User prompt
satürn gezegeni için saturn görselini kullan
User prompt
satürn gezegenini kaldır
User prompt
saturn don't return
User prompt
satürn dönmesin
User prompt
satürn sabit dursun
User prompt
Saturn rotates around the Y axis ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
satürn y ekseni etrafında dönecek ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
satürn kendi ekseni etrfında döncek şekilde değitir ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
satürn gezegeni soldan sağa doğru dönsün
User prompt
satürn gezegeninin dönüş yönünü kendi etrafında olarak değiştir ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
satürn gezegeni için saturn resmini kullan, gezegen konumu sabit olacak ve kendi etrafında yatık olarak dönecek ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
gezegen efektlerini düzelt, animasyon yerleştir ve ekranda rastgele hareket etmesinler ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
oyuncugemisi hasar aldığında kırmızı ekran yerine gemide patlama hasar efekti oluşsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
gezenleri neptün, satürn, jüpiter, merkür. venüs, mars, dünya, ay animasyonu olarak düzenle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
oyun arkaplanında gezegenler olsun, uzay ortamı oluştur
User prompt
can barı sol üstte olsun ve hasar aldıkça rengi yeşilden kırmızıya dönsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
sağlık ibresi için animasyonlu bir can barı hazırla
User prompt
sağlık ibresini kaldır
User prompt
sağlık ibresi için resim kullanma
User prompt
sağlık ibresini can efekti ile değiştir
User prompt
can ibresinin görselini değiştir
User prompt
oyuncuGemisinin dayanıklılık canı olsun ve hasar aldıkça azalsın
User prompt
uzayNesnesi2, dusmanmermi efekti ile ateş etsin
User prompt
düşman gemileri de ateş edebilsin
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(explosion, {' Line Number: 325 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Asteroid - SAĞDAN SOLA var Asteroid = Container.expand(function () { var self = Container.call(this); var width = 120 + Math.random() * 60; var height = 120 + Math.random() * 60; var objAsset = self.attachAsset('spaceObject', { anchorX: 0.5, anchorY: 0.5 }); objAsset.width = width; objAsset.height = height; objAsset.color = 0x888888; self.radius = width / 2; // Always spawn at right edge, random Y, move left self.x = 2048 + width; self.y = 200 + Math.random() * (2732 - 400); // Speed will be set on spawn self.vx = -8; self.vy = (Math.random() - 0.5) * 2; self.update = function () { self.x += self.vx; self.y += self.vy; }; return self; }); // Mermi (Bullet) - SAĞA DOĞRU var Bullet = Container.expand(function () { var self = Container.call(this); var bulletAsset = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); // Asset: ellipse, width: 32, height: 32, color: 0xffe066 bulletAsset.width = 32; bulletAsset.height = 32; bulletAsset.color = 0xffe066; self.speed = 32; // Rightwards self.update = function () { self.x += self.speed; }; return self; }); // EnemyBullet - DÜŞMAN MERMİSİ (sola doğru) var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletAsset = self.attachAsset('dusmanmermi', { anchorX: 0.5, anchorY: 0.5 }); bulletAsset.width = 32; bulletAsset.height = 32; bulletAsset.color = 0xff4444; self.speed = -18; // Sola doğru hızlı self.update = function () { self.x += self.speed; }; return self; }); // EnemyShip - SAĞDAN SOLA var EnemyShip = Container.expand(function () { var self = Container.call(this); var width = 100; var height = 100; var objAsset = self.attachAsset('uzayNesnesi2', { anchorX: 0.5, anchorY: 0.5 }); objAsset.width = width; objAsset.height = height; objAsset.color = 0xff4444; self.radius = width / 2; self.x = 2048 + width; self.y = 200 + Math.random() * (2732 - 400); // Speed will be set on spawn self.vx = -10; self.vy = (Math.random() - 0.5) * 3; self.update = function () { self.x += self.vx; self.y += self.vy; }; return self; }); // Uzay Aracı (Player Ship) var PlayerShip = Container.expand(function () { var self = Container.call(this); // Ship asset: blue ellipse var shipAsset = self.attachAsset('playerShip', { anchorX: 0.5, anchorY: 0.5 }); // Asset will be created as: ellipse, width: 140, height: 100, color: 0x3a9cff shipAsset.width = 140; shipAsset.height = 100; shipAsset.color = 0x3a9cff; self.radius = 70; // For collision return self; }); // Uzay Cismi (Asteroid/Enemy) - SAĞDAN SOLA var SpaceObject = Container.expand(function () { var self = Container.call(this); // Randomly choose asteroid or enemy var isAsteroid = Math.random() < 0.7; var color = isAsteroid ? 0x888888 : 0xff4444; var width = isAsteroid ? 120 + Math.random() * 60 : 100; var height = isAsteroid ? 120 + Math.random() * 60 : 100; var objAsset = self.attachAsset('spaceObject', { anchorX: 0.5, anchorY: 0.5 }); objAsset.width = width; objAsset.height = height; objAsset.color = color; self.radius = width / 2; // Always spawn at right edge, random Y, move left self.x = 2048 + width; self.y = 200 + Math.random() * (2732 - 400); var speed = 6 + Math.random() * 4; self.vx = -speed; self.vy = (Math.random() - 0.5) * 2; // hafif yukarı/aşağı varyasyon self.update = function () { self.x += self.vx; self.y += self.vy; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000010 }); /**** * Game Code ****/ // Sıralama: Neptün, Satürn, Jüpiter, Merkür, Venüs, Mars, Dünya, Ay // Gezegenler (arkaplan) için parametreler var planetConfigs = [{ name: "Neptün", asset: "can", size: 340, color: 0x3b4a89, speed: 0.18, alpha: 0.19, ring: false, anim: { rotate: true, speed: 0.003 } }, { name: "Satürn", asset: "saturn", size: 320, color: null, // Saturn image, no color overlay speed: 0.22, alpha: 1, // Use full alpha for image ring: false, // No ring, image includes ring anim: { rotate: true, speed: 0.004, tilt: -0.4 // yatık (tilted) rotation in radians } }, { name: "Jüpiter", asset: "can", size: 300, color: 0xd2b48c, speed: 0.25, alpha: 0.21, ring: false, anim: { rotate: true, speed: 0.002 } }, { name: "Merkür", asset: "can", size: 90, color: 0xaaa9ad, speed: 0.7, alpha: 0.32, ring: false, anim: { rotate: false } }, { name: "Venüs", asset: "can", size: 120, color: 0xf5deb3, speed: 0.55, alpha: 0.28, ring: false, anim: { rotate: false } }, { name: "Mars", asset: "can", size: 140, color: 0xc1440e, speed: 0.45, alpha: 0.26, ring: false, anim: { rotate: false } }, { name: "Dünya", asset: "can", size: 180, color: 0x3a9cff, speed: 0.4, alpha: 0.22, ring: false, anim: { rotate: true, speed: 0.006 } }, { name: "Ay", asset: "can", size: 70, color: 0xcfcfcf, speed: 0.8, alpha: 0.28, ring: false, anim: { rotate: false } }]; var planets = []; // Gezegenleri sabit ve katmanlı yerleştir (rastgele değil, uzay ortamı için güzel bir dağılım) var fixedPlanetPositions = [{ x: 350, y: 400 }, // Neptün { x: 600, y: 700 }, // Satürn { x: 1200, y: 500 }, // Jüpiter { x: 1700, y: 350 }, // Merkür { x: 900, y: 1200 }, // Venüs { x: 1500, y: 1700 }, // Mars { x: 600, y: 2000 }, // Dünya { x: 1200, y: 2300 } // Ay ]; for (var i = 0; i < planetConfigs.length; i++) { var cfg = planetConfigs[i]; var planet = new Container(); var asset; if (cfg.name === "Satürn") { // Use saturn image, no color, apply tilt asset = planet.attachAsset(cfg.asset, { anchorX: 0.5, anchorY: 0.5, width: cfg.size, height: cfg.size }); asset.alpha = cfg.alpha !== undefined ? cfg.alpha : 1; asset.rotation = cfg.anim && cfg.anim.tilt ? cfg.anim.tilt : 0; } else { asset = planet.attachAsset(cfg.asset, { anchorX: 0.5, anchorY: 0.5, width: cfg.size, height: cfg.size }); if (cfg.color !== null && cfg.color !== undefined) asset.color = cfg.color; asset.alpha = cfg.alpha !== undefined ? cfg.alpha : 1; // Satürn dışındaki gezegenler için halka efekti if (cfg.ring) { var ring = planet.attachAsset('can', { anchorX: 0.5, anchorY: 0.5, width: cfg.size * 1.5, height: cfg.size * 0.45 }); ring.color = 0xe3c97b; ring.alpha = 0.13; ring.rotation = Math.PI / 6; planet.addChild(ring); ring.zIndex = -1; } } // Sabit pozisyon ver var pos = fixedPlanetPositions[i]; planet.x = pos.x; planet.y = pos.y; planet.size = cfg.size; planet.anim = cfg.anim; planet.planetAsset = asset; planets.push(planet); // Gezegenler en arkada olmalı game.addChildAt(planet, 0); } // Oyun değişkenleri var playerShip = new PlayerShip(); // Oyuncu gemisi sol alt köşeden sağa hareket edecek şekilde konumlandırılır playerShip.x = 350; playerShip.y = 2732 / 2; game.addChild(playerShip); var playerMaxHealth = 5; var playerHealth = playerMaxHealth; var bullets = []; var spaceObjects = []; var canShoot = true; var shootInterval = 250; // ms var lastShootTick = 0; var score = 0; var difficulty = 1; var spawnInterval = 90; // ticks var lastSpawnTick = 0; // Animated Health Bar (Can Bar) var canBarWidth = 400; var canBarHeight = 40; var canBarBg = new Container(); var canBarBgRect = canBarBg.attachAsset('can', { anchorX: 0, anchorY: 0.5, x: 0, y: canBarHeight / 2, width: canBarWidth, height: canBarHeight }); canBarBgRect.alpha = 0.25; var canBarFg = new Container(); var canBarFgRect = canBarFg.attachAsset('can', { anchorX: 0, anchorY: 0.5, x: 0, y: canBarHeight / 2, width: canBarWidth, height: canBarHeight }); canBarFgRect.alpha = 1; // Health bar container for easy positioning var canBarContainer = new Container(); canBarContainer.addChild(canBarBg); canBarContainer.addChild(canBarFg); // Position: top left, but not overlapping menu (leave 100px left and top margin) canBarContainer.x = 100 + 20; canBarContainer.y = 100 + 20; // Add to game (not GUI, so it scales with game) game.addChild(canBarContainer); // Skor gösterimi var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Animate health bar width and color function updateCanBar() { var targetWidth = canBarWidth * Math.max(0, playerHealth) / playerMaxHealth; // Animate width using tween tween(canBarFgRect, { width: targetWidth }, { duration: 300 }); // Calculate color: green (full) to red (empty) // 0x00FF00 (green) to 0xFF0000 (red) var healthRatio = Math.max(0, Math.min(1, playerHealth / playerMaxHealth)); var r = Math.round(0xFF * (1 - healthRatio)); var g = Math.round(0xFF * healthRatio); var b = 0; var color = r << 16 | g << 8 | b; // Animate color using tween tween(canBarFgRect, { color: color }, { duration: 300 }); } updateCanBar(); // Dokunma/sürükleme ile gemi hareketi var dragging = false; function handleMove(x, y, obj) { if (dragging) { // Sınırları aşmasın - tüm ekranda serbest hareket var minX = playerShip.width / 2 + 40; var maxX = 2048 - playerShip.width / 2 - 40; var minY = playerShip.height / 2 + 40; var maxY = 2732 - playerShip.height / 2 - 40; playerShip.x = Math.max(minX, Math.min(maxX, x)); playerShip.y = Math.max(minY, Math.min(maxY, y)); } } game.move = handleMove; game.down = function (x, y, obj) { // Geminin üstüne dokunulmuşsa veya her yere dokunulabiliyorsa dragging = true; handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragging = false; }; // Otomatik ateş (her shootInterval ms'de bir) function tryShoot() { if (!canShoot) return; var bullet = new Bullet(); // Mermi geminin sağ tarafından ateşlensin bullet.x = playerShip.x + playerShip.width / 2 + 10; bullet.y = playerShip.y; bullets.push(bullet); game.addChild(bullet); canShoot = false; LK.setTimeout(function () { canShoot = true; }, shootInterval); } // Uzay cismi oluştur function spawnSpaceObject() { // Rastgele uzayNesnesi veya uzayNesnesi2 seç var useType2 = Math.random() < 0.5; var obj; if (useType2) { // uzayNesnesi2 obj = new Container(); var width = 100; var height = 100; var objAsset = obj.attachAsset('uzayNesnesi2', { anchorX: 0.5, anchorY: 0.5 }); objAsset.width = width; objAsset.height = height; objAsset.color = 0xff4444; obj.radius = width / 2; obj.x = 2048 + width; obj.y = 200 + Math.random() * (2732 - 400); // Düşman hızı: düşük başlar, zorluk arttıkça artar var baseSpeed = 3 + (difficulty - 1) * 0.7; var speed = baseSpeed + Math.random() * 2.5; obj.vx = -speed; obj.vy = (Math.random() - 0.5) * 2.5; // Enemy bullet fire timer obj.enemyBulletCooldown = 40 + Math.floor(Math.random() * 40); // ticks obj.lastEnemyBulletTick = LK.ticks; obj.update = function () { obj.x += obj.vx; obj.y += obj.vy; // Ateş etme (her cooldown süresi dolduğunda) if (LK.ticks - obj.lastEnemyBulletTick > obj.enemyBulletCooldown) { var eb = new EnemyBullet(); eb.x = obj.x - 60; eb.y = obj.y; if (!game.enemyBullets) game.enemyBullets = []; game.enemyBullets.push(eb); game.addChild(eb); obj.lastEnemyBulletTick = LK.ticks; obj.enemyBulletCooldown = 40 + Math.floor(Math.random() * 40); } }; } else { // uzayNesnesi obj = new Container(); var width = 120 + Math.random() * 60; var height = 120 + Math.random() * 60; var objAsset = obj.attachAsset('spaceObject', { anchorX: 0.5, anchorY: 0.5 }); objAsset.width = width; objAsset.height = height; objAsset.color = 0x888888; obj.radius = width / 2; obj.x = 2048 + width; obj.y = 200 + Math.random() * (2732 - 400); // Asteroid hızı: düşük başlar, zorluk arttıkça artar var baseSpeed = 2.5 + (difficulty - 1) * 0.6; var speed = baseSpeed + Math.random() * 2; obj.vx = -speed; obj.vy = (Math.random() - 0.5) * 2; obj.update = function () { obj.x += obj.vx; obj.y += obj.vy; }; } spaceObjects.push(obj); game.addChild(obj); } // Çarpışma kontrolü (daire-çarpışma) function isCircleHit(a, b) { var dx = a.x - b.x; var dy = a.y - b.y; var dist = Math.sqrt(dx * dx + dy * dy); var r1 = a.radius || (a.width ? a.width / 2 : 0); var r2 = b.radius || (b.width ? b.width / 2 : 0); return dist < r1 + r2 - 10; } // Zorluk arttırma function updateDifficulty() { // Her 10 puanda bir zorluk artsın var newDifficulty = 1 + Math.floor(score / 10); if (newDifficulty > difficulty) { difficulty = newDifficulty; spawnInterval = Math.max(30, 90 - (difficulty - 1) * 10); } } // Oyun döngüsü game.update = function () { // Gezegenleri sadece döndür (sabit pozisyon, hareket yok) // Ayrıca Satürn'ü soldan sağa hareket ettir for (var p = 0; p < planets.length; p++) { var planet = planets[p]; // Animasyon: dönen gezegenler if (planet.anim && planet.anim.rotate && planet.planetAsset) { if (planet.name === "Satürn") { // Saturn: rotate around its own axis, keep tilt fixed, do not move on screen if (planet._saturnBaseRotation === undefined) planet._saturnBaseRotation = 0; planet._saturnBaseRotation += planet.anim.speed; planet.planetAsset.rotation = planet.anim.tilt + planet._saturnBaseRotation; } else { planet.planetAsset.rotation += planet.anim.speed; // Satürn dışı gezegenlerde halka varsa döndür if (planet.children && planet.children.length > 1 && planet.name !== "Satürn") { var ring = planet.children[1]; if (ring) ring.rotation += planet.anim.speed * 0.7; } } } } // Otomatik ateş if (LK.ticks - lastShootTick > Math.floor(shootInterval / 16)) { tryShoot(); lastShootTick = LK.ticks; } // Uzay cismi oluşturma if (LK.ticks - lastSpawnTick > spawnInterval) { spawnSpaceObject(); lastSpawnTick = LK.ticks; } // Mermileri güncelle for (var i = bullets.length - 1; i >= 0; i--) { var b = bullets[i]; b.update(); // Ekran dışıysa sil if (b.x > 2048 + 50) { b.destroy(); bullets.splice(i, 1); } } // Uzay cisimlerini güncelle for (var j = spaceObjects.length - 1; j >= 0; j--) { var obj = spaceObjects[j]; obj.update(); // Ekran dışıysa sil if (obj.x < -200 || obj.y < -200 || obj.y > 2732 + 200) { obj.destroy(); spaceObjects.splice(j, 1); continue; } // Gemiye çarptı mı? if (isCircleHit(obj, playerShip)) { // Patlama efekti (patlamaeffekt görseli ile) oyuncu gemisinin üstünde göster var explosion = LK.getAsset('patlamaeffekt', { anchorX: 0.5, anchorY: 0.5, x: playerShip.x, y: playerShip.y, width: playerShip.width || 140, height: playerShip.height || 100 }); game.addChild(explosion); tween(explosion, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 400, onFinish: function onFinish() { explosion.destroy(); } }); playerHealth -= 1; updateCanBar(); if (playerHealth <= 0) { LK.showGameOver(); return; } obj.destroy(); spaceObjects.splice(j, 1); continue; } // Mermiyle çarpışma for (var k = bullets.length - 1; k >= 0; k--) { var b = bullets[k]; if (isCircleHit(obj, b)) { // Patlama efekti (patlamaeffekt görseli ile) var explosion = LK.getAsset('patlamaeffekt', { anchorX: 0.5, anchorY: 0.5, x: obj.x, y: obj.y, width: obj.width || 100, height: obj.height || 100 }); game.addChild(explosion); tween(explosion, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 400, onFinish: function onFinish() { explosion.destroy(); } }); obj.destroy(); spaceObjects.splice(j, 1); b.destroy(); bullets.splice(k, 1); score += 1; scoreTxt.setText(score); updateDifficulty(); break; } } } // Düşman mermileri güncelle ve çarpışma kontrolü if (game.enemyBullets) { for (var eb = game.enemyBullets.length - 1; eb >= 0; eb--) { var enemyBullet = game.enemyBullets[eb]; enemyBullet.update(); // Ekran dışıysa sil if (enemyBullet.x < -100) { enemyBullet.destroy(); game.enemyBullets.splice(eb, 1); continue; } // Oyuncuya çarptı mı? if (isCircleHit(enemyBullet, playerShip)) { // Patlama efekti (patlamaeffekt görseli ile) oyuncu gemisinin üstünde göster var explosion = LK.getAsset('patlamaeffekt', { anchorX: 0.5, anchorY: 0.5, x: playerShip.x, y: playerShip.y, width: playerShip.width || 140, height: playerShip.height || 100 }); game.addChild(explosion); tween(explosion, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 400, onFinish: function onFinish() { explosion.destroy(); } }); playerHealth -= 1; updateCanBar(); if (playerHealth <= 0) { LK.showGameOver(); return; } enemyBullet.destroy(); game.enemyBullets.splice(eb, 1); continue; } } } };
===================================================================
--- original.js
+++ change.js
@@ -545,26 +545,12 @@
var planet = planets[p];
// Animasyon: dönen gezegenler
if (planet.anim && planet.anim.rotate && planet.planetAsset) {
if (planet.name === "Satürn") {
- // Saturn: rotate around its own axis, keep tilt fixed
+ // Saturn: rotate around its own axis, keep tilt fixed, do not move on screen
if (planet._saturnBaseRotation === undefined) planet._saturnBaseRotation = 0;
planet._saturnBaseRotation += planet.anim.speed;
planet.planetAsset.rotation = planet.anim.tilt + planet._saturnBaseRotation;
- // Saturn'u soldan sağa hareket ettir
- if (planet._saturnMoveDir === undefined) planet._saturnMoveDir = 1; // 1: sağa, -1: sola
- if (planet._saturnMoveSpeed === undefined) planet._saturnMoveSpeed = 2.2; // px per frame
- if (planet._saturnMinX === undefined) planet._saturnMinX = 600;
- if (planet._saturnMaxX === undefined) planet._saturnMaxX = 2048 - 200;
- planet.x += planet._saturnMoveDir * planet._saturnMoveSpeed;
- if (planet.x > planet._saturnMaxX) {
- planet.x = planet._saturnMaxX;
- planet._saturnMoveDir = -1;
- }
- if (planet.x < planet._saturnMinX) {
- planet.x = planet._saturnMinX;
- planet._saturnMoveDir = 1;
- }
} else {
planet.planetAsset.rotation += planet.anim.speed;
// Satürn dışı gezegenlerde halka varsa döndür
if (planet.children && planet.children.length > 1 && planet.name !== "Satürn") {
düşman uzay gemisi. In-Game asset. 2d. High contrast. No shadows
patlama efekti. In-Game asset. 2d. High contrast. No shadows
mermi yönünü sağa çevir ve yat
satürn. In-Game asset. 2d. High contrast. No shadows
meteor taşı. In-Game asset. 2d. High contrast. No shadows
bölüm sonu canavar için devasa uzay gemisi. In-Game asset. 2d. High contrast. No shadows
rengini değiştir
ışın mermisi. In-Game asset. 2d. High contrast. No shadows
yanan ateş topları. In-Game asset. 2d. High contrast. No shadows
oyunda açılacak bir uzay portalı için görüntüyü netleştir
A magical sci-fi starburst explosion for a 2D game effect, with a bright blue and white energy core bursting outward in radiant spikes, surrounded by glowing particles, swirling light trails, and a soft nebula-like aura. The effect should feel like a powerful portal discharge or dimensional rift opening, with dynamic energy and cinematic glow. Transparent background, digital art style, top-down angle, ideal for sprite use in games.. In-Game asset. 2d. High contrast. No shadows
A stunning 2D top-down galaxy for a space-themed game background, featuring a massive spiral galaxy with swirling arms in vibrant shades of blue, purple, and pink, a bright glowing core, scattered star clusters, distant nebulae, and a few small planets orbiting around. The galaxy should feel colorful, mysterious, and vast, with soft glowing effects and high contrast for a sci-fi aesthetic. Style: digital art, seamless background, suitable for looping game parallax layers.. In-Game asset. 2d. High contrast. No shadows
kalkanın içinde gemi olmasın
A 2D sci-fi gift box or power-up crate floating in space, with a glowing metallic surface, futuristic design, bright neon blue and silver accents, and a soft pulsing light effect. The box should look valuable and mysterious, slightly levitating with subtle sparkles or energy rings around it. Designed for a top-down space shooter game. Transparent background, digital art, ideal for sprite use.. In-Game asset. 2d. High contrast. No shadows
A 2D sci-fi power-up gift box that grants a shield, designed with a glowing blue energy core inside a metallic futuristic container. The box features holographic shield symbols, neon cyan highlights, and soft pulsing light. It is slightly levitating, surrounded by sparkles and a faint energy ring. The design should clearly suggest it gives protective power. Transparent background, digital art style, ideal for sprite use in a top-down space shooter game.. In-Game asset. 2d. High contrast. No shadows
bu görseli hız için değiştir
Design a basic 2D top-down spaceship with a compact, angular body and minimal detailing. The ship should have a small central cockpit, two modest rear thrusters, and one weapon mount. Colors are simple — grays and blues — suggesting a utilitarian design. It should look like a beginner’s ship: reliable but not advanced. In-Game asset. 2d. High contrast. No shadows
Upgrade the Level 1 ship into a more capable 2D top-down design. Add wing extensions with subtle glowing lines, a larger engine section with animated thrusters, and two visible weapon hardpoints. Add more color variation (blues, steel, light glow effects) to indicate progress and increased power.. In-Game asset. 2d. High contrast. No shadows
Transform the ship into a high-tech 2D top-down spacecraft. Add shield emitters with rotating energy halos, four weapon slots, side thrusters, and an enhanced cockpit with a golden or crystal-like glow. The silhouette is wider and more refined. Visuals should include detailed paneling, moving parts, and advanced energy flows.. In-Game asset. 2d. High contrast. No shadows
elmas. In-Game asset. 2d. High contrast. No shadows
uzay 2d etkileyici lazer ışını. In-Game asset. 2d. High contrast. No shadows