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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'if (self.centralHud.intersects(enemies[i])) {' Line Number: 219
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Please fix the bug: 'ReferenceError: distanceToCenter is not defined' in or related to this line: 'if (distanceToCenter <= 100) {' Line Number: 53
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Play explosion sound in explode()
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'enemies[i].destroy();' Line Number: 58
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in checkForCollision, wait for the explode anim to end before destorying the enemy
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implement the explode function, use the explosion asset. make id grow then disapear.
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implement Bullet.checkForCollision()
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in handlePlayingLoop, randomly change current3DSpaceAngles.deltaH and deltaV every 5 sec
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try using width and height instead of scale in `self.scale.set((5000 - self.z) / 5000);`
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Fighter speed should grow exponnetially
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fighters should always apear behind spaceship (in term of z-index)
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/**** * Classes ****/ /***********************************************************************************/ /********************************** BULLET CLASS ***********************************/ /***********************************************************************************/ var Bullet = Container.expand(function (isLeft, isTop) { var self = Container.call(this); self.isTop = isTop; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, width: 10, height: 250, tint: 0x00FF00, alpha: 0.8 }); self.distanceToCenter = 1024; self.isLeft = isLeft; self.speed = 10; self.update = function () { self.x += self.isLeft ? self.speed : -self.speed; self.y += self.isTop ? self.speed * 0.6 : -self.speed * 0.6; // Calculate distance to center and adjust width accordingly self.distanceToCenter = Math.abs(self.x - 1024); var shrinkRatio = 0.1 + Math.pow(self.distanceToCenter, 1.2) * 5 / Math.pow(1024, 1.2); self.width = Math.max(0.5, 6 * Math.pow(shrinkRatio, 1.1)); self.height = Math.max(10, 250 * Math.pow(shrinkRatio, 1.1)); self.speed = Math.max(40, Math.min(100, 100 * Math.exp(self.distanceToCenter / 1024 - 1))); ; }; }); /***********************************************************************************/ /********************************** COCKPIT CLASS ***********************************/ /***********************************************************************************/ var CockpitDisplay = Container.expand(function () { var self = Container.call(this); self.cockpitButtonStand = self.attachAsset('fireButtonStand', { anchorX: 0.5, anchorY: 0.5, alpha: 0.9, y: 2732 + 300 }); self.cockpitButtonBase = self.attachAsset('fireButtonBase', { anchorX: 0.5, anchorY: 0.5, alpha: 1, y: 2732 }); self.cockpitButton = self.attachAsset('fireButton', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 2732 - 570 }); self.cockpitButton.originalScaleX = self.cockpitButton.scale.x; self.cockpitButton.originalScaleY = self.cockpitButton.scale.y; self.cockpitButton.isAnimating = false; }); /***********************************************************************************/ /********************************** FIGHTER CLASS **********************************/ /***********************************************************************************/ var Fighter = Container.expand(function () { var self = Container.call(this); var fighterGraphics = self.attachAsset('fighter', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; self.update = function () { self.speed = Math.exp((5000 - self.z) * 0.002); // Increase speed exponentially as they come closer self.z -= self.speed; var sizeRatio = (5000 - self.z) / 5000; fighterGraphics.width = 1024 * sizeRatio; fighterGraphics.height = 1024 * sizeRatio; var directionX = self.x - 1024; // 1024 is half the width of the screen var directionY = self.y - 512; // 1366 is half the height of the screen var length = Math.sqrt(directionX * directionX + directionY * directionY); if (length === 0) { length = 1; } directionX /= length; directionY /= length; //self.x += directionX * self.speed; self.y += directionY * self.speed; if (self.z < -2000 || self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) { self.destroy(); } }; self.shoot = function () { var bullet = new Bullet(false); bullet.x = self.x; bullet.y = self.y + fighterGraphics.height / 2; bullets.push(bullet); game.addChild(bullet); }; }); /***********************************************************************************/ /******************************** SPACESHIP CLASS **********************************/ /***********************************************************************************/ var Spaceship = Container.expand(function () { var self = Container.call(this); var canonLeft = self.attachAsset('canon', { anchorX: 0.5, anchorY: 0.5, x: -1100, y: 650, rotation: -Math.PI * 0.01 }); var canonRight = self.attachAsset('canon', { anchorX: 0.5, anchorY: 0.5, scaleX: -1, x: 1100, y: 650, rotation: Math.PI * 0.01 }); var spaceshipGraphics = self.attachAsset('spaceship', { anchorX: 0.5, anchorY: 0.5 }); self.coords = { x: 0, y: 0, z: 0 }; self.speed = 0.01; self.shoot = function () { // Recoil effect for left canon var originalLeftX = canonLeft.x; var originalLeftY = canonLeft.y; var recoilDistance = 20; var recoilSpeed = 5; var recoilLeftInterval = LK.setInterval(function () { canonLeft.x -= recoilSpeed; canonLeft.y += recoilSpeed; if (canonLeft.x <= originalLeftX - recoilDistance) { LK.clearInterval(recoilLeftInterval); var returnLeftInterval = LK.setInterval(function () { canonLeft.x += recoilSpeed; canonLeft.y -= recoilSpeed; if (canonLeft.x >= originalLeftX) { canonLeft.x = originalLeftX; canonLeft.y = originalLeftY; LK.clearInterval(returnLeftInterval); } }, 16); } }, 16); // Recoil effect for right canon var originalRightX = canonRight.x; var originalRightY = canonRight.y; var recoilRightInterval = LK.setInterval(function () { canonRight.x += recoilSpeed; canonRight.y += recoilSpeed; if (canonRight.x >= originalRightX + recoilDistance) { LK.clearInterval(recoilRightInterval); var returnRightInterval = LK.setInterval(function () { canonRight.x -= recoilSpeed; canonRight.y -= recoilSpeed; if (canonRight.x <= originalRightX) { canonRight.x = originalRightX; canonRight.y = originalRightY; LK.clearInterval(returnRightInterval); } }, 16); } }, 16); // Play laserShot sound LK.getSound('laserShot').play(); // Spawn bullets from side canons var leftBullet = new Bullet(true); leftBullet.x = 0; // Adjust for left canon position leftBullet.y = self.y + 512; // Start the bullet just above the spaceship leftBullet.rotation = Math.PI * 0.30; game.addChildAt(leftBullet, 0); bullets.push(leftBullet); var rightBullet = new Bullet(false); rightBullet.x = game.width; // Adjust for right canon position rightBullet.y = self.y + 512; // Start the bullet just above the spaceship rightBullet.rotation = -Math.PI * 0.30; game.addChildAt(rightBullet, 0); bullets.push(rightBullet); // Adding two more cannons var extraLeftBullet = new Bullet(true, true); extraLeftBullet.x = leftBullet.x + 100; // Slightly to the right of the left canon extraLeftBullet.y = self.y - 512 - 128; // Start the bullet just above the spaceship extraLeftBullet.rotation = Math.PI * 1.75; //game.addChildAt(extraLeftBullet, 0); //bullets.push(extraLeftBullet); var extraRightBullet = new Bullet(false, true); extraRightBullet.x = rightBullet.x - 100; // Slightly to the left of the right canon extraRightBullet.y = self.y - 512 - 128; // Start the bullet just above the spaceship extraRightBullet.rotation = -Math.PI * 1.75; //game.addChildAt(extraRightBullet, 0); //bullets.push(extraRightBullet); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Initialize game with a black background }); /**** * Game Code ****/ function animateCockpitButton() { if (cockpitDisplay.cockpitButton.isAnimating) { return; } cockpitDisplay.cockpitButton.isAnimating = true; var moveDown = true; var originalY = cockpitDisplay.cockpitButton.y; var originalBaseY = cockpitDisplay.cockpitButtonBase.y; var animationInterval = LK.setInterval(function () { if (moveDown) { cockpitDisplay.cockpitButton.y += 15; cockpitDisplay.cockpitButtonBase.y += 1; if (cockpitDisplay.cockpitButton.y >= originalY + 20) { moveDown = false; } } else { cockpitDisplay.cockpitButton.y -= 15; cockpitDisplay.cockpitButtonBase.y -= 1; if (cockpitDisplay.cockpitButton.y <= originalY) { cockpitDisplay.cockpitButton.y = originalY; cockpitDisplay.cockpitButtonBase.y = originalBaseY; cockpitDisplay.cockpitButton.isAnimating = false; LK.clearInterval(animationInterval); } } }, 16); // 60 FPS } /* # Space Strike ### Game Design and Planning 1. **Game Objectives**: Defeating all enemy fighters. 2. **Game Levels**: Random map with an increasing number of ennemy figthers per level. 3. **Game Assets**: 4. **Game Mechanics**: 1. **Player Interaction**: 1st person view. Tap to shoot. 4. **Game Loop and Events**: Objects updates occur in the game loop. Input events are handled in input functions. 5. **Scoring and Progression**: Player's score is updated when killing ennemies. When no more ennemies game switches to next level. 6. **Game Over and Reset**: The game is over when player's lives reaches zero. */ /****************************************************************************************** */ /************************************** GLOBAL VARIABLES ********************************** */ /****************************************************************************************** */ // Enumeration for game states var GAME_STATE = { INIT: 'INIT', MENU: 'MENU', HELP: 'HELP', STARTING: 'STARTING', NEW_ROUND: 'NEW_ROUND', PLAYING: 'PLAYING', SCORE: 'SCORE' }; var gameState = GAME_STATE.INIT; var player = { lives: 3 }; var nbStars = 80; var starsSpeed = 10; var stars = []; var current3DSpaceAngles = { horizontalAngle: 0, verticalAngle: 0, deltaH: 0, deltaV: 0 }; var spaceship; var cockpitDisplay; var bullets = []; // Player's bullets var enemies = []; var rotationSpeed = 0.25; var isDebug = true; var fpsText; var lastTick; var frameCount; var debugText; var bgMusic; /****************************************************************************************** */ /*********************************** UTILITY FUNCTIONS ************************************ */ /****************************************************************************************** */ function log() { if (isDebug) { var _console; (_console = console).log.apply(_console, arguments); } } /****************************************************************************************** */ /************************************** INPUT HANDLERS ************************************ */ /****************************************************************************************** */ game.on('down', function (x, y, obj) { switch (gameState) { case GAME_STATE.MENU: gameMenuDown(x, y, obj); break; case GAME_STATE.STARTING: gameStartingDown(x, y, obj); break; case GAME_STATE.PLAYING: gamePlayingDown(x, y, obj); break; case GAME_STATE.SCORE: // Handle score display logic here break; } }); function gameMenuDown(x, y, obj) { log("gameMenuDown..."); cleanMenuState(); initStartingState(); } function gameStartingDown(x, y, obj) { // TEMPORARY : Avoid multiple clicks //cleanStartingState(); //initPlayingState(); } function gamePlayingDown(x, y, obj) { log("gamePlayingDown ..."); spaceship.shoot(); animateCockpitButton(); } /****************************************************************************************** */ /************************************* GAME FUNCTIONS **************************************** */ /****************************************************************************************** */ function initStars() { for (var i = 0; i < nbStars; i++) { var star = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5, alpha: 0.9, x: Math.random() * 2048, y: Math.random() * 2732 }); stars.push(star); game.addChild(star); } // Farther stars for (var i = 0; i < nbStars * 2; i++) { var star = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5, alpha: Math.random(), x: Math.random() * 2048, y: Math.random() * 2732, slow: true }); stars.push(star); game.addChild(star); } } function starFieldAnimation() { stars.forEach(function (star) { // Calculate direction vector from center to star var directionX = star.x - 1024; // 1024 is half the width of the screen var directionY = star.y - 1366; // 1366 is half the height of the screen // Normalize direction var length = Math.sqrt(directionX * directionX + directionY * directionY); if (length === 0) { // Prevent division by zero length = 1; } directionX /= length; directionY /= length; // Add offset based on current3DSpaceAngles directionX += current3DSpaceAngles.deltaH * 10; //.horizontalAngle; directionY += current3DSpaceAngles.deltaV * 10; //.verticalAngle; // Move star away from center // Increase star size as it moves away to simulate faster movement var sizeIncrease = Math.min(Math.abs(directionX * 2), Math.abs(directionY * 2)); star.width = Math.min(20, star.width + sizeIncrease * 0.05 * (star.slow ? 0 : 1)); // Limit width to 20 star.height = star.width; star.x += directionX * starsSpeed * (star.slow ? Math.random() * 0.5 : 1); // Increase speed to 10 for faster star movement star.y += directionY * starsSpeed * (star.slow ? Math.random() * 0.5 : 1); if (star.alpha < 1) { star.alpha = Math.min(1, star.alpha + 0.01); } // Reset star position if it moves off screen if (star.x < 0 || star.x > 2048 || star.y < 0 || star.y > 2732) { star.x = Math.random() * 2048; star.y = Math.random() * 2732; // Reset height to initial value star.width = Math.random() * 10; star.height = star.width; star.alpha = Math.random() * (star.slow ? Math.random() * 0.5 : 1); } }); // Move nebulas images here .x-=0.1 } function loopBgMusic() { if (bgMusic && Date.now() - bgMusic.lastPlayTime > 10000) { bgMusic.lastPlayTime = Date.now(); bgMusic.play(); } } /****************************************************************************************** */ /************************************* GAME STATES **************************************** */ /****************************************************************************************** */ function gameInitialize() { log("Game initialize..."); bgMusic = LK.getSound('bgMusic'); bgMusic.lastPlayTime = 0; initStars(); spaceship = game.addChild(new Spaceship()); // Initialize enemy fighters for (var i = 0; i < 1; i++) { var fighter = new Fighter(); fighter.x = 1024 + (Math.random() > 0.5 ? -1 : 1) * 1024 * Math.random(); fighter.scale.set(0); fighter.z = 2732; fighter.y = 512; enemies.push(fighter); game.addChild(fighter); } spaceship.x = 2048 / 2; // Center spaceship horizontally spaceship.y = 2732 - spaceship.height / 2; // Position spaceship near the bottom of the screen cockpitDisplay = game.addChild(new CockpitDisplay()); cockpitDisplay.x = 2048 / 2; // Center cockpit display horizontally if (isDebug) { var debugMarker = LK.getAsset('debugMarker', { anchorX: 0.5, anchorY: 0.5, x: 2048 * 0.5, y: 2732 / 2 }); game.addChild(debugMarker); fpsText = new Text2('FPS: 0', { size: 50, fill: "#ffffff" }); // Position FPS text at the bottom-right corner fpsText.anchor.set(1, 1); // Anchor to the bottom-right LK.gui.bottomRight.addChild(fpsText); // Update FPS display every second lastTick = Date.now(); frameCount = 0; // Debug text to display cube information debugText = new Text2('Debug Info', { size: 50, fill: "#ffffff" }); debugText.anchor.set(0.5, 0); // Anchor to the bottom-right LK.gui.top.addChild(debugText); } initMenuState(); } // GAME MENU function initMenuState() { log("initMenuState..."); gameState = GAME_STATE.MENU; log("bgMusic volume", bgMusic.volume); } function handleMenuLoop() { // Menu animations here starFieldAnimation(); // Call the animation function within the game tick } function cleanMenuState() { log("cleanMenuState..."); } // STARTING function initStartingState() { log("initStartingState..."); gameState = GAME_STATE.STARTING; // Round preparation logic here. // TEMPORARY. cleanStartingState(); initPlayingState(); } function handleStartingLoop() { // Round Starting animations here } function cleanStartingState() { log("cleanStartingState..."); } // PLAYING function initPlayingState() { log("initPlayingState..."); gameState = GAME_STATE.PLAYING; } var lastAngleChangeTime = Date.now(); function handlePlayingLoop() { // Randomly change current3DSpaceAngles.deltaH and deltaV every 5 seconds if (Date.now() - lastAngleChangeTime >= 2000 + 2000 * Math.random()) { //if(current3DSpaceAngles.deltaH != 0) var r1 = Math.random(); var r2 = Math.random(); var dirH = r1 < 0.33 ? 1 : r1 > 0.66 ? -1 : 0; var dirV = r2 < 0.33 ? 1 : r2 > 0.66 ? -1 : 0; current3DSpaceAngles.deltaH = Math.random() * 0.5 * dirH; current3DSpaceAngles.deltaV = Math.random() * 0.8 * dirV; lastAngleChangeTime = Date.now(); } loopBgMusic(); starFieldAnimation(); // Call the animation function within the game tick for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i].distanceToCenter <= 4) { // Assuming a small threshold around the center for destruction bullets[i].destroy(); bullets.splice(i, 1); } } // Update enemy fighters for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); if (enemies[i].z < -500 || enemies[i].x < 0 || enemies[i].x > 2048 || enemies[i].y < 0 || enemies[i].y > 2732) { enemies.splice(i, 1); // Respawn a new fighter var newFighter = new Fighter(); newFighter.x = 1024 + (Math.random() > 0.5 ? -1 : 1) * 512 * Math.random(); //newFighter.scale.set(0); newFighter.z = 5000; newFighter.y = 1024 - 512 * Math.random(); enemies.push(newFighter); game.addChildAt(newFighter, 0); //game.addChild(newFighter); } } // Update space coordinates spaceship.coords.x += Math.sin(current3DSpaceAngles.horizontalAngle) * spaceship.speed; spaceship.coords.y += Math.cos(current3DSpaceAngles.verticalAngle) * spaceship.speed; spaceship.coords.z += Math.sin(current3DSpaceAngles.verticalAngle) * Math.cos(current3DSpaceAngles.horizontalAngle) * spaceship.speed; // Update angles at a lower rate using modulo on ticks if (LK.ticks % 15 == 0) { current3DSpaceAngles.horizontalAngle += current3DSpaceAngles.deltaH; current3DSpaceAngles.verticalAngle += current3DSpaceAngles.deltaV; } // Rotate cockpitDisplay based on current3DSpaceAngles.horizontalAngle if (cockpitDisplay.cockpitBase) { cockpitDisplay.cockpitBase.rotation += -current3DSpaceAngles.deltaH - cockpitDisplay.cockpitBase.rotation >= 0.02 ? 0.1 : 0; cockpitDisplay.cockpitBase.rotation += -current3DSpaceAngles.deltaH - cockpitDisplay.cockpitBase.rotation <= -0.02 ? -0.1 : 0; cockpitDisplay.cockpitBase.rotation = Math.min(Math.PI * 0.3, Math.max(-Math.PI * 0.3, cockpitDisplay.cockpitBase.rotation)); cockpitDisplay.cockpitBase.scale.y = 1.5 + current3DSpaceAngles.deltaV * 0.5; // Illustrate vertical rotation by scaling the wheel } if (isDebug) { debugText.setText("lives: " + player.lives); // FPS var now = Date.now(); frameCount++; if (now - lastTick >= 1000) { // Update every second fpsText.setText('FPS: ' + frameCount); frameCount = 0; lastTick = now; } } } function cleanPlayingState() { log("cleanPlayingState..."); // TODO Remove elements } // SCORE function initScoreState() { log("initScoreState..."); gameState = GAME_STATE.SCORE; // TODO add score elements // TEMPORARY : Avoid multiple clicks cleanScoreState(); } function handleScoreLoop() { // Score display logic here } function cleanScoreState() { log("cleanScoreState..."); LK.showGameOver(); } /***********************************************************************************/ /******************************** MAIN GAME LOOP ***********************************/ /***********************************************************************************/ game.update = function () { switch (gameState) { case GAME_STATE.MENU: handleMenuLoop(); break; case GAME_STATE.STARTING: handleStartingLoop(); break; case GAME_STATE.PLAYING: handlePlayingLoop(); break; case GAME_STATE.SCORE: handleScoreLoop(); break; } }; gameInitialize(); // Initialize the game
===================================================================
--- original.js
+++ change.js
@@ -333,17 +333,17 @@
for (var i = 0; i < nbStars; i++) {
var star = LK.getAsset('star', {
anchorX: 0.5,
anchorY: 0.5,
- alpha: 0.75,
+ alpha: 0.9,
x: Math.random() * 2048,
y: Math.random() * 2732
});
stars.push(star);
game.addChild(star);
}
// Farther stars
- for (var i = 0; i < nbStars * 4; i++) {
+ for (var i = 0; i < nbStars * 2; i++) {
var star = LK.getAsset('star', {
anchorX: 0.5,
anchorY: 0.5,
alpha: Math.random(),
@@ -375,19 +375,21 @@
// Increase star size as it moves away to simulate faster movement
var sizeIncrease = Math.min(Math.abs(directionX * 2), Math.abs(directionY * 2));
star.width = Math.min(20, star.width + sizeIncrease * 0.05 * (star.slow ? 0 : 1)); // Limit width to 20
star.height = star.width;
- star.x += directionX * starsSpeed * (star.slow ? Math.random() * 0.1 : 1); // Increase speed to 10 for faster star movement
- star.y += directionY * starsSpeed * (star.slow ? Math.random() * 0.1 : 1);
- star.alpha += 0.001;
+ star.x += directionX * starsSpeed * (star.slow ? Math.random() * 0.5 : 1); // Increase speed to 10 for faster star movement
+ star.y += directionY * starsSpeed * (star.slow ? Math.random() * 0.5 : 1);
+ if (star.alpha < 1) {
+ star.alpha = Math.min(1, star.alpha + 0.01);
+ }
// Reset star position if it moves off screen
if (star.x < 0 || star.x > 2048 || star.y < 0 || star.y > 2732) {
star.x = Math.random() * 2048;
star.y = Math.random() * 2732;
// Reset height to initial value
star.width = Math.random() * 10;
star.height = star.width;
- star.alpha = Math.random() * 0.5;
+ star.alpha = Math.random() * (star.slow ? Math.random() * 0.5 : 1);
}
});
// Move nebulas images here .x-=0.1
}
@@ -484,10 +486,15 @@
var lastAngleChangeTime = Date.now();
function handlePlayingLoop() {
// Randomly change current3DSpaceAngles.deltaH and deltaV every 5 seconds
if (Date.now() - lastAngleChangeTime >= 2000 + 2000 * Math.random()) {
- current3DSpaceAngles.deltaH = (Math.random() - 0.5) * 0.1; // Random value between -0.05 and 0.05
- current3DSpaceAngles.deltaV = (Math.random() - 0.5) * 0.1; // Random value between -0.05 and 0.05
+ //if(current3DSpaceAngles.deltaH != 0)
+ var r1 = Math.random();
+ var r2 = Math.random();
+ var dirH = r1 < 0.33 ? 1 : r1 > 0.66 ? -1 : 0;
+ var dirV = r2 < 0.33 ? 1 : r2 > 0.66 ? -1 : 0;
+ current3DSpaceAngles.deltaH = Math.random() * 0.5 * dirH;
+ current3DSpaceAngles.deltaV = Math.random() * 0.8 * dirV;
lastAngleChangeTime = Date.now();
}
loopBgMusic();
starFieldAnimation(); // Call the animation function within the game tick
starfield.
remove
elongated futuristic laser canon gun green. top view
explosion from top. zenith view
white triangle.
black background ethereal blue gas.
black background ethereal centered galaxy.
black background ethereal centered galaxy.
black background ethereal centered planet.
close up of a giant red star. black background
planet with rings. black background. full, with margin.
metalic oval border with bevel. Black. Electronic style. empty inside. no background
futuristic space fighter.. full front view
Space scene with full earth (europe and africa side). High definition
elegant white rose in a long transparent futuristic glass tube.
laserShot
Sound effect
bgMusic
Sound effect
explosion
Sound effect
laserShot2
Sound effect
detectionBeep1
Sound effect
fighterPassing
Sound effect
targetFoundBeep
Sound effect
damage
Sound effect
warning
Sound effect
startSound
Sound effect
acceleration
Sound effect
teamKill
Sound effect
finalExplosion
Sound effect