User prompt
The signals layout should be mostly staggered
User prompt
Avoid signals overlap each other
User prompt
Avoid signals overlaping each other
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 āŖš” 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
/**** * 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 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; // 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; 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; 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; } } // Ensure signal stays within playable area newY = Math.max(800, Math.min(2200, newY)); 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; // 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)); // 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 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; } 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; } 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
@@ -19,10 +19,9 @@
self.update = function () {
if (!self.active) {
return;
}
- // Coins move faster than signals for added difficulty
- self.x -= self.speed * (gameSpeed > 1 ? gameSpeed * 1.2 : 1);
+ self.x -= self.speed;
// Rotate coin
coinGraphics.rotation += 0.03;
// Remove when off screen
if (self.x < -100) {
@@ -38,10 +37,10 @@
anchorY: 0.5
});
self.vx = 0;
self.vy = 0;
- self.gravity = 0.8; // Increased gravity
- self.jumpPower = -28; // Slightly increased jump power to compensate
+ 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 () {
@@ -88,14 +87,13 @@
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 or is close
- if (player && player.y > 2732 - 400) {
- // Detect player from higher position
+ // 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 = 12; // Significant increase in hunting speed
+ 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
@@ -131,10 +129,9 @@
self.update = function () {
if (!self.active) {
return;
}
- // Speed increases with game progression
- self.x -= self.speed * (gameSpeed > 1 ? gameSpeed : 1);
+ 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
@@ -219,16 +216,40 @@
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 smaller height differences
- newY = lastY - (100 + Math.random() * 150);
+ // More gradual ascent with variable height differences
+ var heightDiff = 100 + Math.random() * 200;
+ 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 smaller height differences
- newY = lastY + (100 + Math.random() * 150);
+ // More gradual descent with variable height differences
+ var heightDiff = 100 + Math.random() * 200;
+ 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;
+ }
}
// Ensure signal stays within playable area
newY = Math.max(800, Math.min(2200, newY));
var signal = new Signal(signalType);
@@ -295,15 +316,14 @@
} else {
break;
}
}
- // Force green signal if we've had 7 reds in a row - allowing longer sequences of red signals
- if (redSignalCount >= 7) {
+ // 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 && Math.random() < 0.4) {
- // Reduced chance of going higher
+ } 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) {
@@ -334,15 +354,29 @@
}
}
// Ensure signal stays within playable area
newY = Math.max(800, Math.min(2200, newY));
- // Add slight height variation to signals of the same color with more cascading patterns
+ // 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
if (signal.type === 'green') {
- // Green signals with cascading heights - smaller variations
- newY -= Math.random() * 15 + 5;
+ // 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;
+ }
+ newY -= greenOffset;
} else if (signal.type === 'red') {
- // Red signals with cascading heights - smaller variations
- newY += Math.random() * 15 + 5;
+ // 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;
+ }
+ newY += redOffset;
}
signal.x = 2048 + 150;
signal.y = newY;
signals.push(signal);
@@ -352,10 +386,10 @@
}
// Spawn memecoins
function spawnMemecoin() {
var currentTime = Date.now();
- // Spawn coins more frequently but put them in harder positions
- if (currentTime - lastCoinTime > 4000 / gameSpeed) {
+ // 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;
});
@@ -500,10 +534,10 @@
// 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 more aggressively
- gameSpeed = 1 + distanceTraveled / 6000 + Math.min(2, score / 1000);
+ // Increase game speed gradually
+ gameSpeed = 1 + distanceTraveled / 10000;
// Spawn entities
spawnSignal();
spawnMemecoin();
// Check collisions
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