User prompt
The player tank shall turn to the way where the mouse drags it
User prompt
The circular shall not be able to pass from the other side of wall to other side of wall
User prompt
The player shall be damaged if even just a part of player is in the circular area of red tank's explosion
User prompt
The distance is not important, if player is in the circular area of red tank's explode, in every way it damage the player 70 HP.
User prompt
Change the red tank explosion, when red tank exploded, if the player is in the circular area, it shall damag 70 HP to player
User prompt
When player wins, a sound shall start
User prompt
And the writes of "NOT DONE" in the menu of achievements shall be red
User prompt
The write of "ACHIEVEMENTS" in the menu of achievements shall be yellow
User prompt
When player opens the menu of achievements, all the enemy tanks' and the player tanks' movements shall stop (and the bullets' movements shall stop too)
User prompt
There shall be a black background behind the "achievements" write
User prompt
There shall be achievements in game. There shall be a button in the right up corner. There shall write "achievements" on it. When mouse clicks that, a menu shall be opened. The menu: ACHIEVEMENTS Kill all the enemies in map - It's done/not done Use your first MedKit - It's done/not done Kill your first enemy - It's done/not done Finish the game without dying - It's done/not done Get 150 Score - It's done/not done Beat your previous best score - It's done/not done ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
When player is so close to red tank, the red tank shall explode like the skin color tank
User prompt
The portal shall not turn around itself
User prompt
In the levels, there can be spawned Skin Color Tanks between 10 and 15, there can be spawned Red Tanks between 5 and 10, there can be spawned Green Tanks between 7 and 12 in a level.
User prompt
The text style shall be pixel art
User prompt
The enemies can spawn between 10 blocks away from player to the corners of map
User prompt
No wall can spawn under player tank
User prompt
When player clicks somewhere, the tank shall not go there. Only when the dragging mode is active (mouse holding down) the tank can be dragged. And for to make the dragging mode active. The mouse must be holding down on the tank
User prompt
If the mouse is on the wall, tank dragging is not active
User prompt
And for to drag the tank, mouse should click and hold
User prompt
The player moves the player tank with their mouse (so, moves it with their mouse)
User prompt
And if player's health is full (100 HP), when player is so close to medkit, something doesn't happen
User prompt
And there should be a text that writes the score of us in that level (and best score text shall be under it) ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
And the enemies shall not spawn so close to player (at least 7 meters away)
User prompt
Add somewheres in map medkits, and when player is so close to a medkit, make the player's health full (100 HP)
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var AcidBomb = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('acidBomb', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.directionX = 0; self.directionY = 0; self.damage = 5; self.poisonDamage = 2; self.poisonDuration = 180; self.update = function () { self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; }; return self; }); var Dynamite = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('dynamite', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.directionX = 0; self.directionY = 0; self.damage = 25; self.explosionRadius = 80; self.update = function () { self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; }; return self; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.directionX = 0; self.directionY = 0; self.damage = 10; self.update = function () { self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; }; return self; }); var GreenTank = Container.expand(function () { var self = Container.call(this); var tankGraphics = self.attachAsset('greenTank', { anchorX: 0.5, anchorY: 0.5 }); self.health = 40; self.speed = 0.8; self.shootCooldown = 0; self.update = function () { if (self.shootCooldown > 0) { self.shootCooldown--; } var dx = playerTank.x - self.x; var dy = playerTank.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Move toward player when they can see them (within range) if (distance < 300) { var moveX = dx > 0 ? self.speed : -self.speed; var moveY = dy > 0 ? self.speed : -self.speed; var newX = self.x + moveX; var newY = self.y + moveY; if (!checkWallCollision(newX, self.y)) { self.x = newX; } if (!checkWallCollision(self.x, newY)) { self.y = newY; } } if (distance < 200 && self.shootCooldown <= 0) { var length = Math.sqrt(dx * dx + dy * dy); var dirX = dx / length; var dirY = dy / length; var acidBomb = new AcidBomb(); acidBomb.x = self.x; acidBomb.y = self.y; acidBomb.directionX = dirX; acidBomb.directionY = dirY; acidBombs.push(acidBomb); game.addChild(acidBomb); self.shootCooldown = 150; LK.getSound('shoot').play(); } }; return self; }); var Medkit = Container.expand(function () { var self = Container.call(this); var medkitGraphics = self.attachAsset('medkit', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var PlayerBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('playerBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.directionX = 0; self.directionY = 0; self.damage = 10; self.update = function () { self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; }; return self; }); var PlayerTank = Container.expand(function () { var self = Container.call(this); var tankGraphics = self.attachAsset('playerTank', { anchorX: 0.5, anchorY: 0.5 }); self.maxHealth = 100; self.health = 100; self.speed = 3; self.shootCooldown = 0; self.poisonTimer = 0; self.poisonDamage = 0; self.update = function () { if (self.shootCooldown > 0) { self.shootCooldown--; } if (self.poisonTimer > 0) { self.poisonTimer--; if (LK.ticks % 30 === 0) { self.health -= self.poisonDamage; if (self.health <= 0) { LK.showGameOver(); } } } }; return self; }); var Portal = Container.expand(function () { var self = Container.call(this); var portalGraphics = self.attachAsset('portal', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.rotation += 0.05; }; return self; }); var RedTank = Container.expand(function () { var self = Container.call(this); var tankGraphics = self.attachAsset('redTank', { anchorX: 0.5, anchorY: 0.5 }); self.health = 80; self.speed = 1; self.shootCooldown = 0; self.update = function () { if (self.shootCooldown > 0) { self.shootCooldown--; } var dx = playerTank.x - self.x; var dy = playerTank.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Move toward player when they can see them (within range) if (distance < 350) { var moveX = dx > 0 ? self.speed : -self.speed; var moveY = dy > 0 ? self.speed : -self.speed; var newX = self.x + moveX; var newY = self.y + moveY; if (!checkWallCollision(newX, self.y)) { self.x = newX; } if (!checkWallCollision(self.x, newY)) { self.y = newY; } } if (distance < 250 && self.shootCooldown <= 0) { var length = Math.sqrt(dx * dx + dy * dy); var dirX = dx / length; var dirY = dy / length; var dynamite = new Dynamite(); dynamite.x = self.x; dynamite.y = self.y; dynamite.directionX = dirX; dynamite.directionY = dirY; dynamites.push(dynamite); game.addChild(dynamite); self.shootCooldown = 120; LK.getSound('shoot').play(); } }; return self; }); var SkinTank = Container.expand(function () { var self = Container.call(this); var tankGraphics = self.attachAsset('skinTank', { anchorX: 0.5, anchorY: 0.5 }); self.health = 50; self.speed = 1.5; self.shootCooldown = 0; self.explosionRadius = 100; self.lastPlayerX = 0; self.lastPlayerY = 0; self.update = function () { if (self.shootCooldown > 0) { self.shootCooldown--; } var dx = playerTank.x - self.x; var dy = playerTank.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 150) { var moveX = dx > 0 ? self.speed : -self.speed; var moveY = dy > 0 ? self.speed : -self.speed; var newX = self.x + moveX; var newY = self.y + moveY; if (!checkWallCollision(newX, self.y)) { self.x = newX; } if (!checkWallCollision(self.x, newY)) { self.y = newY; } } if (distance < 300 && self.shootCooldown <= 0) { var length = Math.sqrt(dx * dx + dy * dy); var dirX = dx / length; var dirY = dy / length; var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y; bullet.directionX = dirX; bullet.directionY = dirY; bullet.damage = 3; enemyBullets.push(bullet); game.addChild(bullet); self.shootCooldown = 90; LK.getSound('shoot').play(); } }; return self; }); var Wall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('wall', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2F4F2F }); /**** * Game Code ****/ var gridWidth = 32; var gridHeight = 42; var cellSize = 64; var walls = []; var skinTanks = []; var redTanks = []; var greenTanks = []; var playerBullets = []; var enemyBullets = []; var dynamites = []; var acidBombs = []; var explosions = []; var medkits = []; var playerTank; var portal; var currentLevel = 1; var gameStarted = false; var healthBarBackground = LK.getAsset('wall', { anchorX: 0, anchorY: 1, scaleX: 4, scaleY: 0.8, tint: 0x333333 }); LK.gui.bottomLeft.addChild(healthBarBackground); var healthBarFill = LK.getAsset('wall', { anchorX: 0, anchorY: 1, scaleX: 4, scaleY: 0.8, tint: 0x00ff00 }); LK.gui.bottomLeft.addChild(healthBarFill); var levelText = new Text2('Level: 1', { size: 50, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0); LK.gui.top.addChild(levelText); var scoreText = new Text2('Score: 0', { size: 40, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); scoreText.x = 0; scoreText.y = 80; LK.gui.top.addChild(scoreText); var bestScoreText = new Text2('Best: ' + (storage.bestScore || 0), { size: 35, fill: 0xFFFF00 }); bestScoreText.anchor.set(0.5, 0); bestScoreText.x = 0; bestScoreText.y = 130; LK.gui.top.addChild(bestScoreText); function generateMaze() { walls = []; for (var x = 0; x < gridWidth; x++) { for (var y = 0; y < gridHeight; y++) { if (x === 0 || x === gridWidth - 1 || y === 0 || y === gridHeight - 1) { var wall = new Wall(); wall.x = x * cellSize + cellSize / 2; wall.y = y * cellSize + cellSize / 2; walls.push(wall); game.addChild(wall); } else if (Math.random() < 0.3) { var wall = new Wall(); wall.x = x * cellSize + cellSize / 2; wall.y = y * cellSize + cellSize / 2; walls.push(wall); game.addChild(wall); } } } } function spawnEnemies() { var skinCount = Math.floor(Math.random() * 6) + 5; // 5-10 skin tanks var redCount = Math.floor(Math.random() * 6) + 10; // 10-15 red tanks var greenCount = Math.floor(Math.random() * 8) + 7; // 7-14 green tanks for (var i = 0; i < skinCount; i++) { var tank = new SkinTank(); do { tank.x = Math.random() * (2048 - 200) + 100; tank.y = Math.random() * (2732 - 200) + 100; } while (checkWallCollision(tank.x, tank.y) || getDistanceToPlayer(tank.x, tank.y) < 448); skinTanks.push(tank); game.addChild(tank); } for (var i = 0; i < redCount; i++) { var tank = new RedTank(); do { tank.x = Math.random() * (2048 - 200) + 100; tank.y = Math.random() * (2732 - 200) + 100; } while (checkWallCollision(tank.x, tank.y) || getDistanceToPlayer(tank.x, tank.y) < 448); redTanks.push(tank); game.addChild(tank); } for (var i = 0; i < greenCount; i++) { var tank = new GreenTank(); do { tank.x = Math.random() * (2048 - 200) + 100; tank.y = Math.random() * (2732 - 200) + 100; } while (checkWallCollision(tank.x, tank.y) || getDistanceToPlayer(tank.x, tank.y) < 448); greenTanks.push(tank); game.addChild(tank); } } function checkWallCollision(x, y) { for (var i = 0; i < walls.length; i++) { var wall = walls[i]; var dx = Math.abs(x - wall.x); var dy = Math.abs(y - wall.y); if (dx < 32 && dy < 32) { return true; } } return false; } function getDistanceToPlayer(x, y) { if (!playerTank) { return 1000; } var dx = x - playerTank.x; var dy = y - playerTank.y; return Math.sqrt(dx * dx + dy * dy); } function spawnMedkits() { var medkitCount = Math.floor(Math.random() * 4) + 3; // 3-6 medkits per level for (var i = 0; i < medkitCount; i++) { var medkit = new Medkit(); do { medkit.x = Math.random() * (2048 - 200) + 100; medkit.y = Math.random() * (2732 - 200) + 100; } while (checkWallCollision(medkit.x, medkit.y) || getDistanceToPlayer(medkit.x, medkit.y) < 150); medkits.push(medkit); game.addChild(medkit); } } function createExplosion(x, y, radius, damage) { var explosion = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, x: x, y: y, scaleX: radius / 60, scaleY: radius / 60, alpha: 0.8 }); game.addChild(explosion); explosions.push(explosion); tween(explosion, { alpha: 0, scaleX: explosion.scaleX * 1.5, scaleY: explosion.scaleY * 1.5 }, { duration: 500, onFinish: function onFinish() { explosion.destroy(); var index = explosions.indexOf(explosion); if (index > -1) { explosions.splice(index, 1); } } }); var dx = playerTank.x - x; var dy = playerTank.y - y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < radius) { playerTank.health -= damage; LK.getSound('hit').play(); if (playerTank.health <= 0) { LK.showGameOver(); } } LK.getSound('explosion').play(); } function startLevel() { for (var i = walls.length - 1; i >= 0; i--) { walls[i].destroy(); } walls = []; for (var i = skinTanks.length - 1; i >= 0; i--) { skinTanks[i].destroy(); } skinTanks = []; for (var i = redTanks.length - 1; i >= 0; i--) { redTanks[i].destroy(); } redTanks = []; for (var i = greenTanks.length - 1; i >= 0; i--) { greenTanks[i].destroy(); } greenTanks = []; for (var i = medkits.length - 1; i >= 0; i--) { medkits[i].destroy(); } medkits = []; generateMaze(); spawnEnemies(); spawnMedkits(); playerTank = new PlayerTank(); playerTank.x = 1024; playerTank.y = 1366; playerTank.health = 100; game.addChild(playerTank); portal = new Portal(); do { portal.x = Math.random() * (2048 - 200) + 100; portal.y = Math.random() * (2732 - 200) + 100; } while (checkWallCollision(portal.x, portal.y) || getDistanceToPlayer(portal.x, portal.y) < 300); game.addChild(portal); levelText.setText('Level: ' + currentLevel); gameStarted = true; } // Mouse functionality - player tank follows mouse position game.down = function (x, y, obj) { // Mouse down event - no special handling needed for movement }; game.move = function (x, y, obj) { if (!gameStarted || !playerTank) { return; } // Move player tank directly to mouse position if no wall collision if (!checkWallCollision(x, y)) { playerTank.x = x; playerTank.y = y; } }; game.up = function (x, y, obj) { if (!gameStarted || !playerTank) { return; } if (playerTank.shootCooldown <= 0) { var dx = x - playerTank.x; var dy = y - playerTank.y; var length = Math.sqrt(dx * dx + dy * dy); if (length > 0) { var dirX = dx / length; var dirY = dy / length; var bullet = new PlayerBullet(); bullet.x = playerTank.x; bullet.y = playerTank.y; bullet.directionX = dirX; bullet.directionY = dirY; playerBullets.push(bullet); game.addChild(bullet); playerTank.shootCooldown = 15; LK.getSound('shoot').play(); } } }; game.update = function () { if (!gameStarted) { startLevel(); return; } // Movement is handled via touch/drag in game.move method for (var i = playerBullets.length - 1; i >= 0; i--) { var bullet = playerBullets[i]; if (bullet.x < 0 || bullet.x > 2048 || bullet.y < 0 || bullet.y > 2732) { bullet.destroy(); playerBullets.splice(i, 1); continue; } if (checkWallCollision(bullet.x, bullet.y)) { bullet.destroy(); playerBullets.splice(i, 1); continue; } for (var j = skinTanks.length - 1; j >= 0; j--) { if (bullet.intersects(skinTanks[j])) { skinTanks[j].health -= 3; bullet.destroy(); playerBullets.splice(i, 1); if (skinTanks[j].health <= 0) { createExplosion(skinTanks[j].x, skinTanks[j].y, 100, 15); skinTanks[j].destroy(); skinTanks.splice(j, 1); LK.setScore(LK.getScore() + 10); } break; } } for (var j = redTanks.length - 1; j >= 0; j--) { if (bullet.intersects(redTanks[j])) { redTanks[j].health -= 10; bullet.destroy(); playerBullets.splice(i, 1); if (redTanks[j].health <= 0) { redTanks[j].destroy(); redTanks.splice(j, 1); LK.setScore(LK.getScore() + 20); } break; } } for (var j = greenTanks.length - 1; j >= 0; j--) { if (bullet.intersects(greenTanks[j])) { greenTanks[j].health -= 25; bullet.destroy(); playerBullets.splice(i, 1); if (greenTanks[j].health <= 0) { greenTanks[j].destroy(); greenTanks.splice(j, 1); LK.setScore(LK.getScore() + 30); } break; } } } for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; if (bullet.x < 0 || bullet.x > 2048 || bullet.y < 0 || bullet.y > 2732) { bullet.destroy(); enemyBullets.splice(i, 1); continue; } if (checkWallCollision(bullet.x, bullet.y)) { bullet.destroy(); enemyBullets.splice(i, 1); continue; } if (bullet.intersects(playerTank)) { playerTank.health -= bullet.damage; bullet.destroy(); enemyBullets.splice(i, 1); LK.getSound('hit').play(); if (playerTank.health <= 0) { LK.showGameOver(); } continue; } } for (var i = dynamites.length - 1; i >= 0; i--) { var dynamite = dynamites[i]; if (dynamite.x < 0 || dynamite.x > 2048 || dynamite.y < 0 || dynamite.y > 2732) { createExplosion(dynamite.x, dynamite.y, dynamite.explosionRadius, dynamite.damage); dynamite.destroy(); dynamites.splice(i, 1); continue; } if (checkWallCollision(dynamite.x, dynamite.y)) { createExplosion(dynamite.x, dynamite.y, dynamite.explosionRadius, dynamite.damage); dynamite.destroy(); dynamites.splice(i, 1); continue; } if (dynamite.intersects(playerTank)) { createExplosion(dynamite.x, dynamite.y, dynamite.explosionRadius, dynamite.damage); dynamite.destroy(); dynamites.splice(i, 1); continue; } } for (var i = acidBombs.length - 1; i >= 0; i--) { var acidBomb = acidBombs[i]; if (acidBomb.x < 0 || acidBomb.x > 2048 || acidBomb.y < 0 || acidBomb.y > 2732) { acidBomb.destroy(); acidBombs.splice(i, 1); continue; } if (checkWallCollision(acidBomb.x, acidBomb.y)) { acidBomb.destroy(); acidBombs.splice(i, 1); continue; } if (acidBomb.intersects(playerTank)) { playerTank.health -= acidBomb.damage; playerTank.poisonTimer = acidBomb.poisonDuration; playerTank.poisonDamage = acidBomb.poisonDamage; acidBomb.destroy(); acidBombs.splice(i, 1); LK.getSound('hit').play(); if (playerTank.health <= 0) { LK.showGameOver(); } continue; } } for (var i = skinTanks.length - 1; i >= 0; i--) { if (skinTanks[i].intersects(playerTank)) { createExplosion(skinTanks[i].x, skinTanks[i].y, skinTanks[i].explosionRadius, 20); skinTanks[i].destroy(); skinTanks.splice(i, 1); } } for (var i = redTanks.length - 1; i >= 0; i--) { if (redTanks[i].intersects(playerTank)) { playerTank.health -= 15; LK.getSound('hit').play(); if (playerTank.health <= 0) { LK.showGameOver(); } } } // Check medkit collision for healing for (var i = medkits.length - 1; i >= 0; i--) { var medkit = medkits[i]; var dx = playerTank.x - medkit.x; var dy = playerTank.y - medkit.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 50 && playerTank.health < playerTank.maxHealth) { // Close enough to collect medkit and player needs healing playerTank.health = playerTank.maxHealth; // Restore to full health medkit.destroy(); medkits.splice(i, 1); LK.getSound('hit').play(); // Use existing sound for medkit pickup } } // Check if player is close to portal (within 100 pixels) var dx = playerTank.x - portal.x; var dy = playerTank.y - portal.y; var distanceToPortal = Math.sqrt(dx * dx + dy * dy); if (distanceToPortal < 100) { LK.showYouWin(); // Show "You Won" screen - this will destroy the game and reset state } // Update score display scoreText.setText('Score: ' + LK.getScore()); // Update best score if current score is higher var currentScore = LK.getScore(); var bestScore = storage.bestScore || 0; if (currentScore > bestScore) { storage.bestScore = currentScore; bestScoreText.setText('Best: ' + currentScore); } var healthPercentage = Math.max(0, playerTank.health) / 100; healthBarFill.scaleX = 4 * healthPercentage; if (healthPercentage > 0.6) { healthBarFill.tint = 0x00ff00; // Green } else if (healthPercentage > 0.3) { healthBarFill.tint = 0xffff00; // Yellow } else { healthBarFill.tint = 0xff0000; // Red } };
===================================================================
--- original.js
+++ change.js
@@ -494,44 +494,26 @@
game.addChild(portal);
levelText.setText('Level: ' + currentLevel);
gameStarted = true;
}
-var dragStartX = 0;
-var dragStartY = 0;
-var isDragging = false;
-// Keyboard functionality removed - game uses touch controls only
+// Mouse functionality - player tank follows mouse position
game.down = function (x, y, obj) {
- dragStartX = x;
- dragStartY = y;
- isDragging = true;
+ // Mouse down event - no special handling needed for movement
};
game.move = function (x, y, obj) {
- if (!gameStarted || !playerTank || !isDragging) {
+ if (!gameStarted || !playerTank) {
return;
}
- var dx = x - dragStartX;
- var dy = y - dragStartY;
- var distance = Math.sqrt(dx * dx + dy * dy);
- if (distance > 20) {
- var moveX = dx > 0 ? playerTank.speed : -playerTank.speed;
- var moveY = dy > 0 ? playerTank.speed : -playerTank.speed;
- var newX = playerTank.x + moveX;
- var newY = playerTank.y + moveY;
- if (!checkWallCollision(newX, playerTank.y)) {
- playerTank.x = newX;
- }
- if (!checkWallCollision(playerTank.x, newY)) {
- playerTank.y = newY;
- }
- dragStartX = x;
- dragStartY = y;
+ // Move player tank directly to mouse position if no wall collision
+ if (!checkWallCollision(x, y)) {
+ playerTank.x = x;
+ playerTank.y = y;
}
};
game.up = function (x, y, obj) {
if (!gameStarted || !playerTank) {
return;
}
- isDragging = false;
if (playerTank.shootCooldown <= 0) {
var dx = x - playerTank.x;
var dy = y - playerTank.y;
var length = Math.sqrt(dx * dx + dy * dy);
pixel art dynamite. In-Game asset. 2d. High contrast. No shadows
skin color tank pixel art top down. In-Game asset. 2d. High contrast. No shadows
green tank pixel art top down. In-Game asset. 2d. High contrast. No shadows
red tank pixel art top down. In-Game asset. 2d. High contrast. No shadows
blue tank pixel art top down. In-Game asset. 2d. High contrast. No shadows
pixel art bullet. In-Game asset. 2d. High contrast. No shadows
a green bomb (pixel art) writes "Acid" on it. In-Game asset. 2d. High contrast. No shadows
medkit pixel art. In-Game asset. 2d. High contrast. No shadows
dark green square 16*16 pixels pixel art. In-Game asset. 2d. High contrast. No shadows
orange circle pixel art. In-Game asset. 2d. High contrast. No shadows
A portal, outline is purple, and inside is magenta. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat pixel art
dark gray square 16*16 pixels pixel art.. In-Game asset. 2d. High contrast. No shadows
pixel art blackhole. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat