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make the fade out 10 times faster
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make the new "startscreen asset fade out after three seconds instead of just disappearing
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make it so the enemys don't move for three seconds when the game starts
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center the asset on the screen horizontally and vertically
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give the new asset full visibility and display it on top of every other asset
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center the new asset
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create a new asset that is displayed at the start of the game as a starting screen for 3 seconds
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Please fix the bug: 'ReferenceError: basketSafeZone is not defined' in or related to this line: 'self.y = Math.random() * (2732 - 273.2) + 273.2; // Exclude top 10%' Line Number: 262
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make sit size change naimatioin visible
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make it so the boost pads get bigger ans smaller constantly. They increase up to 1.3 times its current size and shrink down to 0.9x times its current size
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reduce the opacity of the drop shadow
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add a drop shadow to all text
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set the weight of all texts to 400
Code edit (1 edits merged)
Please save this source code
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set the weight of text2 to 400
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move the bonus asset to the bottom center of the screen, then move it up 50 pixels
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Please fix the bug: 'Timeout.tick error: game.contains is not a function' in or related to this line: 'if (game.contains(mediaKit)) {' Line Number: 349
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Find out which of these are the case and fix the issue: The issue with obstacles, boostpads, and items still appearing in the top 10% of the screen and around the area where the basket spawns at the beginning of the game or a reset, despite the implementation of a function to limit their spawn locations, could be due to several reasons: 1. **Incorrect Calculation or Implementation**: The function intended to limit the spawn locations might not be correctly calculating the restricted areas or might not be properly implemented in the spawning logic of these elements. This could lead to these elements still appearing in restricted zones. 2. **Global Scope Variables Not Updated**: If the restrictions are based on variables that are supposed to represent the current state of the game (such as the basket's position), and these variables are not updated or checked at the time of spawning, the spawn logic might not accurately reflect the current state of the game. 3. **Collision Detection Issues**: The method used to check whether the spawned items intersect with the restricted areas might not be working as intended. This could be due to inaccuracies in the intersection logic or issues with how the positions and dimensions of the items and restricted areas are calculated. 4. **Randomization Overlap**: The randomization process for spawning might occasionally place items in restricted areas by chance, especially if the logic does not adequately account for the size of the items or the precise boundaries of the restricted areas. 5. **Timing and Sequence of Operations**: The order in which the game initializes or resets elements and applies the spawn restrictions might lead to scenarios where the restrictions are not yet in place when certain items are spawned. This could happen if the game resets or initializes elements asynchronously or in an order that doesn't ensure the restrictions are applied first. 6. **Hardcoded Values or Estimations**: If the spawn restriction logic relies on hardcoded values or estimations instead of dynamically calculated positions and sizes based on the actual game state and asset dimensions, this could lead to inaccuracies in the restricted areas.
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Please fix the bug: 'Timeout.tick error: game.contains is not a function' in or related to this line: 'if (game.contains(slowDown)) {' Line Number: 309
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add a function that limites where obstacles, boostpads and items can spawn so they cannot spawn in the top 10% part of the screen and not around the are where the basket spawns at the beginning of the game or a reset
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duplicate all texts. make the texts that are displayed below the others a light gray color and move them down 4 pixels
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add a white outline of 3 pixels around the texts
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the outline is still there. remove it
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remove any outline form the texts
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add an white outline of 5 pixels around the texts
/**** * Classes ****/ // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self["throw"] = function () { // Throw logic for the ball }; self.spawn = function () { self.x = Math.random() * 2048; self.y = Math.random() * 2732; }; }); // Assets will be automatically created based on usage in the code. // Basket class var Basket = Container.expand(function () { var self = Container.call(this); var basketGraphics = self.attachAsset('basket', { anchorX: 0.5, anchorY: 0.5 }); self.drawArrow = function (pos) { // Calculate the distance and direction of the drag var dx = pos.x - self.x; var dy = pos.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var direction = Math.atan2(dy, dx); // Remove the previous arrow if it exists if (self.arrow) { self.arrow.destroy(); } // Create a new arrow asset self.arrow = LK.getAsset('arrow', { anchorX: 0.0, // Anchor at the start of the arrow anchorY: 0.5, // Center vertically x: self.x, y: self.y, scaleX: Math.min(Math.max(distance / 100, 1), 0.3 * Math.sqrt(2048 * 2048 + 2732 * 2732) / 100), // Stretch the arrow in the direction of the cursor, but ensure it's at least 1 to allow it to extend outside the screen and not more than 40% of the screen size scaleY: 1, rotation: direction }); // Correctly align the basket's opening with the arrow direction without additional rotation basketGraphics.rotation = direction; // Add the arrow to the game game.addChild(self.arrow); }; self.move = function () { // Move the basket self.x += self.vx; self.y += self.vy; // Apply friction self.vx *= 0.99; self.vy *= 0.99; // Check for collision with the edges of the screen and bounce off if (self.x < 0) { self.vx = Math.abs(self.vx); // Correctly adjust the basket's rotation to align with the new direction of movement, ensuring the opening follows the path basketGraphics.rotation = Math.atan2(self.vy, self.vx); } else if (self.x > 2048) { self.vx = -Math.abs(self.vx); basketGraphics.rotation = Math.atan2(self.vy, self.vx); } if (self.y < 0) { self.vy = Math.abs(self.vy); // Adjust the basket's rotation to follow the path of reflection, ensuring the opening is correctly aligned basketGraphics.rotation = Math.atan2(self.vy, self.vx) + Math.PI / 2; } else if (self.y > 2732) { self.vy = -Math.abs(self.vy); basketGraphics.rotation = Math.atan2(self.vy, self.vx) + Math.PI / 2; } // Check for collision with obstacles and boostpads, bounce off obstacles, and reflect with increased speed on boostpads for (var i = 0; i < obstacles.length; i++) { if (self.intersects(obstacles[i])) { // Calculate the angle of reflection var dx = self.x - obstacles[i].x; var dy = self.y - obstacles[i].y; var angle = Math.atan2(dy, dx); // Reflect the velocity self.vx = Math.cos(angle) * Math.sqrt(self.vx * self.vx + self.vy * self.vy); self.vy = Math.sin(angle) * Math.sqrt(self.vx * self.vx + self.vy * self.vy); // Adjust the basket's rotation to follow the path of reflection, ensuring the opening faces the correct direction basketGraphics.rotation = Math.atan2(self.vy, self.vx); } } for (var j = 0; j < boostpads.length; j++) { if (self.intersects(boostpads[j])) { // Calculate the angle of reflection var dxPad = self.x - boostpads[j].x; var dyPad = self.y - boostpads[j].y; var anglePad = Math.atan2(dyPad, dxPad); // Check if the basket was deflected off another boost pad right before hitting this one if (!self.deflected) { // Reflect the velocity and increase speed self.vx = Math.cos(anglePad) * 1.6 * Math.sqrt(self.vx * self.vx + self.vy * self.vy); self.vy = Math.sin(anglePad) * 1.6 * Math.sqrt(self.vx * self.vx + self.vy * self.vy); // Adjust the basket's rotation to follow the path of reflection with increased speed, ensuring the opening faces the correct direction basketGraphics.rotation = Math.atan2(self.vy, self.vx); // Mark the basket as having been boosted for double scoring self.boosted = true; // Mark the basket as deflected to prevent further acceleration without player interaction self.deflected = true; // Reset the deflected flag after a short delay to allow for player interaction LK.setTimeout(function () { self.deflected = false; }, 500); // Delay in milliseconds } else { // Simply reflect the velocity without increasing speed self.vx = Math.cos(anglePad) * Math.sqrt(self.vx * self.vx + self.vy * self.vy); self.vy = Math.sin(anglePad) * Math.sqrt(self.vx * self.vx + self.vy * self.vy); // Adjust the basket's rotation to follow the path of reflection, ensuring the opening faces the correct direction basketGraphics.rotation = Math.atan2(self.vy, self.vx); } } } }; self.shoot = function (pos) { // Calculate the distance and direction of the drag var dx = self.x - pos.x; var dy = self.y - pos.y; var distance = Math.sqrt(dx * dx + dy * dy); var direction = Math.atan2(dy, dx); // Set the velocity of the basket to go 50% further than the cursor's end location self.vx = -Math.cos(direction) * distance * 1.5 / 100; self.vy = -Math.sin(direction) * distance * 1.5 / 100; }; self.isBallHitByOpening = function (ball) { // Calculate the angle between the basket's direction and the ball if (ball) { var dx = ball.x - self.x; var dy = ball.y - self.y; } var angle = Math.atan2(dy, dx); // Check if the ball is within the opening angle of the basket return Math.abs(angle - basketGraphics.rotation) < Math.PI / 4; }; }); // Boostpad class var Boostpad = Container.expand(function () { var self = Container.call(this); var boostpadGraphics = self.attachAsset('boostPad', { anchorX: 0.5, anchorY: 0.5 }); self.positionBoostpad = function () { do { self.x = Math.random() * 2048; self.y = Math.random() * 2732; } while (self.intersects(safeZone)); // Ensure boostpad does not spawn within safe zone }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, tint: 0xFF0000 // Red color to differentiate enemies }); self.moveTowardsBasket = function (basket) { var dx = basket.x - self.x; var dy = basket.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); this.speed = this.speed || 2; // Initialize speed if not set var speed = this.speed; // Use the enemy's current speed self.x += dx / distance * speed; self.y += dy / distance * speed; }; }); // MediaKit class for immunity item var MediaKit = Container.expand(function () { var self = Container.call(this); var mediaKitGraphics = self.attachAsset('mediaKit', { anchorX: 0.5, anchorY: 0.5 }); self.spawn = function () { self.x = Math.random() * 2048; self.y = Math.random() * 2732; }; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var sizeMultiplier = Math.random() + 1; // Generates a value between 1.0 and 2.0 var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5, scaleX: sizeMultiplier, scaleY: sizeMultiplier }); self.positionObstacle = function () { do { self.x = Math.random() * 2048; self.y = Math.random() * 2732; } while (self.intersects(safeZone)); // Ensure obstacle does not spawn within safe zone }; }); // Revive class for refilling a life var Revive = Container.expand(function () { var self = Container.call(this); var reviveGraphics = self.attachAsset('revive', { anchorX: 0.5, anchorY: 0.5 }); self.spawn = function () { self.x = Math.random() * 2048; self.y = Math.random() * 2732; }; }); // SlowDown class for slowing down enemies var SlowDown = Container.expand(function () { var self = Container.call(this); var slowDownGraphics = self.attachAsset('slowDown', { anchorX: 0.5, anchorY: 0.5 }); self.spawn = function () { self.x = Math.random() * 2048; self.y = Math.random() * 2732; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xADD8E6 // Init game with light blue background }); /**** * Game Code ****/ // Check for Revive collection and refill a life if one is missing LK.on('tick', function () { game.children.forEach(function (child) { if (child instanceof Revive && basket.intersects(child)) { child.destroy(); // Remove the Revive from the game if (playerLives < 3) { playerLives++; heartAssets[playerLives - 1].visible = true; // Refill one life } } }); }); // Spawn Revive at random intervals LK.setInterval(function () { var revive = new Revive(); revive.spawn(); // Use the spawn method to set random position game.addChild(revive); // Set a timeout to remove the Revive after a certain time if not collected LK.setTimeout(function () { if (game.contains(revive)) { revive.destroy(); } }, 10000); // Revive disappears after 10 seconds if not collected }, 30000); // Spawn a new Revive every 30 seconds // Spawn SlowDown at random intervals LK.setInterval(function () { var slowDown = new SlowDown(); slowDown.spawn(); // Use the spawn method to set random position game.addChild(slowDown); // Set a timeout to remove the SlowDown after a certain time if not collected LK.setTimeout(function () { if (game.contains(slowDown)) { slowDown.destroy(); } }, 10000); // SlowDown disappears after 10 seconds if not collected }, 10000); // Spawn a new SlowDown every 10 seconds // Check for SlowDown collection and trigger slow down effect LK.on('tick', function () { game.children.forEach(function (child) { if (child instanceof SlowDown && basket.intersects(child)) { child.destroy(); // Remove the SlowDown from the game enemies.forEach(function (enemy) { enemy.speed *= 0.3; // Slow down enemies by 70% }); // Reset enemy speed after 5 seconds LK.setTimeout(function () { enemies.forEach(function (enemy) { enemy.speed /= 0.3; // Reset enemy speed }); }, 5000); } }); }); // Check for MediaKit collection and trigger immunity effect LK.on('tick', function () { game.children.forEach(function (child) { if (child instanceof MediaKit && basket.intersects(child)) { child.destroy(); // Remove the MediaKit from the game activateImmunity(5000); // Activate immunity for 5 seconds when MediaKit is collected } }); }); function spawnMediaKit() { var mediaKit = new MediaKit(); mediaKit.spawn(); // Use the spawn method to set random position game.addChild(mediaKit); // Set a timeout to remove the MediaKit after a certain time if not collected LK.setTimeout(function () { if (game.contains(mediaKit)) { mediaKit.destroy(); } }, 10000); // MediaKit disappears after 10 seconds if not collected } // Spawn MediaKit at random intervals LK.setInterval(function () { spawnMediaKit(); }, 10000); // Spawn a new MediaKit every 10 seconds var background = game.addChild(LK.getAsset('background', { anchorX: 0.0, anchorY: 0.0, x: 0, y: 0, alpha: 0.5 })); background.width = 2048; background.height = 2732; // Create a text element to display enemy speed percentage var enemySpeedTxt = new Text2('Enemy Speed: 100%', { size: 50, fill: "#ffffff", stroke: "#ffffff", strokeThickness: 3 }); enemySpeedTxt.anchor.set(0, 0); // Anchor to the top left corner enemySpeedTxt.x = 40; enemySpeedTxt.y = 40; LK.gui.topLeft.addChild(enemySpeedTxt); // Update the enemy speed display text in the game tick event LK.on('tick', function () { var speedPercentage = Math.min(speedIncreaseCount * 30, 100); // Calculate speed percentage, capped at 100% enemySpeedTxt.setText('Enemy Speed: ' + speedPercentage + '%'); // Existing game tick code... }); // Initialize game elements var basket = game.addChild(new Basket()); basket.immunity = false; // Add immunity flag to basket var immunityAsset = LK.getAsset('immunity', { anchorX: 0.5, anchorY: 0.0, x: 1024, y: 100, // Move down 100 pixels scaleX: 1.5, // Make it even bigger scaleY: 1.5, // Make it even bigger alpha: 1.0 }); immunityAsset.visible = false; // Initially hide the immunity asset game.addChild(immunityAsset); // Function to activate basket immunity function activateImmunity() { var duration = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 2000; // Default duration is 2000ms basket.immunity = true; immunityAsset.visible = true; LK.setTimeout(function () { basket.immunity = false; immunityAsset.visible = false; }, duration); // Immunity duration is now variable } basket.x = 1024; // Center horizontally basket.y = 2732 - 2732 / 4; // Position 1/4 of the screen size away from the bottom basket.visible = true; // Ensure the basket is always visible var balls = []; for (var i = 0; i < 10; i++) { var ball = game.addChild(new Ball()); ball.spawn(); balls.push(ball); } var obstacles = []; var boostpads = []; // Array to store boostpad instances var enemies = []; // Array to store enemy instances // Create obstacles, boostpads, and enemies at random positions // Define safe zone around basket spawn point var safeZone = { x: basket.x - 400, y: basket.y - 400, width: 800, height: 800 }; // Start with only one enemy at the beginning of the game var enemy = game.addChild(new Enemy()); do { enemy.x = Math.random() * 2048; enemy.y = Math.random() * 2732; } while (enemy.intersects(safeZone)); // Ensure enemy does not spawn within safe zone enemies.push(enemy); for (var i = 0; i < 5; i++) { var obstacle = game.addChild(new Obstacle()); do { obstacle.x = Math.random() * 2048; obstacle.y = Math.random() * (2732 - 400) + 200; // Avoid placing too close to the bottom } while (obstacle.intersects(safeZone)); // Ensure obstacle does not spawn within safe zone obstacles.push(obstacle); } // Limit the creation of boostpads to a maximum of three for (var i = 0; i < 3; i++) { var boostpad = game.addChild(new Boostpad()); do { boostpad.x = Math.random() * 2048; boostpad.y = Math.random() * 2732; var tooClose = balls.some(function (ball) { var dx = boostpad.x - ball.x; var dy = boostpad.y - ball.y; return Math.sqrt(dx * dx + dy * dy) < 2048 / 10; }); } while (boostpad.intersects(safeZone) || tooClose); // Ensure boostpad does not spawn within safe zone or too close to balls boostpads.push(boostpad); } // Initialize enemy speed increase factor and timer var enemySpeedIncreaseFactor = 1.3; // 30% speed increase var enemySpeedIncreaseInterval = 10000; // Increase speed every 10 seconds var speedIncreaseCount = 0; // Initialize speed increase count LK.setInterval(function () { if (speedIncreaseCount < 5) { // Check if speed has been increased less than 5 times enemies.forEach(function (enemy) { enemy.speed *= enemySpeedIncreaseFactor; }); speedIncreaseCount++; // Increment the speed increase count } }, enemySpeedIncreaseInterval); // Function to spawn a new ball function spawnBall() { var ball = new Ball(); ball.x = 1024; // Start from the center horizontally ball.y = 2732 - 150; // Start a little above the basket balls.push(ball); game.addChild(ball); } // Touch event to throw a ball var initialPos; game.on('down', function (obj) { var event = obj.event; initialPos = event.getLocalPosition(game); basket.shoot(initialPos); }); game.on('move', function (obj) { var event = obj.event; var pos = event.getLocalPosition(game); basket.drawArrow(pos); }); // Game tick event LK.on('tick', function () { // Move enemies towards the basket and check for collision for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].moveTowardsBasket(basket); if (!basket.immunity && enemies[j].intersects(basket)) { playerLives--; heartAssets[playerLives].visible = false; // Hide one heart asset if (playerLives <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } else { // Flash screen red for half a second when losing a life LK.effects.flashScreen(0xff0000, 500); // Temporarily activate immunity after losing a life activateImmunity(); } } } // Update balls for (var i = balls.length - 1; i >= 0; i--) { balls[i]["throw"](); basket.move(); // Check for collision with basket if (balls[i].intersects(basket) && basket.isBallHitByOpening(balls[i])) { balls[i].destroy(); balls.splice(i, 1); // Increase the score and update the score counter score++; // Check if all balls are collected if (balls.length === 0) { // Reset obstacles, boostpads, and enemies obstacles.forEach(function (obstacle) { obstacle.destroy(); }); obstacles = []; boostpads.forEach(function (boostpad) { boostpad.destroy(); }); boostpads = []; enemies.forEach(function (enemy) { enemy.destroy(); }); enemies = []; // Increment ball collection reset counter and activate immunity ballCollectionResets++; activateImmunity(); // Update wave counter text waveTxt.setText('Wave: ' + (ballCollectionResets + 1)); // Spawn new set of balls, obstacles, boostpads, and enemies for (var i = 0; i < 10; i++) { var newBall = game.addChild(new Ball()); newBall.spawn(); balls.push(newBall); } // Adjust the number of enemies based on the number of times the game has been reset, capped at 5 var enemyCount = Math.min(ballCollectionResets + 1, 5); for (var i = 0; i < 5; i++) { var newObstacle = game.addChild(new Obstacle()); newObstacle.positionObstacle(); obstacles.push(newObstacle); var newBoostpad = game.addChild(new Boostpad()); newBoostpad.positionBoostpad(); boostpads.push(newBoostpad); } for (var i = 0; i < enemyCount; i++) { var newEnemy = game.addChild(new Enemy()); newEnemy.x = Math.random() * 2048; newEnemy.y = Math.random() * 2732; enemies.push(newEnemy); } } // Check if the basket was boosted and the ball was hit in the same shot if (basket.boosted && basket.isBallHitByOpening(balls[i])) { score++; // Additional score for boosted basket // Display bonus asset for one second in the top left corner when a bonus is hit var bonusAsset = LK.getAsset('bonus', { x: 150, // Move away from the corner y: heartAssets[heartAssets.length - 1].y + 80, // Move away from the corner anchorX: 0, anchorY: 0, scaleX: 3, // Make it three times as big scaleY: 3 // Make it three times as big }); game.addChild(bonusAsset); LK.setTimeout(function () { bonusAsset.destroy(); }, 1000); } // Reset boosted state after checking for bonus basket.boosted = false; LK.setScore(score); // Report the current score to the system scoreTxt.setText('Score: ' + LK.getScore()); // Update the score display text } // Remove balls that are off-screen or collide with obstacles if (balls[i] && (balls[i].y < 0 || obstacles.some(function (obstacle) { return balls[i].intersects(obstacle); }))) { balls[i].destroy(); balls.splice(i, 1); } } }); // Initialize player lives var playerLives = 3; // Initialize heart assets for lives display var heartAssets = []; for (var i = 0; i < playerLives; i++) { var heart = LK.getAsset('heart', { anchorX: 0, anchorY: 0, x: 40 + i * 60, // Position hearts horizontally with a small gap starting 40px from the left edge y: enemySpeedTxt.height + 50 // Position hearts 40px below the enemy speed display }); heartAssets.push(heart); LK.gui.topLeft.addChild(heart); } // Activate basket immunity at game start activateImmunity(); // Initialize the first ball spawnBall(); // Initialize ball collection reset counter var ballCollectionResets = 0; // Create a score counter var score = 0; var scoreTxt = new Text2('Score: 0', { size: 50, fill: "#ffffff", stroke: "#ffffff", strokeThickness: 3 }); scoreTxt.anchor.set(1, 0); // Anchor to the top right corner scoreTxt.x = -40; scoreTxt.y = 40; LK.gui.topRight.addChild(scoreTxt); // Create a text element to display the current wave of balls var waveTxt = new Text2('Wave: 1', { size: 50, fill: "#ffffff", stroke: "#ffffff", strokeThickness: 3 }); waveTxt.anchor.set(1, 0); // Anchor to the top right corner, below the score waveTxt.x = -40; waveTxt.y = scoreTxt.height + 50; // Position it right below the score text with 40px padding from the top LK.gui.topRight.addChild(waveTxt);
===================================================================
--- original.js
+++ change.js
@@ -326,9 +326,11 @@
background.height = 2732;
// Create a text element to display enemy speed percentage
var enemySpeedTxt = new Text2('Enemy Speed: 100%', {
size: 50,
- fill: "#ffffff"
+ fill: "#ffffff",
+ stroke: "#ffffff",
+ strokeThickness: 3
});
enemySpeedTxt.anchor.set(0, 0); // Anchor to the top left corner
enemySpeedTxt.x = 40;
enemySpeedTxt.y = 40;
@@ -579,18 +581,22 @@
// Create a score counter
var score = 0;
var scoreTxt = new Text2('Score: 0', {
size: 50,
- fill: "#ffffff"
+ fill: "#ffffff",
+ stroke: "#ffffff",
+ strokeThickness: 3
});
scoreTxt.anchor.set(1, 0); // Anchor to the top right corner
scoreTxt.x = -40;
scoreTxt.y = 40;
LK.gui.topRight.addChild(scoreTxt);
// Create a text element to display the current wave of balls
var waveTxt = new Text2('Wave: 1', {
size: 50,
- fill: "#ffffff"
+ fill: "#ffffff",
+ stroke: "#ffffff",
+ strokeThickness: 3
});
waveTxt.anchor.set(1, 0); // Anchor to the top right corner, below the score
waveTxt.x = -40;
waveTxt.y = scoreTxt.height + 50; // Position it right below the score text with 40px padding from the top
in-game asset. 2d. basketball. blank background. minimalistic flat graphic. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Single Game Texture. In-Game asset. 2d. Blank background. super simplistic arrow from left to right. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Single Game Texture. In-Game asset. 2d. flat graphic orange red. Basketball saying "bonus" white font. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Single Game Texture. In-Game asset. 2d. flat minimalistic graphic. Boost pad with a lightning icon on the top. Top view. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
in-game asset. 2d. monster head from top view. blank background. minimalistic flat graphic. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
in-game asset. 2d. shield graphic green. blank background. minimalistic flat graphic. Single Game Texture. In-Game asset. 2d. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
in-game asset. 2d. flat 2d graphic of a blueish rectangle that looks like the top of a crate. blank background. minimalistic flat graphic. Single Game Texture. In-Game asset. 2d. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
in-game asset. yellow lighting bolt. small black outline. blank background. minimalistic flat graphic. Single Game Texture. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
in-game asset. 2d. magnet graphic recentgular with text saying "Magnetism". blank background. minimalistic flat graphic. Single Game Texture. In-Game asset. High contrast. No shadows. red and blue. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.