/**** 
* Classes
****/ 
// Boss class
// Boss class
var Boss = Container.expand(function () {
	var self = Container.call(this);
	var bossGraphics = self.attachAsset('boss', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.5,
		scaleY: 1.5
	});
	self.speed = 2;
	self.horizontalSpeed = 2;
	self.health = 100;
	// Define shootDeathLaser function here
	self.shotCount = 0; // Initialize shot counter
	self.shootDeathLaser = function () {
		// Shake effect for 2 seconds
		var shakeDuration = 120; // 2 seconds at 60 FPS
		var shakeIntensity = 10;
		var shakeCount = 0;
		var originalX = self.x;
		var originalY = self.y;
		var shakeInterval = LK.setInterval(function () {
			if (shakeCount < shakeDuration) {
				self.x = originalX + (Math.random() - 0.5) * shakeIntensity;
				self.y = originalY + (Math.random() - 0.5) * shakeIntensity;
				shakeCount++;
			} else {
				LK.clearInterval(shakeInterval);
				self.x = originalX;
				self.y = originalY;
				// Shoot death lasers after shaking
				var deathLaser1 = new DeathLaser(self.x - bossGraphics.width * 0.2, self.y + bossGraphics.height * 0.75);
				var deathLaser2 = new DeathLaser(self.x + bossGraphics.width * 0.2, self.y + bossGraphics.height * 0.75);
				game.addChild(deathLaser1);
				game.addChild(deathLaser2);
				enemyLasers.push(deathLaser1);
				enemyLasers.push(deathLaser2);
				// Increment shot counter
				self.shotCount++;
				// Relocate boss after 6 shots
				if (self.shotCount >= 6) {
					self.shotCount = 0; // Reset shot counter
					self.x = Math.random() * (2048 - bossGraphics.width * 1.5) + bossGraphics.width * 0.75;
					self.y = Math.random() * (2732 / 3 - bossGraphics.height * 1.5) + bossGraphics.height * 0.75;
				}
				// Resume spawning enemies
				self.resumeEnemySpawning();
			}
		}, 1000 / 60); // 60 FPS
	};
	self.update = function () {
		if (self.y < 2732 / 3 - bossGraphics.height / 4) {
			self.y += self.speed;
		} else {
			self.x += self.horizontalSpeed;
			if (self.x > 2048 - bossGraphics.width * 0.75 || self.x < bossGraphics.width * 0.75) {
				self.horizontalSpeed = -self.horizontalSpeed;
			}
			// Boss shoots death laser if health is <= 5
			if (self.health <= 50 && LK.ticks % 30 == 0) {
				self.shootDeathLaser();
			}
		}
	};
	self.shoot = function () {
		if (self.health <= 50) {
			return; // Stop shooting normal lasers if health is 5 or less
		}
		// Center laser
		var centerLaser = new EnemyLaser(self.x, self.y + bossGraphics.height * 0.75);
		game.addChild(centerLaser);
		enemyLasers.push(centerLaser);
		// Right side laser
		var rightLaser = new EnemyLaser(self.x + bossGraphics.width * 0.3, self.y + bossGraphics.height * 0.75);
		game.addChild(rightLaser);
		enemyLasers.push(rightLaser);
		// Left side laser
		var leftLaser = new EnemyLaser(self.x - bossGraphics.width * 0.3, self.y + bossGraphics.height * 0.75);
		game.addChild(leftLaser);
		enemyLasers.push(leftLaser);
	};
});
var DeathLaser = Container.expand(function (x, y) {
	var self = Container.call(this);
	var deathLaserGraphics = self.attachAsset('deathlaser', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.5,
		scaleY: 1.5
	});
	self.x = x;
	self.y = y;
	self.speed = 20;
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732) {
			self.destroy();
		}
	};
});
// EnemyLaser class
var EnemyLaser = Container.expand(function (x, y) {
	var self = Container.call(this);
	var enemyLaserGraphics = self.attachAsset('enemylaser', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.5,
		scaleY: 1.5
	});
	self.x = x;
	self.y = y;
	self.speed = 10;
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732) {
			self.destroy();
		}
	};
});
// EnemyShip class
var EnemyShip = Container.expand(function () {
	var self = Container.call(this);
	var enemyGraphics = self.attachAsset('enemyship', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 5;
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732) {
			self.destroy();
		}
	};
	self.shoot = function () {
		var enemyLaser = new EnemyLaser(self.x, self.y + enemyGraphics.height / 2);
		game.addChild(enemyLaser);
		enemyLasers.push(enemyLaser);
	};
});
// Laser class
var Laser = Container.expand(function (x, y) {
	var self = Container.call(this);
	var laserGraphics = self.attachAsset('laser', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.x = x;
	self.y = y;
	self.speed = -15;
	self.update = function () {
		self.y += self.speed;
		if (self.y < 0) {
			self.destroy();
		}
	};
});
//<Assets used in the game will automatically appear here>
// SpaceShip class
var SpaceShip = Container.expand(function () {
	var self = Container.call(this);
	var shipGraphics = self.attachAsset('spaceship', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 10;
	self.update = function () {
		self.y = 2732 - 200;
	};
	self.shoot = function () {
		var laser = new Laser(self.x, self.y - shipGraphics.height / 2);
		game.addChild(laser);
		lasers.push(laser);
		LK.getSound('new_laser_sound_id').play();
	};
});
// Star class
var Star = Container.expand(function () {
	var self = Container.call(this);
	var starGraphics = self.attachAsset('star', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 2;
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732) {
			self.y = -starGraphics.height;
			self.x = Math.random() * 2048;
		}
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background 
});
/**** 
* Game Code
****/ 
// Play background music
LK.playMusic('space');
// Removed incorrect sound play call
// Initialize arrays and variables
var spaceship;
var enemies = [];
var lasers = [];
var enemyLasers = [];
var stars = [];
var score = 0;
var scoreTxt = new Text2('0', {
	size: 150,
	fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var boss = null;
// Create spaceship
spaceship = new SpaceShip();
spaceship.x = 2048 / 2;
spaceship.y = 2732 - 200;
game.addChild(spaceship);
// Create and add stars
for (var i = 0; i < 50; i++) {
	var star = new Star();
	star.x = Math.random() * 2048;
	star.y = Math.random() * 2732;
	stars.push(star);
	game.addChild(star);
}
// Spawn enemies
function spawnEnemy() {
	var enemy = new EnemyShip();
	enemy.x = Math.random() * 2048;
	enemy.y = -100;
	enemies.push(enemy);
	game.addChild(enemy);
}
// Handle game updates
game.update = function () {
	// Update spaceship
	spaceship.update();
	// Update stars
	for (var i = stars.length - 1; i >= 0; i--) {
		stars[i].update();
	}
	// Update lasers
	for (var i = lasers.length - 1; i >= 0; i--) {
		lasers[i].update();
		if (lasers[i].y < 0) {
			lasers[i].destroy();
			lasers.splice(i, 1);
		}
	}
	// Update enemy lasers
	for (var i = enemyLasers.length - 1; i >= 0; i--) {
		enemyLasers[i].update();
		if (enemyLasers[i].y > 2732) {
			enemyLasers[i].destroy();
			enemyLasers.splice(i, 1);
		}
	}
	// Update enemies
	for (var i = enemies.length - 1; i >= 0; i--) {
		enemies[i].update();
		if (enemies[i].y > 2732) {
			enemies[i].destroy();
			enemies.splice(i, 1);
		}
	}
	// Check for collisions
	for (var i = lasers.length - 1; i >= 0; i--) {
		for (var j = enemies.length - 1; j >= 0; j--) {
			if (lasers[i].intersects(enemies[j])) {
				lasers[i].destroy();
				var destroyEffect = LK.getAsset('destroy', {
					anchorX: 0.5,
					anchorY: 0.5,
					x: enemies[j].x,
					y: enemies[j].y
				});
				game.addChild(destroyEffect);
				LK.setTimeout(function () {
					destroyEffect.destroy();
				}, 200);
				LK.getSound('explosion').play();
				enemies[j].destroy();
				lasers.splice(i, 1);
				enemies.splice(j, 1);
				score++;
				scoreTxt.setText(score);
				if (score === 100 && !boss) {
					boss = new Boss();
					boss.x = 2048 / 2;
					boss.y = -boss.height;
					game.addChild(boss);
				}
				break;
			}
		}
		if (boss && boss.intersects && lasers[i] && lasers[i].intersects(boss)) {
			lasers[i].destroy();
			var destroyEffect = LK.getAsset('destroy', {
				anchorX: 0.5,
				anchorY: 0.5,
				scaleX: 2,
				scaleY: 2,
				x: boss.x,
				y: boss.y
			});
			game.addChild(destroyEffect);
			LK.setTimeout(function () {
				destroyEffect.destroy();
			}, 200);
			LK.getSound('explosion').play();
			boss.health--;
			if (boss.health <= 0) {
				var kabomEffects = [];
				for (var i = 0; i < 3; i++) {
					var kabomEffect = LK.getAsset('kabom', {
						anchorX: 0.5,
						anchorY: 0.5,
						scaleX: boss.width / 400,
						scaleY: boss.height / 400,
						x: boss.x + (Math.random() - 0.5) * boss.width / 2,
						y: boss.y + (Math.random() - 0.5) * boss.height / 2
					});
					game.addChild(kabomEffect);
					kabomEffects.push(kabomEffect);
				}
				LK.setTimeout(function () {
					for (var i = 0; i < kabomEffects.length; i++) {
						kabomEffects[i].destroy();
					}
				}, 200);
				LK.getSound('kabom').play();
				boss.destroy();
				boss = null;
			}
			lasers.splice(i, 1);
			score++;
			scoreTxt.setText(score);
			break;
		}
	}
	for (var i = enemyLasers.length - 1; i >= 0; i--) {
		if (enemyLasers[i].intersects(spaceship)) {
			enemyLasers[i].destroy();
			enemyLasers.splice(i, 1);
			// Flash screen red for 1 second (1000ms) to show we are dead.
			LK.effects.flashScreen(0xff0000, 1000);
			// Show game over. The game will be automatically paused while game over is showing.
			LK.showGameOver(); // Calling this will destroy the 'Game' and reset entire game state.
			break;
		}
	}
	// Spawn enemies periodically if boss is not present
	if (LK.ticks % 60 == 0) {
		spawnEnemy();
	}
	// Enemies shoot periodically if boss is not present
	if (LK.ticks % 120 == 0) {
		for (var i = 0; i < enemies.length; i++) {
			enemies[i].shoot();
		}
	}
	if (boss) {
		boss.update();
		if (boss.health > 5 && LK.ticks % 60 == 0) {
			boss.shoot();
		}
	}
};
// Handle touch events
game.down = function (x, y, obj) {
	spaceship.shoot();
};
game.move = function (x, y, obj) {
	spaceship.x = x;
};
game.up = function (x, y, obj) {
	// No action needed on touch up
};
// Add method to resume enemy spawning
Boss.prototype.resumeEnemySpawning = function () {
	// Spawn enemies periodically
	if (LK.ticks % 60 == 0 && !boss) {
		spawnEnemy();
	}
	// Enemies shoot periodically
	if (LK.ticks % 120 == 0 && !boss) {
		for (var i = 0; i < enemies.length; i++) {
			enemies[i].shoot();
		}
	}
}; /**** 
* Classes
****/ 
// Boss class
// Boss class
var Boss = Container.expand(function () {
	var self = Container.call(this);
	var bossGraphics = self.attachAsset('boss', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.5,
		scaleY: 1.5
	});
	self.speed = 2;
	self.horizontalSpeed = 2;
	self.health = 100;
	// Define shootDeathLaser function here
	self.shotCount = 0; // Initialize shot counter
	self.shootDeathLaser = function () {
		// Shake effect for 2 seconds
		var shakeDuration = 120; // 2 seconds at 60 FPS
		var shakeIntensity = 10;
		var shakeCount = 0;
		var originalX = self.x;
		var originalY = self.y;
		var shakeInterval = LK.setInterval(function () {
			if (shakeCount < shakeDuration) {
				self.x = originalX + (Math.random() - 0.5) * shakeIntensity;
				self.y = originalY + (Math.random() - 0.5) * shakeIntensity;
				shakeCount++;
			} else {
				LK.clearInterval(shakeInterval);
				self.x = originalX;
				self.y = originalY;
				// Shoot death lasers after shaking
				var deathLaser1 = new DeathLaser(self.x - bossGraphics.width * 0.2, self.y + bossGraphics.height * 0.75);
				var deathLaser2 = new DeathLaser(self.x + bossGraphics.width * 0.2, self.y + bossGraphics.height * 0.75);
				game.addChild(deathLaser1);
				game.addChild(deathLaser2);
				enemyLasers.push(deathLaser1);
				enemyLasers.push(deathLaser2);
				// Increment shot counter
				self.shotCount++;
				// Relocate boss after 6 shots
				if (self.shotCount >= 6) {
					self.shotCount = 0; // Reset shot counter
					self.x = Math.random() * (2048 - bossGraphics.width * 1.5) + bossGraphics.width * 0.75;
					self.y = Math.random() * (2732 / 3 - bossGraphics.height * 1.5) + bossGraphics.height * 0.75;
				}
				// Resume spawning enemies
				self.resumeEnemySpawning();
			}
		}, 1000 / 60); // 60 FPS
	};
	self.update = function () {
		if (self.y < 2732 / 3 - bossGraphics.height / 4) {
			self.y += self.speed;
		} else {
			self.x += self.horizontalSpeed;
			if (self.x > 2048 - bossGraphics.width * 0.75 || self.x < bossGraphics.width * 0.75) {
				self.horizontalSpeed = -self.horizontalSpeed;
			}
			// Boss shoots death laser if health is <= 5
			if (self.health <= 50 && LK.ticks % 30 == 0) {
				self.shootDeathLaser();
			}
		}
	};
	self.shoot = function () {
		if (self.health <= 50) {
			return; // Stop shooting normal lasers if health is 5 or less
		}
		// Center laser
		var centerLaser = new EnemyLaser(self.x, self.y + bossGraphics.height * 0.75);
		game.addChild(centerLaser);
		enemyLasers.push(centerLaser);
		// Right side laser
		var rightLaser = new EnemyLaser(self.x + bossGraphics.width * 0.3, self.y + bossGraphics.height * 0.75);
		game.addChild(rightLaser);
		enemyLasers.push(rightLaser);
		// Left side laser
		var leftLaser = new EnemyLaser(self.x - bossGraphics.width * 0.3, self.y + bossGraphics.height * 0.75);
		game.addChild(leftLaser);
		enemyLasers.push(leftLaser);
	};
});
var DeathLaser = Container.expand(function (x, y) {
	var self = Container.call(this);
	var deathLaserGraphics = self.attachAsset('deathlaser', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.5,
		scaleY: 1.5
	});
	self.x = x;
	self.y = y;
	self.speed = 20;
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732) {
			self.destroy();
		}
	};
});
// EnemyLaser class
var EnemyLaser = Container.expand(function (x, y) {
	var self = Container.call(this);
	var enemyLaserGraphics = self.attachAsset('enemylaser', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.5,
		scaleY: 1.5
	});
	self.x = x;
	self.y = y;
	self.speed = 10;
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732) {
			self.destroy();
		}
	};
});
// EnemyShip class
var EnemyShip = Container.expand(function () {
	var self = Container.call(this);
	var enemyGraphics = self.attachAsset('enemyship', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 5;
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732) {
			self.destroy();
		}
	};
	self.shoot = function () {
		var enemyLaser = new EnemyLaser(self.x, self.y + enemyGraphics.height / 2);
		game.addChild(enemyLaser);
		enemyLasers.push(enemyLaser);
	};
});
// Laser class
var Laser = Container.expand(function (x, y) {
	var self = Container.call(this);
	var laserGraphics = self.attachAsset('laser', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.x = x;
	self.y = y;
	self.speed = -15;
	self.update = function () {
		self.y += self.speed;
		if (self.y < 0) {
			self.destroy();
		}
	};
});
//<Assets used in the game will automatically appear here>
// SpaceShip class
var SpaceShip = Container.expand(function () {
	var self = Container.call(this);
	var shipGraphics = self.attachAsset('spaceship', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 10;
	self.update = function () {
		self.y = 2732 - 200;
	};
	self.shoot = function () {
		var laser = new Laser(self.x, self.y - shipGraphics.height / 2);
		game.addChild(laser);
		lasers.push(laser);
		LK.getSound('new_laser_sound_id').play();
	};
});
// Star class
var Star = Container.expand(function () {
	var self = Container.call(this);
	var starGraphics = self.attachAsset('star', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 2;
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732) {
			self.y = -starGraphics.height;
			self.x = Math.random() * 2048;
		}
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background 
});
/**** 
* Game Code
****/ 
// Play background music
LK.playMusic('space');
// Removed incorrect sound play call
// Initialize arrays and variables
var spaceship;
var enemies = [];
var lasers = [];
var enemyLasers = [];
var stars = [];
var score = 0;
var scoreTxt = new Text2('0', {
	size: 150,
	fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var boss = null;
// Create spaceship
spaceship = new SpaceShip();
spaceship.x = 2048 / 2;
spaceship.y = 2732 - 200;
game.addChild(spaceship);
// Create and add stars
for (var i = 0; i < 50; i++) {
	var star = new Star();
	star.x = Math.random() * 2048;
	star.y = Math.random() * 2732;
	stars.push(star);
	game.addChild(star);
}
// Spawn enemies
function spawnEnemy() {
	var enemy = new EnemyShip();
	enemy.x = Math.random() * 2048;
	enemy.y = -100;
	enemies.push(enemy);
	game.addChild(enemy);
}
// Handle game updates
game.update = function () {
	// Update spaceship
	spaceship.update();
	// Update stars
	for (var i = stars.length - 1; i >= 0; i--) {
		stars[i].update();
	}
	// Update lasers
	for (var i = lasers.length - 1; i >= 0; i--) {
		lasers[i].update();
		if (lasers[i].y < 0) {
			lasers[i].destroy();
			lasers.splice(i, 1);
		}
	}
	// Update enemy lasers
	for (var i = enemyLasers.length - 1; i >= 0; i--) {
		enemyLasers[i].update();
		if (enemyLasers[i].y > 2732) {
			enemyLasers[i].destroy();
			enemyLasers.splice(i, 1);
		}
	}
	// Update enemies
	for (var i = enemies.length - 1; i >= 0; i--) {
		enemies[i].update();
		if (enemies[i].y > 2732) {
			enemies[i].destroy();
			enemies.splice(i, 1);
		}
	}
	// Check for collisions
	for (var i = lasers.length - 1; i >= 0; i--) {
		for (var j = enemies.length - 1; j >= 0; j--) {
			if (lasers[i].intersects(enemies[j])) {
				lasers[i].destroy();
				var destroyEffect = LK.getAsset('destroy', {
					anchorX: 0.5,
					anchorY: 0.5,
					x: enemies[j].x,
					y: enemies[j].y
				});
				game.addChild(destroyEffect);
				LK.setTimeout(function () {
					destroyEffect.destroy();
				}, 200);
				LK.getSound('explosion').play();
				enemies[j].destroy();
				lasers.splice(i, 1);
				enemies.splice(j, 1);
				score++;
				scoreTxt.setText(score);
				if (score === 100 && !boss) {
					boss = new Boss();
					boss.x = 2048 / 2;
					boss.y = -boss.height;
					game.addChild(boss);
				}
				break;
			}
		}
		if (boss && boss.intersects && lasers[i] && lasers[i].intersects(boss)) {
			lasers[i].destroy();
			var destroyEffect = LK.getAsset('destroy', {
				anchorX: 0.5,
				anchorY: 0.5,
				scaleX: 2,
				scaleY: 2,
				x: boss.x,
				y: boss.y
			});
			game.addChild(destroyEffect);
			LK.setTimeout(function () {
				destroyEffect.destroy();
			}, 200);
			LK.getSound('explosion').play();
			boss.health--;
			if (boss.health <= 0) {
				var kabomEffects = [];
				for (var i = 0; i < 3; i++) {
					var kabomEffect = LK.getAsset('kabom', {
						anchorX: 0.5,
						anchorY: 0.5,
						scaleX: boss.width / 400,
						scaleY: boss.height / 400,
						x: boss.x + (Math.random() - 0.5) * boss.width / 2,
						y: boss.y + (Math.random() - 0.5) * boss.height / 2
					});
					game.addChild(kabomEffect);
					kabomEffects.push(kabomEffect);
				}
				LK.setTimeout(function () {
					for (var i = 0; i < kabomEffects.length; i++) {
						kabomEffects[i].destroy();
					}
				}, 200);
				LK.getSound('kabom').play();
				boss.destroy();
				boss = null;
			}
			lasers.splice(i, 1);
			score++;
			scoreTxt.setText(score);
			break;
		}
	}
	for (var i = enemyLasers.length - 1; i >= 0; i--) {
		if (enemyLasers[i].intersects(spaceship)) {
			enemyLasers[i].destroy();
			enemyLasers.splice(i, 1);
			// Flash screen red for 1 second (1000ms) to show we are dead.
			LK.effects.flashScreen(0xff0000, 1000);
			// Show game over. The game will be automatically paused while game over is showing.
			LK.showGameOver(); // Calling this will destroy the 'Game' and reset entire game state.
			break;
		}
	}
	// Spawn enemies periodically if boss is not present
	if (LK.ticks % 60 == 0) {
		spawnEnemy();
	}
	// Enemies shoot periodically if boss is not present
	if (LK.ticks % 120 == 0) {
		for (var i = 0; i < enemies.length; i++) {
			enemies[i].shoot();
		}
	}
	if (boss) {
		boss.update();
		if (boss.health > 5 && LK.ticks % 60 == 0) {
			boss.shoot();
		}
	}
};
// Handle touch events
game.down = function (x, y, obj) {
	spaceship.shoot();
};
game.move = function (x, y, obj) {
	spaceship.x = x;
};
game.up = function (x, y, obj) {
	// No action needed on touch up
};
// Add method to resume enemy spawning
Boss.prototype.resumeEnemySpawning = function () {
	// Spawn enemies periodically
	if (LK.ticks % 60 == 0 && !boss) {
		spawnEnemy();
	}
	// Enemies shoot periodically
	if (LK.ticks % 120 == 0 && !boss) {
		for (var i = 0; i < enemies.length; i++) {
			enemies[i].shoot();
		}
	}
};
:quality(85)/https://cdn.frvr.ai/66f725ac16a5aba1b43054bb.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66f7260f16a5aba1b43054d8.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66f7284316a5aba1b4305508.png%3F3) 
 star white. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/66f728c716a5aba1b430551f.png%3F3) 
 enemy space ship boss it should be big and looking from top. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/66f7291216a5aba1b4305528.png%3F3) 
 explosion. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/66f80ebe12bf7eddc471954c.png%3F3) 
 linear laser red horizontal. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/66f8163f12bf7eddc4719573.png%3F3) 
 red pixel circle with black background and hearth on middle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/66f816d512bf7eddc4719588.png%3F3) 
 red circle with black background and bullet on middle next to x2 symbol. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.