User prompt
Add angry birds music
User prompt
Whe use blue bird on level 6, 7, 8 and 9
User prompt
İf we touch the screen blue bird launch a copies
User prompt
İf you touch the screen after throwing the blue bird, 2 copies of the blue bird will be created, one above and one below
User prompt
Delete blocks on level 10
User prompt
When level 6 we always use blue bird
User prompt
When level 6 we use blue bird
User prompt
Make level 10 hardest
User prompt
Add 5 more block on level 10
User prompt
İn level 10 use a King pig
User prompt
Add level 8 level 9 and level 10 if we complete level 10 the game will end use less block
User prompt
Add level 5 level 6 and level 7 they could be easy and if we complete level 7 the game will end use less block
User prompt
İf pigs are down they die
User prompt
Add a physic for pigs
User prompt
Add a physic for blocks
User prompt
Add level 4 it could be easy and if we complete level 4 the game will end use less block
User prompt
Add level 3, it could ve east and if we complete level 3 the game will end
User prompt
Add level 3 and if we complete level 3 the game will end
User prompt
Add level 3 and if we complete level 3 the game will end
User prompt
Add level 3 and of we complete level 3 the game will end
User prompt
Add 3 more bird
User prompt
Add level 2 and of we complete level 2 the game will end
User prompt
Add level 2 when we completed level 2 game end
User prompt
Add 1 more bird
User prompt
Add 1 more bird
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bird = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.launched = false; self.gravity = 0.3; self.bounce = 0.3; self.update = function () { if (self.launched) { self.velocityY += self.gravity; self.x += self.velocityX; self.y += self.velocityY; // Ground collision if (self.y > 2600) { self.y = 2600; self.velocityY *= -self.bounce; self.velocityX *= 0.8; if (Math.abs(self.velocityY) < 2) { self.velocityY = 0; } } // Side boundaries if (self.x < 0 || self.x > 2048) { self.velocityX *= -self.bounce; } } }; self.launch = function (velX, velY) { self.launched = true; self.velocityX = velX; self.velocityY = velY; LK.getSound('launch').play(); }; return self; }); var Block = Container.expand(function (type) { var self = Container.call(this); var assetName = type + 'Block'; var blockGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); self.type = type; self.health = type === 'wood' ? 50 : type === 'stone' ? 100 : 30; // ice is weakest self.destroyed = false; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0 && !self.destroyed) { self.destroyed = true; LK.effects.flashObject(self, 0xff0000, 200); LK.getSound('hit').play(); LK.setScore(LK.getScore() + 10); scoreText.setText(LK.getScore()); } }; return self; }); var Pig = Container.expand(function () { var self = Container.call(this); var pigGraphics = self.attachAsset('pig', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.destroyed = false; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0 && !self.destroyed) { self.destroyed = true; LK.effects.flashObject(self, 0xffff00, 300); LK.getSound('destroy').play(); LK.setScore(LK.getScore() + 100); scoreText.setText(LK.getScore()); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Game variables var birds = []; var pigs = []; var blocks = []; var currentBird = null; var slingshot = null; var isDragging = false; var trajectoryDots = []; var slingshotX = 200; var slingshotY = 2400; var birdsRemaining = 5; var level = 1; // UI Elements var scoreText = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); var birdsText = new Text2('Birds: 5', { size: 50, fill: 0xFFFFFF }); birdsText.anchor.set(0, 0); birdsText.x = 100; birdsText.y = 100; LK.gui.topLeft.addChild(birdsText); var levelText = new Text2('Level: 1', { size: 50, fill: 0xFFFFFF }); levelText.anchor.set(1, 0); levelText.x = -100; levelText.y = 100; LK.gui.topRight.addChild(levelText); // Create ground var ground = game.addChild(LK.getAsset('ground', { anchorX: 0, anchorY: 1, x: 0, y: 2732 })); // Create clouds for background atmosphere var cloud1 = game.addChild(LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5, x: 300, y: 400, alpha: 0.8 })); var cloud2 = game.addChild(LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5, x: 800, y: 300, alpha: 0.7 })); var cloud3 = game.addChild(LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5, x: 1400, y: 450, alpha: 0.6 })); var cloud4 = game.addChild(LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5, x: 1800, y: 350, alpha: 0.8 })); // Create slingshot slingshot = game.addChild(LK.getAsset('slingshot', { anchorX: 0.5, anchorY: 1, x: slingshotX, y: slingshotY })); // Create level structures function createLevel1() { // Create pigs var pig1 = game.addChild(new Pig()); pig1.x = 1400; pig1.y = 2300; pigs.push(pig1); var pig2 = game.addChild(new Pig()); pig2.x = 1600; pig2.y = 2200; pigs.push(pig2); // Additional pigs var pig3 = game.addChild(new Pig()); pig3.x = 1250; pig3.y = 2300; pigs.push(pig3); var pig4 = game.addChild(new Pig()); pig4.x = 1400; pig4.y = 2100; pigs.push(pig4); var pig5 = game.addChild(new Pig()); pig5.x = 1750; pig5.y = 2200; pigs.push(pig5); // Create structure var block1 = game.addChild(new Block('wood')); block1.x = 1300; block1.y = 2350; blocks.push(block1); var block2 = game.addChild(new Block('wood')); block2.x = 1500; block2.y = 2350; blocks.push(block2); var block3 = game.addChild(new Block('stone')); block3.x = 1400; block3.y = 2250; blocks.push(block3); var block4 = game.addChild(new Block('ice')); block4.x = 1600; block4.y = 2300; blocks.push(block4); // Additional foundation blocks var block5 = game.addChild(new Block('wood')); block5.x = 1200; block5.y = 2350; blocks.push(block5); var block6 = game.addChild(new Block('wood')); block6.x = 1700; block6.y = 2350; blocks.push(block6); // Upper level blocks var block7 = game.addChild(new Block('ice')); block7.x = 1350; block7.y = 2200; blocks.push(block7); var block8 = game.addChild(new Block('ice')); block8.x = 1450; block8.y = 2200; blocks.push(block8); // Top blocks var block9 = game.addChild(new Block('stone')); block9.x = 1400; block9.y = 2150; blocks.push(block9); // Side tower blocks var block10 = game.addChild(new Block('wood')); block10.x = 1750; block10.y = 2300; blocks.push(block10); var block11 = game.addChild(new Block('ice')); block11.x = 1750; block11.y = 2250; blocks.push(block11); } // Initialize first bird function createNewBird() { if (birdsRemaining > 0) { currentBird = game.addChild(new Bird()); currentBird.x = slingshotX; currentBird.y = slingshotY - 100; birds.push(currentBird); } } // Trajectory calculation function calculateTrajectory(startX, startY, velX, velY) { var dots = []; var x = startX; var y = startY; var vx = velX; var vy = velY; var gravity = 0.3; for (var i = 0; i < 50; i += 3) { dots.push({ x: x, y: y }); vx *= 0.99; vy += gravity; x += vx * 3; y += vy * 3; if (y > 2600 || x > 2048) break; } return dots; } // Clear trajectory dots function clearTrajectory() { for (var i = 0; i < trajectoryDots.length; i++) { trajectoryDots[i].destroy(); } trajectoryDots = []; } // Show trajectory dots function showTrajectory(dots) { clearTrajectory(); for (var i = 0; i < dots.length; i++) { var dot = game.addChild(LK.getAsset('trajectory', { anchorX: 0.5, anchorY: 0.5, x: dots[i].x, y: dots[i].y, alpha: 0.5 })); trajectoryDots.push(dot); } } // Check collisions function checkCollisions() { for (var i = 0; i < birds.length; i++) { var bird = birds[i]; if (!bird.launched) continue; // Check bird vs pigs for (var j = 0; j < pigs.length; j++) { var pig = pigs[j]; if (!pig.destroyed && bird.intersects(pig)) { var damage = Math.abs(bird.velocityX) + Math.abs(bird.velocityY); pig.takeDamage(damage * 2); } } // Check bird vs blocks for (var k = 0; k < blocks.length; k++) { var block = blocks[k]; if (!block.destroyed && bird.intersects(block)) { var damage = Math.abs(bird.velocityX) + Math.abs(bird.velocityY); block.takeDamage(damage); bird.velocityX *= 0.5; bird.velocityY *= 0.5; } } } } // Check win condition function checkWinCondition() { var allPigsDestroyed = true; for (var i = 0; i < pigs.length; i++) { if (!pigs[i].destroyed) { allPigsDestroyed = false; break; } } if (allPigsDestroyed) { if (level === 1) { // Progress to level 2 LK.setTimeout(function () { level = 2; levelText.setText('Level: ' + level); birdsRemaining = 5; birdsText.setText('Birds: ' + birdsRemaining); // Clear existing objects for (var i = 0; i < blocks.length; i++) { blocks[i].destroy(); } blocks = []; for (var j = 0; j < pigs.length; j++) { pigs[j].destroy(); } pigs = []; for (var k = 0; k < birds.length; k++) { birds[k].destroy(); } birds = []; currentBird = null; // Initialize level 2 initializeLevel(); createNewBird(); }, 1000); } else if (level === 2) { // Game completed LK.setTimeout(function () { LK.showYouWin(); }, 1000); } } else if (birdsRemaining <= 0 && (!currentBird || currentBird.launched && Math.abs(currentBird.velocityX) < 1 && Math.abs(currentBird.velocityY) < 1)) { LK.setTimeout(function () { LK.showGameOver(); }, 1000); } } // Game event handlers game.down = function (x, y, obj) { if (currentBird && !currentBird.launched) { isDragging = true; } }; game.move = function (x, y, obj) { if (isDragging && currentBird && !currentBird.launched) { var maxDistance = 150; var deltaX = slingshotX - x; var deltaY = slingshotY - 100 - y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); if (distance > maxDistance) { deltaX = deltaX / distance * maxDistance; deltaY = deltaY / distance * maxDistance; } currentBird.x = slingshotX - deltaX; currentBird.y = slingshotY - 100 - deltaY; // Show trajectory var velX = deltaX * 0.2; var velY = deltaY * 0.2; var trajectoryPoints = calculateTrajectory(currentBird.x, currentBird.y, velX, velY); showTrajectory(trajectoryPoints); } }; game.up = function (x, y, obj) { if (isDragging && currentBird && !currentBird.launched) { isDragging = false; clearTrajectory(); var deltaX = slingshotX - currentBird.x; var deltaY = slingshotY - 100 - currentBird.y; if (Math.abs(deltaX) > 5 || Math.abs(deltaY) > 5) { currentBird.launch(deltaX * 0.2, deltaY * 0.2); birdsRemaining--; birdsText.setText('Birds: ' + birdsRemaining); LK.setTimeout(function () { createNewBird(); }, 2000); } } }; // Main game update game.update = function () { checkCollisions(); checkWinCondition(); // Remove destroyed objects for (var i = blocks.length - 1; i >= 0; i--) { if (blocks[i].destroyed) { blocks[i].destroy(); blocks.splice(i, 1); } } for (var j = pigs.length - 1; j >= 0; j--) { if (pigs[j].destroyed) { pigs[j].alpha = Math.max(0, pigs[j].alpha - 0.02); if (pigs[j].alpha <= 0) { pigs[j].destroy(); pigs.splice(j, 1); } } } }; // Create level 2 structures function createLevel2() { // Create more pigs for level 2 var pig1 = game.addChild(new Pig()); pig1.x = 1300; pig1.y = 2300; pigs.push(pig1); var pig2 = game.addChild(new Pig()); pig2.x = 1500; pig2.y = 2300; pigs.push(pig2); var pig3 = game.addChild(new Pig()); pig3.x = 1700; pig3.y = 2300; pigs.push(pig3); var pig4 = game.addChild(new Pig()); pig4.x = 1400; pig4.y = 2150; pigs.push(pig4); var pig5 = game.addChild(new Pig()); pig5.x = 1600; pig5.y = 2150; pigs.push(pig5); var pig6 = game.addChild(new Pig()); pig6.x = 1500; pig6.y = 2000; pigs.push(pig6); // Create more complex structure for level 2 // Base foundation var block1 = game.addChild(new Block('stone')); block1.x = 1250; block1.y = 2350; blocks.push(block1); var block2 = game.addChild(new Block('stone')); block2.x = 1350; block2.y = 2350; blocks.push(block2); var block3 = game.addChild(new Block('stone')); block3.x = 1450; block3.y = 2350; blocks.push(block3); var block4 = game.addChild(new Block('stone')); block4.x = 1550; block4.y = 2350; blocks.push(block4); var block5 = game.addChild(new Block('stone')); block5.x = 1650; block5.y = 2350; blocks.push(block5); var block6 = game.addChild(new Block('stone')); block6.x = 1750; block6.y = 2350; blocks.push(block6); // Second level var block7 = game.addChild(new Block('wood')); block7.x = 1300; block7.y = 2250; blocks.push(block7); var block8 = game.addChild(new Block('wood')); block8.x = 1400; block8.y = 2250; blocks.push(block8); var block9 = game.addChild(new Block('wood')); block9.x = 1500; block9.y = 2250; blocks.push(block9); var block10 = game.addChild(new Block('wood')); block10.x = 1600; block10.y = 2250; blocks.push(block10); var block11 = game.addChild(new Block('wood')); block11.x = 1700; block11.y = 2250; blocks.push(block11); // Third level var block12 = game.addChild(new Block('ice')); block12.x = 1350; block12.y = 2150; blocks.push(block12); var block13 = game.addChild(new Block('ice')); block13.x = 1450; block13.y = 2150; blocks.push(block13); var block14 = game.addChild(new Block('ice')); block14.x = 1550; block14.y = 2150; blocks.push(block14); var block15 = game.addChild(new Block('ice')); block15.x = 1650; block15.y = 2150; blocks.push(block15); // Top level var block16 = game.addChild(new Block('wood')); block16.x = 1400; block16.y = 2050; blocks.push(block16); var block17 = game.addChild(new Block('wood')); block17.x = 1500; block17.y = 2050; blocks.push(block17); var block18 = game.addChild(new Block('wood')); block18.x = 1600; block18.y = 2050; blocks.push(block18); } // Initialize level based on current level function initializeLevel() { if (level === 1) { createLevel1(); } else if (level === 2) { createLevel2(); } } // Initialize level initializeLevel(); createNewBird();
===================================================================
--- original.js
+++ change.js
@@ -249,114 +249,8 @@
block11.x = 1750;
block11.y = 2250;
blocks.push(block11);
}
-function createLevel2() {
- // Clear existing objects
- for (var i = 0; i < pigs.length; i++) {
- pigs[i].destroy();
- }
- for (var i = 0; i < blocks.length; i++) {
- blocks[i].destroy();
- }
- pigs = [];
- blocks = [];
- // Create pigs for level 2 - more challenging layout
- var pig1 = game.addChild(new Pig());
- pig1.x = 1200;
- pig1.y = 2300;
- pigs.push(pig1);
- var pig2 = game.addChild(new Pig());
- pig2.x = 1500;
- pig2.y = 2200;
- pigs.push(pig2);
- var pig3 = game.addChild(new Pig());
- pig3.x = 1800;
- pig3.y = 2300;
- pigs.push(pig3);
- var pig4 = game.addChild(new Pig());
- pig4.x = 1350;
- pig4.y = 2100;
- pigs.push(pig4);
- var pig5 = game.addChild(new Pig());
- pig5.x = 1650;
- pig5.y = 2100;
- pigs.push(pig5);
- var pig6 = game.addChild(new Pig());
- pig6.x = 1500;
- pig6.y = 2000;
- pigs.push(pig6);
- // Create more complex structure for level 2
- // Foundation layer
- var block1 = game.addChild(new Block('stone'));
- block1.x = 1150;
- block1.y = 2350;
- blocks.push(block1);
- var block2 = game.addChild(new Block('stone'));
- block2.x = 1250;
- block2.y = 2350;
- blocks.push(block2);
- var block3 = game.addChild(new Block('wood'));
- block3.x = 1400;
- block3.y = 2350;
- blocks.push(block3);
- var block4 = game.addChild(new Block('wood'));
- block4.x = 1600;
- block4.y = 2350;
- blocks.push(block4);
- var block5 = game.addChild(new Block('stone'));
- block5.x = 1750;
- block5.y = 2350;
- blocks.push(block5);
- var block6 = game.addChild(new Block('stone'));
- block6.x = 1850;
- block6.y = 2350;
- blocks.push(block6);
- // Second layer
- var block7 = game.addChild(new Block('ice'));
- block7.x = 1200;
- block7.y = 2250;
- blocks.push(block7);
- var block8 = game.addChild(new Block('wood'));
- block8.x = 1350;
- block8.y = 2250;
- blocks.push(block8);
- var block9 = game.addChild(new Block('wood'));
- block9.x = 1650;
- block9.y = 2250;
- blocks.push(block9);
- var block10 = game.addChild(new Block('ice'));
- block10.x = 1800;
- block10.y = 2250;
- blocks.push(block10);
- // Third layer
- var block11 = game.addChild(new Block('stone'));
- block11.x = 1300;
- block11.y = 2150;
- blocks.push(block11);
- var block12 = game.addChild(new Block('ice'));
- block12.x = 1500;
- block12.y = 2150;
- blocks.push(block12);
- var block13 = game.addChild(new Block('stone'));
- block13.x = 1700;
- block13.y = 2150;
- blocks.push(block13);
- // Top layer
- var block14 = game.addChild(new Block('wood'));
- block14.x = 1400;
- block14.y = 2050;
- blocks.push(block14);
- var block15 = game.addChild(new Block('wood'));
- block15.x = 1600;
- block15.y = 2050;
- blocks.push(block15);
- // Central tower
- var block16 = game.addChild(new Block('ice'));
- block16.x = 1500;
- block16.y = 1950;
- blocks.push(block16);
-}
// Initialize first bird
function createNewBird() {
if (birdsRemaining > 0) {
currentBird = game.addChild(new Bird());
@@ -442,17 +336,34 @@
}
}
if (allPigsDestroyed) {
if (level === 1) {
+ // Progress to level 2
LK.setTimeout(function () {
level = 2;
- levelText.setText('Level: 2');
+ levelText.setText('Level: ' + level);
birdsRemaining = 5;
- birdsText.setText('Birds: 5');
- createLevel2();
+ birdsText.setText('Birds: ' + birdsRemaining);
+ // Clear existing objects
+ for (var i = 0; i < blocks.length; i++) {
+ blocks[i].destroy();
+ }
+ blocks = [];
+ for (var j = 0; j < pigs.length; j++) {
+ pigs[j].destroy();
+ }
+ pigs = [];
+ for (var k = 0; k < birds.length; k++) {
+ birds[k].destroy();
+ }
+ birds = [];
+ currentBird = null;
+ // Initialize level 2
+ initializeLevel();
createNewBird();
- }, 1500);
+ }, 1000);
} else if (level === 2) {
+ // Game completed
LK.setTimeout(function () {
LK.showYouWin();
}, 1000);
}
@@ -523,7 +434,120 @@
}
}
}
};
+// Create level 2 structures
+function createLevel2() {
+ // Create more pigs for level 2
+ var pig1 = game.addChild(new Pig());
+ pig1.x = 1300;
+ pig1.y = 2300;
+ pigs.push(pig1);
+ var pig2 = game.addChild(new Pig());
+ pig2.x = 1500;
+ pig2.y = 2300;
+ pigs.push(pig2);
+ var pig3 = game.addChild(new Pig());
+ pig3.x = 1700;
+ pig3.y = 2300;
+ pigs.push(pig3);
+ var pig4 = game.addChild(new Pig());
+ pig4.x = 1400;
+ pig4.y = 2150;
+ pigs.push(pig4);
+ var pig5 = game.addChild(new Pig());
+ pig5.x = 1600;
+ pig5.y = 2150;
+ pigs.push(pig5);
+ var pig6 = game.addChild(new Pig());
+ pig6.x = 1500;
+ pig6.y = 2000;
+ pigs.push(pig6);
+ // Create more complex structure for level 2
+ // Base foundation
+ var block1 = game.addChild(new Block('stone'));
+ block1.x = 1250;
+ block1.y = 2350;
+ blocks.push(block1);
+ var block2 = game.addChild(new Block('stone'));
+ block2.x = 1350;
+ block2.y = 2350;
+ blocks.push(block2);
+ var block3 = game.addChild(new Block('stone'));
+ block3.x = 1450;
+ block3.y = 2350;
+ blocks.push(block3);
+ var block4 = game.addChild(new Block('stone'));
+ block4.x = 1550;
+ block4.y = 2350;
+ blocks.push(block4);
+ var block5 = game.addChild(new Block('stone'));
+ block5.x = 1650;
+ block5.y = 2350;
+ blocks.push(block5);
+ var block6 = game.addChild(new Block('stone'));
+ block6.x = 1750;
+ block6.y = 2350;
+ blocks.push(block6);
+ // Second level
+ var block7 = game.addChild(new Block('wood'));
+ block7.x = 1300;
+ block7.y = 2250;
+ blocks.push(block7);
+ var block8 = game.addChild(new Block('wood'));
+ block8.x = 1400;
+ block8.y = 2250;
+ blocks.push(block8);
+ var block9 = game.addChild(new Block('wood'));
+ block9.x = 1500;
+ block9.y = 2250;
+ blocks.push(block9);
+ var block10 = game.addChild(new Block('wood'));
+ block10.x = 1600;
+ block10.y = 2250;
+ blocks.push(block10);
+ var block11 = game.addChild(new Block('wood'));
+ block11.x = 1700;
+ block11.y = 2250;
+ blocks.push(block11);
+ // Third level
+ var block12 = game.addChild(new Block('ice'));
+ block12.x = 1350;
+ block12.y = 2150;
+ blocks.push(block12);
+ var block13 = game.addChild(new Block('ice'));
+ block13.x = 1450;
+ block13.y = 2150;
+ blocks.push(block13);
+ var block14 = game.addChild(new Block('ice'));
+ block14.x = 1550;
+ block14.y = 2150;
+ blocks.push(block14);
+ var block15 = game.addChild(new Block('ice'));
+ block15.x = 1650;
+ block15.y = 2150;
+ blocks.push(block15);
+ // Top level
+ var block16 = game.addChild(new Block('wood'));
+ block16.x = 1400;
+ block16.y = 2050;
+ blocks.push(block16);
+ var block17 = game.addChild(new Block('wood'));
+ block17.x = 1500;
+ block17.y = 2050;
+ blocks.push(block17);
+ var block18 = game.addChild(new Block('wood'));
+ block18.x = 1600;
+ block18.y = 2050;
+ blocks.push(block18);
+}
+// Initialize level based on current level
+function initializeLevel() {
+ if (level === 1) {
+ createLevel1();
+ } else if (level === 2) {
+ createLevel2();
+ }
+}
// Initialize level
-createLevel1();
+initializeLevel();
createNewBird();
\ No newline at end of file
Green pig no angry. In-Game asset. 2d. High contrast. No shadows
Angry birds red. In-Game asset. 2d. High contrast. No shadows
Blue glass block. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Wood block. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Gray stone block. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Angry birds slingshot. In-Game asset. 2d. High contrast. No shadows
Cloud. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Angry birds 2 King pig. In-Game asset. 2d. High contrast. No shadows
Angry birds blue bird. In-Game asset. 2d. High contrast. No shadows
Angry birds vertical poster. In-Game asset. 2d. High contrast. No shadows
Angry birds logo. In-Game asset. 2d. High contrast. No shadows