User prompt
cycle between direction1 and direction9 after cycle between direction9 and direction1
Code edit (4 edits merged)
Please save this source code
User prompt
if user clicks ball directionasset stops cycle
User prompt
if user clicks down on ball direction cycle pauses
User prompt
stop cycle of direction arrows every odd number of clicks on the screen
User prompt
restart cycle of direction assets when user clicks screen again
User prompt
do not hide direction assets when user clicks on screen
User prompt
cycle between powerbar1 and powerbar9 every .5 seconds
User prompt
cycle between powerbar1 and powerbar8 every .5 seconds
User prompt
cycle between direction1 and direction9 every .5 seconds
User prompt
display direction assets in bottom left corner
User prompt
cycle in bottom left corner between direction1 and direction9 every .5 seconds and cycle in bottom right corner between powerbar1 and powerbar8 every .5 seconds
User prompt
cycle between powerbar1 and powerbar8 every 0.5 seconds in bottom right corner
User prompt
Please fix the bug: 'ReferenceError: powerBar4Displayed is not defined' in or related to this line: 'if (!powerBar4Displayed && mouseDownTime > 0 && Date.now() - mouseDownTime >= 800) {' Line Number: 522
User prompt
diplay powerbar only if user clicks the basketball
User prompt
Please fix the bug: 'ReferenceError: screenClicks is not defined' in or related to this line: 'screenClicks++; // Increment screenClicks on every click' Line Number: 453
User prompt
when user clicks on basketball display powerbar and freeze direction
User prompt
when user clicks basketball freeze direction
User prompt
when user clicks basketball stop cycle of direction
User prompt
if user clicks basketball stop at the given direction asset; if user clicks basketball while it is on direction5 stay there
User prompt
if user clicks basketball stop the cycle between direction1 and direction9
User prompt
if user clicks basketball pause cycle between direction1 and direction9
Code edit (1 edits merged)
Please save this source code
User prompt
if user clicks basketball after game starts pause cycle of direction1 to direction9
User prompt
create event listener for when down event is triggered on basketball object
/****
* Classes
****/
var Ball = Container.expand(function () {
var self = Container.call(this);
self.hasScored = false;
self.hasBounced = false;
self.throwSpeed = 0;
var ballGraphics = LK.getAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
self.addChild(ballGraphics);
self.speed = {
x: 0,
y: 0
};
self.hasThrown = false;
self.move = function () {
self.speed.y += 3.2;
self.x += self.speed.x;
if (self.x < self.width / 2) {
self.x = self.width / 2;
self.speed.x *= -0.5;
} else if (self.x > 2048 - self.width / 2) {
self.x = 2048 - self.width / 2;
self.speed.x *= -0.5;
}
self.y += self.speed.y;
if (self.y < self.height / 2) {
self.y = self.height / 2;
self.speed.y *= -0.5;
}
self.rotation += self.speed.x * 0.01;
if (self.hasThrown) {
var targetScale = 0.8;
self.scale.x += (targetScale - self.scale.x) * 0.05;
self.scale.y += (targetScale - self.scale.y) * 0.05;
}
if (self.hasScored) {
self.alpha -= 0.15;
} else {
self.alpha += 0.15;
if (self.alpha > 1) {
self.alpha = 1;
}
}
};
self.bounceOffPoint = function (x, y, elasticity) {
var dx = self.x - x;
var dy = self.y - y;
var angle = Math.atan2(dy, dx);
var speed = Math.sqrt(self.speed.x * self.speed.x + self.speed.y * self.speed.y);
self.speed.x = Math.cos(angle) * speed * elasticity;
self.speed.y = Math.sin(angle) * speed * elasticity;
};
self.angleTo = function (x, y) {
var dx = self.x - x;
var dy = self.y - y;
return Math.atan2(dy, dx);
};
self.distanceTo = function (x, y) {
var dx = self.x - x;
var dy = self.y - y;
return Math.sqrt(dx * dx + dy * dy);
};
self.moveToDistance = function (x, y, distance) {
var angle = self.angleTo(x, y);
self.x = x + Math.cos(angle) * (distance * 1.05);
self.y = y + Math.sin(angle) * (distance * 1.05);
};
});
var Defender = Container.expand(function () {
var self = Container.call(this);
var defenderGraphics = self.attachAsset('defender', {
anchorX: 0.5,
anchorY: 0.5
});
self.targetX = 1600;
self.targetY = 833;
self.targetCorner = 0;
self.distanceFromTarget = function () {
self.distanceX = self.targetX - self.x;
self.distanceY = self.targetY - self.y;
};
self.pickNewTarget = function () {
// Gradually move defender within 200 pixel radius of 'hoopRimSeparate' asset
self.targetCorner = (self.targetCorner + 1) % 4;
self.targetX = hoopRim.x - 550 + (self.targetCorner + 1) % 4 % 3 * 3 % 5 % 2 * 1100;
self.targetY = hoopRim.y - 550 + (self.targetCorner + 0) % 4 % 3 * 3 % 5 % 2 * 833;
//self.targetX = hoopRim.x + (Math.random() - 0.5) * 800;
//self.targetY = hoopRim.y + (Math.random() - 0.5) * 800;
self.distanceFromTarget();
};
self.move = function () {
self.x += self.distanceX * 0.01;
self.y += self.distanceY * 0.01;
};
});
var ExplosionParticle = Container.expand(function () {
var self = Container.call(this);
self.interactive = false;
var shapes = ['leftElement', 'rightElement', 'ballShadow'];
var shapeIndex = Math.floor(Math.random() * shapes.length);
var explosionGraphics = self.attachAsset(shapes[shapeIndex], {
anchorX: 0.5,
anchorY: 0.5
});
explosionGraphics.blendMode = 1;
self.lifeSpan = 30 + Math.random() * 20; // Random lifespan between 30 to 50 ticks
self.speed = {
x: (Math.random() - 0.5) * 10,
y: (Math.random() - 0.5) * 10
};
self.scale.set(Math.random() * 0.5 + 0.5); // Random scale between 0.5 to 1
self.rotation = Math.random() * Math.PI * 2;
self.move = function () {
self.x += self.speed.x;
self.y += self.speed.y;
self.lifeSpan--;
if (self.lifeSpan <= 0) {
self.destroy();
}
};
});
var Flower = Container.expand(function () {
var self = Container.call(this);
self.interactive = false;
var flowerTypes = ['leftElement', 'rightElement', 'ballShadow']; // Reuse existing shapes for flowers
var flowerIndex = Math.floor(Math.random() * flowerTypes.length);
var flowerGraphics = self.attachAsset(flowerTypes[flowerIndex], {
anchorX: 0.5,
anchorY: 0.5
});
flowerGraphics.scaleX = flowerGraphics.scaleY = Math.random() * 0.5 + 0.5; // Random scale for variety
self.speed = {
x: (Math.random() - 0.5) * 2,
y: Math.random() * 5 + 2 // Falling speed
};
self.move = function () {
self.x += self.speed.x;
self.y += self.speed.y;
if (self.y > 2732 + 100) {
// Remove flower when it goes off screen
self.destroy();
}
};
});
var Hoop = Container.expand(function () {
var self = Container.call(this);
self.setScore = function (score) {
self.scoreLabel.setText(score.toString());
};
self.moveTo = function (newX, newY, hoopRim) {
var dx = (newX - self.x) / 60;
var dy = (newY - self.y) / 60;
var steps = 0;
var interval = LK.setInterval(function () {
self.x += dx;
self.y += dy;
hoopRim.x = self.x;
hoopRim.y = self.y + self.children[1].y - 250;
steps++;
if (steps >= 60) {
LK.clearInterval(interval);
}
});
};
var backboardGraphics = LK.getAsset('backboard', {
anchorX: 0.5,
anchorY: 0.5
});
backboardGraphics.y -= 250;
self.addChild(backboardGraphics);
self.hoopRimGraphics = LK.getAsset('hoopRim', {
anchorX: 0.5,
anchorY: 0.5
});
self.hoopRimGraphics.y = backboardGraphics.height / 2 - 550 + 20 + 120 + 150 + 100;
self.hoopRimGraphics.alpha = 0;
self.addChild(self.hoopRimGraphics);
self.leftElement = LK.getAsset('leftElement', {
anchorX: 0.5,
anchorY: 0.5
});
self.leftElement.x = self.hoopRimGraphics.x - self.hoopRimGraphics.width / 2 + self.leftElement.width / 2 - 50;
self.leftElement.y = self.hoopRimGraphics.y - 250;
self.leftElement.alpha = 0;
self.addChild(self.leftElement);
self.rightElement = LK.getAsset('rightElement', {
anchorX: 0.5,
anchorY: 0.5
});
self.rightElement.x = self.hoopRimGraphics.x + self.hoopRimGraphics.width / 2 - self.rightElement.width / 2 + 50;
self.rightElement.y = self.hoopRimGraphics.y - 250;
self.rightElement.alpha = 0;
self.addChild(self.rightElement);
self.hoopOutlineGraphics = LK.getAsset('hoopOutline', {
anchorX: 1,
anchorY: 0.5
});
self.hoopOutlineGraphics.y = self.hoopRimGraphics.y - 230;
self.hoopOutlineGraphics.alpha = 1;
self.hoopOutlineGraphics.tint = 0xbb502e;
self.hoopOutlineGraphics.rotation = Math.PI / 2;
self.addChild(self.hoopOutlineGraphics);
self.multiplierLabel = new Text2('', {
size: 200,
fill: '#8d4529',
font: 'Impact'
});
self.multiplierLabel.anchor.set(.5, 1);
self.multiplierLabel.x = self.hoopRimGraphics.x;
self.multiplierLabel.y = self.hoopRimGraphics.y - 250 - 50 + 30;
self.addChild(self.multiplierLabel);
self.scoreLabel = new Text2('0', {
size: 270,
fill: '#4b190c',
font: 'Impact'
});
self.scoreLabel.anchor.set(.5, .5);
self.scoreLabel.x = self.hoopRimGraphics.x;
self.scoreLabel.y = self.hoopRimGraphics.y - 250 - 20 - 420;
self.addChild(self.scoreLabel);
});
var HoopRim = Container.expand(function () {
var self = Container.call(this);
var hoopRimGraphics = LK.getAsset('hoopRimSeparate', {
anchorX: 0.5,
anchorY: 0.5
});
self.addChild(hoopRimGraphics);
});
var Particle = Container.expand(function () {
var self = Container.call(this);
self.interactive = false;
var particleGraphics = self.attachAsset('rainbowParticle', {
anchorX: 0.5,
anchorY: 0.5
});
particleGraphics.blendMode = 1;
self.lifeSpan = 60;
self.speed = {
x: (Math.random() - 0.5) * 2,
y: (Math.random() - 0.5) * 2
};
self.scale.set(Math.random() * 0.6 + 0.2);
self.rotation = Math.random() * Math.PI * 2;
self.move = function () {
self.x += self.speed.x;
self.y += self.speed.y;
self.alpha -= 0.03;
if (self.alpha <= 0) {
self.destroy();
}
};
});
var PowerBall = Container.expand(function () {
var self = Container.call(this);
var powerBallGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
self.scale.set(0.5); // Smaller size for the power ball
self.interactive = true; // Make the power ball interactive
self.powerLevel = 0; // Initialize power level at 0
self.maxPower = 10; // Maximum power level
self.updatePower = function (delta) {
self.powerLevel += delta;
if (self.powerLevel > self.maxPower) {
self.powerLevel = self.maxPower;
} else if (self.powerLevel < 0) {
self.powerLevel = 0;
}
// Update the visual representation of power level here if needed
};
self.on('down', function () {
// Increase power level when the power ball is pressed
self.updatePower(1);
});
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
var powerBar1 = LK.getAsset('powerBar1', {
anchorX: 0.5,
anchorY: 0.5
});
powerBar1.x = 2048 - powerBar1.width / 2;
powerBar1.y = 2732 - powerBar1.height / 2;
game.addChild(powerBar1);
var longestStreak = 0;
var currentStreak = 0;
var mouseDownTime = 0;
var powerBar1Displayed = false;
var powerBar2Displayed = false;
var powerBar3Displayed = false;
LK.on('tick', function () {
if (Math.abs(defender.x - defender.targetX) <= 5 && Math.abs(defender.y - defender.targetY) <= 5) {
defender.pickNewTarget();
defender.distanceFromTarget();
defender.move();
} else {
defender.move();
}
//defender.move();
if (ball.hasThrown) {
// Create a fire particle only when there is a multiplier
if (scoreMultiplier == 2) {
var particle = new Particle();
particle.alpha = 0.8;
// Set fire particle color to yellow for x2 multiplier
particle.tint = 0xFFFF00; // Yellow color
var angle = Math.random() * Math.PI * 2;
var radius = ball.width * 0.5 * Math.sqrt(Math.random());
particle.x = ball.x + Math.cos(angle) * radius;
particle.y = ball.y + Math.sin(angle) * radius;
game.addChild(particle);
} else if (scoreMultiplier >= 3) {
var particle = new Particle();
particle.alpha = 0.8;
// Set fire particle color to red and increase size for x3 or higher multiplier
particle.tint = 0xFF0000; // Red color
particle.scale.set(1.5); // Increase size
var angle = Math.random() * Math.PI * 2;
var radius = ball.width * 0.75 * Math.sqrt(Math.random()); // Increase radius for bigger particles
particle.x = ball.x + Math.cos(angle) * radius;
particle.y = ball.y + Math.sin(angle) * radius;
game.addChild(particle);
}
}
});
var bg = LK.getAsset('background2', {
anchorX: 0.5,
anchorY: 0.5
});
bg.x = 2048 / 2;
bg.y = 2732 / 2 + 150;
bg.alpha = 0.7;
game.addChild(bg);
var timerTxt = new Text2('00:00', {
size: 150,
fill: "#ffffff"
});
timerTxt.anchor.set(0, 0);
timerTxt.x = 50;
timerTxt.y = 50;
LK.gui.topLeft.addChild(timerTxt);
// Initialize streak counter text display
var streakCounterTxt = new Text2('Streak: 0', {
size: 150,
fill: "#ffffff"
});
streakCounterTxt.anchor.set(1, 0); // Anchor to the top right
streakCounterTxt.x = 2048 - 50; // Position to the right, with a margin
streakCounterTxt.y = 50; // Same vertical position as timer
LK.gui.topRight.addChild(streakCounterTxt);
var gameTime = 100;
var isGamePaused = false;
var pauseGame = function pauseGame() {
isGamePaused = true;
};
var resumeGame = function resumeGame() {
isGamePaused = false;
};
// Cycle between direction9 and direction1 after cycle between direction1 and direction9
var currentDirection = 9;
var cycleDirections = function cycleDirections() {
var directionAsset = 'direction' + currentDirection;
var direction = LK.getAsset(directionAsset, {
anchorX: 0.5,
anchorY: 0.5
});
direction.x = 100; // Position in bottom left corner
direction.y = 2732 - direction.height / 2 - 100;
game.addChild(direction);
LK.setTimeout(function () {
game.removeChild(direction);
currentDirection = currentDirection === 1 ? 9 : currentDirection - 1;
cycleDirections();
}, 500);
};
cycleDirections();
var timerInterval = LK.setInterval(function () {
if (!isGamePaused) {
gameTime--;
if (gameTime <= 0) {
LK.clearInterval(timerInterval);
LK.showGameOver();
return;
}
timerTxt.setText(gameTime.toString());
}
}, 1000);
// Add event listener to toggle game pause state
game.on('down', function (obj) {
if (obj.event.target === pauseButton) {
if (isGamePaused) {
resumeGame();
} else {
pauseGame();
}
}
});
var pauseButton = LK.getAsset('pauseButton', {
anchorX: 0.5,
anchorY: 0.5
});
pauseButton.x = 2048 - 100; // Position on the top right of the screen
pauseButton.y = 100;
LK.gui.topRight.addChild(pauseButton);
var hoop = game.addChild(new Hoop());
var defender = game.addChild(new Defender());
defender.x = 2048 / 2;
defender.y = 2732 / 2 - 500; // Position above the hoop
defender.distanceFromTarget();
var score = 0;
var scoreMultiplier = 1;
var ballShadow = LK.getAsset('ballShadow', {
anchorX: 0.5,
anchorY: 0.5
});
ballShadow.alpha = 0.5;
game.addChild(ballShadow);
var ball = game.addChild(new Ball());
var powerBall = game.addChild(new PowerBall());
powerBall.x = ball.x + ball.width / 2 + powerBall.width / 2 + 20; // Position powerball to the right of the ball
powerBall.y = ball.y; // Align horizontally with the ball
var hoopRim = game.addChild(new HoopRim());
ball.hitElement = '';
hoop.x = 2048 / 2;
hoop.y = 2732 / 2;
hoopRim.x = hoop.x;
hoopRim.y = hoop.y + hoop.children[1].y - 250;
ball.x = 2048 / 2;
ball.on('down', function (obj) {
if (!ball.hasThrown) {
mouseDownTime = Date.now();
powerBar1Displayed = false;
var event = obj.event;
dragStart = event.getLocalPosition(game);
}
});
var dragStart = null;
game.on('move', function (obj) {
var event = obj.event;
var pos = event.getLocalPosition(game);
if (!powerBar1Displayed && mouseDownTime > 0 && Date.now() - mouseDownTime >= 200) {
game.addChild(powerBar1);
powerBar1Displayed = true;
ball.speed.y = -40; // Shoot ball in the air 40 pixels
}
if (!powerBar3Displayed && mouseDownTime > 0 && Date.now() - mouseDownTime >= 600) {
var powerBar3 = LK.getAsset('powerBar3', {
anchorX: 0.5,
anchorY: 0.5
});
powerBar3.x = 2048 - powerBar3.width / 2;
powerBar3.y = 2732 - powerBar3.height - powerBar1.height / 2 - 20; // Position above powerBar1
game.addChild(powerBar3);
powerBar3Displayed = true;
}
if (!powerBar4Displayed && mouseDownTime > 0 && Date.now() - mouseDownTime >= 800) {
var powerBar4 = LK.getAsset('powerBar4', {
anchorX: 0.5,
anchorY: 0.5
});
powerBar4.x = 2048 - powerBar4.width / 2;
powerBar4.y = 2732 - powerBar4.height - powerBar3.height - powerBar2.height - powerBar1.height / 2 - 60; // Position above powerBar3
game.addChild(powerBar4);
powerBar4Displayed = true;
ball.speed.y = -160; // Shoot ball in the air 160 pixels
}
if (dragStart !== null && ball.distanceTo(pos.x, pos.y) > 400) {
game.fireBall(obj);
}
});
game.fireBall = function (obj) {
if (dragStart !== null) {
var event = obj.event;
var pos = event.getLocalPosition(game);
var dx = pos.x - dragStart.x;
var dy = pos.y - dragStart.y;
var angle = Math.atan2(dy, dx);
ball.speed.x = Math.cos(angle) * 72 * 1.76 * (0.9 + powerBall.powerLevel / 10) / 3;
ball.speed.y = Math.sin(angle) * 72 * 1.76 * (0.9 + powerBall.powerLevel / 10);
ball.hasThrown = true;
ball.hitElement = '';
game.removeChild(ball);
game.addChild(ball);
dragStart = null;
}
};
game.on('up', function (obj) {
if (dragStart !== null) {
var event = obj.event;
var pos = event.getLocalPosition(game);
ball.throwSpeed = (Date.Now() - mouseDownTime) / 1000;
mouseDownTime = 0;
var distance = Math.sqrt(Math.pow(pos.x - dragStart.x, 2) + Math.pow(pos.y - dragStart.y, 2));
if (distance > 150) {
game.fireBall(obj);
}
}
dragStart = null;
});
var floorY = 2732 - 40 + 900 * (ball.scale.y - 1);
ball.y = floorY - ball.height;
LK.on('tick', function () {
if (scoreMultiplier > 1 && !ball.hasThrown) {
for (var i = 0; i < 2; i++) {
var particle = new Particle();
particle.alpha = ball.alpha;
var angle = Math.random() * Math.PI * 2;
var radius = ball.width * 0.5 * Math.sqrt(Math.random());
particle.x = ball.x + Math.cos(angle) * radius;
particle.y = ball.y + Math.sin(angle) * radius;
game.addChild(particle);
}
}
game.children.forEach(function (child) {
if (child instanceof Particle) {
child.move();
}
});
var floorY = 2732 - 40 + 900 * (ball.scale.y - 1);
ball.move();
if (ball.speed.y > 0) {
game.removeChild(hoopRim);
game.addChild(hoopRim);
if (ball.distanceTo(hoop.x + hoop.leftElement.x, hoop.y + hoop.leftElement.y) < ball.width / 2 + hoop.leftElement.width / 2) {
ball.moveToDistance(hoop.x + hoop.leftElement.x, hoop.y + hoop.leftElement.y, ball.width / 2 + hoop.leftElement.width / 2 + 1);
ball.bounceOffPoint(hoop.x + hoop.leftElement.x, hoop.y + hoop.leftElement.y, 0.5);
ball.hitElement = 'left';
}
if (ball.distanceTo(hoop.x + hoop.rightElement.x, hoop.y + hoop.rightElement.y) < ball.width / 2 + hoop.rightElement.width / 2) {
ball.moveToDistance(hoop.x + hoop.rightElement.x, hoop.y + hoop.rightElement.y, ball.width / 2 + hoop.rightElement.width / 2 + 1);
ball.bounceOffPoint(hoop.x + hoop.rightElement.x, hoop.y + hoop.rightElement.y, 0.5);
ball.hitElement = 'right';
}
}
ballShadow.x = ball.x;
ballShadow.y = 1800 + ball.height / 2 + 500 * ball.scale.x;
var scale = (1 - 2 * (ball.y - 2732 + ball.height) / 2732) * ball.scale.x;
ballShadow.scale.set(scale);
ballShadow.alpha = (1 - scale + 1) / 2 * ball.alpha;
// Check if ball intersects with defender and reverse direction
if (ball.intersects(defender)) {
ball.speed.x *= -1;
ball.speed.y *= -1;
}
if (ball.y + ball.height > floorY) {
ball.y = floorY - ball.height;
ball.speed.y *= -0.75;
ballShadow.x = ball.x;
ballShadow.visible = true;
if (ball.hasThrown && !ball.hasScored) {
ball.hasBounced = true;
ball.x = 2048 / 2;
currentStreak = 0;
ball.y = floorY - ball.height;
ball.speed.x = 0;
ball.speed.y = 0;
ball.hasThrown = false;
ball.hasBounced = false;
ball.scale.x = 1;
ball.scale.y = 1;
ball.alpha = 1;
scoreMultiplier = 1;
hoop.multiplierLabel.setText('');
hoop.x += 5;
if (hoop.x > 2048 - hoop.width / 2) {
hoop.x = hoop.width / 2;
}
hoopRim.x = hoop.x;
} else if (ball.hasScored) {
ball.x = 2048 / 2;
ball.y = 2532 - ball.height;
ball.speed.x = 0;
ball.speed.y = 0;
ball.hasThrown = false;
ball.hasScored = false;
ball.hasBounced = false;
ball.scale.x = 1;
ball.scale.y = 1;
if (ball.hitElement === '') {
if (scoreMultiplier < 3) {
scoreMultiplier++;
}
} else {
scoreMultiplier = 1;
}
if (scoreMultiplier > 1) {
hoop.multiplierLabel.setText('x' + scoreMultiplier);
} else {
hoop.multiplierLabel.setText('');
}
ball.hitElement = '';
hoop.moveTo(Math.random() * (2048 - 1000) + 500, Math.random() * (2732 - 2000) + 1000, hoopRim);
}
} else if (ball.hasThrown && ball.intersects(hoop.hoopRimGraphics) && ball.speed.y > 0 && !ball.hasScored && !ball.hasBounced && ball.x > hoop.x + hoop.leftElement.x && ball.x < hoop.x + hoop.rightElement.x) {
ball.hasScored = true;
score += scoreMultiplier * 2;
currentStreak += 1;
if (currentStreak > longestStreak) {
longestStreak = currentStreak;
}
// Generate flowers falling from the sky
for (var i = 0; i < 10; i++) {
// Generate 10 flowers
var flower = new Flower();
flower.x = Math.random() * 2048; // Random x position across the screen width
flower.y = -100; // Start just above the screen
game.addChild(flower);
}
// Explosion effect removed
if (score === 2024) {
LK.showGameOver();
} else {
hoop.scoreLabel.setText(score.toString());
hoop.setScore(score);
}
}
});
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Paris. Paris basketball backgroung. Eiffel Tower. Eurosport logo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
rainbow sparkle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
two white palms facing forward no background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. HD Color
POV basketball court in forest. Full screen. Background. High detail
basketball barn background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
basketball dungeon background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
heaven background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pow effect. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
left hand. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Wide Single Orange metal bar lying down Single Game Texture. In-Game asset. 2d. Pixelart. White background. Blank background. Low detail. High contrast. —ar 2:1
https://kagi.com/proxy/basketball_backboard.png?c=iNrrnnUOe99nVfDGJsYBLujiaX2Hu-zxBFRkvLEyXdRnJ8cU3RjcAYbR-o12E923qVNGy1CEGrQG87ogCD3yUarJdZYt5R03mmEMb7Jrh-8%3D blank backboard Single Game Texture. In-Game asset. 2d. Pixelart. White background. Blank background. Low detail. High contrast.