User prompt
Please fix the bug: 'ReferenceError: holeTile is not defined' in or related to this line: 'character = LK.getAsset('character', {' Line Number: 264
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'var baseX = LK.screen.width / 2;' Line Number: 296
User prompt
Remove irrelevant comments
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var holeTile = LK.getAsset('holeTile', {' Line Number: 326
User prompt
Review and fix the code base
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'return Math.abs(tile.x - corner.x) < tileWidth / 2 && Math.abs(tile.y - corner.y) < tileHeight / 2;' Line Number: 311
User prompt
Remove all log errors and warnings
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'var gridBackground = LK.getAsset('gridBackground', {' Line Number: 248
User prompt
Remove error logs
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'var gridBackground = LK.getAsset('gridBackground', {' Line Number: 247
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'var aButtonPosition = {' Line Number: 28
User prompt
Delete unused code and variables
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'height')' in or related to this line: 'var gridOffsetY = (LK.screen.height - tileHeight * (gridSize - 1)) / 2 - LK.screen.height * 0.15;' Line Number: 214
User prompt
Delete any references and implementation for the asset called wall shadow, make sure to NOT touch the character shadow
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'var gridOffsetX = (LK.screen.width - tileWidth * (gridSize - 1)) / 2;' Line Number: 214
User prompt
Review the code base, debug redundant or unused variables, add variables for customization
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'var tileWidth = LK.screen.width * .6 / (gridSize - 1);' Line Number: 215
User prompt
Before continuing development I want to do a full refactoring for optimization, reduce redundant code, make smaller generic methods and implement as muchas SOLID principles as possible
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'var gridOffsetX = (LK.screen.width - tileWidth * gridSize) / 2; // Corrected grid offset X calculation' Line Number: 221
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'var tileWidth = LK.screen.width * .6 / (gridSize - 1); // Adjust tile width to ensure tiles are touching' Line Number: 219
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'var irisWipeOverlay = LK.getAsset('gridBackground', {' Line Number: 179
User prompt
Fix the big
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'irisWipeOverlay.width = LK.screen.width;' Line Number: 183
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'var irisWipeOverlay = LK.getAsset('gridBackground', {' Line Number: 182
User prompt
Create a iris wipe in that starts black and reveals the map starting from the character position
/**** * Classes ****/ // OnScreenController class encapsulating A, B buttons and D-pad var OnScreenController = Container.expand(function () { var self = Container.call(this); // Add a background for the on screen controllers var yPosAdjustment = -180; var buttonYPosAdjustment = -273.2; var dpadButtonSize = 265; // Removed redundant tint application on A and B buttons // Initialize screen dimensions in a single, reusable method function initializeScreenDimensions() { LK.screen = { width: 2048, height: 2732 }; } initializeScreenDimensions(); var aButtonPosition = { x: LK.screen.width * 0.68, y: LK.screen.height * 0.89 + buttonYPosAdjustment + LK.screen.height * 0.055 }; var bButtonPosition = { x: LK.screen.width * 0.88, y: LK.screen.height * 0.89 + buttonYPosAdjustment - LK.screen.height * 0.018 }; var buttonSize = { width: LK.screen.width * 0.2, height: LK.screen.width * 0.2 }; var buttonFrameA = self.attachAsset('buttonFrame', { anchorX: 0.5, anchorY: 0.5, x: aButtonPosition.x, y: aButtonPosition.y, width: buttonSize.width * 1.2, height: buttonSize.height * 1.2 }); var buttonFrameB = self.attachAsset('buttonFrame', { anchorX: 0.5, anchorY: 0.5, x: bButtonPosition.x, y: bButtonPosition.y, width: buttonSize.width * 1.2 * .7, // Match B button's scaled size height: buttonSize.height * 1.2 * .7 }); var aButton = self.attachAsset('aButton', { anchorX: 0.5, anchorY: 0.5, x: aButtonPosition.x, y: aButtonPosition.y, width: buttonSize.width, height: buttonSize.height // Removed tint application }); var bButton = self.attachAsset('bButton', { anchorX: 0.5, anchorY: 0.5, x: bButtonPosition.x, y: bButtonPosition.y, width: buttonSize.width * .7, height: buttonSize.height * .7 // Removed tint application }); // D-pad var dpadBase = self.attachAsset('dpadBase', { anchorX: 0.5, anchorY: 0.5, x: LK.screen.width * 0.24, y: LK.screen.height * 0.89 + yPosAdjustment - 10, scaleX: LK.screen.width * 0.003, scaleY: LK.screen.width * 0.003 }); // Move dpad base to the top of the display list so it appears on top of the arrows self.setChildIndex(dpadBase, self.children.length - 1); var dpadLeft = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x - 250, y: dpadBase.y, width: dpadButtonSize, height: dpadButtonSize, // Removed tint application //{r} Change dpad buttons to black orientation: 3 }); // Refactored D-pad control to use moveCharacter function for cleaner code var moveInterval; function startMovingCharacter(xDir, yDir) { if (moveInterval) { LK.clearInterval(moveInterval); } moveCharacter(xDir, yDir); moveInterval = LK.setInterval(function () { moveCharacter(xDir, yDir); }, 150); } // Optimize event listener setup for D-pad buttons using a loop var dpadDirections = [{ button: dpadLeft, xDir: -1, yDir: 0 }, { button: dpadUp, xDir: 0, yDir: -1 }, { button: dpadRight, xDir: 1, yDir: 0 }, { button: dpadDown, xDir: 0, yDir: 1 }]; dpadDirections.forEach(function (direction) { direction.button.on('down', function () { startMovingCharacter(direction.xDir, direction.yDir); }); direction.button.on('up', function () { var dpadUp = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x, y: dpadBase.y - 250, width: dpadButtonSize, height: dpadButtonSize, // Removed tint application orientation: 0 }); var dpadRight = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x + 250, y: dpadBase.y, width: dpadButtonSize, height: dpadButtonSize, // Removed tint application orientation: 1 }); var dpadDown = self.attachAsset('dpadButton', { anchorX: 0.5, anchorY: 0.5, x: dpadBase.x, y: dpadBase.y + 250, width: dpadButtonSize, height: dpadButtonSize, // Removed tint application orientation: 2 }); LK.clearInterval(moveInterval); }); }); }); /**** * Initialize Game ****/ // Instantiate and add OnScreenController to the game var game = new LK.Game({ backgroundColor: 0xb2beb5 // Light teal gray background }); /**** * Game Code ****/ // Function to move character based on direction var dpadButtonSize = { width: 450, height: 450 }; function moveCharacter(xDir, yDir) { // Extracted character movement logic to a separate function for clarity and reuse function attemptCharacterMove(xDir, yDir) { var nextX = character.x + xDir * tileWidth; var nextY = character.y + yDir * tileHeight; if (nextX >= gridOffsetX && nextX <= gridOffsetX + gridSize * tileWidth && nextY >= gridOffsetY && nextY <= gridOffsetY + gridSize * tileHeight) { var nextTileIndex = Math.floor((nextY - gridOffsetY) / tileHeight) * gridSize + Math.floor((nextX - gridOffsetX) / tileWidth); if (floorTiles.includes(grid[nextTileIndex]) || grid[nextTileIndex] === holeTile) { character.x = nextX; character.y = nextY; character.currentTile = grid[nextTileIndex]; } } } moveCharacter = attemptCharacterMove; } var gridSize = 10; var character; var wallTiles = []; var floorTiles = []; var grid = new Array(gridSize * gridSize); // Consolidate tile dimension and offset calculations into a single function function calculateTileDimensionsAndOffsets(gridSize) { var tileWidth = LK.screen.width * .6 / (gridSize - 1); var tileHeight = tileWidth; var gridOffsetX = (LK.screen.width - tileWidth * (gridSize - 1)) / 2; var gridOffsetY = (LK.screen.height - tileHeight * (gridSize - 1)) / 2 - LK.screen.height * 0.15; return { tileWidth: tileWidth, tileHeight: tileHeight, gridOffsetX: gridOffsetX, gridOffsetY: gridOffsetY }; } var _calculateTileDimensi = calculateTileDimensionsAndOffsets(gridSize), tileWidth = _calculateTileDimensi.tileWidth, tileHeight = _calculateTileDimensi.tileHeight, gridOffsetX = _calculateTileDimensi.gridOffsetX, gridOffsetY = _calculateTileDimensi.gridOffsetY; var onScreenController = game.addChild(new OnScreenController()); // Character movement function removed function createTiles() { // Create a black square background for the grid var gridBackground = LK.getAsset('gridBackground', { anchorX: 0.5, anchorY: 0.8, x: LK.screen.width / 2, y: LK.screen.height / 2, width: LK.screen.width * .7, height: LK.screen.height * .6, color: 0x000000 }); game.addChild(gridBackground); for (var i = 0; i < gridSize * gridSize; i++) { var x = i % gridSize; var y = Math.floor(i / gridSize); var tile; if (!(x === 0 || y === 0 || x === gridSize - 1 || y === gridSize - 1)) { tile = LK.getAsset('floorTile', { anchorX: 0.5, anchorY: 0.5, x: x * tileWidth + gridOffsetX, y: y * tileHeight + gridOffsetY }); floorTiles.push(tile); game.addChild(tile); grid[i] = tile; } } // Add walls after floor tiles to ensure they render on top for (var i = 0; i < gridSize * gridSize; i++) { var x = i % gridSize; var y = Math.floor(i / gridSize); if (x === 0 || y === 0 || x === gridSize - 1 || y === gridSize - 1) { var tile = LK.getAsset('wallTile', { anchorX: 0.5, anchorY: 0.5, x: x * tileWidth + gridOffsetX, y: y * tileHeight + gridOffsetY }); wallTiles.push(tile); game.addChild(tile); grid[i] = tile; } } } createTiles(); // Function to check if a tile is in a corner function isTileInCorner(tile) { var corners = [{ x: gridOffsetX, y: gridOffsetY }, { x: gridOffsetX, y: (gridSize - 1) * tileHeight + gridOffsetY }, { x: (gridSize - 1) * tileWidth + gridOffsetX, y: gridOffsetY }, { x: (gridSize - 1) * tileWidth + gridOffsetX, y: (gridSize - 1) * tileHeight + gridOffsetY }]; return corners.some(function (corner) { return Math.abs(tile.x - corner.x) < tileWidth / 2 && Math.abs(tile.y - corner.y) < tileHeight / 2; }); } // Select a random wall tile and replace it with a hole tile, ensuring it's not in a corner do { randomWallTileIndex = Math.floor(Math.random() * wallTiles.length); randomWallTile = wallTiles[randomWallTileIndex]; } while (isTileInCorner(randomWallTile)); var holeTile = LK.getAsset('holeTile', { anchorX: 0.5, anchorY: 0.5, x: randomWallTile.x, y: randomWallTile.y }); game.addChild(holeTile); game.removeChild(randomWallTile); wallTiles[randomWallTileIndex] = holeTile; var isGameStarted = false; LK.on('tick', function () { if (!isGameStarted) { isGameStarted = true; // Ensure game start logic is only triggered once character = LK.getAsset('character', { anchorX: 0.5, anchorY: 0.5, x: holeTile.x, y: holeTile.y - 50, scaleX: 1.5, scaleY: 1.5 }); var characterShadow = LK.getAsset('characterShadow', { anchorX: 0.5, anchorY: 0.5, x: -15, y: 50, scaleX: 0.6, scaleY: 0.6, alpha: 0.5 }); character.addChild(characterShadow); character.currentTile = getTileAtPosition(holeTile.x, holeTile.y); // Correctly initialize character's current tile game.addChild(character); } }); // Define a function to get the tile at a given position function getTileAtPosition(x, y) { var index = Math.floor(y / 100) * gridSize + Math.floor(x / 100); return grid[index]; } // Optimized speaker hole creation with a function to reduce redundancy function createSpeakerHoles() { var baseX = LK.screen.width / 2; var baseY = LK.screen.height / 2; var offsets = [880, -880]; var yPositions = [-500, -200]; offsets.forEach(function (offsetX) { yPositions.forEach(function (offsetY) { game.addChild(LK.getAsset('speakerHoles', { anchorX: 0.5, anchorY: 0.5, x: baseX + offsetX, y: baseY + offsetY, width: 250, height: 200 })); }); }); } createSpeakerHoles();
===================================================================
--- original.js
+++ change.js
@@ -8,9 +8,16 @@
var yPosAdjustment = -180;
var buttonYPosAdjustment = -273.2;
var dpadButtonSize = 265;
// Removed redundant tint application on A and B buttons
- // Removed redundant LK.screen initialization
+ // Initialize screen dimensions in a single, reusable method
+ function initializeScreenDimensions() {
+ LK.screen = {
+ width: 2048,
+ height: 2732
+ };
+ }
+ initializeScreenDimensions();
var aButtonPosition = {
x: LK.screen.width * 0.68,
y: LK.screen.height * 0.89 + buttonYPosAdjustment + LK.screen.height * 0.055
};
@@ -89,62 +96,64 @@
moveInterval = LK.setInterval(function () {
moveCharacter(xDir, yDir);
}, 150);
}
- dpadLeft.on('down', function () {
- startMovingCharacter(-1, 0);
+ // Optimize event listener setup for D-pad buttons using a loop
+ var dpadDirections = [{
+ button: dpadLeft,
+ xDir: -1,
+ yDir: 0
+ }, {
+ button: dpadUp,
+ xDir: 0,
+ yDir: -1
+ }, {
+ button: dpadRight,
+ xDir: 1,
+ yDir: 0
+ }, {
+ button: dpadDown,
+ xDir: 0,
+ yDir: 1
+ }];
+ dpadDirections.forEach(function (direction) {
+ direction.button.on('down', function () {
+ startMovingCharacter(direction.xDir, direction.yDir);
+ });
+ direction.button.on('up', function () {
+ var dpadUp = self.attachAsset('dpadButton', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: dpadBase.x,
+ y: dpadBase.y - 250,
+ width: dpadButtonSize,
+ height: dpadButtonSize,
+ // Removed tint application
+ orientation: 0
+ });
+ var dpadRight = self.attachAsset('dpadButton', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: dpadBase.x + 250,
+ y: dpadBase.y,
+ width: dpadButtonSize,
+ height: dpadButtonSize,
+ // Removed tint application
+ orientation: 1
+ });
+ var dpadDown = self.attachAsset('dpadButton', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: dpadBase.x,
+ y: dpadBase.y + 250,
+ width: dpadButtonSize,
+ height: dpadButtonSize,
+ // Removed tint application
+ orientation: 2
+ });
+ LK.clearInterval(moveInterval);
+ });
});
- var dpadUp = self.attachAsset('dpadButton', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: dpadBase.x,
- y: dpadBase.y - 250,
- width: dpadButtonSize,
- height: dpadButtonSize,
- // Removed tint application
- orientation: 0
- });
- dpadUp.on('down', function () {
- startMovingCharacter(0, -1);
- });
- var dpadRight = self.attachAsset('dpadButton', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: dpadBase.x + 250,
- y: dpadBase.y,
- width: dpadButtonSize,
- height: dpadButtonSize,
- // Removed tint application
- orientation: 1
- });
- dpadRight.on('down', function () {
- startMovingCharacter(1, 0);
- });
- var dpadDown = self.attachAsset('dpadButton', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: dpadBase.x,
- y: dpadBase.y + 250,
- width: dpadButtonSize,
- height: dpadButtonSize,
- // Removed tint application
- orientation: 2
- });
- dpadDown.on('down', function () {
- startMovingCharacter(0, 1);
- });
- dpadLeft.on('up', function () {
- LK.clearInterval(moveInterval);
- });
- dpadUp.on('up', function () {
- LK.clearInterval(moveInterval);
- });
- dpadRight.on('up', function () {
- LK.clearInterval(moveInterval);
- });
- dpadDown.on('up', function () {
- LK.clearInterval(moveInterval);
- });
});
/****
* Initialize Game
@@ -156,53 +165,52 @@
/****
* Game Code
****/
-// Create a black overlay for the iris wipe effect
-// Ensure 'gridBackground' asset is correctly initialized before use
-var irisWipeOverlay = game.addChild(LK.getAsset('gridBackground', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: game.width / 2,
- // Use game.width for correct reference
- y: game.height / 2,
- // Use game.height for correct reference
- scaleX: game.width / 100,
- // Use game.width for scaling
- scaleY: game.height / 100,
- // Use game.height for scaling
- color: 0x000000
-}));
-game.addChild(irisWipeOverlay);
// Function to move character based on direction
var dpadButtonSize = {
width: 450,
height: 450
};
function moveCharacter(xDir, yDir) {
- var nextX = character.x + xDir * tileWidth;
- var nextY = character.y + yDir * tileHeight;
- // Check if the next position is within the grid boundaries
- if (nextX >= gridOffsetX && nextX <= gridOffsetX + gridSize * tileWidth && nextY >= gridOffsetY && nextY <= gridOffsetY + gridSize * tileHeight) {
- // Check if the next tile is not a wall
- var nextTileIndex = Math.floor((nextY - gridOffsetY) / tileHeight) * gridSize + Math.floor((nextX - gridOffsetX) / tileWidth);
- if (floorTiles.includes(grid[nextTileIndex]) || grid[nextTileIndex] === holeTile) {
- character.x = nextX;
- character.y = nextY;
- character.currentTile = grid[nextTileIndex];
+ // Extracted character movement logic to a separate function for clarity and reuse
+ function attemptCharacterMove(xDir, yDir) {
+ var nextX = character.x + xDir * tileWidth;
+ var nextY = character.y + yDir * tileHeight;
+ if (nextX >= gridOffsetX && nextX <= gridOffsetX + gridSize * tileWidth && nextY >= gridOffsetY && nextY <= gridOffsetY + gridSize * tileHeight) {
+ var nextTileIndex = Math.floor((nextY - gridOffsetY) / tileHeight) * gridSize + Math.floor((nextX - gridOffsetX) / tileWidth);
+ if (floorTiles.includes(grid[nextTileIndex]) || grid[nextTileIndex] === holeTile) {
+ character.x = nextX;
+ character.y = nextY;
+ character.currentTile = grid[nextTileIndex];
+ }
}
}
+ moveCharacter = attemptCharacterMove;
}
-// Removed duplicate LK.screen initialization
var gridSize = 10;
var character;
var wallTiles = [];
var floorTiles = [];
var grid = new Array(gridSize * gridSize);
-var tileWidth = game.width * .6 / (gridSize - 1); // Adjust tile width to ensure tiles are touching using game.width
-var tileHeight = tileWidth; // Ensure square tiles for a uniform grid
-var gridOffsetX = (game.width - tileWidth * gridSize) / 2; // Corrected grid offset X calculation using game.width
-var gridOffsetY = (LK.screen.height - tileHeight * gridSize) / 2 - LK.screen.height * 0.15; // Corrected grid offset Y calculation
+// Consolidate tile dimension and offset calculations into a single function
+function calculateTileDimensionsAndOffsets(gridSize) {
+ var tileWidth = LK.screen.width * .6 / (gridSize - 1);
+ var tileHeight = tileWidth;
+ var gridOffsetX = (LK.screen.width - tileWidth * (gridSize - 1)) / 2;
+ var gridOffsetY = (LK.screen.height - tileHeight * (gridSize - 1)) / 2 - LK.screen.height * 0.15;
+ return {
+ tileWidth: tileWidth,
+ tileHeight: tileHeight,
+ gridOffsetX: gridOffsetX,
+ gridOffsetY: gridOffsetY
+ };
+}
+var _calculateTileDimensi = calculateTileDimensionsAndOffsets(gridSize),
+ tileWidth = _calculateTileDimensi.tileWidth,
+ tileHeight = _calculateTileDimensi.tileHeight,
+ gridOffsetX = _calculateTileDimensi.gridOffsetX,
+ gridOffsetY = _calculateTileDimensi.gridOffsetY;
var onScreenController = game.addChild(new OnScreenController());
// Character movement function removed
function createTiles() {
// Create a black square background for the grid
@@ -219,12 +227,8 @@
for (var i = 0; i < gridSize * gridSize; i++) {
var x = i % gridSize;
var y = Math.floor(i / gridSize);
var tile;
- var tileWidth = LK.screen.width * .6 / (gridSize - 1); // Adjust tile width to ensure tiles are touching
- var tileHeight = tileWidth; // Ensure square tiles for a uniform grid
- var gridOffsetX = (LK.screen.width - tileWidth * (gridSize - 1)) / 2; // Adjust grid offset to account for new tile width
- var gridOffsetY = (LK.screen.height - tileHeight * (gridSize - 1)) / 2 - LK.screen.height * 0.15; // Adjust grid offset to account for new tile height
if (!(x === 0 || y === 0 || x === gridSize - 1 || y === gridSize - 1)) {
tile = LK.getAsset('floorTile', {
anchorX: 0.5,
anchorY: 0.5,
@@ -290,21 +294,8 @@
var isGameStarted = false;
LK.on('tick', function () {
if (!isGameStarted) {
isGameStarted = true; // Ensure game start logic is only triggered once
- // Start iris wipe effect
- var radius = 0;
- var maxRadius = Math.sqrt(Math.pow(LK.screen.width, 2) + Math.pow(LK.screen.height, 2));
- var irisWipeInterval = LK.setInterval(function () {
- radius += maxRadius / 60; // Increase radius over time for smooth animation
- irisWipeOverlay.shape = 'ellipse';
- irisWipeOverlay.width = radius * 2;
- irisWipeOverlay.height = radius * 2;
- if (radius >= maxRadius) {
- LK.clearInterval(irisWipeInterval);
- game.removeChild(irisWipeOverlay); // Remove overlay after effect completion
- }
- }, 16.67); // Approximately 60FPS
character = LK.getAsset('character', {
anchorX: 0.5,
anchorY: 0.5,
x: holeTile.x,
grey square, black border. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
simple light yellow button front view game console, clean, rounded edges, high resolution, graphic. Single Game Texture. In-Game asset. 2d. Blank background. High contrast.
Worn out sticker for a video game, 90s style, cheese, simple, vintage. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
wall view from top-down, game asset videogame, black color, simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. worn out sticker. 90's style. vintage. simple. top-down view. poster. sticker
top-down view, videogame character enemy, roomba, 90s style sticker, flat, no perspective, silhouette, black and white, cartoon, fun, simple, from above. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
top-down view, videogame heart, 90s style sticker, flat, no perspective, silhouette, white, cartoon, fun, simple, from above. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Black square with white outline. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.