User prompt
haz los dialogos del golem mas grandes y que aparezcan en un globo de texto ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que el golem pueda decir mensajes dependiendo de como esta, por ejemplo si tiene un sombrero diria: ¡que buen gusto tienes! y tambien si tiene hambre diria: que hambre tengo, ¡dame de comer! ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
haz que se pueda quitar el moño y el sombrero con un boton en la tienda ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
añade moños a la tienda para el golem ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
haz mas grandes las barras de hambre y felicidad y tambien haz un nuevo boton que diga miniGame 2 que sea un nuevo miniGame que sea de conectar colores con sus nombres por tiempo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz mas separados los botones de Feed, Clean, Play, Shop y Mini game y tambien haz que entre mas cara sea la comida, rellene mas la barra de comida ↪💡 Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
User prompt
haz que cuando estes en el menu de comida al tocar una comida se le de la comida que elejiste al golem ↪💡 Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
User prompt
haz que cuando toques el boton Feed aparezca un menu de la comida que compraste para elegir que darle de comer al golem ↪💡 Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
User prompt
haz todo el texto del juego mas grande
User prompt
haz todos los botones del juego mas grandes y que en la tienda haiga diferentes tipos comida para comprar y que ahora tengas que comprar la comida para que no sea infinita ↪💡 Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
User prompt
haz que el minijuego de flappy bird tenga que empezar cuando toques primero el boton Mini Game y luego el boto Jump ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
agrega una tienda que sirva paraa comprar sombreros con las monedas ↪💡 Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
User prompt
haz que cada que pases por un tubo en el minijuego recivas una moneda ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que las monedas aparezcan mas veces en el minijuego ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz un boton para el minijuego de flappy bird para saltar con el pajaro y que el pajaro sea mas grande ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que haya un boton que diga: Mini Game que cuando lo toques haga que jueges un mini juego estilo flappy bird y que entre mas cuides a tu golem resiva monedas que hagan que le puedas comprar ropa a el golem ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
haz que cuando toques el boton Clean aparezca una gota de agua que caiga sobre la suciedad y que los botones para hacer una accion sean mas grandes ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
crea una barra de hambre, que cuando presionas el boton Play aparezca una pelota que tengas que hacer revotar para subir la barra de felicidad ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Stone Golem Pet
Initial prompt
un juego de cuidar a un golem de piedra mascota estilo talking tom
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Crystal = Container.expand(function () {
var self = Container.call(this);
var crystalGraphics = self.attachAsset('crystal', {
anchorX: 0.5,
anchorY: 0.5
});
// Floating animation
self.floatOffset = Math.random() * Math.PI * 2;
self.update = function () {
self.y += Math.sin(LK.ticks * 0.05 + self.floatOffset) * 0.5;
self.rotation += 0.01;
};
return self;
});
var GameButton = Container.expand(function (text, color) {
var self = Container.call(this);
var buttonBg = self.attachAsset(color === 0x9B59B6 ? 'feedButton' : color === 0x3498DB ? 'cleanButton' : 'playButton', {
anchorX: 0.5,
anchorY: 0.5
});
var buttonText = new Text2(text, {
size: 24,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.callback = null;
self.down = function (x, y, obj) {
// Button press animation
tween(self, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100
});
tween(self, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100
});
if (self.callback) {
self.callback();
}
};
return self;
});
var StoneGolem = Container.expand(function () {
var self = Container.call(this);
// Create golem body
var body = self.attachAsset('golem', {
anchorX: 0.5,
anchorY: 0.5
});
// Create eyes
var leftEye = self.attachAsset('golemEyes', {
anchorX: 0.5,
anchorY: 0.5,
x: -60,
y: -80
});
var rightEye = self.attachAsset('golemEyes', {
anchorX: 0.5,
anchorY: 0.5,
x: 60,
y: -80
});
// Create mouth
var mouth = self.attachAsset('golemMouth', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0
});
// Golem properties
self.happiness = storage.golemHappiness || 100;
self.lastFeedTime = storage.lastFeedTime || Date.now();
self.lastCleanTime = storage.lastCleanTime || Date.now();
self.mood = 'happy'; // happy, sad, sleepy, excited
self.mossSpots = [];
// Create initial moss spots
self.createMossSpots = function () {
for (var i = 0; i < 3; i++) {
var mossSpot = self.attachAsset('moss', {
anchorX: 0.5,
anchorY: 0.5,
x: (Math.random() - 0.5) * 300,
y: (Math.random() - 0.5) * 400,
alpha: 0.7
});
self.mossSpots.push(mossSpot);
}
};
self.createMossSpots();
// React to petting
self.pet = function () {
// Happy animation
tween(self, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 200,
easing: tween.easeOut
});
tween(self, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 200,
easing: tween.easeIn
});
// Eyes blink
tween(leftEye, {
scaleY: 0.1
}, {
duration: 100
});
tween(leftEye, {
scaleY: 1.0
}, {
duration: 100
});
tween(rightEye, {
scaleY: 0.1
}, {
duration: 100
});
tween(rightEye, {
scaleY: 1.0
}, {
duration: 100
});
LK.getSound('happy').play();
self.happiness = Math.min(100, self.happiness + 2);
};
// Feed the golem
self.feed = function () {
if (Date.now() - self.lastFeedTime > 5000) {
// Can feed every 5 seconds
mouth.scaleX = 1.5;
mouth.scaleY = 1.5;
tween(mouth, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 500
});
// Bounce animation
tween(self, {
y: self.y - 20
}, {
duration: 200,
easing: tween.easeOut
});
tween(self, {
y: self.y
}, {
duration: 200,
easing: tween.bounceOut
});
LK.getSound('eat').play();
self.happiness = Math.min(100, self.happiness + 15);
self.lastFeedTime = Date.now();
return true;
}
return false;
};
// Clean moss from golem
self.clean = function () {
if (self.mossSpots.length > 0) {
var mossToRemove = self.mossSpots.pop();
tween(mossToRemove, {
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 300,
onFinish: function onFinish() {
self.removeChild(mossToRemove);
}
});
LK.getSound('clean').play();
self.happiness = Math.min(100, self.happiness + 10);
return true;
}
return false;
};
// Update mood based on happiness
self.updateMood = function () {
if (self.happiness > 80) {
self.mood = 'happy';
body.tint = 0x8B7355; // Normal stone color
} else if (self.happiness > 50) {
self.mood = 'neutral';
body.tint = 0x7A6B4F; // Slightly darker
} else if (self.happiness > 20) {
self.mood = 'sad';
body.tint = 0x695C42; // Darker
} else {
self.mood = 'very_sad';
body.tint = 0x5A4D35; // Very dark
}
};
// Decrease happiness over time
self.update = function () {
// Decrease happiness slowly over time
if (LK.ticks % 300 == 0) {
// Every 5 seconds at 60fps
self.happiness = Math.max(0, self.happiness - 1);
self.updateMood();
}
// Add moss spots occasionally
if (LK.ticks % 1800 == 0 && self.mossSpots.length < 5) {
// Every 30 seconds
var mossSpot = self.attachAsset('moss', {
anchorX: 0.5,
anchorY: 0.5,
x: (Math.random() - 0.5) * 300,
y: (Math.random() - 0.5) * 400,
alpha: 0.7
});
self.mossSpots.push(mossSpot);
}
// Save state
if (LK.ticks % 60 == 0) {
// Every second
storage.golemHappiness = self.happiness;
storage.lastFeedTime = self.lastFeedTime;
storage.lastCleanTime = self.lastCleanTime;
}
};
// Touch response
self.down = function (x, y, obj) {
self.pet();
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2C3E50
});
/****
* Game Code
****/
// Create UI elements
var happinessBg = LK.getAsset('happinessBg', {
anchorX: 0.5,
anchorY: 0.5
});
LK.gui.top.addChild(happinessBg);
happinessBg.y = 100;
var happinessBar = LK.getAsset('happinessBar', {
anchorX: 0.0,
anchorY: 0.5
});
happinessBg.addChild(happinessBar);
happinessBar.x = -145;
var happinessText = new Text2('Happiness: 100%', {
size: 32,
fill: 0xFFFFFF
});
happinessText.anchor.set(0.5, 0);
LK.gui.top.addChild(happinessText);
happinessText.y = 50;
// Create main golem
var golem = game.addChild(new StoneGolem());
golem.x = 1024;
golem.y = 1200;
// Create control buttons
var feedButton = new GameButton('Feed', 0x9B59B6);
feedButton.x = 1024 - 200;
feedButton.y = 2500;
feedButton.callback = function () {
if (golem.feed()) {
// Create crystal animation
var crystal = game.addChild(new Crystal());
crystal.x = golem.x;
crystal.y = golem.y - 200;
tween(crystal, {
x: golem.x,
y: golem.y
}, {
duration: 800,
easing: tween.easeIn,
onFinish: function onFinish() {
game.removeChild(crystal);
}
});
}
};
game.addChild(feedButton);
var cleanButton = new GameButton('Clean', 0x3498DB);
cleanButton.x = 1024;
cleanButton.y = 2500;
cleanButton.callback = function () {
golem.clean();
};
game.addChild(cleanButton);
var playButton = new GameButton('Play', 0xE74C3C);
playButton.x = 1024 + 200;
playButton.y = 2500;
playButton.callback = function () {
golem.pet();
// Add extra happiness for playing
golem.happiness = Math.min(100, golem.happiness + 5);
};
game.addChild(playButton);
// Floating crystals for ambiance
var floatingCrystals = [];
for (var i = 0; i < 3; i++) {
var floatingCrystal = game.addChild(new Crystal());
floatingCrystal.x = 200 + i * 800;
floatingCrystal.y = 300 + Math.random() * 200;
floatingCrystal.alpha = 0.3;
floatingCrystal.scaleX = 0.5;
floatingCrystal.scaleY = 0.5;
floatingCrystals.push(floatingCrystal);
}
// Game update loop
game.update = function () {
// Update happiness display
var happinessPercent = Math.max(0, golem.happiness);
happinessText.setText('Happiness: ' + Math.round(happinessPercent) + '%');
// Update happiness bar visual
var barWidth = happinessPercent / 100 * 290;
happinessBar.width = barWidth;
// Change bar color based on happiness
if (happinessPercent > 60) {
happinessBar.tint = 0x2ECC71; // Green
} else if (happinessPercent > 30) {
happinessBar.tint = 0xF39C12; // Orange
} else {
happinessBar.tint = 0xE74C3C; // Red
}
// Game over condition
if (golem.happiness <= 0) {
LK.showGameOver();
}
// Idle animations for golem
if (LK.ticks % 600 == 0) {
// Every 10 seconds
// Random idle animation
if (Math.random() < 0.5) {
tween(golem, {
rotation: 0.1
}, {
duration: 1000,
easing: tween.easeInOut
});
tween(golem, {
rotation: 0
}, {
duration: 1000,
easing: tween.easeInOut
});
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,371 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+var Crystal = Container.expand(function () {
+ var self = Container.call(this);
+ var crystalGraphics = self.attachAsset('crystal', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Floating animation
+ self.floatOffset = Math.random() * Math.PI * 2;
+ self.update = function () {
+ self.y += Math.sin(LK.ticks * 0.05 + self.floatOffset) * 0.5;
+ self.rotation += 0.01;
+ };
+ return self;
+});
+var GameButton = Container.expand(function (text, color) {
+ var self = Container.call(this);
+ var buttonBg = self.attachAsset(color === 0x9B59B6 ? 'feedButton' : color === 0x3498DB ? 'cleanButton' : 'playButton', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var buttonText = new Text2(text, {
+ size: 24,
+ fill: 0xFFFFFF
+ });
+ buttonText.anchor.set(0.5, 0.5);
+ self.addChild(buttonText);
+ self.callback = null;
+ self.down = function (x, y, obj) {
+ // Button press animation
+ tween(self, {
+ scaleX: 0.9,
+ scaleY: 0.9
+ }, {
+ duration: 100
+ });
+ tween(self, {
+ scaleX: 1.0,
+ scaleY: 1.0
+ }, {
+ duration: 100
+ });
+ if (self.callback) {
+ self.callback();
+ }
+ };
+ return self;
+});
+var StoneGolem = Container.expand(function () {
+ var self = Container.call(this);
+ // Create golem body
+ var body = self.attachAsset('golem', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Create eyes
+ var leftEye = self.attachAsset('golemEyes', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: -60,
+ y: -80
+ });
+ var rightEye = self.attachAsset('golemEyes', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 60,
+ y: -80
+ });
+ // Create mouth
+ var mouth = self.attachAsset('golemMouth', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 0,
+ y: 0
+ });
+ // Golem properties
+ self.happiness = storage.golemHappiness || 100;
+ self.lastFeedTime = storage.lastFeedTime || Date.now();
+ self.lastCleanTime = storage.lastCleanTime || Date.now();
+ self.mood = 'happy'; // happy, sad, sleepy, excited
+ self.mossSpots = [];
+ // Create initial moss spots
+ self.createMossSpots = function () {
+ for (var i = 0; i < 3; i++) {
+ var mossSpot = self.attachAsset('moss', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: (Math.random() - 0.5) * 300,
+ y: (Math.random() - 0.5) * 400,
+ alpha: 0.7
+ });
+ self.mossSpots.push(mossSpot);
+ }
+ };
+ self.createMossSpots();
+ // React to petting
+ self.pet = function () {
+ // Happy animation
+ tween(self, {
+ scaleX: 1.1,
+ scaleY: 1.1
+ }, {
+ duration: 200,
+ easing: tween.easeOut
+ });
+ tween(self, {
+ scaleX: 1.0,
+ scaleY: 1.0
+ }, {
+ duration: 200,
+ easing: tween.easeIn
+ });
+ // Eyes blink
+ tween(leftEye, {
+ scaleY: 0.1
+ }, {
+ duration: 100
+ });
+ tween(leftEye, {
+ scaleY: 1.0
+ }, {
+ duration: 100
+ });
+ tween(rightEye, {
+ scaleY: 0.1
+ }, {
+ duration: 100
+ });
+ tween(rightEye, {
+ scaleY: 1.0
+ }, {
+ duration: 100
+ });
+ LK.getSound('happy').play();
+ self.happiness = Math.min(100, self.happiness + 2);
+ };
+ // Feed the golem
+ self.feed = function () {
+ if (Date.now() - self.lastFeedTime > 5000) {
+ // Can feed every 5 seconds
+ mouth.scaleX = 1.5;
+ mouth.scaleY = 1.5;
+ tween(mouth, {
+ scaleX: 1.0,
+ scaleY: 1.0
+ }, {
+ duration: 500
+ });
+ // Bounce animation
+ tween(self, {
+ y: self.y - 20
+ }, {
+ duration: 200,
+ easing: tween.easeOut
+ });
+ tween(self, {
+ y: self.y
+ }, {
+ duration: 200,
+ easing: tween.bounceOut
+ });
+ LK.getSound('eat').play();
+ self.happiness = Math.min(100, self.happiness + 15);
+ self.lastFeedTime = Date.now();
+ return true;
+ }
+ return false;
+ };
+ // Clean moss from golem
+ self.clean = function () {
+ if (self.mossSpots.length > 0) {
+ var mossToRemove = self.mossSpots.pop();
+ tween(mossToRemove, {
+ alpha: 0,
+ scaleX: 2,
+ scaleY: 2
+ }, {
+ duration: 300,
+ onFinish: function onFinish() {
+ self.removeChild(mossToRemove);
+ }
+ });
+ LK.getSound('clean').play();
+ self.happiness = Math.min(100, self.happiness + 10);
+ return true;
+ }
+ return false;
+ };
+ // Update mood based on happiness
+ self.updateMood = function () {
+ if (self.happiness > 80) {
+ self.mood = 'happy';
+ body.tint = 0x8B7355; // Normal stone color
+ } else if (self.happiness > 50) {
+ self.mood = 'neutral';
+ body.tint = 0x7A6B4F; // Slightly darker
+ } else if (self.happiness > 20) {
+ self.mood = 'sad';
+ body.tint = 0x695C42; // Darker
+ } else {
+ self.mood = 'very_sad';
+ body.tint = 0x5A4D35; // Very dark
+ }
+ };
+ // Decrease happiness over time
+ self.update = function () {
+ // Decrease happiness slowly over time
+ if (LK.ticks % 300 == 0) {
+ // Every 5 seconds at 60fps
+ self.happiness = Math.max(0, self.happiness - 1);
+ self.updateMood();
+ }
+ // Add moss spots occasionally
+ if (LK.ticks % 1800 == 0 && self.mossSpots.length < 5) {
+ // Every 30 seconds
+ var mossSpot = self.attachAsset('moss', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: (Math.random() - 0.5) * 300,
+ y: (Math.random() - 0.5) * 400,
+ alpha: 0.7
+ });
+ self.mossSpots.push(mossSpot);
+ }
+ // Save state
+ if (LK.ticks % 60 == 0) {
+ // Every second
+ storage.golemHappiness = self.happiness;
+ storage.lastFeedTime = self.lastFeedTime;
+ storage.lastCleanTime = self.lastCleanTime;
+ }
+ };
+ // Touch response
+ self.down = function (x, y, obj) {
+ self.pet();
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x2C3E50
+});
+
+/****
+* Game Code
+****/
+// Create UI elements
+var happinessBg = LK.getAsset('happinessBg', {
+ anchorX: 0.5,
+ anchorY: 0.5
+});
+LK.gui.top.addChild(happinessBg);
+happinessBg.y = 100;
+var happinessBar = LK.getAsset('happinessBar', {
+ anchorX: 0.0,
+ anchorY: 0.5
+});
+happinessBg.addChild(happinessBar);
+happinessBar.x = -145;
+var happinessText = new Text2('Happiness: 100%', {
+ size: 32,
+ fill: 0xFFFFFF
+});
+happinessText.anchor.set(0.5, 0);
+LK.gui.top.addChild(happinessText);
+happinessText.y = 50;
+// Create main golem
+var golem = game.addChild(new StoneGolem());
+golem.x = 1024;
+golem.y = 1200;
+// Create control buttons
+var feedButton = new GameButton('Feed', 0x9B59B6);
+feedButton.x = 1024 - 200;
+feedButton.y = 2500;
+feedButton.callback = function () {
+ if (golem.feed()) {
+ // Create crystal animation
+ var crystal = game.addChild(new Crystal());
+ crystal.x = golem.x;
+ crystal.y = golem.y - 200;
+ tween(crystal, {
+ x: golem.x,
+ y: golem.y
+ }, {
+ duration: 800,
+ easing: tween.easeIn,
+ onFinish: function onFinish() {
+ game.removeChild(crystal);
+ }
+ });
+ }
+};
+game.addChild(feedButton);
+var cleanButton = new GameButton('Clean', 0x3498DB);
+cleanButton.x = 1024;
+cleanButton.y = 2500;
+cleanButton.callback = function () {
+ golem.clean();
+};
+game.addChild(cleanButton);
+var playButton = new GameButton('Play', 0xE74C3C);
+playButton.x = 1024 + 200;
+playButton.y = 2500;
+playButton.callback = function () {
+ golem.pet();
+ // Add extra happiness for playing
+ golem.happiness = Math.min(100, golem.happiness + 5);
+};
+game.addChild(playButton);
+// Floating crystals for ambiance
+var floatingCrystals = [];
+for (var i = 0; i < 3; i++) {
+ var floatingCrystal = game.addChild(new Crystal());
+ floatingCrystal.x = 200 + i * 800;
+ floatingCrystal.y = 300 + Math.random() * 200;
+ floatingCrystal.alpha = 0.3;
+ floatingCrystal.scaleX = 0.5;
+ floatingCrystal.scaleY = 0.5;
+ floatingCrystals.push(floatingCrystal);
+}
+// Game update loop
+game.update = function () {
+ // Update happiness display
+ var happinessPercent = Math.max(0, golem.happiness);
+ happinessText.setText('Happiness: ' + Math.round(happinessPercent) + '%');
+ // Update happiness bar visual
+ var barWidth = happinessPercent / 100 * 290;
+ happinessBar.width = barWidth;
+ // Change bar color based on happiness
+ if (happinessPercent > 60) {
+ happinessBar.tint = 0x2ECC71; // Green
+ } else if (happinessPercent > 30) {
+ happinessBar.tint = 0xF39C12; // Orange
+ } else {
+ happinessBar.tint = 0xE74C3C; // Red
+ }
+ // Game over condition
+ if (golem.happiness <= 0) {
+ LK.showGameOver();
+ }
+ // Idle animations for golem
+ if (LK.ticks % 600 == 0) {
+ // Every 10 seconds
+ // Random idle animation
+ if (Math.random() < 0.5) {
+ tween(golem, {
+ rotation: 0.1
+ }, {
+ duration: 1000,
+ easing: tween.easeInOut
+ });
+ tween(golem, {
+ rotation: 0
+ }, {
+ duration: 1000,
+ easing: tween.easeInOut
+ });
+ }
+ }
+};
\ No newline at end of file
una roca regtangular en 2d de color gris claro. In-Game asset. 2d. High contrast. No shadows
una pelota de tenis naranja. In-Game asset. 2d. High contrast. No shadows
gota de agua en 2d. In-Game asset. 2d. High contrast. No shadows
cristal morado cubico 2d. In-Game asset. 2d. High contrast. No shadows
pajaro de flappy bird 2d. In-Game asset. 2d. High contrast. No shadows
tubo de flappy bird. In-Game asset. 2d. High contrast. No shadows
moneda de flappy bird. In-Game asset. 2d. High contrast. No shadows
sombrero de mago de color azul 2d. In-Game asset. 2d. High contrast. No shadows
sombrero de mafioso de color rojo. In-Game asset. 2d. High contrast. No shadows
sombrero de vaquero de color naranja. In-Game asset. 2d. High contrast. No shadows
sombrero de hojas de color verde 2d. In-Game asset. 2d. High contrast. No shadows
bread 2d. In-Game asset. 2d. High contrast. No shadows
apple 2d. In-Game asset. 2d. High contrast. No shadows
chesse 2d. In-Game asset. 2d. High contrast. No shadows
red X. In-Game asset. 2d. High contrast. No shadows
green mold stain 2d. In-Game asset. 2d. High contrast. No shadows
moño. In-Game asset. 2d. High contrast. No shadows
moño negro elegante 2d. In-Game asset. 2d. High contrast. No shadows
moño azul 2d. In-Game asset. 2d. High contrast. No shadows
speechbubble. In-Game asset. 2d. High contrast. No shadows