User prompt
Make the speed & spawn rates increase still after they reach 300% of starting speed and spawn rate. They should go all the way to 500% of starting speed and spawn rate, though the increase should be even more gradual after they've reached 300%.
Code edit (1 edits merged)
Please save this source code
User prompt
It seems that the tween is not working for stonksguy
Code edit (2 edits merged)
Please save this source code
User prompt
Instead of pulsing stonksguy's rotation, pulse stonksguy's y position by 10 pixels
User prompt
Instead of pulsing stonksguy's scale every 0.5 seconds, pulse stonksguy's rotation, so it tilts forward a few degrees and then goes back to regular rotation it had before
Code edit (9 edits merged)
Please save this source code
User prompt
Make stonksguy pulse for 0.1 seconds with a tween every 0.5 seconds ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Randomly spawn an obstacle directly to the right of the arrow (but still spawn it off-screen)
User prompt
Please fix the bug: 'TypeError: LK.setMusicRate is not a function' in or related to this line: 'LK.setMusicRate(musicSpeedRate);' Line Number: 551
User prompt
Gradually speed up the music alongside the speed of the game ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Stop the music immediately when arrow collides with an obstacle
User prompt
Don't start the background music until the first touch to start the game
Code edit (1 edits merged)
Please save this source code
User prompt
Make stonksguy's size increase with the speed of the game
Code edit (3 edits merged)
Please save this source code
User prompt
I don't see stonksguy
User prompt
Add the stonksguy asset to display in the lower-left of the screen at all times
User prompt
Instead of the single background, make a grid of dark blue squares (outlined in lighter shade of blue) which covers the entire background but repeats like tiles behind everything else, and moves like everything else ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (2 edits merged)
Please save this source code
User prompt
Make the background repeat
User prompt
Make the background slide southwest when the arrow is facing northeast, and make the background slide northwest when the arrow is facing southeast. It should slide at the same speed as the rest of the objects.
User prompt
Make the arrow's hitbox smaller
User prompt
Make the obstacle hitbox even smaller
User prompt
Make the hitbox smaller for the obstacles and bonuses
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Arrow = Container.expand(function () {
var self = Container.call(this);
var arrowGraphics = self.attachAsset('arrow', {
anchorX: 0.5,
anchorY: 0.5
});
self.direction = "northeast"; // Starting direction
self.speed = 10; // Movement speed will be used for object movement
self.x = 2048 * (1 / 3); // Fixed position at 1/3 from left (2/3 left on screen)
self.y = 2732 * (2 / 3); // Fixed position at 2/3 down on screen
self.path = []; // Track arrow's path
self.hitboxScale = 0.3; // Make hitbox 30% of the actual size
// Override the intersects method to use a smaller hitbox
self.originalIntersects = self.intersects;
self.intersects = function (otherObject) {
// Store original width and height
var originalWidth = arrowGraphics.width;
var originalHeight = arrowGraphics.height;
// Temporarily scale down the width and height for collision detection
arrowGraphics.width *= self.hitboxScale;
arrowGraphics.height *= self.hitboxScale;
// Check collision with smaller hitbox
var result = self.originalIntersects.call(self, otherObject);
// Restore original width and height
arrowGraphics.width = originalWidth;
arrowGraphics.height = originalHeight;
return result;
};
self.update = function () {
// Direction changes based on touch state, but arrow doesn't move
if (!game.isTouching) {
// Not touching - arrow faces northeast
self.direction = "northeast";
arrowGraphics.rotation = -Math.PI / 4; // 45 degrees up
} else {
// Touching - arrow faces southeast
self.direction = "southeast";
arrowGraphics.rotation = Math.PI / 4; // 45 degrees down
}
// Adjust speed based on market cap
// Base speed of 10, then increase by 0.5 for each 100 in market cap
// Clamp between 10 and 30 to avoid extreme speeds
var speedMultiplier = Math.max(0, marketCap) / 100 * 0.5;
self.speed = Math.max(10, Math.min(30, 10 + speedMultiplier));
// Record fixed path for consistency
if (game.ticks % 5 === 0) {
self.path.push({
x: self.x,
y: self.y
});
}
};
// Direction is now controlled by touch state in update method
return self;
});
var BackgroundGrid = Container.expand(function () {
var self = Container.call(this);
var tileSize = 200; // Size of each grid square
var gridTiles = []; // Store all grid tiles
// Dark blue color for tiles, slightly lighter for outlines
var tileColor = 0x003366; // Dark blue
var outlineColor = 0x0066aa; // Lighter blue for outline
// Create the grid to cover screen with some buffer
self.createGrid = function () {
// Calculate how many tiles we need to cover the entire screen with buffer
var screenWidth = 2748;
var screenHeight = 2732;
// Add buffer to ensure full coverage when moving
var bufferMultiplier = 2;
var tilesX = Math.ceil(screenWidth * bufferMultiplier / tileSize) + 2;
var tilesY = Math.ceil(screenHeight * bufferMultiplier / tileSize) + 2;
// Center position to align with screen center
var centerX = screenWidth / 2;
var centerY = screenHeight / 2;
// Calculate starting position (top-left of grid)
var startX = centerX - tilesX * tileSize / 2;
var startY = centerY - tilesY * tileSize / 2;
// Create grid of square tiles
for (var x = 0; x < tilesX; x++) {
for (var y = 0; y < tilesY; y++) {
// Create tile as a Container
var tile = new Container();
// Create tile background
var bg = LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
width: tileSize,
height: tileSize,
tint: tileColor
});
// Create tile outline (slightly smaller to create border effect)
var outline = LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
width: tileSize - 2,
height: tileSize - 2,
x: 1,
y: 1,
tint: outlineColor
});
tile.addChild(bg);
tile.addChild(outline);
// Position tile
tile.x = startX + x * tileSize;
tile.y = startY + y * tileSize;
// Initialize original position
tile.origX = tile.x;
tile.origY = tile.y;
// Store tile
gridTiles.push(tile);
self.addChild(tile);
}
}
};
// Move grid based on arrow direction and speed
self.update = function () {
if (!arrow || !arrow.direction) {
return;
}
var moveAmountX = 0;
var moveAmountY = 0;
// Move opposite to the arrow direction
if (arrow.direction === "northeast") {
// Move background southwest
moveAmountX = -arrow.speed;
moveAmountY = arrow.speed;
} else {
// Move background northwest
moveAmountX = -arrow.speed;
moveAmountY = -arrow.speed;
}
// Move all tiles
for (var i = 0; i < gridTiles.length; i++) {
var tile = gridTiles[i];
tile.x += moveAmountX;
tile.y += moveAmountY;
// Wrap tiles around when they move too far
if (tile.x < -tileSize * 2) {
tile.x += gridTiles.length * tileSize / Math.sqrt(gridTiles.length);
} else if (tile.x > 2048 + tileSize * 2) {
tile.x -= gridTiles.length * tileSize / Math.sqrt(gridTiles.length);
}
if (tile.y < -tileSize * 2) {
tile.y += gridTiles.length * tileSize / Math.sqrt(gridTiles.length);
} else if (tile.y > 2732 + tileSize * 2) {
tile.y -= gridTiles.length * tileSize / Math.sqrt(gridTiles.length);
}
}
};
return self;
});
var Bonus = Container.expand(function () {
var self = Container.call(this);
var bonusGraphics = self.attachAsset('bonus', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -8;
self.collected = false;
self.hitboxScale = 0.3; // Make hitbox 30% of the actual size
// Override the intersects method to use a smaller hitbox
self.originalIntersects = self.intersects;
self.intersects = function (otherObject) {
// Store original width and height
var originalWidth = bonusGraphics.width;
var originalHeight = bonusGraphics.height;
// Temporarily scale down the width and height for collision detection
bonusGraphics.width *= self.hitboxScale;
bonusGraphics.height *= self.hitboxScale;
// Check collision with smaller hitbox
var result = self.originalIntersects.call(self, otherObject);
// Restore original width and height
bonusGraphics.width = originalWidth;
bonusGraphics.height = originalHeight;
return result;
};
self.update = function () {
// Bonuses now move towards the arrow (opposite direction)
if (game.isTouching) {
// Move opposite to southeast direction
self.x -= arrow.speed;
self.y -= arrow.speed;
} else {
// Move opposite to northeast direction
self.x -= arrow.speed;
self.y += arrow.speed;
}
// Spin the bonus
//bonusGraphics.rotation += 0.05;
};
self.collect = function () {
self.collected = true;
tween(bonusGraphics, {
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 300,
easing: tween.easeOut
});
};
return self;
});
var DollarBill = Container.expand(function (direction) {
var self = Container.call(this);
var color = direction === "northeast" ? 0x00FF00 : 0xFF0000;
var dollarGraphics = self.attachAsset('dollar', {
anchorX: 0.5,
anchorY: 0.5,
tint: color
});
//dollarGraphics.rotation = Math.random() * Math.PI * 2; // Random rotation
dollarGraphics.scale.set(0.8, 0.5); // Make it more bill-shaped
// No need for self.speed as we'll use arrow.speed directly
self.direction = direction; // Store direction for movement
self.update = function () {
// Move in the opposite direction of what the arrow would move
// Use arrow's current speed for consistent movement
if (self.direction === "northeast") {
self.x -= arrow.speed;
self.y += arrow.speed;
} else {
self.x -= arrow.speed;
self.y -= arrow.speed;
}
};
return self;
});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -10;
self.hitboxScale = 0.2; // Make hitbox 20% of the actual size
// Override the intersects method to use a smaller hitbox
self.originalIntersects = self.intersects;
self.intersects = function (otherObject) {
// Store original width and height
var originalWidth = obstacleGraphics.width;
var originalHeight = obstacleGraphics.height;
// Temporarily scale down the width and height for collision detection
obstacleGraphics.width *= self.hitboxScale;
obstacleGraphics.height *= self.hitboxScale;
// Check collision with smaller hitbox
var result = self.originalIntersects.call(self, otherObject);
// Restore original width and height
obstacleGraphics.width = originalWidth;
obstacleGraphics.height = originalHeight;
return result;
};
self.update = function () {
// Obstacles now move towards the arrow (opposite direction)
// Always use arrow's current speed for consistent movement
if (game.isTouching) {
// Move opposite to southeast direction
self.x -= arrow.speed;
self.y -= arrow.speed;
} else {
// Move opposite to northeast direction
self.x -= arrow.speed;
self.y += arrow.speed;
}
};
return self;
});
var StonksText = Container.expand(function (message, color) {
var self = Container.call(this);
var text = new Text2(message || "STONKS!", {
size: 100,
fill: color || "#00FF00"
});
text.anchor.set(0.5, 0.5);
self.addChild(text);
self.animate = function () {
self.alpha = 1;
tween(self, {
alpha: 0,
y: self.y - 200
}, {
duration: 1500,
easing: tween.easeOut
});
tween(self.scale, {
x: 2,
y: 2
}, {
duration: 1500,
easing: tween.easeOut
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x0066ff
});
/****
* Game Code
****/
// Track if the screen is being touched
// Game variables
game.isTouching = false;
var gameStarted = false; // Track if the game has been started by the first touch
// Camera functionality removed as the arrow now stays stationary
// and other objects move around it
var camera = {
update: function update() {} // Empty function to prevent errors
};
var arrow;
var obstacles = [];
var bonuses = [];
var stonksTexts = [];
var dollarBills = [];
var lastObstacleTime = 0;
var lastBonusTime = 0;
var lastDollarTime = 0;
var marketCap = 0;
var marketCapFactor = 0;
var gameActive = true;
// Create background grid
var backgroundGrid = new BackgroundGrid();
backgroundGrid.createGrid();
game.addChild(backgroundGrid);
// Add background reference for backward compatibility
var background = {
x: 2048 / 2,
y: 2732 / 2
};
// Create GUI elements
var marketCapText = new Text2("Stonk Market Cap: $0.00", {
size: 60,
fill: 0xFFFFFF
});
marketCapText.anchor.set(0.5, 0);
LK.gui.top.addChild(marketCapText);
marketCapText.visible = false; // Hide initially
// Create startup logo
var logoText = new Text2("Stonks Go Up", {
size: 150,
fill: 0x00FF00
});
logoText.anchor.set(0.5, 1.2);
logoText.x = 2048 / 2;
logoText.y = 2732 / 2;
game.addChild(logoText);
// Add tap to start instruction
var startInstructionText = new Text2("Tap to Start", {
size: 80,
fill: 0xFFFFFF
});
startInstructionText.anchor.set(0.5, 0.5);
startInstructionText.x = 2048 / 2;
startInstructionText.y = 2732 / 2 + 200;
game.addChild(startInstructionText);
// Make the text pulse
tween(startInstructionText.scale, {
x: 1.1,
y: 1.1
}, {
duration: 800,
easing: tween.easeInOut,
loop: -1,
yoyo: true
});
// Add stonksguy mascot to lower-left corner
var stonksGuy = game.addChild(LK.getAsset('stonksguy', {
anchorX: 0.5,
anchorY: 0.5,
x: 200,
y: 2732 - 120
}));
stonksGuy.visible = true; // Ensure stonksguy is visible
// Create arrow in the center of the screen
arrow = new Arrow();
// Arrow position is set in the class constructor
game.addChild(arrow);
// No camera setup needed since we have a fixed view
// Background music will play on first touch, not at initialization
// Handle touch events
game.down = function (x, y, obj) {
if (!gameStarted) {
// First touch - start the game
gameStarted = true;
// Start playing background music now
LK.playMusic('bgMusic');
// Hide the logo and instruction
tween(logoText, {
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onComplete: function onComplete() {
logoText.destroy();
}
});
tween(startInstructionText, {
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onComplete: function onComplete() {
startInstructionText.destroy();
}
});
// Show the market cap text
marketCapText.visible = true;
// Set touch state
game.isTouching = true;
} else if (gameActive) {
game.isTouching = true;
}
};
game.up = function (x, y, obj) {
if (gameActive) {
game.isTouching = false;
}
};
// Generate obstacles
function createObstacle() {
var obstacle = new Obstacle();
// Since arrow is fixed in center, use fixed screen coordinates
var screenWidth = 2048;
var screenHeight = 2732;
// Randomly decide if this obstacle should be directly in the arrow's path
var inPath = Math.random() < 0.4; // 40% chance to spawn in path
var spawnRegion = Math.random();
if (inPath) {
// Spawn directly in the path of the arrow based on current direction
var distanceAhead = 1000 + Math.random() * 500; // Spawn far enough to give player time to react
if (arrow.direction === "northeast") {
// Position in the northeast path of the arrow
obstacle.x = arrow.x + distanceAhead;
obstacle.y = arrow.y - distanceAhead;
} else {
// Position in the southeast path of the arrow
obstacle.x = arrow.x + distanceAhead;
obstacle.y = arrow.y + distanceAhead;
}
} else if (spawnRegion < 0.7) {
// Spawn directly to the right of the arrow (off-screen)
obstacle.x = screenWidth + Math.random() * 200; // Just off-screen to the right
obstacle.y = arrow.y; // Aligned with the arrow's y position
} else {
// Spawn above
obstacle.x = screenWidth / 2 + Math.random() * 500; // Spread to the right of center
obstacle.y = -200 - Math.random() * 200; // Just above the visible screen
}
obstacles.push(obstacle);
game.addChild(obstacle);
}
// Generate bonuses
function createBonus() {
var bonus = new Bonus();
// Since arrow is fixed in center, use fixed screen coordinates
var screenWidth = 2048;
var screenHeight = 2732;
// Spawn bonuses at the upper-right corner of visible screen
var spawnRegion = Math.random();
if (spawnRegion < 0.6) {
// Spawn to the right
bonus.x = screenWidth + Math.random() * 300; // Just off-screen to the right
bonus.y = screenHeight / 2 - Math.random() * 600; // Spread around middle height
} else {
// Spawn above
bonus.x = screenWidth / 2 + Math.random() * 600; // Spread to the right of center
bonus.y = -200 - Math.random() * 300; // Just above the visible screen
}
bonuses.push(bonus);
game.addChild(bonus);
}
// Create dollar bill in appropriate direction
function createDollarBill() {
if (!arrow || !gameActive) {
return;
}
var dollarBill = new DollarBill(arrow.direction);
// Position the dollar bill in front of the arrow based on direction
// Since the arrow is stationary, we position relative to the center
var offsetDistance = 100;
if (arrow.direction === "northeast") {
dollarBill.x = arrow.x + offsetDistance;
dollarBill.y = arrow.y - offsetDistance;
dollarBill.rotation = -Math.PI / 4; // 45 degrees up
} else {
dollarBill.x = arrow.x + offsetDistance;
dollarBill.y = arrow.y + offsetDistance;
dollarBill.rotation = Math.PI / 4; // 45 degrees down
}
dollarBills.push(dollarBill);
game.addChild(dollarBill);
}
// Create stonks text popup
function createStonksText(isPositive, x, y) {
var message = isPositive ? "STONKS!" : "NOT STONKS!";
var color = isPositive ? "#00FF00" : "#FF0000";
var stonksText = new StonksText(message, color);
stonksText.x = x;
stonksText.y = y;
stonksText.animate();
stonksTexts.push(stonksText);
game.addChild(stonksText);
}
// Game update loop
game.update = function () {
if (!gameStarted || !gameActive) {
return;
}
// Update the background grid
backgroundGrid.update();
// Calculate spawn rate multipliers based on market cap
var marketCapFactor = Math.max(0, marketCap) / 100;
var obstacleRate = Math.max(20, 60 - marketCapFactor * 10); // Decrease from 60 down to 20 as cap increases
var bonusRate = Math.max(80, 180 - marketCapFactor * 20); // Decrease from 180 down to 80 as cap increases
var dollarRate = Math.max(10, 30 - marketCapFactor * 5); // Decrease from 30 down to 10 as cap increases
// Scale stonksguy based on game speed
// Base scale of 1.0 at speed 10, max scale of 2.0 at speed 30
var speedScale = 1.0 + (arrow.speed - 10) / 20;
stonksGuy.scale.set(speedScale, speedScale);
// Make stonksguy pulse y-position every 0.5 seconds
if (game.ticks % 30 === 0) {
// 60 FPS / 30 = 0.5 seconds
// Store original y position if not set
if (stonksGuy.originalY === undefined) {
stonksGuy.originalY = stonksGuy.y;
}
// Move up with tween
tween.get(stonksGuy, {
y: stonksGuy.originalY - 10 // Move up 10 pixels
}, {
duration: 100,
// 0.1 seconds pulse
easing: tween.easeIn,
onComplete: function onComplete() {
// Return to original y position
tween.get(stonksGuy, {
y: stonksGuy.originalY
}, {
duration: 100,
easing: tween.easeOut
});
}
});
}
// Create obstacles at dynamic intervals
lastObstacleTime = lastObstacleTime + 1;
if (lastObstacleTime > obstacleRate) {
createObstacle();
lastObstacleTime = 0;
}
// Create bonuses at dynamic intervals
lastBonusTime = lastBonusTime + 1;
if (lastBonusTime > bonusRate) {
createBonus();
lastBonusTime = 0;
}
// Create dollar bills at dynamic intervals
lastDollarTime = lastDollarTime + 1;
if (lastDollarTime > dollarRate) {
createDollarBill();
lastDollarTime = 0;
}
// Update marketCap - increase when going northeast, decrease when going southeast
var oldSpeed = arrow.speed;
if (arrow.direction === "northeast") {
marketCap += 1;
} else if (arrow.direction === "southeast") {
marketCap -= 1;
}
// Calculate current and previous spawn rates
var prevMarketCapFactor = Math.max(0, marketCap - 1) / 100;
var prevDollarRate = Math.max(10, 30 - prevMarketCapFactor * 5);
var currentDollarRate = Math.max(10, 30 - marketCapFactor * 5);
// Show visual feedback when speed increases significantly
if (arrow.speed - oldSpeed > 0.5) {
var speedText = new StonksText("SPEED UP!", "#FFFF00");
speedText.x = arrow.x;
speedText.y = arrow.y - 100;
speedText.animate();
stonksTexts.push(speedText);
game.addChild(speedText);
}
// Show visual feedback when spawn rate increases significantly
if (prevDollarRate - currentDollarRate > 0.5 && arrow.direction === "northeast") {
var spawnText = new StonksText("SPAWN RATE UP!", "#00FFFF");
spawnText.x = arrow.x + 100;
spawnText.y = arrow.y;
spawnText.animate();
stonksTexts.push(spawnText);
game.addChild(spawnText);
}
// Check if market cap has reached game-ending threshold of -10
if (marketCap <= -10 && gameActive) {
// Game over
gameActive = false;
createStonksText(false, arrow.x, arrow.y);
LK.getSound('crash').play();
// Flash screen red
LK.effects.flashScreen(0xFF0000, 1000);
// Show game over
LK.setTimeout(function () {
LK.setScore(marketCap);
LK.showGameOver();
}, 1500);
}
// Calculate rate percentages relative to initial rates for display
var speedPercentage = Math.round(arrow.speed / 10 * 100);
var spawnRatePercentage = Math.round(30 / dollarRate * 100);
marketCapText.setText("Stonk Market Cap: $" + marketCap + ".00");
// Check if obstacles are completely off-screen
for (var i = obstacles.length - 1; i >= 0; i--) {
// Remove obstacles that have moved off the left side of the screen
if (obstacles[i].x < -200) {
obstacles[i].destroy();
obstacles.splice(i, 1);
}
}
// Check for bonuses that are off-screen
for (var i = bonuses.length - 1; i >= 0; i--) {
if (bonuses[i].x < -200 || bonuses[i].collected) {
bonuses[i].destroy();
bonuses.splice(i, 1);
}
}
// Remove faded stonks texts
for (var i = stonksTexts.length - 1; i >= 0; i--) {
if (stonksTexts[i].alpha <= 0) {
stonksTexts[i].destroy();
stonksTexts.splice(i, 1);
}
}
// Clean up dollar bills that are off-screen
for (var i = dollarBills.length - 1; i >= 0; i--) {
if (dollarBills[i].x < -200) {
dollarBills[i].destroy();
dollarBills.splice(i, 1);
}
}
// Check for collisions with obstacles
for (var i = 0; i < obstacles.length; i++) {
if (arrow.intersects(obstacles[i])) {
// Game over
gameActive = false;
createStonksText(false, arrow.x, arrow.y);
LK.getSound('crash').play();
// Stop background music immediately
LK.stopMusic();
// Flash screen red
LK.effects.flashScreen(0xFF0000, 1000);
// Show game over
LK.setTimeout(function () {
LK.setScore(marketCap);
LK.showGameOver();
}, 1500);
break;
}
}
// Check for collisions with bonuses
for (var i = bonuses.length - 1; i >= 0; i--) {
if (!bonuses[i].collected && arrow.intersects(bonuses[i])) {
// Collect bonus
bonuses[i].collect();
LK.getSound('collect').play();
// Add bonus score
var bonusValue = Math.floor(Math.random() * 1000) + 500;
marketCap += bonusValue;
// Show stonks text
createStonksText(true, arrow.x, arrow.y);
// Flash screen green
LK.effects.flashScreen(0x00FF00, 300);
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -543,16 +543,16 @@
y: stonksGuy.originalY - 10 // Move up 10 pixels
}, {
duration: 100,
// 0.1 seconds pulse
- easing: tween.easeOut,
+ easing: tween.easeIn,
onComplete: function onComplete() {
// Return to original y position
tween.get(stonksGuy, {
y: stonksGuy.originalY
}, {
duration: 100,
- easing: tween.easeIn
+ easing: tween.easeOut
});
}
});
}
arrow pointing to the right like on a stock market ticker. No shadows
cartoonish dollar bill. In-Game asset. 2d. High contrast. No shadows
green stock market chart candle. In-Game asset. 2d. High contrast. No shadows
red stock market chart candle. In-Game asset. 2d. High contrast. No shadows
screen-wrappable repeating blue grid on dark background. In-Game asset. 2d. High contrast. No shadows
white full moon. In-Game asset. 2d. High contrast. No shadows