User prompt
remove the swipe to swap moment and add play button click to start
User prompt
make sure that click the play button for game start and disappear after the game start
User prompt
under the game icon need a play button if i touch the button can enter into the game
User prompt
game icon should disappear after the game starts
User prompt
can i add game icon in starting of game
User prompt
Add two bombs for every multiples of 100 score as a special effect
User prompt
add 2 bomb for every round numbers score as a special effect
User prompt
make sure the fruits doesnt go so closer to the side boundaries
User prompt
Add single bomb after 5 fruits jumped and double bombs after 10 fruits jumped as special effect
User prompt
add single bomb after 5 fruits and double bombs after 10 fruits as special effect
User prompt
make sure that if we hit the bomb that leads to game over
User prompt
if we hit the bomb make bombblast tween effect immediately ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
initialize asset for bomb blast tween effect using tween plugin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add asset for bomb blast tween effect ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
after collision with bomb make a tween blast effect ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
increase some jumping height for fruits
User prompt
remove the slasher cursor shadow effects
User prompt
remove the old slasher cursor style and add new
User prompt
Please fix the bug: 'Uncaught ReferenceError: glow is not defined' in or related to this line: 'glow.rotation = angle;' Line Number: 276
User prompt
make the slasher like single line
User prompt
add new slasher effect
User prompt
make changes that visible single blade
User prompt
Create a high-quality game asset of a dynamic slasher effect for a Fruit Ninja-style game. The effect should resemble a glowing blade swipe with a smooth, motion-blurred trail that follows the player's cursor or touch input. The trail should be slightly curved, fading over time, and have a neon glow. The edges should be sharp, resembling a fast sword slice. The effect should have variations in color intensity based on the slicing speed. Include a subtle glow aura around the trail and optional sparks or small particle bursts at the end of the slash. The background should be transparent so it can be overlaid in a game engine. The style should be sleek, modern, and visually striking, similar to the glowing sword effects seen in Fruit Ninja."
User prompt
change the slasher hover effect
User prompt
after slicing fruits with splash make the fruits disappear and start falling sliced fruits downwards
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
	highScore: 0
});
/**** 
* Classes
****/ 
var FruitItem = Container.expand(function () {
	var self = Container.call(this);
	var type = 'fruit-watermelon';
	var fruitGraphic = null;
	self.isBomb = false;
	self.isPowerup = false;
	self.powerupType = '';
	self.sliced = false;
	self.velocityX = 0;
	self.velocityY = 0;
	self.gravity = 0.25;
	self.rotationSpeed = 0;
	self.init = function (fruitType, startX, startY, velX, velY) {
		type = fruitType;
		self.isBomb = fruitType === 'bomb';
		self.isPowerup = fruitType.indexOf('powerup') !== -1;
		if (self.isPowerup) {
			self.powerupType = fruitType.split('-')[1];
		}
		fruitGraphic = self.attachAsset(fruitType, {
			anchorX: 0.5,
			anchorY: 0.5
		});
		self.x = startX;
		self.y = startY;
		self.velocityX = velX;
		self.velocityY = velY;
		self.lastX = startX; // Initialize lastX for tracking changes on X
		self.lastY = startY; // Initialize lastY for tracking changes on Y
		self.rotationSpeed = (Math.random() - 0.5) * 0.05;
		return self;
	};
	var slicedFruit1, slicedFruit2; // Declare slicedFruit1 and slicedFruit2
	self.slice = function () {
		if (self.sliced) {
			return false;
		}
		self.sliced = true;
		if (self.isBomb) {
			// Bomb blast tween effect
			var bombBlast = LK.getAsset('bomb-blast', {
				anchorX: 0.5,
				anchorY: 0.5,
				x: self.x,
				y: self.y,
				alpha: 1.0
			});
			game.addChild(bombBlast);
			tween(bombBlast, {
				alpha: 0,
				scaleX: 2,
				scaleY: 2
			}, {
				duration: 500,
				easing: tween.easeOut,
				onFinish: function onFinish() {
					bombBlast.destroy();
				}
			});
			// Bomb visual effect
			tween(fruitGraphic, {
				alpha: 0.5,
				scaleX: 1.5,
				scaleY: 1.5
			}, {
				duration: 300,
				easing: tween.easeOut
			});
			// Add bomb explosion effect
			var explosion = LK.getAsset('juice-splash', {
				anchorX: 0.5,
				anchorY: 0.5,
				x: self.x,
				y: self.y,
				alpha: 0.8,
				tint: 0xff0000 // Red explosion
			});
			game.addChild(explosion);
			tween(explosion, {
				alpha: 0,
				scaleX: 2,
				scaleY: 2
			}, {
				duration: 500,
				easing: tween.easeOut,
				onFinish: function onFinish() {
					explosion.destroy();
				}
			});
			LK.getSound('bomb').play();
			return true;
		} else if (self.isPowerup) {
			// Powerup visual effect
			tween(fruitGraphic, {
				alpha: 0.7,
				scaleX: 0.7,
				scaleY: 0.7
			}, {
				duration: 300,
				easing: tween.easeOut
			});
			LK.getSound('powerup').play();
			return true;
		} else {
			// Regular fruit slicing effect
			tween(fruitGraphic, {
				alpha: 0.7,
				scaleX: 0.7,
				scaleY: 0.7
			}, {
				duration: 300,
				easing: tween.easeOut
			});
			// Add juice splash effect
			var splashColor = 0xff0000; // Default to red
			switch (type) {
				case 'fruit-watermelon':
					splashColor = 0xff0000; // Red
					break;
				case 'fruit-orange':
					splashColor = 0xffa500; // Orange
					break;
				case 'fruit-apple':
					splashColor = 0x00ff00; // Green
					break;
				case 'fruit-banana':
					splashColor = 0xffff00; // Yellow
					break;
				case 'fruit-strawberry':
					splashColor = 0xff69b4; // Pink
					break;
			}
			var juiceSplash = LK.getAsset('juice-splash', {
				anchorX: 0.5,
				anchorY: 0.5,
				x: self.x,
				y: self.y,
				alpha: 0.8,
				tint: splashColor
			});
			game.addChild(juiceSplash);
			tween(juiceSplash, {
				alpha: 0
			}, {
				duration: 500,
				onFinish: function onFinish() {
					juiceSplash.destroy();
				}
			});
			// Split the fruit in two (visual effect)
			var halfScale = fruitGraphic.scaleX * 0.7;
			// Create sliced fruit assets
			slicedFruit1 = LK.getAsset('sliced-' + type, {
				anchorX: 0.5,
				anchorY: 0.5,
				x: self.x - 20,
				y: self.y,
				rotation: fruitGraphic.rotation
			});
			slicedFruit2 = LK.getAsset('sliced-' + type, {
				anchorX: 0.5,
				anchorY: 0.5,
				x: self.x + 20,
				y: self.y,
				rotation: fruitGraphic.rotation
			});
			// Add sliced fruits to the game
			game.addChild(slicedFruit1);
			game.addChild(slicedFruit2);
			// Apply velocity to sliced fruits
			slicedFruit1.velocityX = self.velocityX - 2;
			slicedFruit2.velocityX = self.velocityX + 2;
			slicedFruit1.velocityY = self.velocityY + 20; // Further increase Y velocity for immediate fall
			slicedFruit2.velocityY = self.velocityY + 20; // Further increase Y velocity for immediate fall
			slicedFruit1.gravity = self.gravity; // Apply gravity to the first sliced fruit
			slicedFruit2.gravity = self.gravity; // Apply gravity to the second sliced fruit
			// Remove the original fruit graphic
			fruitGraphic.destroy();
			// Now separate the halves
			self.velocityX = self.velocityX * 0.5;
			self.rotationSpeed = self.rotationSpeed * 2;
			LK.getSound('slice').play();
			return true;
		}
	};
	self.update = function () {
		if (!gameActive) {
			return;
		}
		// Apply physics
		self.velocityY += self.gravity * (gameState.freezeMode ? 0.3 : 1);
		self.x += self.velocityX * (gameState.freezeMode ? 0.3 : 1);
		self.y += self.velocityY * (gameState.freezeMode ? 0.3 : 1);
		// Apply gravity to sliced fruits
		if (self.sliced) {
			self.velocityY += self.gravity;
			if (slicedFruit1 && slicedFruit2) {
				slicedFruit1.velocityY += slicedFruit1.gravity;
				slicedFruit2.velocityY += slicedFruit2.gravity;
				slicedFruit1.y += slicedFruit1.velocityY;
				slicedFruit2.y += slicedFruit2.velocityY;
			}
		}
		self.lastX = self.x; // Update lastX after applying physics
		self.lastY = self.y; // Update lastY after applying physics
		// Apply rotation
		fruitGraphic.rotation += self.rotationSpeed * (gameState.freezeMode ? 0.3 : 1);
		// Check if fruit is out of bounds
		if (self.y > 2732 + fruitGraphic.height) {
			// Check if we missed a fruit (not a bomb)
			if (!self.sliced && !self.isBomb && !self.isPowerup) {
				gameState.lives--;
				updateLivesDisplay();
				if (gameState.lives <= 0) {
					endGame();
				}
			}
			self.destroy();
			var index = fruits.indexOf(self);
			if (index !== -1) {
				fruits.splice(index, 1);
			}
		}
	};
	return self;
});
var Slash = Container.expand(function () {
	var self = Container.call(this);
	var slashGraphic = self.attachAsset('slash', {
		anchorX: 0.5,
		anchorY: 0.5,
		alpha: 1.0,
		tint: 0x00ff00 // Initial green tint
	});
	self.startPoint = {
		x: 0,
		y: 0
	};
	self.endPoint = {
		x: 0,
		y: 0
	};
	self.setup = function (startX, startY, endX, endY) {
		self.startPoint.x = startX;
		self.startPoint.y = startY;
		self.endPoint.x = endX;
		self.endPoint.y = endY;
		// Calculate position (midpoint)
		self.x = (startX + endX) / 2;
		self.y = (startY + endY) / 2;
		// Calculate angle
		var angle = Math.atan2(endY - startY, endX - startX);
		slashGraphic.rotation = angle;
		// Calculate length
		var length = Math.sqrt(Math.pow(endX - startX, 2) + Math.pow(endY - startY, 2));
		slashGraphic.width = length;
		// Adjust color intensity based on speed
		var speed = Math.sqrt(Math.pow(endX - startX, 2) + Math.pow(endY - startY, 2));
		var intensity = Math.min(1, speed / 100);
		slashGraphic.tint = 0x00ff00 + Math.floor(intensity * 0xff0000); // Vary between green and red
		return self;
	};
	self.fadeOut = function () {
		tween(slashGraphic, {
			alpha: 0
		}, {
			duration: 300,
			onFinish: function onFinish() {
				self.destroy();
			}
		});
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000
});
/**** 
* Game Code
****/ 
//{0.1}
// Sliced apple asset
// Sliced banana asset
// Sliced orange asset
// Sliced strawberry asset
// Sliced watermelon asset
var background = LK.getAsset('background', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 / 2,
	y: 2732 / 2
});
game.addChild(background);
// Add soft lighting effect to the background
var lightingEffect = LK.getAsset('background', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 / 2,
	y: 2732 / 2,
	alpha: 0.3,
	// Soft lighting effect
	tint: 0xffffe0 // Light yellow tint for soft lighting
});
game.addChild(lightingEffect);
tween(lightingEffect, {
	alpha: 0.5
}, {
	duration: 2000,
	yoyo: true,
	repeat: Infinity,
	easing: tween.easeInOutSine
});
// Game state
var gameActive = false;
var gameState = {
	score: 0,
	lives: 3,
	combo: 0,
	comboTimer: 0,
	freezeMode: false,
	freezeTimer: 0,
	frenzyMode: false,
	frenzyTimer: 0,
	doubleScoreMode: false,
	doubleScoreTimer: 0,
	spawnRate: 60,
	// Frames between fruit spawns
	spawnCounter: 0,
	difficulty: 1
};
// Game arrays
var fruits = [];
var slashes = [];
// Create UI elements
var scoreText = new Text2('0', {
	size: 100,
	fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
var livesText = new Text2('Lives: 3', {
	size: 60,
	fill: 0xFFFFFF
});
livesText.anchor.set(0, 0);
livesText.x = 50;
livesText.y = 50;
LK.gui.topRight.addChild(livesText);
var comboText = new Text2('', {
	size: 70,
	fill: 0xF39C12
});
comboText.anchor.set(0.5, 0.5);
comboText.alpha = 0;
LK.gui.center.addChild(comboText);
var powerupText = new Text2('', {
	size: 60,
	fill: 0x3498DB
});
powerupText.anchor.set(0.5, 1);
powerupText.alpha = 0;
LK.gui.bottom.addChild(powerupText);
// Track swipe
var swipeStart = {
	x: 0,
	y: 0
};
var isSwipe = false;
var lastMouseX = 0;
var lastMouseY = 0;
// Handlers for touch/mouse events
game.down = function (x, y, obj) {
	if (!gameActive) {
		return;
	}
	swipeStart.x = x;
	swipeStart.y = y;
	isSwipe = true;
	lastMouseX = x;
	lastMouseY = y;
};
game.move = function (x, y, obj) {
	if (!isSwipe || !gameActive) {
		if (!gameActive) {
			// Start game on first swipe
			startGame();
		}
		return;
	}
	// Create slash effect if moved enough distance
	var dist = Math.sqrt(Math.pow(x - lastMouseX, 2) + Math.pow(y - lastMouseY, 2));
	if (dist > 30) {
		var slash = new Slash().setup(lastMouseX, lastMouseY, x, y);
		game.addChild(slash);
		slashes.push(slash);
		// Check for fruit collisions
		checkSlashCollisions(lastMouseX, lastMouseY, x, y);
		slash.fadeOut();
		lastMouseX = x;
		lastMouseY = y;
	}
};
game.up = function (x, y, obj) {
	isSwipe = false;
};
// Helper functions
function startGame() {
	// Reset game state
	gameState.score = 0;
	gameState.lives = 3;
	gameState.combo = 0;
	gameState.comboTimer = 0;
	gameState.freezeMode = false;
	gameState.freezeTimer = 0;
	gameState.frenzyMode = false;
	gameState.frenzyTimer = 0;
	gameState.doubleScoreMode = false;
	gameState.doubleScoreTimer = 0;
	gameState.spawnRate = 60;
	gameState.spawnCounter = 0;
	gameState.difficulty = 1;
	// Clear any existing fruits
	for (var i = fruits.length - 1; i >= 0; i--) {
		fruits[i].destroy();
	}
	fruits = [];
	// Clear any existing slashes
	for (var i = slashes.length - 1; i >= 0; i--) {
		slashes[i].destroy();
	}
	slashes = [];
	// Reset UI
	scoreText.setText("0");
	updateLivesDisplay();
	// Start the game
	gameActive = true;
	// Play music
	LK.playMusic('gameMusic');
}
function endGame() {
	gameActive = false;
	// Check high score
	if (gameState.score > storage.highScore) {
		storage.highScore = gameState.score;
	}
	// Show game over
	LK.showGameOver();
	// Stop music
	LK.stopMusic();
}
function updateLivesDisplay() {
	livesText.setText("Lives: " + gameState.lives);
}
function checkSlashCollisions(startX, startY, endX, endY) {
	var sliced = false;
	var slashLine = {
		x1: startX,
		y1: startY,
		x2: endX,
		y2: endY
	};
	for (var i = fruits.length - 1; i >= 0; i--) {
		var fruit = fruits[i];
		if (fruit.sliced) {
			continue;
		}
		// Simple line-circle intersection for collision detection
		if (lineCircleIntersect(slashLine, {
			x: fruit.x,
			y: fruit.y,
			r: fruit.width / 2
		})) {
			var result = fruit.slice();
			if (result) {
				sliced = true;
				if (fruit.isBomb) {
					// Hit a bomb
					endGame(); // Trigger game over immediately
					// Reset combo
					gameState.combo = 0;
					comboText.alpha = 0;
				} else if (fruit.isPowerup) {
					// Activate powerup
					activatePowerup(fruit.powerupType);
				} else {
					// Regular fruit
					updateScore(10);
					// Update combo
					gameState.combo++;
					gameState.comboTimer = 120; // 2 seconds at 60fps
					if (gameState.combo >= 3) {
						comboText.setText("COMBO x" + gameState.combo + "!");
						comboText.alpha = 1;
						// Add bonus points for combo
						updateScore(gameState.combo * 5);
					}
				}
			}
		}
	}
	return sliced;
}
function lineCircleIntersect(line, circle) {
	// Distance formula for point-line segment distance
	var dx = line.x2 - line.x1;
	var dy = line.y2 - line.y1;
	var len = Math.sqrt(dx * dx + dy * dy);
	// Normalize direction vector
	dx /= len;
	dy /= len;
	// Vector from line start to circle center
	var cx = circle.x - line.x1;
	var cy = circle.y - line.y1;
	// Project circle center onto line
	var projLen = cx * dx + cy * dy;
	// Calculate closest point on line to circle center
	var closestX, closestY;
	// Handle cases where circle center projection is outside line segment
	if (projLen < 0) {
		closestX = line.x1;
		closestY = line.y1;
	} else if (projLen > len) {
		closestX = line.x2;
		closestY = line.y2;
	} else {
		closestX = line.x1 + projLen * dx;
		closestY = line.y1 + projLen * dy;
	}
	// Calculate distance from closest point to circle center
	var distance = Math.sqrt(Math.pow(circle.x - closestX, 2) + Math.pow(circle.y - closestY, 2));
	// Check if distance is less than circle radius
	return distance <= circle.r;
}
function updateScore(points) {
	// Apply double score if active
	if (gameState.doubleScoreMode) {
		points *= 2;
	}
	gameState.score += points;
	scoreText.setText(gameState.score);
	// Update game score
	LK.setScore(gameState.score);
}
function activatePowerup(type) {
	// Duration in frames (60fps)
	var duration = 300; // 5 seconds
	switch (type) {
		case 'freeze':
			gameState.freezeMode = true;
			gameState.freezeTimer = duration;
			showPowerupMessage("FREEZE MODE!");
			break;
		case 'frenzy':
			gameState.frenzyMode = true;
			gameState.frenzyTimer = duration;
			showPowerupMessage("FRUIT FRENZY!");
			break;
		case 'double':
			gameState.doubleScoreMode = true;
			gameState.doubleScoreTimer = duration;
			showPowerupMessage("DOUBLE SCORE!");
			break;
	}
}
function showPowerupMessage(message) {
	powerupText.setText(message);
	powerupText.alpha = 1;
	tween(powerupText, {
		alpha: 0
	}, {
		duration: 2000
	});
}
function spawnFruit() {
	// Determine if we should spawn a fruit based on spawn rate
	if (gameState.spawnCounter <= 0) {
		// Check if we should spawn special bombs
		if (gameState.score >= 5 && gameState.score < 10) {
			spawnSpecificFruit('bomb');
		} else if (gameState.score >= 10) {
			spawnSpecificFruit('bomb');
			spawnSpecificFruit('bomb');
		}
		// Reset counter
		gameState.spawnCounter = gameState.frenzyMode ? Math.floor(gameState.spawnRate / 3) : gameState.spawnRate;
		// Determine how many fruits to spawn
		var fruitCount = 1;
		if (gameState.difficulty >= 2) {
			fruitCount++;
		}
		if (gameState.difficulty >= 4) {
			fruitCount++;
		}
		if (gameState.frenzyMode) {
			fruitCount += 2;
		}
		// Spawn multiple fruits
		for (var i = 0; i < fruitCount; i++) {
			spawnSingleFruit();
		}
		// Possibly spawn a bomb (higher chance with higher difficulty)
		if (Math.random() < 0.1 * gameState.difficulty && !gameState.frenzyMode) {
			spawnSpecificFruit('bomb');
		}
		// Possibly spawn a powerup (lower chance)
		if (Math.random() < 0.03) {
			var powerupTypes = ['powerup-freeze', 'powerup-frenzy', 'powerup-double'];
			var randomPowerup = powerupTypes[Math.floor(Math.random() * powerupTypes.length)];
			spawnSpecificFruit(randomPowerup);
		}
	} else {
		gameState.spawnCounter--;
	}
}
function spawnSingleFruit() {
	var fruitTypes = ['fruit-watermelon', 'fruit-orange', 'fruit-apple', 'fruit-banana', 'fruit-strawberry'];
	var randomFruit = fruitTypes[Math.floor(Math.random() * fruitTypes.length)];
	spawnSpecificFruit(randomFruit);
}
function spawnSpecificFruit(fruitType) {
	// Determine spawn position and velocity
	var startX = Math.random() * 2048;
	var startY = 2732 + 100; // Start below screen
	// Determine velocity
	var velocityX = (Math.random() - 0.5) * 10; // -5 to 5
	var velocityY = -20 - Math.random() * 5; // -20 to -25 (upward)
	// Create fruit and add to game
	var fruit = new FruitItem().init(fruitType, startX, startY, velocityX, velocityY);
	game.addChild(fruit);
	fruits.push(fruit);
}
// Main game update
game.update = function () {
	if (!gameActive) {
		return;
	}
	// Update all fruits
	for (var i = fruits.length - 1; i >= 0; i--) {
		fruits[i].update();
	}
	// Handle spawning of new fruits
	spawnFruit();
	// Update combo timer
	if (gameState.comboTimer > 0) {
		gameState.comboTimer--;
		if (gameState.comboTimer <= 0) {
			gameState.combo = 0;
			comboText.alpha = 0;
		}
	}
	// Update powerup timers
	if (gameState.freezeTimer > 0) {
		gameState.freezeTimer--;
		if (gameState.freezeTimer <= 0) {
			gameState.freezeMode = false;
		}
	}
	if (gameState.frenzyTimer > 0) {
		gameState.frenzyTimer--;
		if (gameState.frenzyTimer <= 0) {
			gameState.frenzyMode = false;
		}
	}
	if (gameState.doubleScoreTimer > 0) {
		gameState.doubleScoreTimer--;
		if (gameState.doubleScoreTimer <= 0) {
			gameState.doubleScoreMode = false;
		}
	}
	// Increase difficulty over time
	if (LK.ticks % 1800 === 0) {
		// Every 30 seconds
		gameState.difficulty += 0.5;
		gameState.spawnRate = Math.max(30, gameState.spawnRate - 5);
	}
};
// Start with instructions
scoreText.setText("SWIPE TO SLICE"); ===================================================================
--- original.js
+++ change.js
:quality(85)/https://cdn.frvr.ai/67dd58d47a52a3acfd5180bc.png%3F3) 
 apple fruit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67dd59027a52a3acfd5180c8.png%3F3) 
 banana. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67dd61a87a52a3acfd51812e.png%3F3) 
 watermelon images. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67dd63857a52a3acfd518165.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67dd687d7a52a3acfd51818c.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67dd90b07a52a3acfd5181e9.png%3F3) 
 sliced watermelon fruit into two left side one and rightside one. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67dd95737a52a3acfd5181fc.png%3F3) 
 orange fruit double cut. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67dd9c777a52a3acfd51827e.png%3F3) 
 apple fruit is cut into two halves with a slight separation to match the style of Fruit Ninja. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67dda12f7a52a3acfd5182de.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67dda2797a52a3acfd5182e1.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ddaea07a52a3acfd518317.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ddafea7a52a3acfd51832f.png%3F3) 
 firing Bomb Asset firing on top of the bomb thread: Approximately 512x512 pixels. Consistent with fruit sizes to maintain visual coherence.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67ddc1d080c994e12f823a9c.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ddcb199d8cc9d5bc23c6f1.png%3F3) 
 game icon for a video game called fruit slash, show an fruits cutting with sword symbols in the fore ground show the name of the game "Swipe to Slice "big in the center with the fruits underneath. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67dffbf222da9dd295ff5ed8.png%3F3) 
 lemon fruit cartoon style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67dffc5622da9dd295ff5ee6.png%3F3) 
 fruit pine apple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67e3f9120de700590fa368b0.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e3f9fe0de700590fa368bf.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e3fc0e0de700590fa368ea.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e3fd080de700590fa368f7.png%3F3) 
 any three combo fruits some distance from each one. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67e3febd0de700590fa3690f.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e3ff6c0de700590fa36922.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e400790de700590fa3692a.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/683aa9b45d685e2006a474ee.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/683aaa5a5d685e2006a474f8.png%3F3)