User prompt
pero la magneto seta
User prompt
pon la magneto seta de pvz
User prompt
pon ahora el bonkchoy
User prompt
pero pon el botooooon
User prompt
pero pon un boton para que puedas poner la planta
User prompt
ahora pon estas plantas iventadas:cactus...el cactus de plant vs zombies
User prompt
quita las siguientes plantas:iceberg lettuce and the snapd dragon
User prompt
pon tambien las plantas que s epuedan poner ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
pon otras 4 plantas ams del jeugo hazlas tu epro del segundo juego ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
osea es una planta e sun peaasshotter pero d efuego pon esa planta
User prompt
haz un peasfire
User prompt
ahora pon el firepeashoterr lo mismo la misma pero roja y que lance los guisantes pero de fuego ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
el moonundead que dispare las moonbullet cada als 2 sgundos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
mejor pon que el zombie robot los dispare cada 6 segundos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
pero pon el moonzombie
User prompt
y que cuando salga dispare lunas a las plantas ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
pon el moon zombie
User prompt
pon la planta carnivora de pvz
User prompt
que el zombie se agrande ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que el zombie este recto osea mirando alreves de su posicion ose al laderech y que sea grand
User prompt
que no se gire
User prompt
y que disparen lejos
User prompt
que el lanzaguisantes sea como una torreta de tower defense ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que el lanzaguisantes disparen libremente
User prompt
que las plantas ataquen libremente
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Enemy = Container.expand(function (type, pathIndex) {
var self = Container.call(this);
self.type = type;
self.speed = 0.5;
self.health = 50;
self.maxHealth = 50;
self.damage = 10;
self.attackCooldown = 0;
// Use specified path index
self.pathLane = pathIndex;
self.targetRow = pathRows[pathIndex];
if (type === 'basic') {
self.graphics = self.attachAsset('basicUndead', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0.5;
self.health = 50;
self.maxHealth = 50;
} else if (type === 'fast') {
self.graphics = self.attachAsset('fastUndead', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1;
self.health = 30;
self.maxHealth = 30;
} else if (type === 'tank') {
self.graphics = self.attachAsset('tankUndead', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0.25;
self.health = 150;
self.maxHealth = 150;
self.damage = 20;
}
// Position will be set by spawnEnemy function
self.x = 0;
self.y = 0;
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
self.health = 0;
return true; // enemy destroyed
}
return false;
};
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
// Move straight horizontally from left to right
self.x += self.speed;
// Check if reached end of screen
if (self.x > 2048 + 100) {
// Reached end of screen, damage player
playerHealth -= self.damage;
updateUI();
// Remove enemy
var index = enemies.indexOf(self);
if (index > -1) {
enemies.splice(index, 1);
self.destroy();
}
if (playerHealth <= 0) {
LK.showGameOver();
}
}
// Check for plant collisions
self.checkPlantCollisions();
};
self.checkPlantCollisions = function () {
for (var i = 0; i < plants.length; i++) {
var plant = plants[i];
if (self.intersects(plant) && self.attackCooldown <= 0) {
var destroyed = plant.takeDamage(self.damage);
if (destroyed) {
plant.destroy();
plants.splice(i, 1);
// Remove from grid
var gridX = Math.floor((plant.x - 24) / 100);
var gridY = Math.floor((plant.y - 800) / 100);
if (gridX >= 0 && gridX < gridWidth && gridY >= 0 && gridY < gridHeight) {
grid[gridY][gridX] = 0;
}
}
self.attackCooldown = 60; // 1 second cooldown
break;
}
}
};
return self;
});
var Plant = Container.expand(function (type) {
var self = Container.call(this);
self.type = type;
self.shootCooldown = 0;
self.range = 300;
self.damage = 20;
self.health = 100;
self.maxHealth = 100;
self.sunProductionTimer = 0;
self.currentTarget = null;
self.targetRotation = 0;
if (type === 'peashooter') {
self.graphics = self.attachAsset('peashooter', {
anchorX: 0.5,
anchorY: 0.5
});
self.shootRate = 90; // frames between shots
self.cost = 100;
self.range = 300;
self.damage = 20;
} else if (type === 'wallnut') {
self.graphics = self.attachAsset('wallnut', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 4000;
self.maxHealth = 4000;
self.cost = 50;
} else if (type === 'sunflower') {
self.graphics = self.attachAsset('sunflower', {
anchorX: 0.5,
anchorY: 0.5
});
self.cost = 50;
self.health = 300;
self.maxHealth = 300;
} else if (type === 'cherrybomb') {
self.graphics = self.attachAsset('cherrybomb', {
anchorX: 0.5,
anchorY: 0.5
});
self.cost = 150;
self.health = 200;
self.maxHealth = 200;
self.explosionTimer = 180; // 3 seconds at 60fps
self.hasExploded = false;
}
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
self.health = 0;
return true; // plant destroyed
}
return false;
};
self.update = function () {
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
if (self.type === 'peashooter') {
var target = self.findNearestEnemy();
// Update turret rotation to face target
if (target) {
self.currentTarget = target;
// Calculate angle to target
var dx = target.x - self.x;
var dy = target.y - self.y;
var angle = Math.atan2(dy, dx);
// Smooth rotation using tween
if (Math.abs(angle - self.graphics.rotation) > 0.1) {
tween.stop(self.graphics, {
rotation: true
});
tween(self.graphics, {
rotation: angle
}, {
duration: 200,
easing: tween.easeOut
});
}
// Shoot if cooldown is ready
if (self.shootCooldown <= 0) {
self.shoot(target);
self.shootCooldown = self.shootRate;
}
} else {
self.currentTarget = null;
}
}
// Sunflower produces sun every 24 seconds (1440 frames at 60fps)
if (self.type === 'sunflower') {
self.sunProductionTimer++;
if (self.sunProductionTimer >= 1440) {
self.produceSun();
self.sunProductionTimer = 0;
}
}
// Cherry bomb explosion timer
if (self.type === 'cherrybomb' && !self.hasExploded) {
self.explosionTimer--;
if (self.explosionTimer <= 0) {
self.explode();
self.hasExploded = true;
}
}
};
self.findNearestEnemy = function () {
var nearest = null;
var nearestDistance = self.range;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
// Plant can attack any enemy within range regardless of position
var distance = Math.sqrt(Math.pow(enemy.x - self.x, 2) + Math.pow(enemy.y - self.y, 2));
if (distance < nearestDistance) {
nearest = enemy;
nearestDistance = distance;
}
}
return nearest;
};
self.shoot = function (target) {
var bullet = new PlantBullet(self.x, self.y, target, self.damage, self.graphics.rotation);
bullets.push(bullet);
game.addChild(bullet);
LK.getSound('plantShoot').play();
};
self.produceSun = function () {
var sun = new Sun(self.x, self.y);
suns.push(sun);
game.addChild(sun);
};
self.explode = function () {
var explosionRadius = 200;
// Damage all enemies in explosion radius
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
var distance = Math.sqrt(Math.pow(enemy.x - self.x, 2) + Math.pow(enemy.y - self.y, 2));
if (distance <= explosionRadius) {
var destroyed = enemy.takeDamage(1800); // Massive damage to kill most enemies
if (destroyed) {
enemy.destroy();
enemies.splice(i, 1);
resources += 10;
updateUI();
}
}
}
// Remove cherry bomb after explosion
var plantIndex = plants.indexOf(self);
if (plantIndex > -1) {
plants.splice(plantIndex, 1);
var gridX = Math.floor((self.x - 24) / 100);
var gridY = Math.floor((self.y - 800) / 100);
if (gridX >= 0 && gridX < gridWidth && gridY >= 0 && gridY < gridHeight) {
grid[gridY][gridX] = 0;
}
self.destroy();
}
};
return self;
});
var PlantBullet = Container.expand(function (startX, startY, target, damage, shooterRotation) {
var self = Container.call(this);
self.graphics = self.attachAsset('pea', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = startX;
self.y = startY;
self.target = target;
self.damage = damage;
self.speed = 8;
// Use shooter's rotation for bullet direction
if (shooterRotation !== undefined) {
self.velocityX = Math.cos(shooterRotation) * self.speed;
self.velocityY = Math.sin(shooterRotation) * self.speed;
} else {
// Fallback to target direction
var dx = target.x - startX;
var dy = target.y - startY;
var distance = Math.sqrt(dx * dx + dy * dy);
self.velocityX = dx / distance * self.speed;
self.velocityY = dy / distance * self.speed;
}
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
// Check collision with any enemy
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (self.intersects(enemy)) {
var destroyed = enemy.takeDamage(self.damage);
if (destroyed) {
// Remove enemy from array
var index = enemies.indexOf(enemy);
if (index > -1) {
enemy.destroy();
enemies.splice(index, 1);
resources += 10;
updateUI();
}
}
// Remove bullet
var bulletIndex = bullets.indexOf(self);
if (bulletIndex > -1) {
bullets.splice(bulletIndex, 1);
self.destroy();
}
LK.getSound('enemyHit').play();
return; // Exit after hitting first enemy
}
}
};
return self;
});
var Sun = Container.expand(function (startX, startY) {
var self = Container.call(this);
self.graphics = self.attachAsset('sun', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = startX;
self.y = startY;
self.lifeTime = 600; // 10 seconds at 60fps
self.collected = false;
self.update = function () {
self.lifeTime--;
if (self.lifeTime <= 0 && !self.collected) {
// Remove sun after timeout
var index = suns.indexOf(self);
if (index > -1) {
suns.splice(index, 1);
self.destroy();
}
}
};
self.down = function () {
if (!self.collected) {
self.collected = true;
resources += 25;
updateUI();
// Remove sun
var index = suns.indexOf(self);
if (index > -1) {
suns.splice(index, 1);
self.destroy();
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2d5016
});
/****
* Game Code
****/
// Sound effects
// UI buttons
// Enemies
// Projectiles and effects
// Plants
// Grid and UI elements
// Game variables
var gridWidth = 20;
var gridHeight = 10;
var grid = [];
var plants = [];
var enemies = [];
var bullets = [];
var resources = 100;
var playerHealth = 100;
var waveNumber = 1;
var enemiesInWave = 5;
var enemySpawnTimer = 0;
var enemiesSpawned = 0;
var selectedPlantType = 'peashooter';
var suns = [];
var selectedCell = null;
// Multiple paths for enemies (horizontal paths from left to right)
var enemyPaths = [];
var pathRows = [2, 4, 6, 8]; // Multiple lane rows for paths
// Create paths for each lane
for (var p = 0; p < pathRows.length; p++) {
var path = [];
for (var i = 0; i <= gridWidth; i++) {
path.push({
x: i * 100 + 50,
y: 200 + pathRows[p] * 100 + 50
});
}
enemyPaths.push(path);
}
// Initialize grid
for (var y = 0; y < gridHeight; y++) {
grid[y] = [];
for (var x = 0; x < gridWidth; x++) {
grid[y][x] = 0; // 0 = empty, 1 = plant, 2 = path
}
}
// Mark path cells (horizontal lanes in multiple rows)
for (var p = 0; p < pathRows.length; p++) {
for (var i = 0; i < gridWidth; i++) {
grid[pathRows[p]][i] = 2; // path in lane rows
}
}
// Create grid visual
var gridContainer = game.addChild(new Container());
gridContainer.x = 24; // Center the grid horizontally
gridContainer.y = 800; // Move grid down to accommodate horizontal layout
for (var y = 0; y < gridHeight; y++) {
for (var x = 0; x < gridWidth; x++) {
var cell;
if (grid[y][x] === 2) {
cell = LK.getAsset('pathCell', {
anchorX: 0,
anchorY: 0
});
} else {
cell = LK.getAsset('gridCell', {
anchorX: 0,
anchorY: 0
});
}
cell.x = x * 100;
cell.y = y * 100;
gridContainer.addChild(cell);
}
}
// UI Elements
var resourceText = new Text2('Resources: ' + resources, {
size: 40,
fill: '#ffffff'
});
resourceText.anchor.set(0, 0);
LK.gui.topLeft.addChild(resourceText);
resourceText.x = 120;
resourceText.y = 20;
var healthText = new Text2('Health: ' + playerHealth, {
size: 40,
fill: '#ffffff'
});
healthText.anchor.set(0, 0);
LK.gui.topLeft.addChild(healthText);
healthText.x = 120;
healthText.y = 70;
var waveText = new Text2('Wave: ' + waveNumber, {
size: 40,
fill: '#ffffff'
});
waveText.anchor.set(0, 0);
LK.gui.topLeft.addChild(waveText);
waveText.x = 120;
waveText.y = 120;
// Plant selection buttons
var buttonContainer = new Container();
LK.gui.bottom.addChild(buttonContainer);
buttonContainer.y = -150;
var shooterButton = LK.getAsset('plantButton', {
anchorX: 0.5,
anchorY: 0.5
});
var shooterText = new Text2('Peashooter\n$100', {
size: 24,
fill: '#ffffff'
});
shooterText.anchor.set(0.5, 0.5);
shooterButton.addChild(shooterText);
shooterButton.x = -200;
buttonContainer.addChild(shooterButton);
var blockerButton = LK.getAsset('plantButton', {
anchorX: 0.5,
anchorY: 0.5
});
var blockerText = new Text2('Wall-nut\n$50', {
size: 24,
fill: '#ffffff'
});
blockerText.anchor.set(0.5, 0.5);
blockerButton.addChild(blockerText);
blockerButton.x = 0;
buttonContainer.addChild(blockerButton);
var supportButton = LK.getAsset('plantButton', {
anchorX: 0.5,
anchorY: 0.5
});
var supportText = new Text2('Sunflower\n$50', {
size: 24,
fill: '#ffffff'
});
supportText.anchor.set(0.5, 0.5);
supportButton.addChild(supportText);
supportButton.x = 200;
buttonContainer.addChild(supportButton);
var bombButton = LK.getAsset('plantButton', {
anchorX: 0.5,
anchorY: 0.5
});
var bombText = new Text2('Cherry Bomb\n$150', {
size: 24,
fill: '#ffffff'
});
bombText.anchor.set(0.5, 0.5);
bombButton.addChild(bombText);
bombButton.x = 400;
buttonContainer.addChild(bombButton);
// Button interactions
shooterButton.down = function () {
selectedPlantType = 'peashooter';
updateButtonSelection();
};
blockerButton.down = function () {
selectedPlantType = 'wallnut';
updateButtonSelection();
};
supportButton.down = function () {
selectedPlantType = 'sunflower';
updateButtonSelection();
};
bombButton.down = function () {
selectedPlantType = 'cherrybomb';
updateButtonSelection();
};
function updateButtonSelection() {
shooterButton.tint = selectedPlantType === 'peashooter' ? 0x90ee90 : 0xffffff;
blockerButton.tint = selectedPlantType === 'wallnut' ? 0x90ee90 : 0xffffff;
supportButton.tint = selectedPlantType === 'sunflower' ? 0x90ee90 : 0xffffff;
bombButton.tint = selectedPlantType === 'cherrybomb' ? 0x90ee90 : 0xffffff;
}
updateButtonSelection();
function updateUI() {
resourceText.setText('Resources: ' + resources);
healthText.setText('Health: ' + playerHealth);
waveText.setText('Wave: ' + waveNumber);
}
function getPlantCost(type) {
switch (type) {
case 'peashooter':
return 100;
case 'wallnut':
return 50;
case 'sunflower':
return 50;
case 'cherrybomb':
return 150;
default:
return 50;
}
}
function placePlant(gridX, gridY) {
if (gridX < 0 || gridX >= gridWidth || gridY < 0 || gridY >= gridHeight) return;
if (grid[gridY][gridX] !== 0) return; // cell not empty
var cost = getPlantCost(selectedPlantType);
if (resources < cost) return;
var plant = new Plant(selectedPlantType);
plant.x = 24 + gridX * 100 + 50;
plant.y = 800 + gridY * 100 + 50;
plants.push(plant);
game.addChild(plant);
grid[gridY][gridX] = 1;
resources -= cost;
updateUI();
LK.getSound('plantPlace').play();
}
function spawnEnemy() {
var enemyType = 'basic';
if (waveNumber > 3) {
var rand = Math.random();
if (rand < 0.3) enemyType = 'fast';else if (rand < 0.6) enemyType = 'tank';
}
// Spawn enemies in any available lane
var randomLane = Math.floor(Math.random() * pathRows.length);
var enemy = new Enemy(enemyType, randomLane);
// Spawn enemy at left side of screen at random Y position
enemy.x = -50; // Start from left edge
enemy.y = 800 + Math.random() * (gridHeight * 100); // Random Y position within grid
enemies.push(enemy);
game.addChild(enemy);
}
function startNextWave() {
waveNumber++;
enemiesInWave = Math.min(5 + waveNumber * 2, 20);
enemiesSpawned = 0;
enemySpawnTimer = 0;
updateUI();
}
// Game input handling
game.down = function (x, y, obj) {
// Check if click is in grid area
if (y >= 800 && y < 800 + gridHeight * 100 && x >= 24 && x < 24 + gridWidth * 100) {
var gridX = Math.floor((x - 24) / 100);
var gridY = Math.floor((y - 800) / 100);
placePlant(gridX, gridY);
}
};
// Main game loop
game.update = function () {
// Update plants
for (var i = plants.length - 1; i >= 0; i--) {
plants[i].update();
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
if (bullets[i]) {
bullets[i].update();
// Remove bullets that are off screen
if (bullets[i] && (bullets[i].x < -50 || bullets[i].x > 2100 || bullets[i].y < -50 || bullets[i].y > 2800)) {
bullets[i].destroy();
bullets.splice(i, 1);
}
}
}
// Update suns
for (var i = suns.length - 1; i >= 0; i--) {
suns[i].update();
}
// Spawn enemies
if (enemiesSpawned < enemiesInWave) {
enemySpawnTimer++;
if (enemySpawnTimer >= 360) {
// spawn every 6 seconds
spawnEnemy();
enemiesSpawned++;
enemySpawnTimer = 0;
}
}
// Check wave completion
if (enemiesSpawned >= enemiesInWave && enemies.length === 0) {
if (waveNumber >= 10) {
LK.showYouWin();
} else {
// Bonus resources for completing wave
resources += 25;
updateUI();
// Start next wave after delay
LK.setTimeout(function () {
startNextWave();
}, 2000);
}
}
};
// Start first wave
enemySpawnTimer = 0;
enemiesSpawned = 0; ===================================================================
--- original.js
+++ change.js
@@ -108,8 +108,10 @@
self.damage = 20;
self.health = 100;
self.maxHealth = 100;
self.sunProductionTimer = 0;
+ self.currentTarget = null;
+ self.targetRotation = 0;
if (type === 'peashooter') {
self.graphics = self.attachAsset('peashooter', {
anchorX: 0.5,
anchorY: 0.5
@@ -156,13 +158,36 @@
self.update = function () {
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
- if (self.type === 'peashooter' && self.shootCooldown <= 0) {
+ if (self.type === 'peashooter') {
var target = self.findNearestEnemy();
+ // Update turret rotation to face target
if (target) {
- self.shoot(target);
- self.shootCooldown = self.shootRate;
+ self.currentTarget = target;
+ // Calculate angle to target
+ var dx = target.x - self.x;
+ var dy = target.y - self.y;
+ var angle = Math.atan2(dy, dx);
+ // Smooth rotation using tween
+ if (Math.abs(angle - self.graphics.rotation) > 0.1) {
+ tween.stop(self.graphics, {
+ rotation: true
+ });
+ tween(self.graphics, {
+ rotation: angle
+ }, {
+ duration: 200,
+ easing: tween.easeOut
+ });
+ }
+ // Shoot if cooldown is ready
+ if (self.shootCooldown <= 0) {
+ self.shoot(target);
+ self.shootCooldown = self.shootRate;
+ }
+ } else {
+ self.currentTarget = null;
}
}
// Sunflower produces sun every 24 seconds (1440 frames at 60fps)
if (self.type === 'sunflower') {
@@ -195,9 +220,9 @@
}
return nearest;
};
self.shoot = function (target) {
- var bullet = new PlantBullet(self.x, self.y, target, self.damage);
+ var bullet = new PlantBullet(self.x, self.y, target, self.damage, self.graphics.rotation);
bullets.push(bullet);
game.addChild(bullet);
LK.getSound('plantShoot').play();
};
@@ -235,9 +260,9 @@
}
};
return self;
});
-var PlantBullet = Container.expand(function (startX, startY, target, damage) {
+var PlantBullet = Container.expand(function (startX, startY, target, damage, shooterRotation) {
var self = Container.call(this);
self.graphics = self.attachAsset('pea', {
anchorX: 0.5,
anchorY: 0.5
@@ -246,15 +271,20 @@
self.y = startY;
self.target = target;
self.damage = damage;
self.speed = 8;
- // Calculate direction towards target freely
- var dx = target.x - startX;
- var dy = target.y - startY;
- var distance = Math.sqrt(dx * dx + dy * dy);
- // Normalize direction and apply speed
- self.velocityX = dx / distance * self.speed;
- self.velocityY = dy / distance * self.speed;
+ // Use shooter's rotation for bullet direction
+ if (shooterRotation !== undefined) {
+ self.velocityX = Math.cos(shooterRotation) * self.speed;
+ self.velocityY = Math.sin(shooterRotation) * self.speed;
+ } else {
+ // Fallback to target direction
+ var dx = target.x - startX;
+ var dy = target.y - startY;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ self.velocityX = dx / distance * self.speed;
+ self.velocityY = dy / distance * self.speed;
+ }
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
// Check collision with any enemy
sin l suelo debajo
a sun flower whit pvz 3 whit kawaii face. In-Game asset. 2d. High contrast. No shadows
a plant vs zombies zombie. In-Game asset. 2d. High contrast. No shadows
que sea morada y que no tenga ojos
a plant vs zombies zombie whit a flash costume. In-Game asset. 2d. High contrast. No shadows
a plant vs zombies zombie whit a robot costume and a laser gun arms. In-Game asset. 2d. High contrast. No shadows
fire bullet. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
pvz1 coconut cannon. In-Game asset. 2d. High contrast. No shadows
peashoter plant vs zombies 2 but fire. In-Game asset. 2d. High contrast. No shadows
Cactus inspirado en Plants vs. Zombies. Planta verde con cuerpo segmentado cubierto de espinas rojas intensas, aspecto heroico y desafiante. Tiene una flor en la parte superior de color amarillo brillante y ojos decididos mirando hacia el frente. Postura erguida sobre césped, sin atacar, con estilo caricaturesco, líneas limpias, colores vivos y sin sombras. Fondo transparente, ideal como asset 2D para videojuego.. In-Game asset. 2d. High contrast. No shadows
Bonk Choy inspirado en Plants vs. Zombies. Planta verde musculosa con dos enormes puños de hojas brillantes, postura de combate, mirada feroz y determinada. Tallos fuertes, cuerpo compacto, expresión desafiante mirando al frente. Estilo caricaturesco, colores vivos, sin sombras, fondo transparente. Ideal como asset visual 2D para videojuego. . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
magnetoseta de plant vs zombies . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat