User prompt
Avoid lot of signals in the same height in a row
User prompt
Avoid lot of signals in the same height
User prompt
The game is easy. Make it a little harder
User prompt
The game is too easy
User prompt
Ensure the player falling stop is on the bottom of the screen
User prompt
As soon as the player drops to the height of the shark, the shark hunts it
User prompt
The shark swims back and forth in a horizontal direction
User prompt
However, this made the difference in altitude too great. Let the ascent and descent be more cascading.
User prompt
If several signals of the same color are loaded, they cannot all be at exactly the same height, so increase the height by a few units for a green signal, and a few units lower for a red signal.
User prompt
Set background color little bit darker ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
2 signals of the same color cannot be at exactly the same height, because then the rule of increase decrease does not apply. Fix it
User prompt
2 signals of the same color cannot be at exactly the same height, because then the rule of increase decrease does not apply. You can fix this, if a green signal follows a green one, you put the next one at least 5 units higher, and if a red signal follows a red, you put the second Red 5 units lower.
User prompt
Ensure that memecoins can only be loaded above green signals. It cannot be located under green signals
User prompt
But you didn't do this memecoins position task!
User prompt
Ensure that memecoins can only be loaded above signals. It cannot be located under signals.
User prompt
Increase distance between memecoins to 2x
User prompt
Too large a height difference between 2 signals of the same color. Fix it
User prompt
When you reach 1000 scores, you load the signals very often without space. Fix it to be as airy as it was when you started the game
User prompt
Scale down the signals size by 1.2x
User prompt
Decrease the distance between sigbals by a little bit
User prompt
AVOID LOADING MORE THAN 5 RED SIGNALS IN A ROW!!!
User prompt
Reduce the distance between signals a little bit
User prompt
Move up the score and high score texts by 50 units
User prompt
Ensure maximum 5 red signals loading in a row, and then you should load at least 1 green signal
User prompt
Still not working the jump from green signal. Fix it
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Memecoin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('memecoin', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 6;
self.active = true;
self.collected = false;
self.update = function () {
if (!self.active) {
return;
}
self.x -= self.speed;
// Rotate coin
coinGraphics.rotation += 0.03;
// Remove when off screen
if (self.x < -100) {
self.active = false;
}
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.vx = 0;
self.vy = 0;
self.gravity = 0.5;
self.jumpPower = -25; // Increased jump power from -15 to -25
self.isJumping = false;
self.isDead = false;
self.lastWasIntersecting = false;
self.jump = function () {
// Find if player is standing on a green signal
var standingOnGreenSignal = signals.some(function (s) {
return player && s.type === 'green' && player.intersects(s) && Math.abs(player.y - (s.y - 275)) < 10;
});
if (!self.isDead && (self.vy === 0 || standingOnGreenSignal)) {
self.vy = self.jumpPower;
self.isJumping = true;
LK.getSound('jump').play();
}
};
self.update = function () {
if (self.isDead) {
return;
}
// Store last position for collision detection
self.lastY = self.y;
// Apply gravity
self.vy += self.gravity;
// Apply movement
self.y += self.vy;
// Track if player is jumping or falling
self.isJumping = self.vy !== 0;
// Ground collision detection
if (self.y > 2732 - playerGraphics.height / 2) {
// Bottom of screen
self.y = 2732 - playerGraphics.height / 2;
self.vy = 0;
self.isJumping = false;
}
};
return self;
});
var Shark = Container.expand(function () {
var self = Container.call(this);
var sharkGraphics = self.attachAsset('shark', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.direction = 1;
self.centerY = 2732 - sharkGraphics.height / 2;
self.update = function () {
// Keep shark at constant y position
self.y = self.centerY;
// Check if player exists and has fallen to shark's height level
if (player && player.y > 2732 - 350) {
// Shark hunts player - move toward player position
self.direction = player.x > self.x ? 1 : -1;
self.speed = 8; // Increase speed when hunting
// Set correct shark orientation based on direction
sharkGraphics.scale.x = self.direction;
} else {
// Normal back-and-forth movement when player isn't at shark level
self.speed = 5;
// Check if shark reached boundaries and change direction
if (self.x > 1800 && self.direction === 1) {
self.direction = -1;
sharkGraphics.scale.x = -1;
} else if (self.x < 200 && self.direction === -1) {
self.direction = 1;
sharkGraphics.scale.x = 1;
}
}
// Apply movement
self.x += self.speed * self.direction;
};
return self;
});
var Signal = Container.expand(function (type) {
var self = Container.call(this);
self.type = type || 'green';
var assetId = self.type === 'green' ? 'greenSignal' : 'redSignal';
var signalGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1 / 1.2,
scaleY: 1 / 1.2
});
// Rotate signal by 90 degrees to the left
signalGraphics.rotation = -Math.PI / 2; // -90 degrees in radians
self.speed = 3.5;
self.active = true;
self.update = function () {
if (!self.active) {
return;
}
self.x -= self.speed;
// Remove when off screen only if player is not jumping/falling
// Make sure we keep signals visible while player is falling
if (self.x < -200) {
// Only deactivate if player doesn't exist or if player is not jumping/falling
if (!player || !player.isJumping && player.vy <= 0) {
self.active = false;
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x00142A
});
/****
* Game Code
****/
// Game variables
var player;
var signals = [];
var memecoins = [];
var shark;
var isGameActive = true;
var gameSpeed = 1;
var lastSignalTime = 0;
var lastCoinTime = 0;
var score = 0;
var scoreIncrement = 0.1;
var distanceTraveled = 0;
// UI elements
var scoreTxt;
var highScoreTxt;
// Initialize UI
function initUI() {
// Score text
scoreTxt = new Text2('SCORE: 0', {
size: 70,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.y = 0;
// High score text
var highScore = storage.highScore || 0;
highScoreTxt = new Text2('HIGH SCORE: ' + Math.floor(highScore), {
size: 50,
fill: 0xFFD700
});
highScoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(highScoreTxt);
highScoreTxt.y = 80;
}
// Initialize game world
function initGame() {
isGameActive = true;
score = 0;
distanceTraveled = 0;
gameSpeed = 1;
// Create player at top left, ready to fall
player = new Player();
player.x = 200;
player.y = 100;
player.vy = 5; // Start with downward velocity
game.addChild(player);
// Create shark
shark = new Shark();
shark.y = 2732 - 100;
game.addChild(shark);
// Clear signals and coins
clearEntities();
// Create initial signals that have already reached the left side
var recentHeights = [];
var heightThreshold = 30; // Maximum allowed vertical difference to consider signals at "same height"
for (var i = 0; i < 44; i++) {
var signalType = Math.random() < 0.5 ? 'green' : 'red';
// For signals that are lower than the previous, make them red
// For signals that are higher than the previous, make them green
var lastY = 1500;
if (signals.length > 0) {
lastY = signals[signals.length - 1].y;
}
var newY;
var willBeHigher = Math.random() < 0.5;
if (willBeHigher) {
// More gradual ascent with varied height differences
var heightDiff = 100 + Math.random() * 150;
newY = lastY - heightDiff;
signalType = 'green';
} else {
// More gradual descent with varied height differences
var heightDiff = 100 + Math.random() * 150;
newY = lastY + heightDiff;
signalType = 'red';
}
// Check if this height is too similar to recent heights
var isTooSimilar = recentHeights.length > 0 && recentHeights.some(function (height) {
return Math.abs(newY - height) < heightThreshold;
});
// If too similar, adjust the height to avoid repetition
if (isTooSimilar) {
if (signalType === 'green') {
newY -= 40 + Math.random() * 60;
} else {
newY += 40 + Math.random() * 60;
}
}
// Ensure signal stays within playable area
newY = Math.max(800, Math.min(2200, newY));
// Store this height for future comparison
recentHeights.push(newY);
if (recentHeights.length > 10) {
recentHeights.shift(); // Keep only last 10 heights
}
var signal = new Signal(signalType);
// Position signals already at the left side of the screen
signal.x = -150 + i * 50; // Distribute signals across the left edge
signal.y = newY;
signals.push(signal);
game.addChild(signal);
}
// Start game music
LK.playMusic('gameMusic');
}
// Clear all entities
function clearEntities() {
for (var i = signals.length - 1; i >= 0; i--) {
signals[i].destroy();
signals.splice(i, 1);
}
for (var i = memecoins.length - 1; i >= 0; i--) {
memecoins[i].destroy();
memecoins.splice(i, 1);
}
}
// Spawn signals
function spawnSignal() {
var currentTime = Date.now();
// Spawn signals at intervals that maintain consistent spacing regardless of score
// At higher scores (1000+), we need to keep a minimum time between signals
var baseInterval = 300;
var minInterval = 150;
var adjustedInterval = score > 1000 ? Math.max(minInterval, baseInterval / gameSpeed) : baseInterval / gameSpeed;
if (currentTime - lastSignalTime > adjustedInterval) {
// This ensures spacing remains consistent even at high scores
var signal;
var lastSignalY = 1500; // Default Y position if no signals exist
// Get the Y position of the last signal to compare with
if (signals.length > 0) {
var lastSignal = signals[signals.length - 1];
lastSignalY = lastSignal.y;
}
// Calculate a new Y position
var newY;
var willBeHigher = Math.random() < 0.5; // 50% chance to go higher
// Count consecutive red signals
var redSignalCount = 0;
// Find the last signal of each type for height comparison
var lastGreenY = null;
var lastRedY = null;
// Track recent signal heights to prevent repetition
var recentHeights = [];
var heightThreshold = 30; // Maximum allowed vertical difference to consider signals at "same height"
// Collect the last few signal heights for comparison
for (var i = signals.length - 1; i >= Math.max(0, signals.length - 10); i--) {
recentHeights.push(signals[i].y);
}
// Find the last green and red signal Y positions
for (var i = signals.length - 1; i >= 0; i--) {
if (signals[i].type === 'green' && lastGreenY === null) {
lastGreenY = signals[i].y;
}
if (signals[i].type === 'red' && lastRedY === null) {
lastRedY = signals[i].y;
}
if (lastGreenY !== null && lastRedY !== null) {
break;
}
}
for (var i = signals.length - 1; i >= Math.max(0, signals.length - 5); i--) {
if (signals[i] && signals[i].type === 'red') {
redSignalCount++;
} else {
break;
}
}
// Force green signal if we've had 5 reds in a row
if (redSignalCount >= 5) {
// Force green signal (must be higher) but with more gradual ascent
newY = lastSignalY - (100 + Math.random() * 150);
signal = new Signal('green');
} else if (willBeHigher) {
// This signal will be higher (ascending)
// More gradual height difference for green signals
var heightDiff = 80 + Math.random() * 120; // Reduced for more cascading effect
if (lastGreenY !== null && Math.abs(lastSignalY - heightDiff - lastGreenY) > 200) {
// Limit the maximum height change between signals of same color
heightDiff = Math.min(heightDiff, 200);
}
newY = lastSignalY - heightDiff;
// Higher signals must be green
signal = new Signal('green');
} else {
// This signal will be lower (descending)
// More gradual height difference for red signals
var heightDiff = 80 + Math.random() * 120; // Reduced for more cascading effect
if (lastRedY !== null && Math.abs(lastSignalY + heightDiff - lastRedY) > 200) {
// Limit the maximum height change between signals of same color
heightDiff = Math.min(heightDiff, 200);
}
newY = lastSignalY + heightDiff;
// Check if we would have too many consecutive red signals
var wouldBeConsecutiveReds = redSignalCount + 1;
if (wouldBeConsecutiveReds >= 5) {
// Force this to be a green signal instead with gradual ascent
newY = lastSignalY - (100 + Math.random() * 150);
signal = new Signal('green');
} else {
// Lower signals must be red
signal = new Signal('red');
}
}
// Ensure signal stays within playable area
newY = Math.max(800, Math.min(2200, newY));
// Add height variation to signals and prevent consecutive similar heights
if (signal.type === 'green') {
// Green signals with cascading heights - increased variations
var greenOffset = Math.random() * 50 + 10;
// Check if this height is too similar to recent heights
var isTooSimilar = recentHeights.some(function (height) {
return Math.abs(newY - greenOffset - height) < heightThreshold;
});
// If too similar, increase the offset to ensure different height
if (isTooSimilar) {
greenOffset += 30 + Math.random() * 40;
}
newY -= greenOffset;
} else if (signal.type === 'red') {
// Red signals with cascading heights - increased variations
var redOffset = Math.random() * 50 + 10;
// Check if this height is too similar to recent heights
var isTooSimilar = recentHeights.some(function (height) {
return Math.abs(newY + redOffset - height) < heightThreshold;
});
// If too similar, increase the offset to ensure different height
if (isTooSimilar) {
redOffset += 30 + Math.random() * 40;
}
newY += redOffset;
}
signal.x = 2048 + 150;
signal.y = newY;
signals.push(signal);
game.addChild(signal);
lastSignalTime = currentTime;
}
}
// Spawn memecoins
function spawnMemecoin() {
var currentTime = Date.now();
// Spawn coins less frequently than signals - doubled interval from 3000 to 6000
if (currentTime - lastCoinTime > 6000 / gameSpeed) {
// Find green signals that are still on screen (or about to enter)
var greenSignals = signals.filter(function (signal) {
return signal.type === 'green' && signal.x > -200 && signal.x < 2300;
});
// Only spawn coin if we have green signals
if (greenSignals.length > 0) {
// Pick a random green signal
var randomGreenSignal = greenSignals[Math.floor(Math.random() * greenSignals.length)];
var coin = new Memecoin();
coin.x = 2048 + 150;
// Position coin above the green signal (50-150px higher)
coin.y = randomGreenSignal.y - randomGreenSignal.width / 2 - 100 - Math.random() * 100;
memecoins.push(coin);
game.addChild(coin);
lastCoinTime = currentTime;
}
}
}
// Check collisions between player and signals/coins/shark
function checkCollisions() {
if (!isGameActive) {
return;
}
// Check signal collisions
for (var i = 0; i < signals.length; i++) {
var signal = signals[i];
if (signal.active && player.intersects(signal)) {
// Store previous intersection state
var wasIntersecting = player.lastWasIntersecting;
player.lastWasIntersecting = true;
// Only handle collision if this is a new intersection
if (!wasIntersecting) {
// Check if player is above the signal and falling down
// The signal is rotated 90 degrees left, so we need to detect its height properly
// Signal's height is now its width because of the rotation
var signalHeight = 50 / 1.2; // Original height divided by scale factor
var signalWidth = 500 / 1.2; // Original width divided by scale factor
var playerHeight = 150; // Player height
// Calculate where the top of the signal is considering rotation
if (player.y < signal.y - signalWidth / 2 && player.vy > 0) {
if (signal.type === 'green') {
// Land on green signals but don't automatically jump
// Position player properly on top of the signal
player.y = signal.y - signalWidth / 2 - playerHeight / 2;
player.vy = 0;
player.isJumping = false;
} else if (signal.type === 'red') {
// Pass through red signals, ignore collision
// Don't land on red signals, continue falling
player.vy += player.gravity;
player.isJumping = true;
}
}
}
} else if (signal.active) {
// If not intersecting this signal, reset lastWasIntersecting
player.lastWasIntersecting = false;
}
}
// Check memecoin collisions
for (var i = 0; i < memecoins.length; i++) {
var coin = memecoins[i];
if (coin.active && !coin.collected && player.intersects(coin)) {
// Collect coin
coin.collected = true;
// Add points
score += 50;
scoreTxt.setText('SCORE: ' + Math.floor(score));
// Flash coin and remove
LK.effects.flashObject(coin, 0xFFFFFF, 300);
LK.getSound('coinCollect').play();
tween(coin, {
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 300,
onFinish: function onFinish() {
coin.active = false;
}
});
}
}
// Check shark collision
if (player.y > 2732 - player.height && player.intersects(shark)) {
// Game over if player touches shark
gameOver();
}
}
// Clean up inactive entities
function cleanupEntities() {
// Remove inactive signals
for (var i = signals.length - 1; i >= 0; i--) {
// Only remove signals if player is not jumping or falling
if (!signals[i].active) {
// Add extra conditions to ensure we don't remove signals that player might need to land on
if (!player || !player.isJumping && player.vy <= 0) {
signals[i].destroy();
signals.splice(i, 1);
}
}
}
// Remove inactive coins
for (var i = memecoins.length - 1; i >= 0; i--) {
if (!memecoins[i].active) {
memecoins[i].destroy();
memecoins.splice(i, 1);
}
}
}
// Game over
function gameOver() {
isGameActive = false;
player.isDead = true;
// Play crash sound
LK.getSound('crash').play();
// Flash screen red
LK.effects.flashScreen(0xFF0000, 500);
// Update high score
var highScore = storage.highScore || 0;
if (score > highScore) {
storage.highScore = score;
highScoreTxt.setText('HIGH SCORE: ' + Math.floor(score));
}
// Show game over after a short delay
LK.setTimeout(function () {
LK.showGameOver();
}, 800);
}
// Input handling
game.down = function (x, y, obj) {
// Jump when tapping/clicking
player.jump();
};
// Main game update loop
game.update = function () {
if (!isGameActive) {
return;
}
// Update score based on distance
distanceTraveled += gameSpeed;
score += scoreIncrement * gameSpeed;
// Update score display occasionally to avoid text updates every frame
if (Math.floor(score) % 5 === 0) {
scoreTxt.setText('SCORE: ' + Math.floor(score));
}
// Increase game speed gradually
gameSpeed = 1 + distanceTraveled / 10000;
// Spawn entities
spawnSignal();
spawnMemecoin();
// Check collisions
checkCollisions();
// Remove inactive entities
cleanupEntities();
// Check if player fell off screen
if (player.y > 2732 + 200) {
gameOver();
}
};
// Initialize UI and game
initUI();
initGame();
// Track signal status globally
game.onEntityDestroyed = function (entity) {
// Keep track of destroyed entities if needed
if (entity instanceof Signal && player) {
// Keep signals around longer if player is falling or jumping
if (player.isJumping || player.vy > 0) {
// Return false to prevent deletion when player might need to land
return false;
}
}
return true;
}; ===================================================================
--- original.js
+++ change.js
@@ -206,8 +206,10 @@
game.addChild(shark);
// Clear signals and coins
clearEntities();
// Create initial signals that have already reached the left side
+ var recentHeights = [];
+ var heightThreshold = 30; // Maximum allowed vertical difference to consider signals at "same height"
for (var i = 0; i < 44; i++) {
var signalType = Math.random() < 0.5 ? 'green' : 'red';
// For signals that are lower than the previous, make them red
// For signals that are higher than the previous, make them green
@@ -216,43 +218,38 @@
lastY = signals[signals.length - 1].y;
}
var newY;
var willBeHigher = Math.random() < 0.5;
- // Get a history of heights to check for similar positions
- var recentHeights = signals.slice(Math.max(0, signals.length - 5)).map(function (s) {
- return s.y;
- });
- var heightHistogram = {};
- recentHeights.forEach(function (h) {
- // Round to nearest 50px for histogram grouping
- var heightBucket = Math.round(h / 50) * 50;
- heightHistogram[heightBucket] = (heightHistogram[heightBucket] || 0) + 1;
- });
if (willBeHigher) {
- // More gradual ascent with variable height differences
- var heightDiff = 100 + Math.random() * 200;
+ // More gradual ascent with varied height differences
+ var heightDiff = 100 + Math.random() * 150;
newY = lastY - heightDiff;
signalType = 'green';
- // Check if this height is already common in recent signals
- var heightBucket = Math.round(newY / 50) * 50;
- if (heightHistogram[heightBucket] && heightHistogram[heightBucket] > 1) {
- // Adjust height to avoid duplication
- newY -= 75 + Math.random() * 100;
- }
} else {
- // More gradual descent with variable height differences
- var heightDiff = 100 + Math.random() * 200;
+ // More gradual descent with varied height differences
+ var heightDiff = 100 + Math.random() * 150;
newY = lastY + heightDiff;
signalType = 'red';
- // Check if this height is already common in recent signals
- var heightBucket = Math.round(newY / 50) * 50;
- if (heightHistogram[heightBucket] && heightHistogram[heightBucket] > 1) {
- // Adjust height to avoid duplication
- newY += 75 + Math.random() * 100;
+ }
+ // Check if this height is too similar to recent heights
+ var isTooSimilar = recentHeights.length > 0 && recentHeights.some(function (height) {
+ return Math.abs(newY - height) < heightThreshold;
+ });
+ // If too similar, adjust the height to avoid repetition
+ if (isTooSimilar) {
+ if (signalType === 'green') {
+ newY -= 40 + Math.random() * 60;
+ } else {
+ newY += 40 + Math.random() * 60;
}
}
// Ensure signal stays within playable area
newY = Math.max(800, Math.min(2200, newY));
+ // Store this height for future comparison
+ recentHeights.push(newY);
+ if (recentHeights.length > 10) {
+ recentHeights.shift(); // Keep only last 10 heights
+ }
var signal = new Signal(signalType);
// Position signals already at the left side of the screen
signal.x = -150 + i * 50; // Distribute signals across the left edge
signal.y = newY;
@@ -297,8 +294,15 @@
var redSignalCount = 0;
// Find the last signal of each type for height comparison
var lastGreenY = null;
var lastRedY = null;
+ // Track recent signal heights to prevent repetition
+ var recentHeights = [];
+ var heightThreshold = 30; // Maximum allowed vertical difference to consider signals at "same height"
+ // Collect the last few signal heights for comparison
+ for (var i = signals.length - 1; i >= Math.max(0, signals.length - 10); i--) {
+ recentHeights.push(signals[i].y);
+ }
// Find the last green and red signal Y positions
for (var i = signals.length - 1; i >= 0; i--) {
if (signals[i].type === 'green' && lastGreenY === null) {
lastGreenY = signals[i].y;
@@ -354,27 +358,31 @@
}
}
// Ensure signal stays within playable area
newY = Math.max(800, Math.min(2200, newY));
- // Find signals of the same type at similar heights to prevent signals at the same height
- var similarHeightSignals = signals.filter(function (s) {
- return s.type === signal.type && Math.abs(s.y - newY) < 50;
- });
- // Add increased height variation to signals to prevent overlap
+ // Add height variation to signals and prevent consecutive similar heights
if (signal.type === 'green') {
- // Green signals with cascading heights - adjust height based on existing signals
- var greenOffset = Math.random() * 35 + 15;
- if (similarHeightSignals.length > 0) {
- // If there are similar height signals, increase offset to ensure separation
- greenOffset += similarHeightSignals.length * 25;
+ // Green signals with cascading heights - increased variations
+ var greenOffset = Math.random() * 50 + 10;
+ // Check if this height is too similar to recent heights
+ var isTooSimilar = recentHeights.some(function (height) {
+ return Math.abs(newY - greenOffset - height) < heightThreshold;
+ });
+ // If too similar, increase the offset to ensure different height
+ if (isTooSimilar) {
+ greenOffset += 30 + Math.random() * 40;
}
newY -= greenOffset;
} else if (signal.type === 'red') {
- // Red signals with cascading heights - adjust height based on existing signals
- var redOffset = Math.random() * 35 + 15;
- if (similarHeightSignals.length > 0) {
- // If there are similar height signals, increase offset to ensure separation
- redOffset += similarHeightSignals.length * 25;
+ // Red signals with cascading heights - increased variations
+ var redOffset = Math.random() * 50 + 10;
+ // Check if this height is too similar to recent heights
+ var isTooSimilar = recentHeights.some(function (height) {
+ return Math.abs(newY + redOffset - height) < heightThreshold;
+ });
+ // If too similar, increase the offset to ensure different height
+ if (isTooSimilar) {
+ redOffset += 30 + Math.random() * 40;
}
newY += redOffset;
}
signal.x = 2048 + 150;
Grey shark, sideview. In-Game asset. 2d. High contrast. No shadows
Golden Dogecoin
Golden memecoin with sunglasses
shiba inu golden memecoin
Golden memecoin with Pepe
Golden coin with Floki
Golden coin with volt
Golden coin with cute catface
Golden coin with Trump and 'WILL FIX IT' Text
Lightning line. In-Game asset. 2d. High contrast. No shadows