Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'Uncaught ReferenceError: handleMove is not defined' in or related to this line: 'handleMove(x, y, obj);' Line Number: 438
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I want to touch the center circle and move it
Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'Uncaught ReferenceError: biggerCircle is not defined' in or related to this line: 'biggerCircle.x = 2048 / 2;' Line Number: 470
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Please fix the bug: 'Uncaught ReferenceError: centerCircle is not defined' in or related to this line: 'dragNode = centerCircle;' Line Number: 437
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move drag node to centercircle, but also move shiedl when centercirclemoves
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add a bigger circle behind the shield
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Please fix the bug: 'Uncaught ReferenceError: dragNode is not defined' in or related to this line: 'if (dragNode) {' Line Number: 486
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Please fix the bug: 'ReferenceError: shield is not defined' in or related to this line: 'if (self.intersects(shield, {' Line Number: 153
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'background1.update();' Line Number: 544
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Please fix the bug: 'Uncaught ReferenceError: background1 is not defined' in or related to this line: 'background1.update();' Line Number: 543
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'on')' in or related to this line: 'diver.on('added', function () {' Line Number: 469
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Please fix the bug: 'Uncaught ReferenceError: diver is not defined' in or related to this line: 'diver.on('added', function () {' Line Number: 468
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add a 1 seconds wait before the game starts to let music and everything load
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know the divers dimesions as soon as the game starts
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mkae sure divers is positionn correctly when the game starts
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add a joystick asset. joystick asset will be behind shield
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Drag node should be drag
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Shield should always keep its position in the center of drag
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Drag node is drag
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Create an asset called drag and put it behind the shield
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move diver intiial position 200 pixxels down
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Make sure divers position is updated correcly on the first game too.
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do not update the diver positionn on game start but on load
/**** 
* Classes
****/ 
// Background class
var Background = Container.expand(function () {
	var self = Container.call(this);
	var backgroundGraphics = self.attachAsset('background', {
		anchorX: 0.5,
		anchorY: 0.5,
		width: 2048,
		height: 2732
	});
	backgroundGraphics.anchor.set(0, 0);
	// Add dark blue transparent overlay
	var overlay = self.attachAsset('shape', {
		width: 2048,
		height: 2732,
		color: 0x000000,
		alpha: 0.1,
		// Increase alpha to make the background darker
		shape: 'box'
	});
	overlay.anchor.set(0, 0);
	// This is automatically called every game tick, if the background is attached!
	self.update = function () {
		if (overlay.alpha < 1) {
			overlay.alpha += 0.0001; // Increase alpha very slowly
		}
	};
});
// BiggerCircle class
var BiggerCircle = Container.expand(function () {
	var self = Container.call(this);
	var biggerCircleGraphics = self.attachAsset('centerCircle', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 2.0,
		scaleY: 2.0,
		alpha: 0.5
	});
});
// Bubble class
var Bubble = Container.expand(function () {
	var self = Container.call(this);
	var bubbleGraphics = self.attachAsset('bubble', {
		anchorX: 0.5,
		anchorY: 0.5,
		alpha: 0.5
	});
	var scale = Math.random() * 0.5 + 0.5;
	bubbleGraphics.scale.set(scale, scale);
	// Set bubble speed
	self.speed = -2;
	// This is automatically called every game tick, if the bubble is attached!
	self.update = function () {
		// Move the bubble upwards and sideways
		self.y += self.speed;
		self.x += Math.sin(LK.ticks / 10) * 0.1;
		// Reset the position of the bubble when it reaches the top
		if (self.y <= 0) {
			self.y = 2732;
		}
		// Check if the bubble is colliding with an obstacle using spatial hash
		var cellSize = 150;
		var hashX = Math.floor(self.x / cellSize);
		var hashY = Math.floor(self.y / cellSize);
		var hashKey = hashX + ',' + hashY;
		if (spatialHash[hashKey]) {
			for (var i = 0; i < spatialHash[hashKey].length; i++) {
				if (self.intersects(spatialHash[hashKey][i])) {
					// Bring the bubble to the top of the z axis
					game.setChildIndex(self, game.children.length - 1);
				}
			}
		}
	};
});
// Diver class
var Diver = Container.expand(function () {
	var self = Container.call(this);
	var diverGraphics = self.attachAsset('diver', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.7,
		scaleY: 0.7
	});
	// Add a sideways movement to the diver
	self.movement = 0;
	self.direction = 1;
	self.update = function () {
		self.movement += self.direction * 0.03;
		if (self.movement > 0.5 || self.movement < -0.5) {
			self.direction *= -1;
		}
		self.x += self.movement;
	};
	// Add flippers to the diver
	var leftFlipper = self.addChild(new Flipper());
	leftFlipper.x = -50;
	leftFlipper.depth = -1;
	var rightFlipper = self.addChild(new Flipper());
	rightFlipper.x = 60;
	rightFlipper.depth = -1;
});
// Flipper class
var Flipper = Container.expand(function () {
	var self = Container.call(this);
	var flipperGraphics = self.attachAsset('flippers', {
		anchorX: 0.5,
		anchorY: 1.0,
		scaleX: 0.7,
		scaleY: 0.7
	});
	// Set flipper movement
	self.movement = 0;
	self.direction = 1;
	// This is automatically called every game tick, if the flipper is attached!
	self.update = function () {
		// Move the flipper subtly to simulate flipping
		self.movement += self.direction * 0.03;
		if (self.movement > 0.5 || self.movement < -0.5) {
			self.direction *= -1;
		}
		self.rotation = self.movement;
	};
});
// Obstacle1 class
var Obstacle1 = Container.expand(function () {
	var self = Container.call(this);
	var obstacle1Graphics = self.attachAsset('obstacle1', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.7,
		scaleY: 0.7
	});
	// Set obstacle1 speed
	self.speed = -5;
	// This is automatically called every game tick, if the obstacle1 is attached!
	self.update = function () {
		// Check if the obstacle is colliding with the shield
		if (self.intersects(shield, {
			tolerance: 10
		})) {
			// Play bubble sound if at least 1 second has passed since the last play
			if (LK.ticks - lastBubbleSoundTime > 20) {
				LK.getSound('bubble').play();
				lastBubbleSoundTime = LK.ticks;
			}
			// Calculate the direction vector between the shield and the obstacle
			var dx = self.x - shield.x;
			var dy = self.y - shield.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			// Normalize the direction vector
			dx /= distance;
			dy /= distance;
			// Push the obstacle away from the shield
			self.x += dx * 5;
			self.y += dy * 5;
		}
		// Check for collision with diver
		if (self.intersects(diver, {
			tolerance: 10
		})) {
			// Flash screen red for 1 second (1000ms) to show game over
			LK.effects.flashScreen(0xff0000, 1000);
			// Show game over. The game will be automatically paused while game over is showing.
			LK.showGameOver();
		}
		// Update spatial hash
		var oldHashX = Math.floor((self.x - self.speed * speedMultiplier) / cellSize);
		var oldHashY = Math.floor((self.y - self.speed * speedMultiplier) / cellSize);
		var newHashX = Math.floor(self.x / cellSize);
		var newHashY = Math.floor(self.y / cellSize);
		var oldHashKey = oldHashX + ',' + oldHashY;
		var newHashKey = newHashX + ',' + newHashY;
		if (oldHashKey !== newHashKey) {
			if (spatialHash[oldHashKey]) {
				var index = spatialHash[oldHashKey].indexOf(self);
				if (index > -1) {
					spatialHash[oldHashKey].splice(index, 1);
				}
			}
			if (!spatialHash[newHashKey]) {
				spatialHash[newHashKey] = [];
			}
			spatialHash[newHashKey].push(self);
		}
		// Continue moving upwards
		self.y += self.speed * speedMultiplier;
		self.rotation += 0.01; // Add small rotation to the obstacle
		// Add size change to the obstacle
		self.scale.x = 1 + Math.sin(LK.ticks / 10) * 0.02;
		self.scale.y = 1 + Math.sin(LK.ticks / 10) * 0.02;
		if (self.y < 0) {
			self.destroy();
			var index = obstacles.indexOf(self);
			if (index > -1) {
				obstacles.splice(index, 1);
			}
		}
		// Check if the obstacle is colliding with another obstacle
		for (var i = 0; i < obstacles.length; i++) {
			var otherObstacle = obstacles[i];
			if (self !== otherObstacle && self.intersects(otherObstacle)) {
				// Calculate the direction vector between the two obstacles
				var dx = self.x - otherObstacle.x;
				var dy = self.y - otherObstacle.y;
				var distance = Math.sqrt(dx * dx + dy * dy);
				// Normalize the direction vector
				dx /= distance;
				dy /= distance;
				// Increase the repulsion force and always push the obstacle to the outside
				self.x += dx * 10;
				self.y += dy * 10;
			}
		}
	};
});
// Obstacle2 class
var Obstacle2 = Container.expand(function () {
	var self = Container.call(this);
	var obstacle2Graphics = self.attachAsset('obstacle2', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.7,
		scaleY: 0.7
	});
	// Set obstacle2 speed
	self.speed = -5;
	// This is automatically called every game tick, if the obstacle2 is attached!
	self.update = function () {
		// Check if the obstacle is colliding with the shield
		if (self.intersects(shield, {
			tolerance: 10
		})) {
			// Play bubble sound if at least 1 second has passed since the last play
			if (LK.ticks - lastBubbleSoundTime > 20) {
				LK.getSound('bubble').play();
				lastBubbleSoundTime = LK.ticks;
			}
			// Calculate the direction vector between the shield and the obstacle
			var dx = self.x - shield.x;
			var dy = self.y - shield.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			// Normalize the direction vector
			dx /= distance;
			dy /= distance;
			// Push the obstacle away from the shield
			self.x += dx * 5;
			self.y += dy * 5;
		}
		// Check for collision with diver
		if (self.intersects(diver, {
			tolerance: 10
		})) {
			// Flash screen red for 1 second (1000ms) to show game over
			LK.effects.flashScreen(0xff0000, 1000);
			// Show game over. The game will be automatically paused while game over is showing.
			LK.showGameOver();
		}
		// Update spatial hash
		var oldHashX = Math.floor((self.x - self.speed * speedMultiplier) / cellSize);
		var oldHashY = Math.floor((self.y - self.speed * speedMultiplier) / cellSize);
		var newHashX = Math.floor(self.x / cellSize);
		var newHashY = Math.floor(self.y / cellSize);
		var oldHashKey = oldHashX + ',' + oldHashY;
		var newHashKey = newHashX + ',' + newHashY;
		if (oldHashKey !== newHashKey) {
			if (spatialHash[oldHashKey]) {
				var index = spatialHash[oldHashKey].indexOf(self);
				if (index > -1) {
					spatialHash[oldHashKey].splice(index, 1);
				}
			}
			if (!spatialHash[newHashKey]) {
				spatialHash[newHashKey] = [];
			}
			spatialHash[newHashKey].push(self);
		}
		// Continue moving upwards
		self.y += self.speed * speedMultiplier;
		// Add wiggly movement to the obstacle
		self.x += Math.sin(LK.ticks / 10) * 2;
		// Add size change to the obstacle
		self.scale.x = 1 + Math.sin(LK.ticks / 10) * 0.02;
		self.scale.y = 1 + Math.sin(LK.ticks / 10) * 0.02;
		if (self.y < 0) {
			self.destroy();
			var index = obstacles.indexOf(self);
			if (index > -1) {
				obstacles.splice(index, 1);
			}
		}
		// Check if the obstacle is colliding with another obstacle
		for (var i = 0; i < obstacles.length; i++) {
			var otherObstacle = obstacles[i];
			if (self !== otherObstacle && self.intersects(otherObstacle)) {
				// Calculate the direction vector between the two obstacles
				var dx = self.x - otherObstacle.x;
				var dy = self.y - otherObstacle.y;
				var distance = Math.sqrt(dx * dx + dy * dy);
				// Normalize the direction vector
				dx /= distance;
				dy /= distance;
				// Increase the repulsion force and always push the obstacle to the outside
				self.x += dx * 10;
				self.y += dy * 10;
			}
		}
	};
});
// Obstacle3 class
var Obstacle3 = Container.expand(function () {
	var self = Container.call(this);
	var obstacle3Graphics = self.attachAsset('obstacle3', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.7,
		scaleY: 0.7
	});
	// Set obstacle3 speed
	self.speed = -5;
	// This is automatically called every game tick, if the obstacle3 is attached!
	self.update = function () {
		// Check if the obstacle is colliding with the shield
		if (self.intersects(shield, {
			tolerance: 10
		})) {
			// Play bubble sound if at least 1 second has passed since the last play
			if (LK.ticks - lastBubbleSoundTime > 20) {
				LK.getSound('bubble').play();
				lastBubbleSoundTime = LK.ticks;
			}
			// Calculate the direction vector between the shield and the obstacle
			var dx = self.x - shield.x;
			var dy = self.y - shield.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			// Normalize the direction vector
			dx /= distance;
			dy /= distance;
			// Push the obstacle away from the shield
			self.x += dx * 5;
			self.y += dy * 5;
		}
		// Check for collision with diver
		if (self.intersects(diver, {
			tolerance: 10
		})) {
			// Flash screen red for 1 second (1000ms) to show game over
			LK.effects.flashScreen(0xff0000, 1000);
			// Show game over. The game will be automatically paused while game over is showing.
			LK.showGameOver();
		}
		// Update spatial hash
		var oldHashX = Math.floor((self.x - self.speed * speedMultiplier) / cellSize);
		var oldHashY = Math.floor((self.y - self.speed * speedMultiplier) / cellSize);
		var newHashX = Math.floor(self.x / cellSize);
		var newHashY = Math.floor(self.y / cellSize);
		var oldHashKey = oldHashX + ',' + oldHashY;
		var newHashKey = newHashX + ',' + newHashY;
		if (oldHashKey !== newHashKey) {
			if (spatialHash[oldHashKey]) {
				var index = spatialHash[oldHashKey].indexOf(self);
				if (index > -1) {
					spatialHash[oldHashKey].splice(index, 1);
				}
			}
			if (!spatialHash[newHashKey]) {
				spatialHash[newHashKey] = [];
			}
			spatialHash[newHashKey].push(self);
		}
		// Continue moving upwards
		self.y += self.speed * speedMultiplier;
		// Add unique behavior to obstacle3
		self.rotation += 0.05; // Rotate faster than obstacle1
		self.scale.x = 1 + Math.sin(LK.ticks / 5) * 0.05; // Larger size change
		self.scale.y = 1 + Math.sin(LK.ticks / 5) * 0.05;
		if (self.y < 0) {
			self.destroy();
			var index = obstacles.indexOf(self);
			if (index > -1) {
				obstacles.splice(index, 1);
			}
		}
		// Check if the obstacle is colliding with another obstacle
		for (var i = 0; i < obstacles.length; i++) {
			var otherObstacle = obstacles[i];
			if (self !== otherObstacle && self.intersects(otherObstacle)) {
				// Calculate the direction vector between the two obstacles
				var dx = self.x - otherObstacle.x;
				var dy = self.y - otherObstacle.y;
				var distance = Math.sqrt(dx * dx + dy * dy);
				// Normalize the direction vector
				dx /= distance;
				dy /= distance;
				// Increase the repulsion force and always push the obstacle to the outside
				self.x += dx * 10;
				self.y += dy * 10;
			}
		}
	};
});
// Shield class
var Shield = Container.expand(function () {
	var self = Container.call(this);
	var shieldGraphics = self.attachAsset('shield', {
		anchorX: 0.5,
		anchorY: 0.5,
		alpha: 0.7
	});
	self.down = function (x, y, obj) {
		dragNode = centerCircle;
	};
});
/**** 
* Initialize Game
****/ 
// Create a diver instance
//<Assets used in the game will automatically appear here>
var game = new LK.Game({
	backgroundColor: 0xADD8E6 //Init game with a softer blue background
});
/**** 
* Game Code
****/ 
var lastBubbleSoundTime = 0;
var speedMultiplier = 1;
// Declare and initialize backgroundMusic variable
var backgroundMusic = LK.getSound('background');
// Play background music on loop when the game starts
LK.on('tick', function () {
	if (!backgroundMusic.playing) {
		backgroundMusic.play();
	}
});
var background1 = game.addChild(new Background());
background1.y = 0;
// Declare biggerCircle variable in the global scope
var biggerCircle;
// Create a bigger circle instance
var centerCircle = game.addChildAt(biggerCircle = new BiggerCircle(), game.children.length);
// Create a shield instance
var shield = game.addChildAt(new Shield(), game.children.length);
// Position the bigger circle at the center of the screen
if (biggerCircle) {
	biggerCircle.x = 2048 / 2;
	biggerCircle.y = 2732 / 2;
}
// Position the shield at the center of the screen
shield.x = 2048 / 2;
shield.y = 2732 / 2;
// Create a diver instance
var dragNode = null;
var diver = new Diver();
diver.depth = 2;
// Position the diver at the top center of the screen, 200 pixels down from the top
diver.x = 2048 / 2;
diver.y = 500;
// Ensure diver's dimensions are fully initialized before positioning flippers
diver.on('added', function () {
	// Position the flippers relative to the diver
	diver.children[0].y = diver.height / 2 - 20; // Left flipper
	diver.children[1].y = diver.height / 2 - 20; // Right flipper
});
// Position the flippers relative to the diver
diver.children[0].y = diver.height / 2 - 20; // Left flipper
diver.children[0].y = diver.children[0].y; // Right flipper
// Set diver to a higher depth than flippers
diver.depth = 2;
// Create an obstacle1 instance
game.move = function (x, y, obj) {
	if (dragNode) {
		if (dragNode === centerCircle) {
			centerCircle.x = x;
			centerCircle.y = y;
			shield.x = x;
			shield.y = y;
		}
	}
	if (dragNode === centerCircle) {
		shield.x = x;
		shield.y = y;
	}
};
var obstacles = [];
var spatialHash = {};
game.addChild(diver);
game.setChildIndex(diver, game.children.length - 1);
// Create bubbles after obstacles
var bubbles = [];
for (var i = 0; i < 20; i++) {
	var bubble = new Bubble();
	bubble.x = Math.random() * 2048;
	bubble.y = Math.random() * 2732;
	bubbles.push(bubble);
	game.addChildAt(bubble, game.children.length);
}
// Spawn the first wave of obstacles
spawnWave();
;
// Initialize score
var score = LK.getScore();
// Create score text
var depthScoreText = new Text2('Depth:0m', {
	size: 70,
	fill: "#ffffff",
	stroke: "#000000",
	strokeThickness: 6,
	font: "monospace" // Change font to be more square
});
depthScoreText.anchor.set(0.5, 0.5);
depthScoreText.x = 400;
depthScoreText.y = 100;
LK.gui.top.addChild(depthScoreText);
// Initialize a timer to update the score every second and increase speed multiplier
var scoreUpdateInterval = LK.setInterval(function () {
	LK.setScore(LK.getScore() + 1);
	if (depthScoreText) {
		depthScoreText.setText('Depth:' + LK.getScore() + 'm');
	}
	speedMultiplier += 0.01; // Increase speed multiplier by 0.01 every second
}, 1000);
game.up = function (x, y, obj) {
	dragNode = null;
};
// Check if background music is playing, if not, play it
if (!backgroundMusic.playing) {
	backgroundMusic.play();
}
// Update background
background1.update();
// Update bubbles
for (var i = 0; i < bubbles.length; i++) {
	bubbles[i].update();
}
// Define the current wave
var currentWave = 0;
var allWavesSpawnedOnce = false;
// Spawn wave function
function spawnWave() {
	// Define the layout of the obstacles for each wave
	var obstacleLayouts = [{
		type: 'line',
		grid: ['.....', '.....', '.#.#.', '.....', '.....']
	}, {
		type: 'triangle',
		grid: ['.....', '..#..', '.....', '.#.#.', '.....']
	}, {
		type: 'square',
		grid: ['.....', '.#.#.', '.....', '.#.#.', '.....']
	}, {
		type: 'circle',
		grid: ['.....', '..#..', '.#.#.', '.#.#.', '..#..']
	}, {
		type: 'cross',
		grid: ['.....', '..#..', '.###.', '..#..', '.....']
	}, {
		type: 'hexagon',
		grid: ['.....', '..#..', '.#.#.', '.#.#.', '..#..']
	}, {
		type: 'heptagon',
		grid: ['..#..', '..#..', '#...#', '..#..', '..#..']
	}, {
		type: 'octagon',
		grid: ['.....', '#####', '.....', '.....', '.....']
	}, {
		type: 'nonagon',
		grid: ['.....', '..#..', '.#.#.', '.#.#.', '..#..']
	}, {
		type: 'decagon',
		grid: ['.....', '..#..', '.#.#.', '.#.#.', '..#..']
	}];
	// Get the layout for the current wave
	var layout = obstacleLayouts[currentWave];
	if (!layout) {
		console.error('Error: layout is undefined. Check the obstacleLayouts array.');
		return;
	}
	var layoutPositions = [];
	layout.grid.forEach(function (row, rowIndex) {
		row.split('').forEach(function (cell, colIndex) {
			if (cell === '#') {
				layoutPositions.push({
					x: colIndex,
					y: rowIndex
				});
			}
		});
	});
	// Randomly choose an obstacle type for the entire wave
	var obstacleTypes = [Obstacle1, Obstacle2, Obstacle3];
	var obstacleType = obstacleTypes[Math.floor(Math.random() * obstacleTypes.length)];
	layoutPositions.forEach(function (position) {
		var obstacle = game.addChild(new obstacleType());
		// Position the obstacles according to the layout, using the grid for positioning
		obstacle.x = 2048 / 2 + (position.x - gridSize / 2) * cellSize;
		obstacle.y = 2732 + position.y * cellSize; // Spawn obstacles offscreen at the bottom
		obstacles.push(obstacle);
	});
	currentWave++;
	if (currentWave >= obstacleLayouts.length) {
		allWavesSpawnedOnce = true;
		currentWave = 0;
	}
	if (allWavesSpawnedOnce) {
		currentWave = Math.floor(Math.random() * (obstacleLayouts.length - 3)) + 3;
	}
	// Add interval of wait between waves
	LK.setTimeout(function () {
		spawnWave();
	}, 5000); // 5 seconds wait between waves
}
// Define the grid size and the size of each cell in the grid
var gridSize = 5;
var cellSize = 150;
// Call the spawn wave function every 1 second
// Initial call to spawn the first wave
spawnWave();
; ===================================================================
--- original.js
+++ change.js
@@ -479,9 +479,9 @@
 			shield.x = x;
 			shield.y = y;
 		}
 	}
-	if (dragNode === shield) {
+	if (dragNode === centerCircle) {
 		shield.x = x;
 		shield.y = y;
 	}
 };
:quality(85)/https://cdn.frvr.ai/668bb01272715dcfc88d88a4.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/668d055672715dcfc88d89a5.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/668d0d5172715dcfc88d89c9.png%3F3) 
 8bit. cartoon. jellyfish.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/668d0ea572715dcfc88d89f0.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/668d176772715dcfc88d8a95.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/668d2aadf389b5a8c22af7d1.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/668d2c2af389b5a8c22af7f0.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/668d2ef0f389b5a8c22af80a.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6690e1c5b7c8eed252dc5cd7.png%3F3) 
 empty 8 bit cartoon white circle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6694d71bc5225bf8be2530af.png%3F3) 
 cartoon. 8-bit. octopus. colorful.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6694d840c5225bf8be2530c0.png%3F3) 
 cartoon. 8-bit. sea urchin. colorful. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6694df05c5225bf8be2530ea.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66b5f62bfbc2197754e6a900.png%3F3) 
 cartoon 8bit stingray. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/66b5fbf1fbc2197754e6a948.png%3F3)