boxSpacing;
for (var i = 0; i < gridSize; i++) {
for (var j = 0; j < gridSize; j++) {
var box = self.addChild(new Box());
box.width = box.height = boxSize;
box.x = offset + startX + i * (boxSize + boxSpacing);
box.y = offset + startY + j * (boxSize + boxSpacing);
box.setAlpha(0.075);
}
}
// Paint arrows at edges of board.
for (var i = 0; i < gridSize; i++) {
for (var j = 0; j < gridSize; j++) {
if (i == 0) {
var arrow = new Arrow();
arrow.rotation = Math.PI / 2;
arrow.scale.x = arrow.scale.y = boxSize / 100;
arrow.x = offset + startX + j * (boxSize + boxSpacing);
arrow.y = startY - 2 * boxSpacing;
self.addChild(arrow);
} else if (i == gridSize - 1) {
var arrow = new Arrow();
arrow.rotation = -Math.PI / 2;
arrow.scale.x = arrow.scale.y = boxSize / 100;
arrow.x = offset + startX + j * (boxSize + boxSpacing);
arrow.y = -startY + 2 * boxSpacing;
self.addChild(arrow);
}
if (j == 0) {
var arrow = new Arrow();
arrow.scale.x = arrow.scale.y = boxSize / 100;
arrow.x = startX - 2 * boxSpacing;
arrow.y = offset + startY + i * (boxSize + boxSpacing);
self.addChild(arrow);
} else if (j == gridSize - 1) {
var arrow = new Arrow();
arrow.rotation = Math.PI;
arrow.scale.x = arrow.scale.y = boxSize / 100;
arrow.x = -startX + 2 * boxSpacing;
arrow.y = offset + startY + i * (boxSize + boxSpacing);
self.addChild(arrow);
}
}
}
};
self.paint();
self.paintArrows = function () {};
self.paintArrows();
});
var Box = Container.expand(function () {
var self = Container.call(this);
var boxGraphics = self.attachAsset('box', {
anchorX: 0.5,
anchorY: 0.5
});
self.setAlpha = function (i) {
self.alpha = i;
};
});
var ColorBox = Container.expand(function (colorIndex) {
var self = Container.call(this);
self.colorIndex = colorIndex;
var boxGraphics = self.attachAsset('box', {
anchorX: 0.5,
anchorY: 0.5,
tint: colors[colorIndex]
});
self.gridX = 0;
self.gridY = 0;
self.speed = 10;
self.outlier = false;
self.down = function (x, y, obj) {
if (GAME_IS_CLICKABLE) {
if (!self.outlier) {
GAME_IS_CLICKABLE = false;
colorBoxClicked(self);
}
}
};
self.remove = function (delay) {
numRunningTweens++;
currentLevel[self.gridY][self.gridX] = 0;
tween(self, {
scaleX: 0.5,
scaleY: 0.5,
rotation: Math.PI,
alpha: 0
}, {
duration: BASE_TWEEN_SPEED,
delay: delay,
easing: tween.easeInOut,
onFinish: function onFinish() {
//console.log("Animation complete!");
//console.log('currentLevel:', currentLevel);
//console.log('levelContainer:', levelContainer);
playerScore++;
var t = new Star(levelContainer.x + self.x, levelContainer.y + self.y, 1900, 50, 0, colors[self.colorIndex]);
//console.log('startx and y:', t.x, t.y);
game.addChild(t);
stars.push(t);
updateScoreLabels();
numRunningTweens--;
self.destroy();
}
});
//self.destroy();
};
self.fadeIn = function () {
numRunningTweens++;
self.alpha = 0;
tween(self, {
alpha: 1
}, {
duration: BASE_TWEEN_SPEED,
delay: 0,
easing: tween.easeInOut,
onFinish: function onFinish() {
numRunningTweens--;
//console.log('faded in:', self);
}
});
};
self.flyOut = function () {
numRunningTweens++;
//console.log(self, self.gridX, self.gridY);
var destY,
destX = 0;
if (self.gridX == 999) {
destY = self.y;
destX = self.x > 0 ? -1500 : 1500;
} else if (self.gridY == 999) {
destY = self.y > 0 ? -1500 : 1500;
destX = self.x;
}
tween(self, {
x: destX,
y: destY
}, {
duration: BASE_TWEEN_SPEED * 2.5,
delay: 0,
easing: tween.easeInOut,
onFinish: function onFinish() {
numRunningTweens--;
//console.log('faded out:', self);
self.destroy();
}
});
};
self.blinkRed = function () {
tween(self, {
width: tileSize * 1.5,
height: tileSize * 1.5
}, {
duration: 150,
easing: tween.easeInOut,
onFinish: function onFinish() {
//self.width = tileSize;
//self.height = tileSize;
tween(self, {
width: tileSize,
height: tileSize
}, {
duration: 150,
easing: tween.easeInOut
});
}
});
};
self.moveInPosition = function () {
var startX = -boardSize / 2;
var startY = -boardSize / 2;
var boxSize = tileSize; //calculateTileSize();
var boxSpacing = boxSize * spacingRatio;
var offset = boxSize / 2 + boxSpacing;
var destX = offset + startX + self.gridX * (boxSize + boxSpacing);
var destY = offset + startY + self.gridY * (boxSize + boxSpacing);
numRunningTweens++;
tween(self, {
x: destX,
y: destY
}, {
duration: BASE_TWEEN_SPEED,
delay: 0,
easing: tween.easeInOut,
onFinish: function onFinish() {
numRunningTweens--;
currentLevel[self.gridY][self.gridX] = self.colorIndex;
self.outlier = false;
//console.log('done moving into position');
}
});
};
});
var Star = Container.expand(function (startX, startY, endX, endY, delay, boxTint) {
var self = Container.call(this);
//GoldCoin.delayIncrement = 0;
//self.game = this;
var starGraphics = self.attachAsset('star', {
anchorX: 0.5,
anchorY: 0.5,
tint: boxTint
});
self.addChild(starGraphics);
self.x = startX;
self.y = startY;
self.isDead = false;
var distance = Math.sqrt(Math.pow(endX - startX, 2) + Math.pow(endY - startY, 2));
self.delayCounter = delay * 2;
var duration = 30 + delay;
//var vx = (endX - startX) / duration;
//var vy = (endY - startY) / duration;
self.alpha = 0;
//self.path = createQuadraticBezierArcPoints(startX, startY, endX, startY - 100, endX, endY, 60);
self.path = createQuadraticBezierArcPoints(startX, startY, endX, startY + 200, endX, endY, 30);
self._move_migrated = function () {
if (self.delayCounter > 0) {
self.delayCounter--;
} else {
self.alpha = 1;
self.rotation += 0.11;
if (self.path[duration]) {
self.x = self.path[duration - self.delayCounter][0];
self.y = self.path[duration - self.delayCounter][1];
}
}
if (--duration <= 0) {
self.destroy();
self.isDead = true;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000022
});
/****
* Game Code
****/
var lerp = function lerp(start, end, t) {
return start * (1 - t) + end * t;
};
var createQuadraticBezierArcPoints = function createQuadraticBezierArcPoints(p0x, p0y, p1x, p1y, p2x, p2y, numberOfSteps) {
var points_along_axis = new Array(numberOfSteps).fill(null).map(function () {
return [0, 0];
});
var stepping_constant = 1 / numberOfSteps;
for (var i = 0; i < numberOfSteps; i++) {
var i_p0_p1x = lerp(p0x, p1x, i * stepping_constant);
var i_p0_p1y = lerp(p0y, p1y, i * stepping_constant);
var i_p1_p2x = lerp(p1x, p2x, i * stepping_constant);
var i_p1_p2y = lerp(p1y, p2y, i * stepping_constant);
if (false) {
points_along_axis.push(lerp(i_p0_p1x, i_p1_p2x, i * stepping_constant), lerp(i_p0_p1y, i_p1_p2y, i * stepping_constant));
}
points_along_axis[i][0] = lerp(i_p0_p1x, i_p1_p2x, i * stepping_constant);
points_along_axis[i][1] = lerp(i_p0_p1y, i_p1_p2y, i * stepping_constant);
}
if (false) {
console.log('path: ' + points_along_axis);
console.log('path[2]: ' + points_along_axis[2]);
}
return points_along_axis.reverse();
};
function _slicedToArray(r, e) {
return _arrayWithHoles(r) || _iterableToArrayLimit(r, e) || _unsupportedIterableToArray(r, e) || _nonIterableRest();
}
function _nonIterableRest() {
throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
function _iterableToArrayLimit(r, l) {
var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
if (null != t) {
var e,
n,
i,
u,
a = [],
f = !0,
o = !1;
try {
if (i = (t = t.call(r)).next, 0 === l) {
if (Object(t) !== t) {
return;
}
f = !1;
} else {
for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) {
;
}
}
} catch (r) {
o = !0, n = r;
} finally {
try {
if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) {
return;
}
} finally {
if (o) {
throw n;
}
}
}
return a;
}
}
function _arrayWithHoles(r) {
if (Array.isArray(r)) {
return r;
}
}
function _createForOfIteratorHelper(r, e) {
var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
if (!t) {
if (Array.isArray(r) || (t = _unsupportedIterableToArray(r)) || e && r && "number" == typeof r.length) {
t && (r = t);
var _n = 0,
F = function F() {};
return {
s: F,
n: function n() {
return _n >= r.length ? {
done: !0
} : {
done: !1,
value: r[_n++]
};
},
e: function e(r) {
throw r;
},
f: F
};
}
throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
var o,
a = !0,
u = !1;
return {
s: function s() {
t = t.call(r);
},
n: function n() {
var r = t.next();
return a = r.done, r;
},
e: function e(r) {
u = !0, o = r;
},
f: function f() {
try {
a || null == t["return"] || t["return"]();
} finally {
if (u) {
throw o;
}
}
}
};
}
function _unsupportedIterableToArray(r, a) {
if (r) {
if ("string" == typeof r) {
return _arrayLikeToArray(r, a);
}
var t = {}.toString.call(r).slice(8, -1);
return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0;
}
}
function _arrayLikeToArray(r, a) {
(null == a || a > r.length) && (a = r.length);
for (var e = 0, n = Array(a); e < a; e++) {
n[e] = r[e];
}
return n;
}
var BASE_TWEEN_SPEED = 200;
var GAME_IS_CLICKABLE = true; // flag for when board is clickable and when not.
var numRunningTweens = 0; // input is blocked while tweens running, so increment this when a tween starts, nd decrement when tween ends.
var outlierDirectionCounter = 0; //0; // increment to allow outliers spawning on different side each turn.
var playerScore = 0;
var highScore = storage.highScore || 0;
// Add background image
var backgroundImage = LK.getAsset('backgroundImage', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.7,
x: 1024,
y: 1366
});
game.addChild(backgroundImage);
// Create and position the score label
var scoreLabel = new Text2('Score\n0', {
size: 60,
fill: 0xFFFFFF,
align: 'center'
});
scoreLabel.anchor.set(1, 0); // Anchor to the right
scoreLabel.x = 2048 - 50; // Position near the right edge
scoreLabel.y = 50; // Position at the top
//LK.gui.topRight.addChild(scoreLabel);
game.addChild(scoreLabel);
// Create and position the high score label
var highScoreLabel = new Text2('Best\n0', {
size: 50,
fill: 0xdddddd,
align: 'center'
});
highScoreLabel.anchor.set(1, 0); // Anchor to the right
highScoreLabel.x = 2048 - 75; // Position near the right edge
highScoreLabel.y = 220; // Position below the score label
//LK.gui.topRight.addChild(highScoreLabel);
game.addChild(highScoreLabel);
var levelLabel = new Text2('Level 1', {
size: 120,
fill: 0xFFFFFF,
align: 'center'
});
levelLabel.anchor.set(0.5, 0.5);
levelLabel.x = 1024; // Position near the right edge
levelLabel.y = 100; // Position at the top
//LK.gui.topRight.addChild(scoreLabel);
game.addChild(levelLabel);
var gridSize = 5;
var spacingRatio = 0.2; //0.2;
var boardSize = 1300;
function calculateTileSize() {
// Example of getting desired tileSize depending on gridSize (for different size grids)
// maintaining 1300px board size and 0.2 gutter between tiles.
var tileSize = boardSize / ((gridSize + 1) * spacingRatio + gridSize);
return tileSize;
console.log(tileSize);
}
var tileSize = calculateTileSize();
var board = new Board();
board.x = 1024;
board.y = 2732 / 2;
game.addChild(board);
// 0 black 1 white 2 yellow 3 red 4 blue 5 green 6 purple 7 grey 8 brown 9 skin
var colors = ['0x000000', '0xffffff', '0xffff00', '0xff0000', '0x0000dd', '0x00ff00', '0xff00ff', '0xbbbbbb', '0x827364', '0xecbcb4'];
// 5x5 levels.
var l1a = [[0, 0, 0, 0, 0], [0, 0, 1, 0, 0], [0, 1, 2, 1, 0], [0, 0, 1, 0, 0], [0, 0, 0, 0, 0]];
var l1b = [[0, 0, 0, 0, 0], [0, 0, 4, 0, 0], [0, 5, 4, 5, 0], [0, 5, 0, 5, 0], [0, 0, 0, 0, 0]];
var l1c = [[0, 0, 0, 0, 0], [0, 3, 0, 3, 0], [0, 0, 2, 0, 0], [0, 3, 0, 3, 0], [0, 0, 0, 0, 0]];
var l1d = [[0, 0, 0, 0, 0], [0, 6, 4, 6, 0], [0, 4, 0, 4, 0], [0, 6, 4, 6, 0], [0, 0, 0, 0, 0]];
var l1e = [[0, 0, 0, 0, 0], [0, 0, 0, 5, 0], [0, 0, 5, 3, 0], [0, 5, 3, 3, 0], [0, 0, 0, 0, 0]];
var l1f = [[0, 0, 7, 7, 7], [0, 0, 0, 8, 7], [0, 0, 8, 0, 7], [0, 8, 0, 0, 0], [0, 0, 0, 0, 0]];
var l1g = [[0, 0, 1, 0, 0], [0, 0, 3, 0, 0], [0, 3, 3, 3, 0], [0, 1, 1, 1, 0], [0, 0, 0, 0, 0]];
// 6x6 levels
var l2a = [[0, 0, 0, 0, 0, 0], [0, 0, 1, 1, 0, 0], [0, 4, 1, 1, 4, 0], [0, 0, 2, 2, 0, 0], [0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0]];
var l2b = [[0, 0, 0, 0, 0, 0], [0, 0, 8, 8, 0, 0], [0, 8, 8, 8, 6, 0], [0, 8, 8, 8, 8, 0], [0, 9, 0, 0, 9, 0], [0, 0, 0, 0, 0, 0]];
var l2c = [[0, 0, 0, 0, 0, 0], [0, 9, 9, 9, 9, 0], [0, 4, 9, 9, 4, 0], [0, 9, 6, 6, 9, 0], [0, 9, 9, 9, 9, 0], [0, 0, 0, 0, 0, 0]];
var l2d = [[0, 0, 0, 0, 0, 0], [0, 4, 2, 2, 4, 0], [0, 0, 3, 2, 0, 0], [0, 2, 2, 2, 2, 0], [0, 2, 2, 2, 0, 0], [0, 0, 0, 0, 0, 0]];
var l2e = [[0, 0, 0, 0, 0, 0], [0, 5, 5, 6, 0, 0], [0, 5, 6, 3, 6, 0], [0, 6, 3, 6, 3, 0], [0, 0, 6, 3, 6, 0], [0, 0, 0, 0, 0, 0]];
var l2f = [[0, 0, 0, 0, 0, 0], [0, 7, 0, 7, 0, 0], [0, 7, 4, 7, 4, 0], [0, 7, 7, 3, 7, 0], [0, 0, 7, 7, 0, 0], [0, 0, 0, 0, 0, 0]];
var l2g = [[0, 0, 0, 0, 0, 0], [0, 3, 0, 3, 2, 0], [0, 3, 3, 2, 9, 0], [0, 3, 3, 2, 0, 0], [0, 3, 0, 3, 0, 0], [0, 0, 0, 0, 0, 0]];
// 7x7 levels
var l3a = [[0, 0, 0, 0, 0, 0, 0], [0, 0, 8, 0, 8, 0, 0], [0, 8, 8, 0, 8, 8, 0], [0, 0, 7, 7, 7, 0, 0], [0, 0, 4, 7, 4, 0, 0], [0, 0, 0, 3, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0]];
var l3b = [[0, 0, 0, 0, 0, 0, 0], [0, 3, 3, 3, 3, 3, 0], [0, 3, 3, 9, 9, 3, 0], [0, 3, 4, 9, 4, 3, 0], [0, 3, 9, 9, 9, 3, 0], [0, 3, 9, 9, 9, 3, 0], [0, 0, 0, 0, 0, 0, 0]];
var l3c = [[0, 0, 0, 0, 0, 0, 0], [0, 7, 9, 9, 9, 7, 0], [0, 7, 5, 9, 5, 7, 0], [0, 9, 9, 9, 9, 9, 0], [0, 9, 6, 6, 6, 9, 0], [0, 0, 9, 9, 9, 0, 0], [0, 0, 0, 0, 0, 0, 0]];
var l3d = [[0, 0, 0, 0, 0, 0, 0], [0, 2, 0, 0, 0, 2, 0], [0, 2, 1, 0, 2, 2, 0], [0, 2, 2, 2, 2, 2, 0], [0, 3, 8, 3, 8, 3, 0], [0, 8, 2, 2, 2, 8, 0], [0, 0, 0, 0, 0, 0, 0]];
var l3e = [[0, 0, 0, 0, 0, 0, 0], [0, 0, 6, 6, 6, 0, 0], [0, 6, 3, 2, 3, 6, 0], [0, 6, 2, 2, 2, 6, 0], [0, 6, 3, 2, 3, 6, 0], [0, 0, 6, 6, 6, 0, 0], [0, 0, 0, 0, 0, 0, 0]];
var l3f = [[0, 0, 0, 0, 0, 0, 0], [0, 0, 9, 8, 9, 0, 0], [0, 0, 2, 9, 2, 0, 0], [0, 9, 8, 8, 8, 9, 0], [0, 0, 8, 8, 8, 0, 0], [0, 0, 7, 0, 7, 0, 0], [0, 0, 0, 0, 0, 0, 0]];
var l3g = [[0, 0, 0, 0, 0, 0, 0], [0, 0, 5, 5, 5, 0, 0], [0, 5, 3, 5, 3, 5, 0], [0, 5, 5, 3, 5, 5, 0], [0, 0, 0, 8, 0, 0, 0], [0, 0, 0, 8, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0]];
// 8x8 levels
//var l4 = [[0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 1, 1, 1, 0, 0, 0], [0, 0, 2, 2, 0, 0, 0, 0], [0, 0, 1, 1, 0, 0, 0, 0], [0, 0, 2, 2, 0, 0, 0, 0], [0, 2, 2, 1, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0]];
var l4a = [[0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 4, 4, 0, 0, 0], [0, 0, 4, 4, 4, 4, 0, 0], [0, 2, 7, 2, 7, 2, 7, 0], [0, 0, 4, 4, 4, 4, 0, 0], [0, 4, 0, 0, 0, 0, 4, 0], [0, 4, 0, 0, 0, 0, 4, 0], [0, 0, 0, 0, 0, 0, 0, 0]];
var l4b = [[0, 2, 2, 2, 2, 2, 2, 0], [0, 2, 1, 3, 3, 3, 2, 0], [0, 2, 1, 3, 3, 3, 2, 0], [0, 0, 2, 2, 2, 2, 0, 0], [0, 0, 0, 1, 2, 0, 0, 0], [0, 0, 0, 1, 2, 0, 0, 0], [0, 0, 1, 2, 1, 2, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0]];
var l4c = [[0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 5, 5, 0, 0, 0, 0], [0, 5, 4, 4, 5, 5, 5, 0], [0, 5, 5, 5, 1, 3, 1, 0], [0, 5, 5, 3, 3, 1, 3, 0], [0, 5, 5, 5, 5, 5, 5, 0], [0, 0, 5, 5, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0]];
var l4d = [[0, 0, 0, 0, 0, 0, 0, 0], [0, 1, 9, 1, 1, 9, 1, 0], [0, 9, 4, 9, 9, 4, 9, 0], [0, 1, 1, 9, 9, 1, 1, 0], [0, 9, 1, 1, 1, 1, 9, 0], [0, 1, 1, 3, 3, 1, 1, 0], [0, 0, 1, 1, 1, 1, 0, 0], [0, 0, 0, 1, 1, 0, 0, 0]];
var l4e = [[0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 4, 3, 2, 4, 0, 0], [0, 3, 0, 3, 2, 0, 3, 0], [0, 0, 2, 3, 3, 2, 0, 0], [0, 0, 0, 3, 3, 0, 0, 0], [0, 0, 0, 3, 2, 0, 0, 0], [0, 0, 3, 0, 0, 2, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0]];
var l4f = [[0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 2, 0, 2, 0, 2, 0], [0, 1, 1, 1, 1, 1, 1, 0], [0, 6, 6, 6, 6, 6, 6, 0], [0, 2, 2, 2, 2, 2, 2, 0], [0, 6, 6, 6, 6, 6, 6, 0], [0, 3, 3, 3, 3, 3, 3, 0], [0, 0, 0, 0, 0, 0, 0, 0]];
var l4g = [[0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 3, 3, 0, 0, 0], [0, 0, 3, 4, 4, 3, 0, 0], [0, 3, 4, 2, 2, 4, 3, 0], [0, 4, 4, 4, 4, 4, 4, 0], [0, 2, 4, 6, 6, 4, 2, 0], [0, 4, 4, 6, 6, 4, 4, 0], [0, 0, 0, 0, 0, 0, 0, 0]];
// 9x9 levels
var l5a = [[0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 2, 8, 8, 0, 0, 0], [0, 0, 2, 0, 0, 0, 8, 0, 0], [0, 8, 8, 8, 8, 8, 8, 8, 0], [0, 3, 3, 3, 8, 3, 3, 3, 0], [0, 8, 8, 8, 2, 8, 8, 4, 0], [0, 8, 8, 8, 8, 8, 8, 4, 0], [0, 4, 4, 4, 4, 4, 4, 4, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0]];
var l5b = [[0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 2, 2, 8, 8, 8, 0, 0], [0, 2, 8, 2, 4, 8, 8, 2, 0], [0, 2, 0, 2, 4, 8, 0, 2, 0], [0, 0, 8, 2, 4, 8, 2, 0, 0], [0, 0, 0, 8, 2, 8, 0, 0, 0], [0, 0, 0, 0, 8, 0, 0, 0, 0], [0, 0, 0, 8, 8, 8, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0]];
var l5c = [[0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 7, 7, 7, 7, 7, 7, 7, 0], [0, 7, 4, 4, 4, 4, 4, 7, 0], [0, 7, 4, 4, 3, 3, 4, 7, 0], [0, 7, 3, 3, 3, 3, 3, 7, 0], [0, 7, 7, 7, 7, 7, 2, 7, 0], [0, 0, 0, 4, 4, 4, 0, 0, 0], [0, 0, 7, 7, 7, 7, 7, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0]];
var l5d = [[0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 8, 8, 8, 8, 8, 0, 0], [0, 8, 8, 8, 8, 8, 8, 8, 0], [0, 0, 5, 5, 3, 3, 5, 0, 0], [0, 2, 2, 5, 2, 3, 2, 0, 0], [0, 0, 3, 2, 5, 2, 5, 5, 0], [0, 8, 8, 8, 8, 2, 8, 8, 0], [0, 0, 8, 8, 8, 8, 8, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0]];
var l5e = [[0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 2, 0, 0, 0, 0, 0, 0, 0], [0, 3, 3, 1, 3, 3, 3, 3, 0], [0, 3, 3, 1, 3, 3, 3, 0, 0], [0, 1, 1, 1, 1, 1, 1, 0, 0], [0, 3, 3, 1, 3, 3, 3, 0, 0], [0, 3, 3, 1, 3, 3, 3, 3, 0], [0, 8, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0]];
var l5f = [[0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 5, 4, 1, 1, 4, 0, 0], [0, 5, 5, 4, 4, 4, 5, 4, 0], [0, 8, 5, 5, 4, 4, 5, 5, 0], [0, 5, 8, 4, 4, 5, 5, 2, 0], [0, 4, 5, 4, 4, 4, 5, 8, 0], [0, 4, 4, 5, 4, 4, 4, 4, 0], [0, 0, 4, 4, 4, 1, 4, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0]];
var l5g = [[0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 7, 7, 0, 0, 0, 7, 7, 0], [0, 8, 7, 7, 8, 7, 7, 8, 0], [0, 7, 2, 4, 7, 2, 4, 7, 0], [0, 7, 2, 4, 7, 2, 4, 7, 0], [0, 8, 7, 7, 8, 7, 7, 8, 0], [0, 7, 7, 8, 8, 8, 7, 7, 0], [0, 0, 8, 7, 7, 7, 8, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0]];
// 10x10 levels
var l6a = [[0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 4, 4, 5, 6, 0, 0, 0], [0, 0, 8, 4, 5, 6, 7, 8, 0, 0], [0, 2, 8, 4, 4, 5, 6, 7, 8, 0], [0, 8, 4, 4, 5, 5, 6, 7, 8, 0], [0, 4, 4, 5, 6, 7, 8, 2, 2, 0], [0, 4, 5, 6, 7, 8, 2, 2, 8, 0], [0, 0, 6, 7, 8, 2, 2, 8, 0, 0], [0, 0, 0, 7, 8, 2, 2, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]];
var l6b = [[0, 0, 4, 4, 4, 4, 4, 4, 0, 0], [0, 4, 4, 4, 4, 4, 4, 4, 4, 0], [0, 0, 8, 8, 8, 8, 8, 8, 0, 0], [0, 1, 1, 1, 1, 1, 1, 1, 1, 0], [0, 1, 1, 4, 1, 1, 4, 1, 1, 0], [0, 2, 2, 2, 2, 2, 2, 2, 2, 0], [0, 0, 0, 4, 3, 3, 4, 0, 0, 0], [0, 0, 0, 4, 4, 4, 4, 0, 0, 0], [0, 0, 0, 1, 1, 1, 1, 0, 0, 0], [0, 0, 0, 2, 0, 0, 2, 0, 0, 0]];
var l6c = [[0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 5, 0, 0, 0, 0, 0, 0, 0, 0], [0, 5, 5, 0, 0, 0, 0, 0, 0, 0], [0, 5, 0, 0, 1, 0, 0, 0, 0, 0], [0, 0, 0, 1, 1, 6, 6, 0, 0, 0], [0, 0, 0, 1, 2, 2, 6, 6, 3, 0], [0, 4, 0, 0, 2, 2, 5, 0, 3, 0], [0, 4, 0, 0, 3, 5, 5, 0, 3, 0], [0, 4, 4, 3, 3, 3, 5, 0, 3, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]];
var l6d = [[0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 8, 8, 8, 8, 0, 0, 0], [0, 0, 8, 2, 2, 2, 2, 8, 0, 0], [0, 8, 2, 2, 4, 2, 0, 0, 0, 0], [0, 8, 2, 2, 2, 0, 0, 0, 0, 0], [0, 8, 2, 2, 2, 2, 2, 2, 8, 0], [0, 0, 8, 2, 2, 2, 2, 8, 0, 0], [0, 0, 0, 8, 8, 8, 8, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]];
var l6e = [];
var l6f = [];
var l6g = [];
// Levels ordered by grid size, for shuffling while maintining difficulty ramping.
var levels5 = [l1a, l1b, l1c, l1d, l1e, l1f, l1g];
var levels6 = [l2a, l2b, l2c, l2d, l2e, l2f, l2g];
var levels7 = [l3a, l3b, l3c, l3d, l3e, l3f, l3g];
var levels8 = [l4a, l4b, l4c, l4d, l4e, l4f, l4g];
var levels9 = [l5a, l5b, l5c, l5d, l5e, l5f, l5g];
//var levels10 = [l6a, l6b, l6c, l6d, l6e, l6f, l6g];
var levels10 = [l6a, l6b, l6c, l6d];
// All levels in one array.
//var levels = levels5.concat(levels6, levels7, levels8, levels9, levels10);
//var levels = [l1a, l4d, l6d, l1b, l1c, l1d, l1e, l1f, l1g, l2a, l2b, l2c, l2d, l2e, l2f, l2g, l3a, l3b, l3c, l3d, l3e, l3f, l3g, l4a, l4b, l4c, l4d, l4e, l4f, l4g, l5a, l5b, l5c, l5d, l5e, l5f, l5g, l6a, l6b, l6c, l6d, l6e, l6f, l6g];
var levels = randomLevelSelection().filter(function (level) {
return level !== undefined;
});
var currentLevelID = 0;
// Copy without reference, so we have original for retry/level reset.
var currentLevel = levels[currentLevelID].map(function (arr) {
return Array.isArray(arr) ? arr.slice() : [];
});
var stars = [];
var levelContainer = new Container();
levelContainer.x = 1024;
levelContainer.y = 2732 / 2;
game.addChild(levelContainer);
function randomLevelSelection() {
var t = [levels5, levels6, levels7, levels8, levels9, levels10];
var c = [];
for (var i = 0; i < t.length; i++) {
c.push(t[i][Math.floor(Math.random() * t.length)]);
}
return c;
}
function paintLevel(a) {
var startX = -boardSize / 2;
var startY = -boardSize / 2;
var boxSize = tileSize;
var boxSpacing = boxSize * spacingRatio;
var offset = boxSize / 2 + boxSpacing;
for (var i = 0; i < a.length; i++) {
for (var j = 0; j < a[0].length; j++) {
if (a[j][i] != 0) {
var cBox = levelContainer.addChild(new ColorBox(a[j][i]));
cBox.width = cBox.height = boxSize;
cBox.x = offset + startX + i * (boxSize + boxSpacing);
cBox.y = offset + startY + j * (boxSize + boxSpacing);
cBox.gridX = i;
cBox.gridY = j;
}
}
}
}
paintLevel(currentLevel);
// Click handler
game.down = function (x, y, obj) {
//board.scale.x *= 1.2;
//board.scale.y *= 1.2;
//console.log(x, y, obj);
};
function findConnectedSameColorTiles(startBox) {
var connectedTiles = [];
var visited = [];
var queue = [startBox];
var targetColor = startBox.colorIndex;
while (queue.length > 0) {
var currentBox = queue.shift(); // Use pop() for DFS
var _currentBox = currentBox,
x = _currentBox.gridX; //x,
y = _currentBox.gridY; //y; // Assuming each box has x, y properties
if (visited.indexOf(currentBox) === -1) {
visited.push(currentBox);
connectedTiles.push(currentBox);
// Check all adjacent tiles
var neighbors = getAdjacentTiles(x, y);
//console.log("neighbors:", neighbors);
var _iterator = _createForOfIteratorHelper(neighbors),
_step;
try {
for (_iterator.s(); !(_step = _iterator.n()).done;) {
var neighbor = _step.value;
//if (neighbor.colorIndex === targetColor && !visited.has(neighbor)) {
if (neighbor.colorIndex === targetColor && !visited.includes(neighbor)) {
queue.push(neighbor);
}
}
} catch (err) {
_iterator.e(err);
} finally {
_iterator.f();
}
}
}
return connectedTiles;
}
function getAdjacentTiles(x, y) {
var adjacentTiles = [];
var directions = [[-1, 0], [1, 0], [0, -1], [0, 1]]; // left, right, up, down
for (var _i = 0, _directions = directions; _i < _directions.length; _i++) {
var _directions$_i = _slicedToArray(_directions[_i], 2),
dx = _directions$_i[0],
dy = _directions$_i[1];
var newX = x + dx;
var newY = y + dy;
// Check if the new position is within the grid boundaries
if (newX >= 0 && newX < currentLevel.length && newY >= 0 && newY < currentLevel[0].length) {
var colorBox = levelContainer.children.find(function (child) {
//return child.gridX === newX && child.gridY === newY;
return !child.outlier && child.gridX === newX && child.gridY === newY;
});
if (colorBox) {
adjacentTiles.push(colorBox);
}
}
}
return adjacentTiles;
}
function colorBoxClicked(b) {
console.log('colorbox clicked:', b);
// Find connected tiles with same color
var t = findConnectedSameColorTiles(b);
//console.log(t);
for (var i = 0; i < t.length; i++) {
//t[i].destroy();
t[i].remove(i * 30);
}
}
function placeOutliers() {
// Determine colors left on the board to choose from.
var colorsPresent = [];
var gridSize = currentLevel.length;
for (var i = 0; i < gridSize; i++) {
for (var j = 0; j < gridSize; j++) {
var t = currentLevel[i][j];
if (t != 0 && !colorsPresent.includes(t)) {
colorsPresent.push(t);
}
}
}
//console.log('Game still includes these colors:', colorsPresent);
// Determine what rows and cols contain colorboxes.
// Horizontal rows
var availableRows = [];
for (var i = 0; i < gridSize; i++) {
if (currentLevel[i].some(checkNonZero)) {
//console.log('there are non-zero values in row:', i);
availableRows.push(i);
}
}
// Vertical columns
var availableCols = [];
var cols = rotateMatrix90C(currentLevel);
for (var i = 0; i < gridSize; i++) {
if (cols[i].some(checkNonZero)) {
//console.log('there are non-zero values in col:', i);
availableCols.push(i);
}
}
// If no available rows or cols left, level cleared!
var n = availableRows.length + availableCols.length;
//console.log(n);
if (n === 0) {
console.log('level cleared!');
return false;
} else {
var startX = -boardSize / 2;
var startY = -boardSize / 2;
var boxSize = tileSize;
var boxSpacing = boxSize * spacingRatio;
var offset = boxSize / 2 + boxSpacing;
// Place an outlier tile at 50% (and minimum one) of the available positions.
var placedAtLeastOne = false;
var placedCounter = 0;
var maxPlaced = 2;
//console.log('ac:', availableCols);
availableCols = shuffleArray(availableCols);
availableRows = shuffleArray(availableRows);
//console.log('ac:', availableCols);
var currentDirection = outlierDirectionCounter % 4;
outlierDirectionCounter++; // increment, so we get a new direction next turn.
if (currentDirection == 1 || currentDirection == 3) {
for (var i = 0; i < availableRows.length; i++) {
//if (Math.random() < 0.5 || !placedAtLeastOne) {
//if (true || !placedAtLeastOne) {
//if (!placedAtLeastOne) {
if (placedCounter < maxPlaced) {
// place it, either side will do.
var cIndex = colorsPresent[Math.floor(Math.random() * colorsPresent.length)];
var b = new ColorBox(cIndex);
b.outlier = true;
b.width = b.height = tileSize;
if (currentDirection == 3) {
b.x = -900;
b.y = offset + startY + availableRows[i] * (boxSize + boxSpacing);
b.gridX = -1;
b.gridY = availableRows[i];
} else {
b.x = 900;
b.y = offset + startY + availableRows[i] * (boxSize + boxSpacing);
b.gridX = 99;
b.gridY = availableRows[i];
}
b.fadeIn();
//console.log('b is:', b);
levelContainer.addChild(b);
//console.log('levelContainer is now:', levelContainer);
placedAtLeastOne = true;
placedCounter++;
}
}
} else {
for (var i = 0; i < availableCols.length; i++) {
//if (Math.random() < 0.5 || !placedAtLeastOne) {
//if (true || !placedAtLeastOne) {
//if (!placedAtLeastOne) {
if (placedCounter < maxPlaced) {
// place it, either side will do
var cIndex = colorsPresent[Math.floor(Math.random() * colorsPresent.length)];
var b = new ColorBox(cIndex);
b.outlier = true;
b.width = b.height = tileSize;
if (currentDirection == 0) {
b.x = offset + startX + availableCols[i] * (boxSize + boxSpacing);
b.y = -900;
b.gridX = availableCols[i];
//console.log(availableCols[i]);
b.gridY = -1;
} else {
b.x = offset + startX + availableCols[i] * (boxSize + boxSpacing);
b.y = 900;
b.gridX = availableCols[i];
b.gridY = 99;
}
b.fadeIn();
//console.log('b is:', b);
levelContainer.addChild(b);
//console.log('levelContainer is now:', levelContainer);
placedAtLeastOne = true;
placedCounter++;
}
}
}
}
// And place them. (Animate them in from sides.)
return true;
}
function shuffleArray(arr) {
var j, x, index;
for (index = arr.length - 1; index > 0; index--) {
j = Math.floor(Math.random() * (index + 1));
x = arr[index];
arr[index] = arr[j];
arr[j] = x;
}
return arr;
}
function checkNonZero(i) {
return i != 0;
}
function rotateMatrix90C(source) {
// get the dimensions of the source matrix
var m = source.length;
var n = source[0].length;
// create a new NxM destination array
var destination = new Array(n);
for (var i = 0; i < n; i++) {
destination[i] = new Array(m);
}
// start copying from source into destination
for (var i = 0; i < n; i++) {
for (var j = 0; j < m; j++) {
destination[i][j] = source[m - j - 1][i];
}
}
// return the destination matrix
return destination;
}
placeOutliers();
updateScoreLabels();
function moveIn() {
// Move all outliers onto stage
var outliers = levelContainer.children.filter(function (child) {
return child.outlier;
});
//console.log('there are ', outliers.length, 'outliers');
var isGameOver = false;
for (var i = 0; i < outliers.length; i++) {
var t = outliers[i];
//console.log(t);
var newPos = 999;
// Determine direction the outlier is moving in, in order to determine position to tween to.
if (t.gridX == -1) {
for (var j = gridSize - 1; j >= 0; j--) {
//console.log('j entry is', currentLevel[t.gridY][j]);
if (currentLevel[t.gridY][j] != 0) {
newPos = j - 1;
}
}
//console.log(t, 'would move to position', newPos);
t.gridX = newPos;
//t.moveInPosition();
} else if (t.gridX == 99) {
for (var j = 0; j < gridSize; j++) {
//console.log('j entry is', currentLevel[t.gridY][j]);
if (currentLevel[t.gridY][j] != 0) {
newPos = j + 1;
}
}
//console.log(t, 'would move to position', newPos);
t.gridX = newPos;
//t.moveInPosition();
} else if (t.gridY == -1) {
for (var j = gridSize - 1; j >= 0; j--) {
//console.log('j entry is', currentLevel[j][t.gridX]);
if (currentLevel[j][t.gridX] != 0) {
newPos = j - 1;
}
}
//console.log(t, 'would move to position', newPos);
t.gridY = newPos;
//t.moveInPosition();
} else if (t.gridY == 99) {
// do something, fix this
for (var j = 0; j < gridSize; j++) {
//console.log('j entry is', currentLevel[j][t.gridX]);
if (currentLevel[j][t.gridX] != 0) {
newPos = j + 1;
}
}
t.gridY = newPos;
//t.moveInPosition();
}
console.log(t, 'would move to position', newPos);
if (newPos == -1 || newPos == gridSize) {
// Game Over, lost
var highScore = storage.highScore || 0;
if (playerScore > highScore) {
storage.highScore = playerScore;
}
console.log('highscore is now:', storage.highScore);
t.tint = 0xFF0000;
isGameOver = true;
t.blinkRed();
/*
tween(t, {
width: tileSize * 1.5,
height: tileSize * 1.5
}, {
duration: 150,
easing: tween.easeInOut,
onFinish: function onFinish() {
//t.width = tileSize;
//t.height = tileSize;
tween(t, {
width: tileSize,
height: tileSize
}, {
duration: 150,
easing: tween.easeInOut
});
}
});*/
LK.setScore(playerScore);
//LK.showGameOver();
} else if (newPos != 999) {
t.moveInPosition();
} else {
t.flyOut();
}
}
if (isGameOver) {
GAME_STATE = 5;
}
}
function updateScoreLabels() {
scoreLabel.setText('Score\n' + playerScore);
if (playerScore > highScore) {
highScore = playerScore;
}
highScoreLabel.setText('Best\n' + highScore);
}
//moveIn();
var GAME_STATE = -1;
// -1: INIT
// 0: Waiting for input
// 1: Removing tiles
// 2: Moving outliers in
// 3: Generating new outliers.
// 4: level cleared
// 5: Game over
game.update = function () {
if (GAME_STATE == -1) {
if (numRunningTweens == 0) {
GAME_STATE = 0;
GAME_IS_CLICKABLE = true;
}
} else if (GAME_STATE == 0) {
// awaiting user input
if (numRunningTweens > 0) {
GAME_STATE = 1;
}
} else if (GAME_STATE == 1) {
// removing tiles
if (numRunningTweens == 0) {
GAME_STATE = 2;
moveIn();
}
} else if (GAME_STATE == 2) {
// moving outliers in
if (numRunningTweens == 0) {
if (placeOutliers()) {
GAME_STATE = 3;
} else {
GAME_STATE = 4;
}
}
} else if (GAME_STATE == 3) {
// generating new outliers
if (numRunningTweens == 0) {
GAME_IS_CLICKABLE = true;
GAME_STATE = 0;
}
} else if (GAME_STATE == 4) {
// go to next level or game completed.
// If we haven't run out of levels, fo to the next one.
if (currentLevelID != levels.length - 1) {
currentLevelID++;
//currentLevel = levels[currentLevelID].slice(0);
currentLevel = levels[currentLevelID].map(function (arr) {
return arr.slice();
});
console.log('new level is', currentLevel);
gridSize = currentLevel.length;
tileSize = calculateTileSize();
board.destroy();
board = new Board();
board.x = 1024;
board.y = 2732 / 2;
game.addChild(board);
levelContainer.destroy();
levelContainer = new Container();
levelContainer.x = 1024;
levelContainer.y = 2732 / 2;
game.addChild(levelContainer);
//levelContainer = new Container();
paintLevel(currentLevel);
levelLabel.setText('Level ' + (currentLevelID + 1));
placeOutliers();
GAME_STATE = -1;
} else {
//TODO: Show game over - all levels completed!
}
} else if (GAME_STATE == 5) {
LK.setTimeout(function () {
LK.showGameOver();
}, 1300);
}
for (var l = stars.length - 1; l >= 0; l--) {
if (stars[l].isDead) {
stars[l].destroy();
stars.splice(l, 1);
} else {
stars[l]._move_migrated();
}
}
};
A large calm background drawing for a puzzle game, in dark calm blueish colors and non-confusing content. High definition. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A quadratic polished dark blue marble slate. Front perspective with right angles. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A white question mark in a circle, like for a help button in a game.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A white X in a circle, like for a close window button in a game. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A white questionmark on a black background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A green check mark on a dark background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.