User prompt
burda da sorun var
User prompt
oyunun sorunsuz çalıştığı son noktaya geri dönelim
User prompt
sorunları söylüyorsun zaten o zaman çözsene sorunları tek tek oyun çalışana kadar da bitirme
User prompt
söylediğin bütün sorunları sırasıyla çöz o zaman oyunu çalıştır lütfen
User prompt
o zaman plugin import ve asset intialization sorunlarını çöz ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
top score ile ilgili herşeyi kaldır
User prompt
top score eklentisini tammamen kaldırarak çözüme ulaştırabilirmiyiz?
User prompt
oyunda sorun yaratan açılmamasına sebep olan herşeyi düzelt ve oyun açılana kadar da bitirme
User prompt
sorun yaratan herşeyi düzelt oyun açılsın artık
User prompt
o zaman temel syntax hatalarını düzelt sonra da intialization order ı doğru şekilde gir
User prompt
en kritik olan srunu çözmek için ne gerekiyorsa yap ve oyun çalışsın lütfen ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
sorunu çözmek için ne gerekiyorsa yap
User prompt
26 ve 27.koddaki eklenti sorununu çöz
User prompt
eklentilerdeki sorunu çöz
User prompt
sorunu çöz
User prompt
26 ve 27.koddaki sorunları çöz ve oyunu oynannabilir hale getir
User prompt
26 ve 27. koddaki sorunları bul ve çöz
User prompt
fıx problem
User prompt
Best score yazısını puntosunu büyüt
User prompt
Please fix the bug: 'bestComboTxt is not defined' in or related to this line: 'bestComboTxt.visible = false;' Line Number: 539
User prompt
Sağ üstteki best yazısını sil
User prompt
Play butonun altındaki asset farklı olsun onu farklı yapacağım ve onun için bir asset ekle
User prompt
Play butonun biraz aşağısına tap to play butonu eklemek için bir asset ekle
User prompt
Gerçek oyundaki gibi bir fışkırma efekti yapabilirmiyiz mesela çilek kesilince kesme efekti kırmızı olsun
User prompt
Please fix the bug: 'bgBtnTxt is not defined' in or related to this line: 'bgBtnTxt.visible = false;' Line Number: 507
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Bomb class: Represents a bomb flying through the air var Bomb = Container.expand(function () { var self = Container.call(this); self.sliced = false; self.missed = false; // Attach bomb asset (black ellipse) var bombAsset = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5, width: 190, height: 190, color: 0x222222, shape: 'ellipse' }); // Add a white "fuse" (small rectangle) var fuse = self.attachAsset('fuse', { anchorX: 0.5, anchorY: 1, width: 20, height: 50, color: 0xffffff, shape: 'box', y: -80 }); // Set initial position and velocity (to be set by spawner) self.x = 0; self.y = 0; self.vx = 0; self.vy = 0; self.gravity = 0.35 + Math.random() * 0.1; self.lastY = self.y; self.update = function () { if (self.sliced) return; self.x += self.vx; self.y += self.vy; self.vy += self.gravity; bombAsset.rotation += 0.09; if (!self.missed && self.y > 2732 + 100) { self.missed = true; } }; self.slice = function () { if (self.sliced) return; self.sliced = true; // Animate: flash red and fade out tween(self, { scaleX: 1.7, scaleY: 1.7, alpha: 0 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); // Fruit class: Represents a fruit flying through the air var Fruit = Container.expand(function () { var self = Container.call(this); // Fruit types and their properties var fruitTypes = [{ id: 'apple', color: 0xff2d2d, points: 1 }, { id: 'banana', color: 0xfff700, points: 2 }, { id: 'orange', color: 0xffa500, points: 3 }, { id: 'watermelon', color: 0x2ecc40, points: 5 }, { id: 'grape', color: 0x8e44ad, points: 4 }, { id: 'kiwi', color: 0x7ed957, points: 3 }, { id: 'lemon', color: 0xfff700, points: 2 }, { id: 'strawberry', color: 0xff3b6b, points: 4 }, { id: 'blueberry', color: 0x3b5fff, points: 4 }, { id: 'pineapple', color: 0xffe066, points: 5 }]; // Randomly pick a fruit type var typeIndex = Math.floor(Math.random() * fruitTypes.length); var type = fruitTypes[typeIndex]; self.fruitType = type.id; self.points = type.points; self.sliced = false; self.missed = false; // Attach fruit asset (ellipse for fruit) var fruitAsset = self.attachAsset(type.id, { anchorX: 0.5, anchorY: 0.5, width: 320, height: 320, color: type.color, shape: 'ellipse' }); // Give fruit a random initial rotation fruitAsset.rotation = Math.random() * Math.PI * 2; // Set initial position and velocity (to be set by spawner) self.x = 0; self.y = 0; self.vx = 0; self.vy = 0; self.gravity = 0.35 + Math.random() * 0.1; // For tracking if fruit is out of bounds self.lastY = self.y; // For combo detection self.sliceTick = -1; // Animate fruit (arc trajectory) self.update = function () { if (self.sliced) return; // Don't update if already sliced self.x += self.vx; self.y += self.vy; self.vy += self.gravity; // Spin fruit fruitAsset.rotation += 0.07; // If fruit falls below screen, mark as missed if (!self.missed && self.y > 2732 + 100) { self.missed = true; } }; // Slice the fruit self.slice = function () { if (self.sliced) return; self.sliced = true; // --- JUICE SPLASH EFFECT (more visible & dramatic) --- var splashCount = (self.fruitType === "strawberry" ? 22 : 14) + Math.floor(Math.random() * (self.fruitType === "strawberry" ? 8 : 4)); // more splashes for strawberry for (var i = 0; i < splashCount; i++) { // Spread splashes more evenly, but with some randomness var baseAngle = i / splashCount * Math.PI * 2; var angle = baseAngle + (Math.random() - 0.5) * (Math.PI / 8); var speed = (self.fruitType === "strawberry" ? 54 : 38) + Math.random() * (self.fruitType === "strawberry" ? 38 : 32); // faster for strawberry var splash = new Container(); // Use a colored ellipse for splash, color matches fruit var splashColor = 0xff2d2d; // default red if (self.fruitType === "lemon") { splashColor = 0xfff700; } else if (self.fruitType === "strawberry") { splashColor = 0xff1744; // bright strawberry red } else if (self.points > 3) { splashColor = 0xFFE066; } else if (self.points === 1) { splashColor = 0xff2d2d; } else if (self.points === 2) { splashColor = 0xfff700; } else if (self.points === 3) { splashColor = 0xffa500; } else if (self.points === 4) { splashColor = 0x8e44ad; } else { splashColor = 0x2ecc40; } var splashAsset = splash.attachAsset('slicingTrail', { anchorX: 0.5, anchorY: 0.5, width: 120 + Math.random() * 60, // much larger height: 32 + Math.random() * 18, // much taller color: splashColor, alpha: 0.95, // more opaque rotation: angle }); splash.x = self.x; splash.y = self.y; if (self.fruitType === "strawberry") { splash.scaleX = 1.7 + Math.random() * 1.1; splash.scaleY = 1.7 + Math.random() * 1.1; splash.alpha = 1; } else { splash.scaleX = 1.1 + Math.random() * 0.7; splash.scaleY = 1.1 + Math.random() * 0.7; } game.addChild(splash); // Animate splash: move outward, fade out, stretch and shrink (function (splash, splashAsset, angle, speed) { var dx = Math.cos(angle) * speed; var dy = Math.sin(angle) * speed; tween(splash, { x: splash.x + dx, y: splash.y + dy, alpha: 0, scaleX: splash.scaleX * (2.2 + Math.random() * 0.7), scaleY: splash.scaleY * (0.5 + Math.random() * 0.3) }, { duration: (self.fruitType === "strawberry" ? 1100 : 600) + Math.random() * (self.fruitType === "strawberry" ? 400 : 200), // longer duration for strawberry easing: tween.cubicOut, onFinish: function onFinish() { splash.destroy(); } }); })(splash, splashAsset, angle, speed); } // Animate: scale up and fade out tween(self, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 350, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222a36 }); /**** * Game Code ****/ // Slicing effect asset: a white ellipse, slightly transparent, for the slicing trail // --- MAIN MENU STATE --- var isGameStarted = false; // Main menu container var mainMenu = new Container(); // Top score asset and text (centered on screen) // Use persistent storage to get/set top score for this user var userTopScore = storage.userTopScore || 0; var topScoreAsset = LK.getAsset('missedX', { anchorX: 0.5, anchorY: 0.5, width: 90, height: 90, x: 2048 / 2, y: 2732 / 2 }); mainMenu.addChild(topScoreAsset); var topScoreTxt = new Text2('En Yüksek Skor: ' + userTopScore, { size: 110, fill: "#fff", font: "bold 900 110px Arial, 'GillSans-Bold', Impact, 'Arial Black', Tahoma" }); topScoreTxt.anchor.set(0.5, 0.5); // Place text below the asset, centered horizontally topScoreTxt.x = topScoreAsset.x; topScoreTxt.y = topScoreAsset.y + 120; mainMenu.addChild(topScoreTxt); // Update top score in storage and menu if needed function updateUserTopScore(newScore) { var prev = storage.userTopScore || 0; if (newScore > prev) { storage.userTopScore = newScore; if (typeof topScoreInGameTxt !== "undefined") { topScoreInGameTxt.setText('En Yüksek Skor: ' + newScore); } } } // --- GLOBALS --- var fruits = []; var bombs = []; var missedFruits = 0; var maxMissed = 5; // Increased from 3 to 5 // Add missedX asset for missed indicator var comboWindow = 20; // ticks for combo var lastSliceTick = -100; var comboCount = 0; var bestCombo = 0; var backgroundIndex = 0; var backgrounds = [{ id: 'bg1', color: 0x222a36 }, { id: 'bg2', color: 0x1a3d2f }, { id: 'bg3', color: 0x3d1a2f }, { id: 'bg4', color: 0x1e1e2f }]; var missedXNodes = []; // --- MAIN MENU STATE --- var isGameStarted = false; // Main menu container var mainMenu = new Container(); // Main menu background (reuse bg4) var menuBg = LK.getAsset('bg4', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); mainMenu.addChild(menuBg); // "Play" button (now using 'by furkan' asset) var playBtn = LK.getAsset('byfurkan', { anchorX: 0.5, anchorY: 0.5, width: 400 * 2, height: 180 * 2 }); playBtn.x = 2048 / 2 + 70; playBtn.y = 2732 / 2 + 400; mainMenu.addChild(playBtn); var playBtnTxt = new Text2('PLAY', { size: 120, fill: "#fff", font: "bold 900 120px Arial, 'GillSans-Bold', Impact, 'Arial Black', Tahoma" }); playBtnTxt.anchor.set(0.5, 0.5); playBtnTxt.x = playBtn.x; playBtnTxt.y = playBtn.y; mainMenu.addChild(playBtnTxt); // Show main menu at start game.addChild(mainMenu); // Removed updateMenuTopScore function as top score text is no longer used // --- GUI Elements --- // Score text var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Top score (user's best) text, always visible at the top center, above the score var topScoreInGameTxt = new Text2('En Yüksek Skor: ' + (storage.userTopScore || 0), { size: 1040, fill: "#000", font: "bold 900 1040px Arial, 'GillSans-Bold', Impact, 'Arial Black', Tahoma" }); topScoreInGameTxt.anchor.set(0.5, 0); // Move text further to the right (e.g. +500px) topScoreInGameTxt.x = 500; // x=0 in LK.gui.top is the center, so +500px to the right topScoreInGameTxt.y = 0; // top edge LK.gui.top.addChild(topScoreInGameTxt); // Move scoreTxt a bit lower so both are visible scoreTxt.y = topScoreInGameTxt.height + 10; // High score (best combo) text var bestComboTxt = new Text2('Best: 0', { size: 120, fill: "#000", font: "bold 900 120px Arial, 'GillSans-Bold', Impact, 'Arial Black', Tahoma" }); bestComboTxt.anchor.set(1, 0); // right edge, top bestComboTxt.x = 0; // x=0 in LK.gui.topRight is the right edge bestComboTxt.y = 0; LK.gui.topRight.addChild(bestComboTxt); // Missed fruits indicator (bottom left, red X's) var missedTxt = new Text2('', { size: 90, fill: 0xFF4444 }); missedTxt.anchor.set(0, 1); LK.gui.bottomLeft.addChild(missedTxt); // Combo text (center, fades out) var comboTxt = new Text2('', { size: 180, fill: 0xFFE066 }); comboTxt.anchor.set(0.5, 0.5); comboTxt.alpha = 0; LK.gui.center.addChild(comboTxt); // Background switch button (bottom right) var bgBtn = LK.getAsset('bgBtn', { anchorX: 1, anchorY: 1, width: 180, height: 100, color: 0x8888ff, shape: 'box' }); bgBtn.x = 0; bgBtn.y = 0; LK.gui.bottomRight.addChild(bgBtn); // Removed bgBtnTxt ('BG' text) as requested // --- BACKGROUND --- // Fullscreen background image node var bgImageNode = LK.getAsset('bg4', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); game.addChild(bgImageNode); function setBackground(idx) { backgroundIndex = idx % backgrounds.length; // Always keep background image behind everything if (bgImageNode.parent) { game.setChildIndex(bgImageNode, 0); } // Optionally, you could swap image asset here if you want to support more backgrounds game.setBackgroundColor(backgrounds[backgroundIndex].color); } setBackground(0); // --- FRUIT & BOMB SPAWNING --- function spawnFruitOrBomb() { // Randomly decide: 80% fruit, 20% bomb var isBomb = Math.random() < 0.2; var obj; // Spawn X within safe bounds var x = 320 + Math.random() * (2048 - 640); var y = 2732 + 80; // Calculate angle so fruit always arcs toward center var centerX = 2048 / 2; var dx = centerX - x; var minAngle = -Math.PI / 2 - Math.PI / 6; // -120deg var maxAngle = -Math.PI / 2 + Math.PI / 6; // -60deg // Angle toward center, with a little random spread var baseAngle = Math.atan2(-1200, dx); var angle = baseAngle + (Math.random() - 0.5) * (Math.PI / 12); // small random spread // Clamp angle to safe range if (angle < minAngle) angle = minAngle; if (angle > maxAngle) angle = maxAngle; var speed = 38 + Math.random() * 10; if (isBomb) { obj = new Bomb(); bombs.push(obj); } else { obj = new Fruit(); fruits.push(obj); } obj.x = x; obj.y = y; obj.vx = Math.cos(angle) * speed; obj.vy = Math.sin(angle) * speed; game.addChild(obj); } // --- GAME LOGIC --- // Swiping: track move events, draw path, and slice var swipePath = []; var swipeMaxLength = 8; // Only keep last 8 points // --- Slicing Effect --- // Slicing effect node (a white line trail) var slicingEffectNodes = []; var slicingEffectVisible = false; // Helper to clear slicing effect function clearSlicingEffect() { for (var i = 0; i < slicingEffectNodes.length; i++) { if (slicingEffectNodes[i] && slicingEffectNodes[i].parent) { slicingEffectNodes[i].parent.removeChild(slicingEffectNodes[i]); } } slicingEffectNodes = []; } // Hide gameplay GUI until game starts scoreTxt.visible = false; bestComboTxt.visible = false; missedTxt.visible = false; comboTxt.visible = false; bgBtn.visible = false; // Show/hide GUI based on game state function updateGUIVisibility() { var show = isGameStarted; scoreTxt.visible = show; bestComboTxt.visible = show; missedTxt.visible = show; comboTxt.visible = show; bgBtn.visible = show; } // Call this after Play is pressed function startGame() { isGameStarted = true; mainMenu.visible = false; updateGUIVisibility(); resetGame(); } // Play button event playBtn.down = function (x, y, obj) { startGame(); }; function handleSlice(x, y) { if (!isGameStarted) return; // Check fruits for (var i = fruits.length - 1; i >= 0; i--) { var fruit = fruits[i]; if (fruit.sliced) continue; // If swipe is close to fruit center (distance < 120) var dx = fruit.x - x; var dy = fruit.y - y; if (dx * dx + dy * dy < 120 * 120) { fruit.slice(); // Combo logic if (lastSliceTick > 0 && LK.ticks - lastSliceTick < comboWindow) { comboCount++; } else { comboCount = 1; } lastSliceTick = LK.ticks; // Combo multiplier: 1x for single, 2x for double, 3x for triple or more var comboMultiplier = 1; if (comboCount === 2) comboMultiplier = 2; if (comboCount >= 3) comboMultiplier = 3; // Each fruit is worth 10 points, multiplied by combo var pointsEarned = 10 * comboMultiplier; LK.setScore(LK.getScore() + pointsEarned); scoreTxt.setText(LK.getScore()); // Show combo text if comboCount >= 2 if (comboCount >= 2) { showCombo(comboCount); } // Track best combo if (typeof bestCombo === "undefined") { bestCombo = 0; } if (comboCount > bestCombo) { bestCombo = comboCount; bestComboTxt.setText('Best: ' + bestCombo); // Removed updateMenuTopScore call as top score text is no longer used } fruit.sliceTick = LK.ticks; } } // Check bombs for (var j = bombs.length - 1; j >= 0; j--) { var bomb = bombs[j]; if (bomb.sliced) continue; var dx = bomb.x - x; var dy = bomb.y - y; if (dx * dx + dy * dy < 120 * 120) { bomb.slice(); // Game over updateUserTopScore(LK.getScore()); if (typeof topScoreInGameTxt !== "undefined") { var userTopScoreNow = storage.userTopScore || 0; topScoreInGameTxt.setText('En Yüksek Skor: ' + userTopScoreNow); } LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } } } // Show combo text function showCombo(count) { if (count < 2) return; comboTxt.setText('Combo x' + count + '!'); comboTxt.alpha = 1; tween(comboTxt, { alpha: 0 }, { duration: 900, easing: tween.linear }); } // Update missed fruits display function updateMissed() { // Remove previous X assets if any if (typeof missedXNodes !== "undefined") { for (var i = 0; i < missedXNodes.length; i++) { if (missedXNodes[i] && missedXNodes[i].parent) { missedXNodes[i].parent.removeChild(missedXNodes[i]); } } } missedXNodes = []; // Draw up to maxMissed X's for (var i = 0; i < maxMissed; i++) { var xNode = LK.getAsset('missedX', { anchorX: 0, anchorY: 1, x: i * 100, // 90px width + 10px gap y: 0, alpha: i < missedFruits ? 1 : 0.25 // faded if not missed yet }); LK.gui.bottomLeft.addChild(xNode); missedXNodes.push(xNode); } // Hide the old text indicator missedTxt.setText(''); } // --- INPUT HANDLING --- // Swiping: track move events, draw path, and slice game.move = function (x, y, obj) { if (!isGameStarted) return; // Don't allow swipes in top left 100x100 if (x < 100 && y < 100) return; // Add to swipe path swipePath.push({ x: x, y: y, tick: LK.ticks }); if (swipePath.length > swipeMaxLength) swipePath.shift(); // --- Slicing Effect: Show and update --- slicingEffectVisible = true; clearSlicingEffect(); // Draw lines between swipe points for (var i = 1; i < swipePath.length; i++) { var p0 = swipePath[i - 1]; var p1 = swipePath[i]; // Use the custom slicingTrail asset as a "segment" between points var dx = p1.x - p0.x; var dy = p1.y - p0.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { var seg = LK.getAsset('slicingTrail', { anchorX: 0.5, anchorY: 0.5, width: dist, height: 24, x: (p0.x + p1.x) / 2, y: (p0.y + p1.y) / 2, rotation: Math.atan2(dy, dx), alpha: 0.7 }); game.addChild(seg); slicingEffectNodes.push(seg); } } // For each point in swipe path, check for slicing for (var i = 0; i < swipePath.length; i++) { handleSlice(swipePath[i].x, swipePath[i].y); } }; // On down, start new swipe game.down = function (x, y, obj) { if (!isGameStarted) return; swipePath = [{ x: x, y: y, tick: LK.ticks }]; handleSlice(x, y); // --- Slicing Effect: Show on down --- slicingEffectVisible = true; clearSlicingEffect(); }; // On up, clear swipe path game.up = function (x, y, obj) { if (!isGameStarted) return; swipePath = []; // --- Slicing Effect: Hide on up --- slicingEffectVisible = false; clearSlicingEffect(); }; // Background button: tap to change background bgBtn.down = function (x, y, obj) { setBackground((backgroundIndex + 1) % backgrounds.length); }; // --- GAME UPDATE LOOP --- game.update = function () { if (!isGameStarted) { updateGUIVisibility(); return; } updateGUIVisibility(); // Spawn fruits/bombs every 35-55 ticks if (LK.ticks % (35 + Math.floor(Math.random() * 20)) === 0) { spawnFruitOrBomb(); } // Update fruits for (var i = fruits.length - 1; i >= 0; i--) { var fruit = fruits[i]; // Remove if destroyed if (fruit.destroyed) { fruits.splice(i, 1); continue; } // If missed if (fruit.missed && !fruit.sliced) { fruits.splice(i, 1); missedFruits++; updateMissed(); LK.effects.flashObject(missedTxt, 0xff0000, 400); // Check and update top score if needed before game over if (missedFruits >= maxMissed) { updateUserTopScore(LK.getScore()); if (typeof topScoreInGameTxt !== "undefined") { var userTopScoreNow = storage.userTopScore || 0; topScoreInGameTxt.setText('En Yüksek Skor: ' + userTopScoreNow); } LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } } } // Update bombs for (var j = bombs.length - 1; j >= 0; j--) { var bomb = bombs[j]; if (bomb.destroyed) { bombs.splice(j, 1); continue; } } // Combo reset if (comboCount > 1 && LK.ticks - lastSliceTick > comboWindow) { comboCount = 0; } }; // --- GAME RESET HANDLING --- // On game reset, clear all arrays and reset state function resetGame() { fruits = []; bombs = []; missedFruits = 0; comboCount = 0; lastSliceTick = -100; scoreTxt.setText('0'); comboTxt.setText(''); comboTxt.alpha = 0; updateMissed(); setBackground(0); // --- Slicing Effect: Clear on reset --- clearSlicingEffect(); slicingEffectVisible = false; // On reset, update top score if needed updateUserTopScore(LK.getScore()); if (typeof topScoreInGameTxt !== "undefined") { var userTopScoreNow = storage.userTopScore || 0; topScoreInGameTxt.setText('En Yüksek Skor: ' + userTopScoreNow); } // Only reset bestCombo if not started, otherwise keep best score if (!isGameStarted) { if (typeof bestCombo === "undefined") bestCombo = 0; bestComboTxt.setText('Best: ' + bestCombo); // Removed updateMenuTopScore call as top score text is no longer used } else { bestComboTxt.setText('Best: ' + (typeof bestCombo !== "undefined" ? bestCombo : 0)); // Removed updateMenuTopScore call as top score text is no longer used } } resetGame(); // --- END OF GAME CODE ---
===================================================================
--- original.js
+++ change.js
bomb. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a chopping board with a kitchen background. In-Game asset. 2d. High contrast. No shadows
üzerinde by furkan yazan bir yazı. In-Game asset. 2d. High contrast. No shadows
double katana. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
applea. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
exploe. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
red. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Tap to play button . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat