User prompt
Make it so that there is a day and night cycle! All herbivores will go in a sleep state at night! Make the day and night last 1 min
User prompt
Make it so the background is green
User prompt
Make it so the plant no longer places a seed when placed
User prompt
Please fix the bug: 'null is not an object (evaluating 't.length')' in or related to this line: 'var mapBorder = LK.getAsset(null, {' Line Number: 1190
User prompt
Make it so the background is no longer a plant
User prompt
Make a custom texture for the egg
User prompt
Make it so after the herbivore eats 4 plants its 100% garentee they will lay an egg
User prompt
Make it a bit more common for eggs to spawn after a herbivore eats a plant
User prompt
Make it so after eating a plants there is a VERY small chance it will run away and lay an egg! After a bit the egg hatches into a herbivore
User prompt
Make it so carnivores ignore pollinators
User prompt
Make the background green
User prompt
make it so herbivores no longer drop seeds
User prompt
make it so that carnivores will also chase pollinators and pollinatiors will run
User prompt
change the pollinitor ui to say pollinator and change the icon into the pollinator
User prompt
make a new thing you can place called pollinators that go to a plant and after touching the plant they go in a random direction and place the seed after they stop moving and then they will look for another plant
User prompt
make the seeds brown
User prompt
make it so that the seed spawning is a bit more common
User prompt
make it so that they spawn seeds arndomly around the map
User prompt
make it so that after you place a plant there is a chance a seed will spawn randomly and the seed will grow into a plant and without any plants the seeds stop spawning
User prompt
make it so that after a herbivore exits a sleeping state they will enter a wandering state ignoring plants and after 10 seconds they will enter a hungry state
User prompt
make it so that after the herbivore eats a plant and after a bit they will drop a seed and after 10 seconds the seed will turn into a plant
User prompt
make it so that after the herbivore exits a sleeping state they will drop a seed and after 10 seconds the seed will turn into a plant
User prompt
make it so that if a herbivore thats in a sleeping state is approached by a carnivore there is a 50/50 chance they will wake up and run away
User prompt
make it so that herbivores have a hungry state and after eating a plant they will enter a sleepy state and sleep for 10 seconds
User prompt
make it so that the carnivore starts with a hungry state
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Carnivore class var Carnivore = Container.expand(function () { var self = Container.call(this); var carnAsset = self.attachAsset('carnivore', { anchorX: 0.5, anchorY: 0.5 }); self.target = null; self.speed = 1.5 + Math.random() * 1.2; self.eaten = false; self._chaseTime = 0; // How long we've been chasing a herbivore self._tired = false; // Are we tired? self._tiredTimer = 0; // How long left to rest // --- State management for wandering/hungry --- self.state = "hungry"; // "wandering" or "hungry" self._eatCooldown = 0; // frames left in wandering after eating self.update = function () { if (self.eaten) return; // Handle tired state if (self._tired) { self._tiredTimer--; if (self._tiredTimer <= 0) { self._tired = false; self._chaseTime = 0; } // While tired, don't chase or wander, just stand still return; } // Handle eat cooldown (wandering after eating) if (self._eatCooldown > 0) { self._eatCooldown--; if (self._eatCooldown === 0) { self.state = "hungry"; } } // State: wandering (ignore prey) if (self.state === "wandering") { self.target = null; // Don't chase // --- Random wandering when not chasing herbivores --- if (!self._wanderTimer || self._wanderTimer <= 0) { var angle = Math.random() * Math.PI * 2; self._wanderAngle = angle; self._wanderTimer = 60 + Math.floor(Math.random() * 60); } if (typeof self._wanderAngle === "number") { self.x += Math.cos(self._wanderAngle) * self.speed * 0.5; self.y += Math.sin(self._wanderAngle) * self.speed * 0.5; self._wanderTimer--; // Keep inside map bounds (strictly) var minX = 124 + 60; var maxX = 124 + 1800 - 60; var minY = paletteY + 320 + 60; var maxY = paletteY + 320 + 2000 - 60; if (self.x < minX) self.x = minX; if (self.x > maxX) self.x = maxX; if (self.y < minY) self.y = minY; if (self.y > maxY) self.y = maxY; } self._chaseTime = 0; // Not chasing, reset chase timer return; } // State: hungry (look for prey) if (self.state === "hungry") { // Find nearest herbivore if not already targeting if (!self.target || self.target.eaten) { var minDist = 999999, closest = null; for (var i = 0; i < herbivores.length; i++) { var h = herbivores[i]; if (h.eaten) continue; var dx = h.x - self.x, dy = h.y - self.y; var dist = dx * dx + dy * dy; if (dist < minDist) { minDist = dist; closest = h; } } self.target = closest; } // --- Random wandering when not chasing herbivores --- if ((!self.target || self.target.eaten) && (!self._wanderTimer || self._wanderTimer <= 0)) { var angle = Math.random() * Math.PI * 2; self._wanderAngle = angle; self._wanderTimer = 60 + Math.floor(Math.random() * 60); } if (!self.target || self.target.eaten) { if (typeof self._wanderAngle === "number") { self.x += Math.cos(self._wanderAngle) * self.speed * 0.5; self.y += Math.sin(self._wanderAngle) * self.speed * 0.5; self._wanderTimer--; var minX = 124 + 60; var maxX = 124 + 1800 - 60; var minY = paletteY + 320 + 60; var maxY = paletteY + 320 + 2000 - 60; if (self.x < minX) self.x = minX; if (self.x > maxX) self.x = maxX; if (self.y < minY) self.y = minY; if (self.y > maxY) self.y = maxY; } self._chaseTime = 0; // Not chasing, reset chase timer } // Move toward target herbivore if (self.target && !self.target.eaten) { var dx = self.target.x - self.x; var dy = self.target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 1) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } // Track how long we've been chasing self._chaseTime++; // If we've been chasing for more than 6 seconds (360 frames), get tired if (self._chaseTime > 360) { self._tired = true; self._tiredTimer = 600; // 10 seconds at 60fps self._chaseTime = 0; return; } // Eat herbivore if close enough if (dist < 60 && !self.target.eaten) { self.target.die(); self.target = null; self._chaseTime = 0; // Reset chase timer after eating // Animate carnivore "eating" tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 120, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 120, easing: tween.easeIn }); } }); // After eating, enter wandering state for 1 minute (3600 frames) self.state = "wandering"; self._eatCooldown = 3600; } } } // end hungry state }; // Carnivores are not eaten in this MVP return self; }); // Herbivore class var Herbivore = Container.expand(function () { var self = Container.call(this); var herbAsset = self.attachAsset('herbivore', { anchorX: 0.5, anchorY: 0.5 }); self.target = null; self.speed = 1.2 + Math.random() * 1.0; self.eaten = false; // --- State management for hungry/sleepy --- self.state = "hungry"; // "hungry" or "sleepy" self._sleepTimer = 0; // frames left in sleepy state self.update = function () { if (self.eaten) return; // Handle sleepy state if (self.state === "sleepy") { // Check for nearby carnivore and possibly wake up var nearestCarn = null; var minCarnDist = 999999; for (var ci = 0; ci < carnivores.length; ci++) { var carn = carnivores[ci]; if (carn.eaten) continue; var cdx = carn.x - self.x; var cdy = carn.y - self.y; var cdist = cdx * cdx + cdy * cdy; if (cdist < minCarnDist) { minCarnDist = cdist; nearestCarn = carn; } } // If carnivore is within 300px, 50% chance to wake up and run away if (nearestCarn && Math.sqrt(minCarnDist) < 300) { // Only try to wake up once per frame if still sleepy if (!self._triedWakeThisFrame) { self._triedWakeThisFrame = true; if (Math.random() < 0.5) { // Wake up and run away from carnivore self.state = "hungry"; // Move away from carnivore immediately var dx = self.x - nearestCarn.x; var dy = self.y - nearestCarn.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 1) { // Move a burst away (3x speed for one frame) self.x += dx / dist * (self.speed * 3); self.y += dy / dist * (self.speed * 3); } // Clamp to map area var minX = 124 + 60; var maxX = 124 + 1800 - 60; var minY = paletteY + 320 + 60; var maxY = paletteY + 320 + 2000 - 60; if (self.x < minX) self.x = minX; if (self.x > maxX) self.x = maxX; if (self.y < minY) self.y = minY; if (self.y > maxY) self.y = maxY; // Don't continue sleeping return; } } } else { self._triedWakeThisFrame = false; } self._sleepTimer--; if (self._sleepTimer <= 0) { self.state = "wandering"; self._wanderAfterSleepTimer = 600; // 10 seconds at 60fps } // While sleepy, don't move or seek food return; } // Wandering state after sleep: ignore plants, just wander for 10s, then become hungry if (self.state === "wandering") { if (typeof self._wanderAfterSleepTimer === "undefined") self._wanderAfterSleepTimer = 600; self._wanderAfterSleepTimer--; // --- Random wandering --- if (!self._wanderTimer || self._wanderTimer <= 0) { var angle = Math.random() * Math.PI * 2; self._wanderAngle = angle; self._wanderTimer = 60 + Math.floor(Math.random() * 60); } if (typeof self._wanderAngle === "number") { self.x += Math.cos(self._wanderAngle) * self.speed * 0.5; self.y += Math.sin(self._wanderAngle) * self.speed * 0.5; self._wanderTimer--; // Keep inside map bounds (strictly) var minX = 124 + 60; var maxX = 124 + 1800 - 60; var minY = paletteY + 320 + 60; var maxY = paletteY + 320 + 2000 - 60; if (self.x < minX) self.x = minX; if (self.x > maxX) self.x = maxX; if (self.y < minY) self.y = minY; if (self.y > maxY) self.y = maxY; } if (self._wanderAfterSleepTimer <= 0) { self.state = "hungry"; } return; } // Only seek food if hungry if (self.state === "hungry") { // Find nearest plant if not already targeting if (!self.target || self.target.eaten) { var minDist = 999999, closest = null; for (var i = 0; i < plants.length; i++) { var p = plants[i]; if (p.eaten) continue; var dx = p.x - self.x, dy = p.y - self.y; var dist = dx * dx + dy * dy; if (dist < minDist) { minDist = dist; closest = p; } } self.target = closest; } // Check for nearest carnivore var nearestCarn = null; var minCarnDist = 999999; for (var ci = 0; ci < carnivores.length; ci++) { var carn = carnivores[ci]; if (carn.eaten) continue; var cdx = carn.x - self.x; var cdy = carn.y - self.y; var cdist = cdx * cdx + cdy * cdy; if (cdist < minCarnDist) { minCarnDist = cdist; nearestCarn = carn; } } var carnivoreTooClose = false; var carnDist = 0; var runAwayDX = 0, runAwayDY = 0; if (nearestCarn) { carnDist = Math.sqrt((nearestCarn.x - self.x) * (nearestCarn.x - self.x) + (nearestCarn.y - self.y) * (nearestCarn.y - self.y)); if (carnDist < 300) { // If carnivore is within 300px, run away carnivoreTooClose = true; runAwayDX = self.x - nearestCarn.x; runAwayDY = self.y - nearestCarn.y; } } if (carnivoreTooClose && carnDist > 1) { // Run away from carnivore self.x += runAwayDX / carnDist * (self.speed * 1.5); self.y += runAwayDY / carnDist * (self.speed * 1.5); } else { // --- Random wandering when not chasing plant --- if ((!self.target || self.target.eaten) && (!self._wanderTimer || self._wanderTimer <= 0)) { // Pick a new random direction every 60-120 frames var angle = Math.random() * Math.PI * 2; self._wanderAngle = angle; self._wanderTimer = 60 + Math.floor(Math.random() * 60); } if (!self.target || self.target.eaten) { // Wander in the chosen direction if (typeof self._wanderAngle === "number") { self.x += Math.cos(self._wanderAngle) * self.speed * 0.5; self.y += Math.sin(self._wanderAngle) * self.speed * 0.5; self._wanderTimer--; // Keep inside map bounds (strictly) var minX = 124 + 60; var maxX = 124 + 1800 - 60; var minY = paletteY + 320 + 60; var maxY = paletteY + 320 + 2000 - 60; if (self.x < minX) self.x = minX; if (self.x > maxX) self.x = maxX; if (self.y < minY) self.y = minY; if (self.y > maxY) self.y = maxY; } } // Move toward target plant if (self.target && !self.target.eaten) { var dx = self.target.x - self.x; var dy = self.target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 1) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } // Eat plant if close enough if (dist < 60 && !self.target.eaten) { var eatenPlant = self.target; self.target.die(); self.target = null; // Animate herbivore "eating" tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 120, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 120, easing: tween.easeIn }); } }); // After eating, enter sleepy state for 10 seconds (600 frames) self.state = "sleepy"; self._sleepTimer = 600; // Drop a seed after a short delay (random 1-2 seconds) if (typeof seeds !== "undefined") { var dropX = self.x + (Math.random() - 0.5) * 40; var dropY = self.y + (Math.random() - 0.5) * 40; var seedDelay = 60 + Math.floor(Math.random() * 60); // 1-2 seconds LK.setTimeout(function () { var seed = new Seed(); seed.x = dropX; seed.y = dropY; seed.scaleX = 0.4; seed.scaleY = 0.4; seed.alpha = 1; seeds.push(seed); if (self.parent) self.parent.addChild(seed); }, seedDelay); } } } } } }; // Called when eaten by carnivore self.die = function (_onFinish) { if (self.eaten) return; self.eaten = true; tween(self, { scaleX: 0, scaleY: 0, alpha: 0 }, { duration: 400, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); if (_onFinish) _onFinish(); } }); }; return self; }); // Plant class var Plant = Container.expand(function () { var self = Container.call(this); var plantAsset = self.attachAsset('plant', { anchorX: 0.5, anchorY: 0.5 }); // Plants are static, but we can animate them when eaten self.eaten = false; self.die = function (_onFinish2) { if (self.eaten) return; self.eaten = true; tween(self, { scaleX: 0, scaleY: 0, alpha: 0 }, { duration: 400, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); if (_onFinish2) _onFinish2(); } }); }; return self; }); // Seed class var Seed = Container.expand(function () { var self = Container.call(this); // Use plant asset but smaller and tinted brownish var seedAsset = self.attachAsset('plant', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.4, color: 0x8B5A2B // brown }); self.growing = false; self.eaten = false; self._growTimer = 600; // 10 seconds at 60fps self.update = function () { if (self.eaten) return; if (!self.growing) { self._growTimer--; if (self._growTimer <= 0) { self.growing = true; // Animate seed growing into plant tween(self, { scaleX: 1, scaleY: 1, alpha: 0.7 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { // Replace seed with a new plant at same position var newPlant = new Plant(); newPlant.x = self.x; newPlant.y = self.y; newPlant.scaleX = 1; newPlant.scaleY = 1; newPlant.alpha = 1; plants.push(newPlant); if (self.parent) self.parent.addChild(newPlant); self.eaten = true; self.destroy(); } }); } } }; // If something eats the seed (future-proof) self.die = function () { if (self.eaten) return; self.eaten = true; tween(self, { scaleX: 0, scaleY: 0, alpha: 0 }, { duration: 200, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x3cb371 // Greenish background for the map }); /**** * Game Code ****/ // --- Global arrays for organisms --- // --- Asset Initialization --- var plants = []; var herbivores = []; var carnivores = []; var seeds = []; // --- Palette UI --- var paletteY = 180; // y position for palette var paletteSpacing = 260; var paletteItems = []; // Shift the palette even further left so it is not offscreen var paletteTotalWidth = paletteSpacing * 2; var paletteXStart = 2048 / 2 - paletteTotalWidth / 2 - 1300; // Create palette items for drag-and-drop function createPaletteItem(type, x, y) { var assetId, color, label; if (type === 'plant') { assetId = 'plant'; color = 0x6adf60; label = 'Plant'; } else if (type === 'herbivore') { assetId = 'herbivore'; color = 0xf7e26b; label = 'Herbivore'; } else { assetId = 'carnivore'; color = 0xe74c3c; label = 'Carnivore'; } var node = new Container(); var icon = node.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); node.x = x; node.y = y; node.type = type; // Add label var txt = new Text2(label, { size: 60, fill: "#fff" }); txt.anchor.set(0.5, 0); txt.y = 60; node.addChild(txt); // Add to GUI overlay (so it stays on top) LK.gui.top.addChild(node); paletteItems.push(node); return node; } // Place palette items (avoid top left 100x100) var plantPalette = createPaletteItem('plant', paletteXStart, paletteY); var herbPalette = createPaletteItem('herbivore', paletteXStart + paletteSpacing, paletteY); var carnPalette = createPaletteItem('carnivore', paletteXStart + paletteSpacing * 2, paletteY); // --- Drag and Drop Logic --- var dragging = null; // {type, node, paletteRef} var dragOffsetX = 0, dragOffsetY = 0; // Helper: create organism at x,y function createOrganism(type, x, y) { var obj; if (type === 'plant') { obj = new Plant(); plants.push(obj); } else if (type === 'herbivore') { obj = new Herbivore(); herbivores.push(obj); } else { obj = new Carnivore(); carnivores.push(obj); } obj.x = x; obj.y = y; obj.scaleX = 1; obj.scaleY = 1; obj.alpha = 1; game.addChild(obj); return obj; } // Helper: check if point is inside a palette item function isInPalette(x, y, node) { var bounds = { x: node.x - 60, y: node.y - 60, w: 120, h: 120 }; return x >= bounds.x && x <= bounds.x + bounds.w && y >= bounds.y && y <= bounds.y + bounds.h; } // --- Event Handlers --- // Down: start drag if on palette game.down = function (x, y, obj) { // Check if touch/click is on a palette item for (var i = 0; i < paletteItems.length; i++) { var p = paletteItems[i]; // Convert GUI coordinates to game coordinates var guiPos = LK.gui.top.toLocal({ x: x, y: y }, game); if (isInPalette(guiPos.x, guiPos.y, p)) { // Start dragging a new organism dragging = { type: p.type, node: createOrganism(p.type, x, y), paletteRef: p }; dragOffsetX = 0; dragOffsetY = 0; // Make it semi-transparent while dragging dragging.node.alpha = 0.7; return; } } // If not on palette, check if on an organism to move it // Check if touch/click is on an organism to move it var found = false; var allOrganisms = plants.concat(herbivores, carnivores); for (var i = allOrganisms.length - 1; i >= 0; i--) { var org = allOrganisms[i]; // Only allow moving if not eaten and touch is within 60px radius of center var dx = x - org.x; var dy = y - org.y; var dist = Math.sqrt(dx * dx + dy * dy); if (!org.eaten && dist < 60) { dragging = { type: plants.indexOf(org) !== -1 ? 'plant' : herbivores.indexOf(org) !== -1 ? 'herbivore' : 'carnivore', node: org, paletteRef: null }; dragOffsetX = org.x - x; dragOffsetY = org.y - y; org.alpha = 0.7; found = true; break; } } if (!found) { dragging = null; } }; // Move: update drag position game.move = function (x, y, obj) { if (dragging && dragging.node) { var minX = 124 + 60; var maxX = 124 + 1800 - 60; var minY = paletteY + 320 + 60; var maxY = paletteY + 320 + 2000 - 60; var newX = x + dragOffsetX; var newY = y + dragOffsetY; // Clamp to map area if (newX < minX) newX = minX; if (newX > maxX) newX = maxX; if (newY < minY) newY = minY; if (newY > maxY) newY = maxY; dragging.node.x = newX; dragging.node.y = newY; } }; // Up: drop organism if dragging game.up = function (x, y, obj) { if (dragging && dragging.node) { // If dropped inside palette area, destroy (cancel) var guiPos = LK.gui.top.toLocal({ x: x, y: y }, game); var cancel = false; for (var i = 0; i < paletteItems.length; i++) { if (isInPalette(guiPos.x, guiPos.y, paletteItems[i])) { cancel = true; break; } } if (cancel) { // Remove organism dragging.node.destroy(); if (dragging.type === 'plant') plants.pop();else if (dragging.type === 'herbivore') herbivores.pop();else carnivores.pop(); } else { // Place organism: snap alpha to 1 dragging.node.alpha = 1; } dragging = null; } }; // --- Main Update Loop --- game.update = function () { // Update all herbivores for (var i = herbivores.length - 1; i >= 0; i--) { var h = herbivores[i]; if (h.eaten) { herbivores.splice(i, 1); continue; } if (h.update) h.update(); } // Update all carnivores for (var i = carnivores.length - 1; i >= 0; i--) { var c = carnivores[i]; if (c.eaten) { carnivores.splice(i, 1); continue; } if (c.update) c.update(); } // Clean up dead plants for (var i = plants.length - 1; i >= 0; i--) { var p = plants[i]; if (p.eaten) { plants.splice(i, 1); } } // Update all seeds for (var i = seeds.length - 1; i >= 0; i--) { var s = seeds[i]; if (s.eaten) { seeds.splice(i, 1); continue; } if (s.update) s.update(); } }; // --- Instructions Text --- var infoTxt = new Text2("Drag organisms from the palette to the map below.\nHerbivores eat plants. Carnivores eat herbivores.", { size: 60, fill: 0xFFFFFF }); infoTxt.anchor.set(0.5, 0); LK.gui.top.addChild(infoTxt); infoTxt.x = 2048 / 2; infoTxt.y = paletteY + 160; // --- Map Area Border (for visual feedback) --- var mapBorder = LK.getAsset('plant', { anchorX: 0, anchorY: 0, width: 1800, height: 2000, color: 0x2e8b57 }); mapBorder.alpha = 0.12; game.addChild(mapBorder); mapBorder.x = 124; mapBorder.y = paletteY + 320; // --- End of Game Code ---
===================================================================
--- original.js
+++ change.js
@@ -223,13 +223,43 @@
self._triedWakeThisFrame = false;
}
self._sleepTimer--;
if (self._sleepTimer <= 0) {
- self.state = "hungry";
+ self.state = "wandering";
+ self._wanderAfterSleepTimer = 600; // 10 seconds at 60fps
}
// While sleepy, don't move or seek food
return;
}
+ // Wandering state after sleep: ignore plants, just wander for 10s, then become hungry
+ if (self.state === "wandering") {
+ if (typeof self._wanderAfterSleepTimer === "undefined") self._wanderAfterSleepTimer = 600;
+ self._wanderAfterSleepTimer--;
+ // --- Random wandering ---
+ if (!self._wanderTimer || self._wanderTimer <= 0) {
+ var angle = Math.random() * Math.PI * 2;
+ self._wanderAngle = angle;
+ self._wanderTimer = 60 + Math.floor(Math.random() * 60);
+ }
+ if (typeof self._wanderAngle === "number") {
+ self.x += Math.cos(self._wanderAngle) * self.speed * 0.5;
+ self.y += Math.sin(self._wanderAngle) * self.speed * 0.5;
+ self._wanderTimer--;
+ // Keep inside map bounds (strictly)
+ var minX = 124 + 60;
+ var maxX = 124 + 1800 - 60;
+ var minY = paletteY + 320 + 60;
+ var maxY = paletteY + 320 + 2000 - 60;
+ if (self.x < minX) self.x = minX;
+ if (self.x > maxX) self.x = maxX;
+ if (self.y < minY) self.y = minY;
+ if (self.y > maxY) self.y = maxY;
+ }
+ if (self._wanderAfterSleepTimer <= 0) {
+ self.state = "hungry";
+ }
+ return;
+ }
// Only seek food if hungry
if (self.state === "hungry") {
// Find nearest plant if not already targeting
if (!self.target || self.target.eaten) {
tentacled red circle with a mouth and no eyes. In-Game asset. 2d. High contrast. No shadows. Very simple
A plant. In-Game asset. 2d. High contrast. No shadows. Very simple
Brown Seed. In-Game asset. 2d. High contrast. No shadows. Very simple
A small orange circle with spider legs 1 cute eye and no mouth. In-Game asset. 2d. High contrast. No shadows. Very very simple
Make a red egg with dark red spots. In-Game asset. 2d. High contrast. No shadows
Purple mushroom. In-Game asset. 2d. High contrast. No shadows. Very simple
A green shiny orb with a black circle. In-Game asset. 2d. High contrast. No shadows. Very simple
make a cyan lichen. In-Game asset. 2d. High contrast. No shadows. very simple
Just the color blue filling the entire space. In-Game asset. 2d. High contrast. No shadows
A brown circle with bug like antennas and bug legs with bug jaws and no eyes. In-Game asset. 2d. High contrast. No shadows. Very simple
A venus flytrap with one mouth and is looking up side view. In-Game asset. 2d. High contrast. No shadows VERY SIMPLE
Short brown worm. In-Game asset. 2d. High contrast. No shadows. Very simple
Pile of dirt. In-Game asset. 2d. High contrast. No shadows. Very simple
A yellow circle with 3 eyes no mouth and the eyes are in a triangle orientation. In-Game asset. 2d. High contrast. No shadows
Shrub. In-Game asset. 2d. High contrast. No shadows. Very simple