User prompt
oyun daha canlı olsun
User prompt
oyun daha canlı ve hareketli olsun
User prompt
arka ilerledikce arka pilanda ilerlesin ve farklı gezegenler cıksın
User prompt
arka pilan siyah olsun
User prompt
arka pilan uzay olsun
User prompt
arka pilanı hareket len dir
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < backgroundPlanets.length; i++) {' Line Number: 175
User prompt
arka pilan uzay olsun ve arkada gezegenler olsun
User prompt
arka pilanı kaldır
User prompt
arkadaki dikenli topları kaldır
User prompt
arka pilanı degistir
User prompt
son ekledigin seyi kaldır
User prompt
grafikleri geliştir
User prompt
oyunu daha canlı yap
User prompt
ARKA PİLANI UZAY YAP VE ARKADA BAZEN GEZEGENLER GÖZÜKSÜN
User prompt
BULUTLARI GERİ EKLE
User prompt
oyunu sıfırla
User prompt
oyunu 4k yap
User prompt
oyunun kalitesini arrtır
User prompt
oyunun kalitesini arttır
Code edit (1 edits merged)
Please save this source code
User prompt
Nyan Cat Sky Dash
User prompt
ana karakter nyan cat olsun
Initial prompt
bana flapy bird gibi bir oyun yap
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Nyan Cat class var NyanCat = Container.expand(function () { var self = Container.call(this); // Rainbow trail (visual only, not collidable) var rainbow = self.attachAsset('rainbow', { anchorX: 1, anchorY: 0.5, x: -90, y: 0, scaleY: 1.2 }); // Add a soft highlight to rainbow for polish rainbow.alpha = 0.92; rainbow.tint = 0xffe0fa; // Nyan Cat sprite var cat = self.attachAsset('nyanCat', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); // Add a soft shadow to Nyan Cat for depth cat.alpha = 1; cat.tint = 0xffffff; self.catShadow = LK.getAsset('nyanCat', { anchorX: 0.5, anchorY: 0.5, x: 8, y: 18 }); self.catShadow.alpha = 0.22; self.catShadow.tint = 0x000000; self.addChildAt(self.catShadow, 0); // For collision, use the cat's bounds (not rainbow) self.getCollisionBounds = function () { return { x: self.x - cat.width / 2, y: self.y - cat.height / 2, width: cat.width, height: cat.height }; }; // Flash effect on hit self.flash = function () { tween(cat, { alpha: 0.3 }, { duration: 80, onFinish: function onFinish() { tween(cat, { alpha: 1 }, { duration: 120 }); } }); }; // Rainbow parallax movement for quality polish self.update = function () { // Rainbow trail parallax: slight horizontal movement for visual polish rainbow.x = -90 + Math.sin(LK.ticks * 0.12) * 12; // Bobbing handled in main update }; return self; }); // Obstacle class (cloud or star) var Obstacle = Container.expand(function () { var self = Container.call(this); // Randomly choose cloud or star var isStar = Math.random() < 0.4; var assetId = isStar ? 'star' : 'cloud'; var asset = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Add soft shadow for depth self.shadow = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, x: 10, y: 18 }); self.shadow.alpha = 0.18; self.shadow.tint = 0x000000; self.addChildAt(self.shadow, 0); self.isStar = isStar; // For collision self.getCollisionBounds = function () { return { x: self.x - asset.width / 2, y: self.y - asset.height / 2, width: asset.width, height: asset.height }; }; // Speed will be set on spawn self.speed = 0; self.update = function () { self.x -= self.speed; }; return self; }); // Treat class (collectible) var Treat = Container.expand(function () { var self = Container.call(this); var treat = self.attachAsset('treat', { anchorX: 0.5, anchorY: 0.5 }); // Add soft shadow for treat self.shadow = self.attachAsset('treat', { anchorX: 0.5, anchorY: 0.5, x: 10, y: 18 }); self.shadow.alpha = 0.18; self.shadow.tint = 0x000000; self.addChildAt(self.shadow, 0); // For collision self.getCollisionBounds = function () { return { x: self.x - treat.width / 2, y: self.y - treat.height / 2, width: treat.width, height: treat.height }; }; // Speed will be set on spawn self.speed = 0; self.update = function () { self.x -= self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ // No title, no description // Always backgroundColor is black backgroundColor: 0x000000 }); /**** * Game Code ****/ // Planet assets for background planets (variety of colors/sizes) // Starfield background var starfieldStars = []; var STARFIELD_STAR_COUNT = 32; for (var s = 0; s < STARFIELD_STAR_COUNT; s++) { var star = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5, scaleX: Math.random() * 0.5 + 0.2, scaleY: Math.random() * 0.5 + 0.2, alpha: Math.random() * 0.5 + 0.2, x: Math.random() * 3840, y: Math.random() * 2160 }); star.zIndex = -1000; // ensure behind everything game.addChild(star); star.speed = Math.random() * 0.7 + 0.2; starfieldStars.push(star); } // Animated background clouds for more lively scene var bgClouds = []; var BG_CLOUD_COUNT = 7; for (var c = 0; c < BG_CLOUD_COUNT; c++) { var cloud = LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7 + Math.random() * 0.7, scaleY: 0.7 + Math.random() * 0.7, alpha: 0.18 + Math.random() * 0.13, x: Math.random() * 3840, y: 180 + Math.random() * (2160 - 360) }); cloud.zIndex = -950; // behind planets, in front of stars cloud.speed = 0.5 + Math.random() * 0.7; game.addChild(cloud); bgClouds.push(cloud); } // Planets background system var planetTypes = [{ id: 'planetBlue', minScale: 0.7, maxScale: 1.1, alpha: 0.38 }, { id: 'planetRed', minScale: 0.6, maxScale: 1.0, alpha: 0.32 }, { id: 'planetGreen', minScale: 0.5, maxScale: 0.9, alpha: 0.28 }, { id: 'planetYellow', minScale: 0.4, maxScale: 0.7, alpha: 0.22 }, { id: 'planetPurple', minScale: 0.6, maxScale: 1.0, alpha: 0.30 }]; var planets = []; var PLANET_COUNT = 3; for (var p = 0; p < PLANET_COUNT; p++) { var type = planetTypes[Math.floor(Math.random() * planetTypes.length)]; var scale = type.minScale + Math.random() * (type.maxScale - type.minScale); var planet = LK.getAsset(type.id, { anchorX: 0.5, anchorY: 0.5, scaleX: scale, scaleY: scale, alpha: type.alpha, x: Math.random() * 3840, y: Math.random() * 2160 }); planet.zIndex = -900; // behind everything except stars planet.speed = 0.7 + Math.random() * 0.7; // slower than stars planet._planetType = type; game.addChild(planet); planets.push(planet); } // Timer for planet respawn var planetRespawnTimer = 0; // Music // Sound effects // Rainbow trail // Treat (pop tart) // Obstacle (star) // Obstacle (cloud) // Nyan Cat (main character) // Game area margins var GAME_TOP = 0; var GAME_BOTTOM = 2160; var GAME_LEFT = 0; var GAME_RIGHT = 3840; // Avoid top left 100x100 for menu var SAFE_TOP = 120; // Main character var nyanCat = new NyanCat(); game.addChild(nyanCat); // Center Nyan Cat horizontally, place at 60% height nyanCat.x = 3840 * 0.25; nyanCat.y = 2160 * 0.6; var nyanCatBaseY = nyanCat.y; // Score display var scoreTxt = new Text2('0', { size: 220, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Arrays for obstacles and treats var obstacles = []; var treats = []; // Difficulty parameters var baseSpeed = 12; var speed = baseSpeed; var spawnInterval = 70; // ticks between spawns var treatInterval = 110; // ticks between treat spawns var minSpawnInterval = 30; var maxSpeed = 32; // Dragging var dragNode = null; // Last collision state var lastHit = false; // Play music LK.playMusic('nyanMusic'); // Helper: collision check (AABB) function isColliding(a, b) { var ab = a.getCollisionBounds(); var bb = b.getCollisionBounds(); return ab.x < bb.x + bb.width && ab.x + ab.width > bb.x && ab.y < bb.y + bb.height && ab.y + ab.height > bb.y; } // Move handler (drag Nyan Cat) function handleMove(x, y, obj) { if (dragNode) { // Clamp to game area, avoid top left 100x100 var cat = dragNode; var bounds = cat.getCollisionBounds(); var halfW = bounds.width / 2; var halfH = bounds.height / 2; var minX = GAME_LEFT + halfW; var maxX = GAME_RIGHT - halfW; var minY = Math.max(GAME_TOP + halfH, SAFE_TOP + halfH); var maxY = GAME_BOTTOM - halfH; cat.x = Math.max(minX, Math.min(maxX, x)); cat.y = Math.max(minY, Math.min(maxY, y)); } } game.move = handleMove; game.down = function (x, y, obj) { // Only allow drag if touch is on Nyan Cat var bounds = nyanCat.getCollisionBounds(); if (x >= bounds.x && x <= bounds.x + bounds.width && y >= bounds.y && y <= bounds.y + bounds.height) { dragNode = nyanCat; handleMove(x, y, obj); } }; game.up = function (x, y, obj) { dragNode = null; }; // Game update loop game.update = function () { // Animate starfield for (var s = 0; s < starfieldStars.length; s++) { var star = starfieldStars[s]; star.x -= star.speed; // Twinkle: animate alpha for twinkling effect star.alpha = 0.25 + Math.abs(Math.sin(LK.ticks * 0.01 + s)) * 0.55; // Add subtle color cycling for richer starfield if (s % 3 === 0) { star.tint = 0x99ccff + Math.floor(Math.sin(LK.ticks * 0.01 + s) * 0x22); } else if (s % 3 === 1) { star.tint = 0xffeedd + Math.floor(Math.cos(LK.ticks * 0.012 + s) * 0x22); } else { star.tint = 0xffffff; } // Add a soft glow effect by pulsing scale star.scaleX = star.scaleY = star.scaleX + Math.abs(Math.sin(LK.ticks * 0.02 + s)) * 0.08; // Reset if off screen if (star.x < -100) { star.x = 3840 + 100; star.y = Math.random() * 2160; star.alpha = Math.random() * 0.5 + 0.2; star.scaleX = star.scaleY = Math.random() * 0.5 + 0.2; star.tint = 0xffffff; } } // Animate background clouds for lively sky for (var c = 0; c < bgClouds.length; c++) { var cloud = bgClouds[c]; cloud.x -= cloud.speed; // Gentle vertical floating for more life cloud.y += Math.sin(LK.ticks * 0.008 + c) * 0.18; if (cloud.x < -cloud.width * cloud.scaleX) { cloud.x = 3840 + cloud.width * cloud.scaleX + Math.random() * 200; cloud.y = 180 + Math.random() * (2160 - 360); cloud.scaleX = cloud.scaleY = 0.7 + Math.random() * 0.7; cloud.alpha = 0.18 + Math.random() * 0.13; cloud.speed = 0.5 + Math.random() * 0.7; } } // Animate planets (move left, respawn if off screen, occasionally spawn new) for (var p = 0; p < planets.length; p++) { var planet = planets[p]; planet.x -= planet.speed; // Subtle slow rotation for visual polish planet.rotation += 0.0007 + Math.random() * 0.0005; // Add animated glow and color cycling for vibrancy var glowPulse = 0.98 + Math.abs(Math.sin(LK.ticks * 0.008 + p)) * 0.13; planet.scaleX = planet.scaleY = (planet._planetType ? planet._planetType.minScale + Math.random() * (planet._planetType.maxScale - planet._planetType.minScale) : 1) * glowPulse; if (planet._planetType && planet._planetType.id === 'planetBlue') { planet.tint = 0x7ecbff + Math.floor(Math.sin(LK.ticks * 0.01 + p) * 0x22); } else if (planet._planetType && planet._planetType.id === 'planetRed') { planet.tint = 0xffb3b3 + Math.floor(Math.cos(LK.ticks * 0.012 + p) * 0x22); } else if (planet._planetType && planet._planetType.id === 'planetGreen') { planet.tint = 0xbaffc9 + Math.floor(Math.sin(LK.ticks * 0.013 + p) * 0x22); } else if (planet._planetType && planet._planetType.id === 'planetYellow') { planet.tint = 0xfff7b2 + Math.floor(Math.cos(LK.ticks * 0.014 + p) * 0x22); } else if (planet._planetType && planet._planetType.id === 'planetPurple') { planet.tint = 0xe0b3ff + Math.floor(Math.sin(LK.ticks * 0.015 + p) * 0x22); } else { planet.tint = 0xffffff; } if (planet.x < -planet.width * planet.scaleX) { // Remove and respawn later planet.visible = false; planet._respawnTick = LK.ticks + 600 + Math.floor(Math.random() * 1200); } } // Respawn planets if their timer is up, and randomly show a new one every ~7-12 seconds for (var p = 0; p < planets.length; p++) { var planet = planets[p]; if (!planet.visible && planet._respawnTick && LK.ticks > planet._respawnTick) { // Pick new type and scale var type = planetTypes[Math.floor(Math.random() * planetTypes.length)]; var scale = type.minScale + Math.random() * (type.maxScale - type.minScale); planet.texture = LK.getAsset(type.id, { anchorX: 0.5, anchorY: 0.5 }).texture; planet.scaleX = scale; planet.scaleY = scale; planet.alpha = type.alpha; planet.x = 3840 + planet.width * scale + Math.random() * 400; planet.y = 300 + Math.random() * (2160 - 600); planet.speed = 0.7 + Math.random() * 0.7; planet.rotation = Math.random() * Math.PI * 2; planet.visible = true; planet._planetType = type; planet._respawnTick = null; } } // Increase difficulty over time if (LK.ticks % 180 === 0 && speed < maxSpeed) { speed += 1.2; spawnInterval = Math.max(minSpawnInterval, spawnInterval - 4); } // Spawn obstacles if (LK.ticks % spawnInterval === 0) { var obs = new Obstacle(); obs.speed = speed; // Random Y, avoid top 100px var asset = obs.children[0]; var minY = SAFE_TOP + asset.height / 2; var maxY = GAME_BOTTOM - asset.height / 2; obs.x = GAME_RIGHT + asset.width / 2 + 10; obs.y = Math.random() * (maxY - minY) + minY; obstacles.push(obs); game.addChild(obs); } // Spawn treats if (LK.ticks % treatInterval === 0) { var treat = new Treat(); treat.speed = speed * 0.95; var asset = treat.children[0]; var minY = SAFE_TOP + asset.height / 2; var maxY = GAME_BOTTOM - asset.height / 2; treat.x = GAME_RIGHT + asset.width / 2 + 10; treat.y = Math.random() * (maxY - minY) + minY; treats.push(treat); game.addChild(treat); } // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.update(); // Remove if off screen if (obs.x < -300) { obs.destroy(); obstacles.splice(i, 1); continue; } // Collision with Nyan Cat var hit = isColliding(obs, nyanCat); if (hit && !lastHit) { // Flash, play sound, game over nyanCat.flash(); LK.getSound('hit').play(); LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); lastHit = true; break; // Stop further checks } } // Update treats for (var j = treats.length - 1; j >= 0; j--) { var treat = treats[j]; treat.update(); // Remove if off screen if (treat.x < -200) { treat.destroy(); treats.splice(j, 1); continue; } // Collision with Nyan Cat if (isColliding(treat, nyanCat)) { LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); LK.getSound('collect').play(); // Animate treat tween(treat, { scaleX: 2.1, scaleY: 2.1, alpha: 0 }, { duration: 220, ease: "outBack", onFinish: function onFinish() { // Sparkle burst effect for (var sp = 0; sp < 7; sp++) { var sparkle = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3 + Math.random() * 0.2, scaleY: 0.3 + Math.random() * 0.2, alpha: 0.8, x: treat.x, y: treat.y }); game.addChild(sparkle); var angle = Math.PI * 2 * (sp / 7) + Math.random() * 0.3; var dist = 120 + Math.random() * 60; tween(sparkle, { x: treat.x + Math.cos(angle) * dist, y: treat.y + Math.sin(angle) * dist, alpha: 0 }, { duration: 320 + Math.random() * 120, onFinish: function (sparkle) { return function () { sparkle.destroy(); }; }(sparkle) }); // Sparkle twinkle for extra lively effect tween(sparkle, { scaleX: sparkle.scaleX * 1.7, scaleY: sparkle.scaleY * 1.7, alpha: 0.95 }, { duration: 80 + Math.random() * 60, yoyo: true, repeat: 1 }); } treat.destroy(); } }); treats.splice(j, 1); continue; } } // Nyan Cat idle bobbing and lively animation if (!dragNode) { nyanCat.y = nyanCatBaseY + Math.sin(LK.ticks * 0.08) * 22; // Subtle rotation and scale for lively effect if (nyanCat.children && nyanCat.children.length > 1) { var catSprite = nyanCat.children[1]; catSprite.rotation = Math.sin(LK.ticks * 0.07) * 0.08; catSprite.scaleX = 1 + Math.sin(LK.ticks * 0.11) * 0.04; catSprite.scaleY = 1 + Math.cos(LK.ticks * 0.13) * 0.04; } } // Reset lastHit if not colliding if (!obstacles.some(function (obs) { return isColliding(obs, nyanCat); })) { lastHit = false; } }; // Reset score and all game state on game start LK.setScore(0); scoreTxt.setText('0'); // Remove all obstacles and treats from game for (var i = 0; i < obstacles.length; i++) { obstacles[i].destroy(); } obstacles = []; for (var j = 0; j < treats.length; j++) { treats[j].destroy(); } treats = []; // Reset Nyan Cat position and base Y nyanCat.x = 3840 * 0.25; nyanCat.y = 2160 * 0.6; nyanCatBaseY = nyanCat.y; // Reset difficulty speed = baseSpeed; spawnInterval = 70; treatInterval = 110; // Reset drag and collision state dragNode = null; lastHit = false;
===================================================================
--- original.js
+++ change.js
@@ -16,15 +16,30 @@
x: -90,
y: 0,
scaleY: 1.2
});
+ // Add a soft highlight to rainbow for polish
+ rainbow.alpha = 0.92;
+ rainbow.tint = 0xffe0fa;
// Nyan Cat sprite
var cat = self.attachAsset('nyanCat', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0
});
+ // Add a soft shadow to Nyan Cat for depth
+ cat.alpha = 1;
+ cat.tint = 0xffffff;
+ self.catShadow = LK.getAsset('nyanCat', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 8,
+ y: 18
+ });
+ self.catShadow.alpha = 0.22;
+ self.catShadow.tint = 0x000000;
+ self.addChildAt(self.catShadow, 0);
// For collision, use the cat's bounds (not rainbow)
self.getCollisionBounds = function () {
return {
x: self.x - cat.width / 2,
@@ -65,8 +80,18 @@
var asset = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
+ // Add soft shadow for depth
+ self.shadow = self.attachAsset(assetId, {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 10,
+ y: 18
+ });
+ self.shadow.alpha = 0.18;
+ self.shadow.tint = 0x000000;
+ self.addChildAt(self.shadow, 0);
self.isStar = isStar;
// For collision
self.getCollisionBounds = function () {
return {
@@ -89,8 +114,18 @@
var treat = self.attachAsset('treat', {
anchorX: 0.5,
anchorY: 0.5
});
+ // Add soft shadow for treat
+ self.shadow = self.attachAsset('treat', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 10,
+ y: 18
+ });
+ self.shadow.alpha = 0.18;
+ self.shadow.tint = 0x000000;
+ self.addChildAt(self.shadow, 0);
// For collision
self.getCollisionBounds = function () {
return {
x: self.x - treat.width / 2,
@@ -118,10 +153,10 @@
/****
* Game Code
****/
-// Starfield background
// Planet assets for background planets (variety of colors/sizes)
+// Starfield background
var starfieldStars = [];
var STARFIELD_STAR_COUNT = 32;
for (var s = 0; s < STARFIELD_STAR_COUNT; s++) {
var star = LK.getAsset('star', {
@@ -290,13 +325,25 @@
var star = starfieldStars[s];
star.x -= star.speed;
// Twinkle: animate alpha for twinkling effect
star.alpha = 0.25 + Math.abs(Math.sin(LK.ticks * 0.01 + s)) * 0.55;
+ // Add subtle color cycling for richer starfield
+ if (s % 3 === 0) {
+ star.tint = 0x99ccff + Math.floor(Math.sin(LK.ticks * 0.01 + s) * 0x22);
+ } else if (s % 3 === 1) {
+ star.tint = 0xffeedd + Math.floor(Math.cos(LK.ticks * 0.012 + s) * 0x22);
+ } else {
+ star.tint = 0xffffff;
+ }
+ // Add a soft glow effect by pulsing scale
+ star.scaleX = star.scaleY = star.scaleX + Math.abs(Math.sin(LK.ticks * 0.02 + s)) * 0.08;
+ // Reset if off screen
if (star.x < -100) {
star.x = 3840 + 100;
star.y = Math.random() * 2160;
star.alpha = Math.random() * 0.5 + 0.2;
star.scaleX = star.scaleY = Math.random() * 0.5 + 0.2;
+ star.tint = 0xffffff;
}
}
// Animate background clouds for lively sky
for (var c = 0; c < bgClouds.length; c++) {
@@ -317,8 +364,24 @@
var planet = planets[p];
planet.x -= planet.speed;
// Subtle slow rotation for visual polish
planet.rotation += 0.0007 + Math.random() * 0.0005;
+ // Add animated glow and color cycling for vibrancy
+ var glowPulse = 0.98 + Math.abs(Math.sin(LK.ticks * 0.008 + p)) * 0.13;
+ planet.scaleX = planet.scaleY = (planet._planetType ? planet._planetType.minScale + Math.random() * (planet._planetType.maxScale - planet._planetType.minScale) : 1) * glowPulse;
+ if (planet._planetType && planet._planetType.id === 'planetBlue') {
+ planet.tint = 0x7ecbff + Math.floor(Math.sin(LK.ticks * 0.01 + p) * 0x22);
+ } else if (planet._planetType && planet._planetType.id === 'planetRed') {
+ planet.tint = 0xffb3b3 + Math.floor(Math.cos(LK.ticks * 0.012 + p) * 0x22);
+ } else if (planet._planetType && planet._planetType.id === 'planetGreen') {
+ planet.tint = 0xbaffc9 + Math.floor(Math.sin(LK.ticks * 0.013 + p) * 0x22);
+ } else if (planet._planetType && planet._planetType.id === 'planetYellow') {
+ planet.tint = 0xfff7b2 + Math.floor(Math.cos(LK.ticks * 0.014 + p) * 0x22);
+ } else if (planet._planetType && planet._planetType.id === 'planetPurple') {
+ planet.tint = 0xe0b3ff + Math.floor(Math.sin(LK.ticks * 0.015 + p) * 0x22);
+ } else {
+ planet.tint = 0xffffff;
+ }
if (planet.x < -planet.width * planet.scaleX) {
// Remove and respawn later
planet.visible = false;
planet._respawnTick = LK.ticks + 600 + Math.floor(Math.random() * 1200);
NYAN CAT. In-Game asset. 2d. High contrast. No shadows
DİKENLİ TOP. In-Game asset. 2d. High contrast. No shadows
TAŞ. In-Game asset. 2d. High contrast. No shadows
kurabiye. In-Game asset. 2d. High contrast. No shadows
satürn. In-Game asset. 2d. High contrast. No shadows
neptün. In-Game asset. 2d. High contrast. No shadows