User prompt
instantiate objstar on screen
User prompt
while the hungerbar is being refilled, instantiate behind objhead, objstar
User prompt
while the hungerbar is being refilled, instantiate behind objhead, objstar
User prompt
while the hungerbar is being refilled, instantiate over objhead, objstar
User prompt
Instantiate objstar over objhead while the hunger bar is being refilled
User prompt
while the hungerbar is being refilled, instantiate over objimhungry objyum
User prompt
progressively, not instantanously
User prompt
refill the hunger bar when a crab is snatched
User prompt
if a crab is snatched, stop decreasing the hunger bar
User prompt
while a crab is snatched, stop decreasing the hunger bar
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'attached')' in or related to this line: 'if (hungerMeter.width > 0 && !crab.attached) {' Line Number: 300
User prompt
when a crab is destroyed, stop the hunger bar from decreasing, instead refill the hunger bar by 25% of its current size
User prompt
when a crab is destroyed, refill the hunger bar by 25% of its current size
User prompt
hide objcontactpoint
User prompt
manually reset it then
User prompt
if crab is snatched, it cannot intersect with objbackground08
User prompt
the crab should have two intersection checks, one with contactpoint and one with objbackground08
User prompt
make it visible
User prompt
when crabs self attach is true, teleport it to the coordinates of objcontactpoint and update it
User prompt
set it to true when it is snatched
User prompt
Ensure that self.attached is correctly set to true when the crab intersects with objcontactpoint
User prompt
if crab is snatched, stop its movement and attach it to objcontactpoint
User prompt
do not destroy the crab from the game when it is snatched
User prompt
delete: 3. **Hunger Meter**: - The hunger meter's width is increased, indicating that the seagull has eaten and is less hungry.
User prompt
when the crab is snatched, it shouldn't be destroyed yet. It should attach itself to contactpoint and destroy the crab instance when it is outside of the playspace
/****
* Classes
****/
var Background02 = Container.expand(function () {
var self = Container.call(this);
var background02Graphics = self.attachAsset('objBackground02', {
anchorX: 0.5,
anchorY: 0.5
});
// Add wind animation in the update method
self.update = function () {
// Simulate wind blowing by rotating the object slightly
self.rotation = Math.sin(LK.ticks / 120) * 0.05; // Rotate more back and forth with increased effect
};
});
var Background04 = Container.expand(function () {
var self = Container.call(this);
var background04Graphics = self.attachAsset('objBackground04', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += Math.sin(LK.ticks / 60) * 0.2; // Reduced floating effect
};
});
var Background06 = Container.expand(function () {
var self = Container.call(this);
var background06Graphics = self.attachAsset('objBackground06', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += Math.sin(LK.ticks / 60) * 0.2; // Reduced floating effect
self.rotation = Math.sin(LK.ticks / 60) * 0.05 + Math.sin(LK.ticks / 120) * 0.03; // Add a more complex rotation pattern
};
});
var Background07 = Container.expand(function () {
var self = Container.call(this);
var background07Graphics = self.attachAsset('objBackground07', {
anchorX: 0.5,
anchorY: 0.5
});
// Add wind animation in the update method
self.update = function () {
// Simulate wind blowing by rotating the object slightly
self.rotation = Math.sin(LK.ticks / 120) * 0.08; // Rotate a bit less back and forth
};
});
var Background13 = Container.expand(function () {
var self = Container.call(this);
var background13Graphics = self.attachAsset('objBackground13', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.direction = Math.random() > 0.5 ? 1 : -1; // Randomly choose a direction
self.update = function () {
var background13Graphics = self.children[0]; // Access the attached asset
self.x += self.speed * self.direction;
// Flip the image depending on the direction
background13Graphics.scale.x = self.direction * (0.75 + Math.random() * 0.25);
// Check if background13 is out of bounds horizontally
if (self.x > 2048 + background13Graphics.width / 2 || self.x < -background13Graphics.width / 2) {
self.destroy(); // Destroy background13 when it goes out of bounds
game.background13Active = false; // Reset the flag when objBackground13 is destroyed
}
};
});
var ObjCrab = Container.expand(function () {
var self = Container.call(this);
var crabGraphics = self.attachAsset('objCrab', {
anchorX: 0.5,
anchorY: 0.5
});
self.y = 2400;
self.speed = 1 + Math.random() * 2.5;
self.update = function () {
self.x += self.speed;
self.y += Math.sin(LK.ticks / 3) * 2; // Add vertical waddling effect
self.rotation = Math.sin(LK.ticks / 20) * 0.1; // Add rotation for waddling effect
// Check for intersection with objBackground08
if (self.intersects(background8)) {
var sandDust = game.addChild(new ObjSandDust());
sandDust.x = self.x + 200;
sandDust.y = self.y;
self.attached = true;
objContactPoint.addChild(self);
}
if (self.attached && (self.y > 2732 + self.height / 2 || self.y < -self.height / 2 || self.x > 2048 + self.width / 2 || self.x < -self.width / 2)) {
self.destroy();
}
};
});
var ObjFish = Container.expand(function () {
var self = Container.call(this);
var fishGraphics = self.attachAsset('objFish', {
anchorX: 0.5,
anchorY: 0.5
});
var startX = 1000; // Centered X position
var startY = 1875; // Centered Y position
self.x = startX;
self.y = startY;
var scaleDirection = 1;
self.update = function () {
// Make the fish swim around its starting position
var newX = startX + Math.sin(LK.ticks / 60) * 50;
if (newX < self.x) {
fishGraphics.scale.x = -1; // Flip horizontally
} else {
fishGraphics.scale.x = 1; // Default orientation
}
self.x = newX;
self.y = startY + Math.cos(LK.ticks / 60) * 30;
// Slowly scale the fish up and down
if (self.scale.x >= 1.1) {
scaleDirection = -1;
} else if (self.scale.x <= 0.9) {
scaleDirection = 1;
}
self.scale.x += scaleDirection * 0.001;
self.scale.y += scaleDirection * 0.001;
};
});
var ObjGust = Container.expand(function () {
var self = Container.call(this);
var gustGraphics = self.attachAsset('objGust', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.alpha -= 0.02; // Gradually disappear over 0.5 seconds (30 frames)
if (self.alpha <= 0) {
intersecting = false; // Reset intersecting flag
self.destroy(); // Destroy the object when fully transparent
}
};
});
var ObjMusica = Container.expand(function () {
var self = Container.call(this);
var musicaGraphics = self.attachAsset('objMusica', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += Math.sin(LK.ticks / 15) * 0.15; // Further reduced ripple vertical movement
self.x += Math.cos(LK.ticks / 35) * 0.15; // Further reduced ripple horizontal movement
};
});
var ObjPDroplet = Container.expand(function () {
var self = Container.call(this);
var dropletGraphics = self.attachAsset('objPDroplet', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += 10 + Math.random() * 5; // Increased freefall speed with added y randomness
self.x += seagull.speed * seagull.direction * 0.1; // Follow the direction of the seagull on the X axis
if (self.y > 2600 + Math.random() * 200) {
// Check if it reaches anywhere near the bottom of the screen
var splash = game.addChild(new ObjPSplash());
splash.x = self.x;
splash.y = self.y;
self.destroy();
LK.setTimeout(function () {
splash.destroy();
}, 2000); // Destroy splash after 2 seconds
}
};
});
var ObjPSplash = Container.expand(function () {
var self = Container.call(this);
var splashGraphics = self.attachAsset('objPSplash', {
anchorX: 0.5,
anchorY: 0.5
});
});
var ObjSandDust = Container.expand(function () {
var self = Container.call(this);
var sandDustGraphics = self.attachAsset('objSandDust', {
anchorX: 0.5,
anchorY: 0.5
});
self.alpha = 1.0;
self.update = function () {
self.y -= 1; // Move upwards
self.alpha -= 0.01; // Gradually disappear over 2 seconds (60 frames per second)
if (self.alpha <= 0) {
self.destroy(); // Destroy the object when fully transparent
}
};
});
var Seagull = Container.expand(function () {
var self = Container.call(this);
var seagullGraphics = self.attachAsset('objSeagull', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10 * Math.pow(1.1, Math.floor(score / 50)) * (1 + Math.floor(score / 50) * 0.1);
self.direction = 1;
self.diving = false;
self.diveTime = 0;
self.diveDuration = 60; // Total duration of the dive in frames
self.startX = 0;
self.startY = 0;
self.endX = 0;
self.endY = 2732 - seagullGraphics.height / 2 - 200; // Target Y position for the dive
self.returning = false;
self.update = function () {
if (self.diving) {
self.diveTime++;
var t = self.diveTime / self.diveDuration; // Normalized time (0 to 1)
self.x = (1 - t) * self.startX + t * self.endX; // Linear horizontal movement
self.y = (1 - t) * self.startY + t * self.endY - 300 * t * (1 - t); // Parabolic vertical movement
if (self.diveTime >= self.diveDuration) {
self.diveTime = 0;
self.diving = false;
self.returning = true; // Start returning to original position
gustSpawned = false; // Reset gustSpawned flag
self.startX = self.x; // Update startX to the current X
self.startY = self.y; // Update startY to the current Y (bottom of the dive)
self.endY = 475; // Return to the original Y position
self.endX = self.startX + self.speed * self.direction * self.diveDuration / 2; // Move further ahead
}
} else if (self.returning) {
self.diveTime++;
var t = self.diveTime / self.diveDuration; // Normalized time (0 to 1)
self.x = (1 - t) * self.startX + t * self.endX; // Linear horizontal movement back
self.y = (1 - t) * self.startY + t * self.endY - 300 * t * (1 - t); // Parabolic vertical movement back
if (self.diveTime >= self.diveDuration) {
self.diveTime = 0;
self.returning = false; // End the return phase
self.diving = false; // Reset diving state
self.startX = self.x; // Reset startX for the next dive
self.startY = self.y; // Reset startY for the next dive
self.endY = 2732 - seagullGraphics.height / 2 - 200; // Reset endY for the next dive
}
} else {
intersecting = false;
self.x += self.speed * self.direction;
self.y += Math.sin(LK.ticks / 10) * 5; // Add a hover effect
// Check if seagull is out of bounds horizontally
if (self.x > 2048 + seagullGraphics.width / 2 || self.x < -seagullGraphics.width / 2) {
self.direction *= -1; // Flip direction
self.x = Math.max(-seagullGraphics.width / 2, Math.min(2048 + seagullGraphics.width / 2, self.x)); // Keep seagull within bounds
self.y = Math.random() * (2732 * 0.3) + 100; // Random Y position in the upper 30% of the playspace with a 100px boundary
// Flip the seagull's graphics
seagullGraphics.scale.x *= -1;
}
}
// Update the score display
scoreText.setText('Score: ' + score);
// Decrease hungerMeter's width over time if seagull is not snatching fries or crab
if (hungerMeter.width > 0) {
if (hungerMeter.width < 2048 * 0.35 && LK.ticks % 120 == 0) {
// Trigger shake intermittently every 2 seconds
screenShake(500, 15); // Shake for 500ms with increased intensity of 15 pixels
}
hungerMeter.width -= 1.5; // Decrease the rate of decrease
// Instantiate objImHungry for two seconds over objHead
if (!game.objImHungry) {
game.objImHungry = game.addChild(LK.getAsset('objImHungry', {
anchorX: 0.5,
anchorY: 0.5
}));
game.objImHungry.x = head.x + 150;
game.objImHungry.y = head.y - 25;
}
if (game.objYum) {
game.objYum.destroy();
game.objYum = null;
}
if (game.objStar) {
game.objStar.destroy();
game.objStar = null;
}
if (LK.ticks % 60 == 0) {
score += 1;
self.speed = 10 * Math.pow(1.1, Math.floor(score / 50)) * (1 + Math.floor(score / 50) * 0.1);
}
}
// Check if fries or crab leave the playspace
if (typeof crab !== 'undefined' && (crab.y > 2732 + crab.height / 2 || crab.y < -crab.height / 2 || crab.x > 2048 + crab.width / 2 || crab.x < -crab.width / 2)) {
crab.destroy();
}
// Initialize objBackground13 every 6 to 15 seconds
if (!game.background13Active && LK.ticks % (60 * (Math.floor(Math.random() * 10) + 6)) == 0) {
var background13 = game.addChildAt(new Background13(), game.getChildIndex(seagull) - 1);
background13.direction = Math.random() > 0.5 ? 1 : -1; // Randomly choose a direction
background13.x = background13.direction > 0 ? -background13.width / 2 : 2048 + background13.width / 2; // Start from the left or right edge of the playspace
background13.y = Math.random() * (2732 * 0.2) + 50; // Random Y position in the upper 20% of the playspace with a 50px boundary
game.background13Active = true; // Set the flag to indicate that objBackground13 is active
background13.update = function () {
var background13Graphics = this.children[0]; // Access the attached asset
this.x += this.speed * this.direction;
// Flip the image depending on the direction
background13Graphics.scale.x = this.direction;
// Check if background13 is out of bounds horizontally
if (this.x > 2048 + background13Graphics.width / 2 || this.x < -background13Graphics.width / 2) {
this.destroy(); // Destroy background13 when it goes out of bounds
game.background13Active = false; // Reset the flag when objBackground13 is destroyed
}
};
}
// Spawn objCrab every 10 seconds
if (LK.ticks % (60 * 10) == 0) {
crab = new ObjCrab();
crab.attached = false; // Initialize attached state
crab.x = -crab.width / 2; // Start from the utmost left
game.addChildAt(crab, game.getChildIndex(background9)); // Add crab behind objBackground09
}
// Trigger game over when hungerMeter's width reaches 0
if (hungerMeter.width <= 0) {
var redOverlay = game.addChild(LK.getAsset('objRedOverlay', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.1
}));
redOverlay.x = 1024;
redOverlay.y = 1366;
LK.setTimeout(function () {
var objDizzy = game.addChild(LK.getAsset('objDizzy', {
anchorX: 0.5,
anchorY: 0.5
}));
objDizzy.x = 1024;
objDizzy.y = 1366;
LK.setScore(score);
scoreText.visible = false; // Set visibility of score to 0 during game over
LK.setTimeout(function () {
LK.showGameOver(); //Calling this will destroy the 'Game' and reset entire game state.
}, 3000); // Delay game over by 3 seconds
}, 100); // Delay game over by 0.1 seconds
}
// Attach objContactPoint to the center of seagull
objContactPoint.x = self.x;
objContactPoint.y = self.y + 200;
// Check for intersection with objCrab
if (objContactPoint.intersects(crab)) {
crab.attached = true;
objContactPoint.addChild(crab);
// Add any additional logic for snatching the crab here
}
};
// Remove the down event from the seagull as we want to trigger it from anywhere in the playspace
});
var SeagullShadow = Container.expand(function () {
var self = Container.call(this);
var shadowGraphics = self.attachAsset('objSeagullShadow', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
self.update = function () {
self.x = seagull.x + 20; // Offset shadow slightly
self.y = 2575 - 100; // Keep shadow at the bottom of the screen
// Calculate scale based on seagull's Y position
var maxScale = 3;
var minScale = 1;
var maxY = 2732 - seagull.height / 2 - 200;
var minY = 475;
var t = (seagull.y - minY) / (maxY - minY);
var scale = minScale + t * (maxScale - minScale);
self.scale.set(scale, scale);
};
});
var Smoke = Container.expand(function () {
var self = Container.call(this);
var smokeGraphics = self.attachAsset('objSmoke', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += Math.sin(LK.ticks / 60) * 0.2; // Reduced floating effect
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
LK.setInterval(function () {
var droplet = game.addChild(new ObjPDroplet());
droplet.x = seagull.x;
droplet.y = seagull.y;
droplet.direction = seagull.direction; // Set the direction of the droplet to match the seagull
}, (Math.random() * 10 + 10) * 1000); // Random interval between 10 to 20 seconds
var scaleUp = true;
LK.setInterval(function () {
if (scaleUp) {
objRadio.scale.x *= 1.1;
objRadio.scale.y *= 1.1;
} else {
objRadio.scale.x /= 1.1;
objRadio.scale.y /= 1.1;
}
scaleUp = !scaleUp;
}, 500);
function screenShake(duration, intensity) {
var originalX = game.x;
var originalY = game.y;
var shakeInterval = LK.setInterval(function () {
game.x = originalX + (Math.random() - 0.5) * intensity;
game.y = originalY + (Math.random() - 0.5) * intensity;
}, 16); // Shake every frame (60 FPS)
LK.setTimeout(function () {
LK.clearInterval(shakeInterval);
game.x = originalX;
game.y = originalY;
}, duration);
}
var crab; // Declare crab in the global scope
var objContactPoint; // Declare objContactPoint in the global scope
var gustSpawned = false; // Flag to track if objGust has been spawned
var gustCooldown = false; // Flag to track if the cooldown period is active
var background = game.addChild(LK.getAsset('ObjBackground01', {
anchorX: 0.5,
anchorY: 0.5
}));
background.x = 1024;
background.y = 1366;
var objSmoke = game.addChild(new Smoke());
objSmoke.x = 975;
objSmoke.y = 875;
var objFish = game.addChild(new ObjFish());
objFish.x = 1024;
objFish.y = 1366; // Position objFish at y 1366
objFish.visible = true; // Ensure objFish is visible
var background11 = game.addChild(LK.getAsset('objBackground11', {
anchorX: 0.5,
anchorY: 0.5
}));
background11.x = 25;
background11.y = 1300;
var background10 = game.addChild(LK.getAsset('objBackground10', {
anchorX: 0.5,
anchorY: 0.5
}));
// Removed duplicate objRadio instantiation
var objRadio = game.addChild(LK.getAsset('objRadio', {
anchorX: 0.5,
anchorY: 0.5
}));
objRadio.x = 265;
objRadio.y = 1165;
var objMusica = game.addChild(new ObjMusica());
objMusica.x = 400;
objMusica.y = 1100;
background10.x = 125;
background10.y = 2500;
var background9 = game.addChild(LK.getAsset('objBackground09', {
anchorX: 0.5,
anchorY: 0.5
}));
background9.x = 450;
background9.y = 2490;
var background8 = game.addChild(LK.getAsset('objBackground08', {
anchorX: 0.5,
anchorY: 0.5
}));
background8.x = 1525;
background8.y = 2455;
var background7 = game.addChild(new Background07());
background7.x = 150;
background7.y = 2650;
var background6 = game.addChild(new Background06());
background6.x = 1175;
background6.y = 1035;
var background4 = game.addChild(new Background04());
var background5 = game.addChild(LK.getAsset('objBackground05', {
anchorX: 0.5,
anchorY: 0.5
}));
var objRadio = game.addChild(LK.getAsset('objRadio', {
anchorX: 0.5,
anchorY: 0.5
}));
objRadio.x = 265;
objRadio.y = 1165;
var background12 = game.addChild(LK.getAsset('objBackground12', {
anchorX: 0.5,
anchorY: 0.5
}));
background12.x = 850;
background12.y = 3335;
background5.x = 165;
background5.y = 1925;
background4.x = 1024;
background4.y = 990;
var background3 = game.addChild(LK.getAsset('objBackground03', {
anchorX: 0.5,
anchorY: 0.5
}));
background3.x = 1824;
background3.y = 2166;
var background2 = game.addChild(new Background02());
background2.x = 1790;
background2.y = 1766;
var seagull = game.addChild(new Seagull());
var seagullShadow = game.addChild(new SeagullShadow());
intersecting = false; // Reset intersecting flag
crabSmokeInstantiated = false; // Reset crab smoke flag
gustSpawned = false; // Reset gust spawned flag
gustCooldown = false; // Reset gust cooldown flag
seagull.x = -seagull.width / 2; // Start from outside the left edge of the playspace
seagull.y = 475;
if (typeof crab !== 'undefined') {
crab.attached = false; // Reset attached state for crab
}
var hungerMeter = game.addChild(LK.getAsset('objHungerMeter', {
anchorX: 0.5,
anchorY: 0.5,
width: 2048
}));
hungerMeter.x = 1024;
hungerMeter.y = 2650;
objContactPoint = game.addChild(LK.getAsset('objContactPoint', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
}));
objContactPoint.x = 1024;
objContactPoint.y = 1366;
// Create a text object to display the score
var scoreText = new Text2('Score: 0', {
size: 80,
fill: "#ffffff",
font: "Impact"
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
var score = 0;
scoreText.visible = true; // Reset visibility of score to 1 when game starts
game.background13Active = false; // Flag to track if objBackground13 is active
// Instantiate objStomach where objHungerFrame is and remove objHungerFrame from the playspace
var head = game.addChild(LK.getAsset('objHead', {
anchorX: 0.5,
anchorY: 0.5
}));
head.x = 1050;
head.y = 2635;
;
game.down = function (x, y, obj) {
if (!seagull.diving && !seagull.returning) {
// Only start diving if not already diving or returning
seagull.diving = true;
seagull.diveTime = 0;
seagull.startX = seagull.x;
seagull.startY = seagull.y;
// Calculate endX based on current speed and direction
seagull.endX = seagull.startX + seagull.speed * seagull.direction * seagull.diveDuration / 2;
}
if (!gustSpawned && !gustCooldown) {
// Spawn objGust behind seagull
var objGust = game.addChildAt(new ObjGust(), game.getChildIndex(seagull));
objGust.x = seagull.x; // Position at the center of the seagull
objGust.y = seagull.y;
LK.setTimeout(function () {
objGust.destroy();
}, 100); // Destroy objGust after 0.1 seconds
gustSpawned = true; // Set gustSpawned flag to true
gustCooldown = true; // Set gustCooldown flag to true
LK.setTimeout(function () {
gustCooldown = false; // Reset gustCooldown flag after 2 seconds
}, 2000);
}
};
Create a cartoon-style illustration of the ocean and an empty sandy beach from the perspective of a person standing on the beach. The goal is to capture a lively and playful location.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of fries in a brown bag. The goal is to capture a lively and playful object. Front perspective. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of white drop of paint. The goal is to capture a lively and playful paint.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of white splash of paint. The goal is to capture a lively and playful paint. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of a stomach The goal is to capture a lively and playful stomach... Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of palm trees. The goal is to capture a lively and playful location. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of beach rocks. The goal is to capture a lively and playful location. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of a wooden no feeding and no littering sign on a sandy stake.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of a speech bubble that is written I'm Hungry!. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of a giant squid menacingly staring... Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of palm trees leaves.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of a dark silhouette of a seaplane, side profile. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of smoke.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of a mix of colorful music notes. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create a cartoon-style illustration of a crab from the back. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create a cartoon-style illustration of a sand cloud. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create a cartoon-style illustration of an explosion of stars. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create a cartoon-style illustration of an speech bubble with the word "Yum!". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
make it more colorful in the top portion of the bricks
Create a cartoon-style illustration of a mix of a beach radio. Front View. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a close-up cartoon-style illustration of an dizzy seagull with his tongue sticking out on an empty sandy beach. The goal is to capture a lively and playful game over screen. Make sure 'game over' is written.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a close-up cartoon-style illustration of the letters "sos" in black. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of a smiling face of a seagul with black shades with the words "Time Bonus" at the bottom of it. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a cartoon-style illustration of a seagul's face chomping down on a slice of bread make it comical. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create a cartoon-style illustration of an red girly angry emoji. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create a cartoon-style illustration of a seagul's face chomping down on fries make it comical.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create a cartoon-style illustration of a seagul's face chomping down on a fish make it comical.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
three words 'dive to eat' in a cartoonish style with an arrow pointing down. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.