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.destroy(); // Add any additional logic for snatching the crab here } }; }); 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.destroy(); // 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); } };
===================================================================
--- original.js
+++ change.js
@@ -82,13 +82,10 @@
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();
+ // Add any additional logic for snatching the crab here
}
};
});
var ObjFish = Container.expand(function () {
@@ -336,10 +333,9 @@
objContactPoint.x = self.x;
objContactPoint.y = self.y + 200;
// Check for intersection with objCrab
if (objContactPoint.intersects(crab)) {
- crab.attached = true;
- objContactPoint.addChild(crab);
+ crab.destroy();
// 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
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.