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Step 1: Define Upgrade Options Create a list of upgrade types. These can affect all damage tiles, specific tiles, or certain tile categories (e.g., minor, major). javascript Copy code const UPGRADE_OPTIONS = [ { description: "Increase all damage tiles by +5", apply: (wheel) => { wheel.cells.forEach(cell => { if (cell.actionType === 'damage') cell.damage += 5; }); }}, { description: "Add +50 to a random tile", apply: (wheel) => { const damageCells = wheel.cells.filter(cell => cell.actionType === 'damage'); if (damageCells.length > 0) { const randomIndex = Math.floor(Math.random() * damageCells.length); damageCells[randomIndex].damage += 50; } }}, { description: "Add +20 to all minor tiles", apply: (wheel) => { wheel.cells.forEach(cell => { if (cell.actionType === 'damage' && cell.damage < 30) cell.damage += 20; }); }}, { description: "Add +30 to all major tiles", apply: (wheel) => { wheel.cells.forEach(cell => { if (cell.actionType === 'damage' && cell.damage >= 30) cell.damage += 30; }); }}, ];
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Use Containers for Pausable Elements To organize your code and make pausing/resuming easier: Place all game elements that need to pause (e.g., the wheel, enemies, projectiles) into a dedicated container. The container can have a method like pauseAll() or resumeAll() to propagate the pause/resume command to all child elements.
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Scattered pause/resume logic can create inconsistencies, where some elements respect the pause while others don’t. Solution: Use a centralized method (e.g., pauseGame() and resumeGame()) that: Changes the gameState. Stops all ongoing animations, updates, or input processing. Resumes these elements when called.
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When the game enters the "paused" state, all elements must stop updating. Key areas to address: Input Handling Ensure no input events (e.g., taps or clicks) are processed when paused. Fix: Check the gameState at the start of input handlers. If the state is "paused", block input logic. Enemy Movement and Spawning Any logic related to enemies (e.g., movement or respawning) must also stop during pause. Fix: Add a guard to prevent spawning or updating enemy actions while the game is paused.
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Your game is missing a clear, centralized way to track states (e.g., "playing", "paused", "upgrade mode"). Solution: Create a single global gameState variable or similar system to track the current state, e.g.,: gameState = "playing" gameState = "paused" gameState = "upgradeMode"
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Your game is missing a clear, centralized way to track states (e.g., "playing", "paused", "upgrade mode"). Solution: Create a single global gameState variable or similar system to track the current state, e.g.,: gameState = "playing" gameState = "paused" gameState = "upgradeMode" How it helps: Every game element (like spinning, enemy movement, or input handling) should respect this state. For example: If the state is "paused", no animations, inputs, or updates should occur. Use this state as a guard clause in all major logic (e.g., if gameState === "paused", skip processing).
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when an enemy hp reaches 0 and dies, go to upgrades menu and pause game
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Ensure game pauses when an enemy dies by setting isSpinning to false and entering upgrade mode. when it dies not when it takes damage
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ensure game pauses when enemy dies
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only pause the game when an enemy dies not when the peon stops. right now you pause the game after the first click, ensure you only pause when enemy dies
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only pause the game when an enemy dies not when the peon stops
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only pause the game when an enemy dies not when the peon stops
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when an enemy dies, you should enter upgrade manager mode and pause the game
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Please fix the bug: 'TypeError: game.pause is not a function' in or related to this line: 'game.pause(); // Pause the game' Line Number: 593
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when an enemy dies, you should enter upgrade manager mode and pause the game
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Phase 1: Core Mechanic Setup Goal: Implement the most basic functionality: pausing after an enemy is defeated and resuming gameplay. Enemy Defeat Detection Set up a mechanism to detect when an enemy’s HP reaches 0. Trigger a simple “pause” state. Use a container or class (e.g., UpgradeManager) to manage this state. The UpgradeManager will track whether the game is in upgrade mode and control what happens during that time.
Code edit (1 edits merged)
Please save this source code
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start enemy hp with 50
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Phase 1: Core Mechanic Setup Goal: Implement the most basic functionality: pausing after an enemy is defeated and resuming gameplay. Enemy Defeat Detection Set up a mechanism to detect when an enemy’s HP reaches 0. Trigger a simple “pause” state. Use a container or class (e.g., UpgradeManager) to manage this state. The UpgradeManager will track whether the game is in upgrade mode and control what happens during that time.
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Please fix the bug: 'TypeError: game.pause is not a function' in or related to this line: 'game.pause();' Line Number: 359
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Phase 1: Core Mechanic Setup Goal: Implement the most basic functionality: pausing after an enemy is defeated and resuming gameplay. Enemy Defeat Detection Set up a mechanism to detect when an enemy’s HP reaches 0. Trigger a simple “pause” state. Use a container or class (e.g., UpgradeManager) to manage this state. The UpgradeManager will track whether the game is in upgrade mode and control what happens during that time.
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Trigger Upgrade Mode When an enemy is destroyed, the game pauses. Bring up a new screen or overlay for the player to see the upgrade options. Disable any other input or interaction during this mode to ensure the player’s focus remains on the upgrades.
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Please fix the bug: 'TypeError: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 450
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Please fix the bug: 'TypeError: game.pause is not a function' in or related to this line: 'game.pause();' Line Number: 450
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Please fix the bug: 'TypeError: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 450
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // BackgroundContainer class var BackgroundContainer = Container.expand(function () { var self = Container.call(this); }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Enemy class to handle enemy logic var Enemy = Container.expand(function (assetType, hpIncrement) { var self = Container.call(this); if (!assetType) { console.error("Asset type is undefined"); return; } var enemyGraphics = cachedEnemyAssets[assetType]; // Reuse cached asset enemyGraphics.anchor.set(0.5, 0.5); // Set anchor to center self.addChild(enemyGraphics); // Attach the cached asset to the enemy self.init = function () { self.x = 2048 / 2; self.y = 2732 / 2 - 500; // Initialize the enemy's HP self.hpIncrement = hpIncrement; self.hp = 50 + self.hpIncrement; // Add a text to display the enemy's HP self.hpText = new Text2("", { size: 200, fill: 0xFFFFFF }); self.hpText.anchor.set(0.5, 0.5); self.hpText.y = -700; // Move the text higher self.addChild(self.hpText); // Update the enemy's HP text if (self.hpText) { self.hpText.setText("HP: " + self.hp); } }; self.init(); // Ensure init is called during construction }); // ForegroundContainer class var ForegroundContainer = Container.expand(function () { var self = Container.call(this); }); // MidgroundContainer class var MidgroundContainer = Container.expand(function () { var self = Container.call(this); }); // Peon class to represent the player character var Peon = Container.expand(function () { var self = Container.call(this); // Attach the 'peon' asset to the Peon var peonGraphics = self.attachAsset('peon', { anchorX: 0.5, anchorY: 0.5 }); // Initialize the Peon's position on the wheel self.init = function (wheel) { self.x = wheel.x; self.y = wheel.y; self.currentPosition = Math.floor(Math.random() * 8); // Peon's current position on the wheel self.hp = 200; // Peon's HP self.hpText = new Text2('Peon: ' + self.hp, { size: 150, fill: 0xFFFFFF }); self.hpText.anchor.set(0.5, 0); self.hpText.y += 1000; LK.gui.top.addChild(self.hpText); self.x += self.currentPosition * 250; // Position Peon on the random cell }; // Spin the Peon around the wheel self.spin = function (wheel) { self.steps = Math.floor(Math.random() * (maxTiles - startingMovingTiles + 1)) + startingMovingTiles; var _spinStep = function spinStep() { self.currentPosition = (self.currentPosition + 1) % 8; self.x = wheel.x + self.currentPosition * 250; if (self.currentPosition == 0) { self.x = wheel.x; } self.steps--; currentInterval *= multiplier; if (self.steps <= 0) { self.x = wheel.x + self.currentPosition * 250; var cell = wheel.cells[self.currentPosition]; if (cell.actionType === 'heal') { self.hp += cell.damage; if (self.hp > 200) { self.hp = 200; } self.hpText.setText('Peon: ' + self.hp); var healText = new Text2('+' + cell.damage, { size: 150, fill: 0x00FF00 }); healText.anchor.set(0.5, 0.5); healText.x = self.hpText.x + 250; healText.y = self.hpText.y; LK.gui.top.addChild(healText); tween(healText, { alpha: 0, y: healText.y - 50 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { healText.destroy(); } }); } else { var projectile = projectilePool.getProjectile(); projectile.init(self.x, self.y, enemy.x, enemy.y, 10, cell.damage); if (!projectile.parent) { game.addChild(projectile); } } wheel.isSpinning = false; var _deductHp = function deductHp() { if (cell.actionType !== 'heal') { var damage = Math.floor(Math.random() * (maxDamage - minDamage + 1)) + minDamage; self.hp -= damage; if (self.hp < 0) { self.hp = 0; } self.hpText.setText('Peon: ' + self.hp); if (self.hp === 0) { LK.showGameOver(); } } }; _deductHp(); currentInterval = startingInterval; } else { LK.setTimeout(_spinStep, currentInterval); } }; _spinStep(); }; }); // Current interval for the spin // Player class to handle player logic var Player = Container.expand(function () { var self = Container.call(this); // Attach the 'peon' asset to the Player var playerGraphics = self.attachAsset('peon', { anchorX: 0.5, anchorY: 0.5 }); // Initialize the Player's position on the wheel self.init = function (wheel) { self.x = wheel.x; self.y = wheel.y; self.currentPosition = Math.floor(Math.random() * 8); // Player's current position on the wheel self.hp = 200; // Player's HP self.hpText = new Text2('Player: ' + self.hp, { size: 150, fill: 0xFFFFFF //Optional (this is the default string) }); self.hpText.anchor.set(0.5, 0); // Sets anchor to the center of the top edge of the text. self.hpText.y += 1000; // Move the text 1000 pixels lower LK.gui.top.addChild(self.hpText); self.x += self.currentPosition * 250; // Position Player on the random cell }; // Spin the Player around the wheel self.spin = function (wheel) { // Generate a random integer between 10 and 15 self.steps = Math.floor(Math.random() * (maxTiles - startingMovingTiles + 1)) + startingMovingTiles; var _spinStep = function spinStep() { self.currentPosition = (self.currentPosition + 1) % 8; // Update Player's current position self.x = wheel.x + self.currentPosition * 250; // Move Player one cell to the right if (self.currentPosition == 0) { // If Player reaches Cell 8, loop back to Cell 1 self.x = wheel.x; } self.steps--; currentInterval *= multiplier; // Increase the interval by the multiplier if (self.steps <= 0) { // Player lands on the final cell self.x = wheel.x + self.currentPosition * 250; // Check the action type of the landed cell var cell = wheel.cells[self.currentPosition]; if (cell.actionType === 'heal') { self.hp += cell.damage; if (self.hp > 200) { self.hp = 200; } self.hpText.setText('Player: ' + self.hp); // Create and display heal amount text var healText = new Text2('+' + cell.damage, { size: 150, fill: 0x00FF00 // Green color for heal }); healText.anchor.set(0.5, 0.5); healText.x = self.hpText.x + 250; healText.y = self.hpText.y; // Position it directly over the player's HP text LK.gui.top.addChild(healText); // Tween animation for heal text tween(healText, { alpha: 0, y: healText.y - 50 // Move slightly up during fade out }, { duration: 1000, // 1 second duration easing: tween.easeOut, onFinish: function onFinish() { healText.destroy(); } }); } else { var projectile = projectilePool.getProjectile(); projectile.init(self.x, self.y, enemy.x, enemy.y, 10, cell.damage); if (!projectile.parent) { game.addChild(projectile); } } wheel.isSpinning = false; // Set isSpinning to false after the spin is complete // Deduct damage from player's HP after player stops var _deductHp = function deductHp() { if (cell.actionType !== 'heal') { var damage = Math.floor(Math.random() * (maxDamage - minDamage + 1)) + minDamage; self.hp -= damage; if (self.hp < 0) { self.hp = 0; } self.hpText.setText('Player: ' + self.hp); if (self.hp === 0) { LK.showGameOver(); } } }; _deductHp(); currentInterval = startingInterval; // Reset the interval to the starting interval } else { LK.setTimeout(_spinStep, currentInterval); // Schedule the next step } }; _spinStep(); // Start the spin }; }); // Projectile class to represent the projectiles shot by the cells var Projectile = Container.expand(function () { var self = Container.call(this); // Attach the 'projectile' asset to the Projectile var projectileGraphics = self.attachAsset('projectile', { anchorX: 0.5, anchorY: 0.5 }); // Initialize the Projectile's position and target self.init = function (startX, startY, targetX, targetY, speed, damage) { self.x = startX; self.y = startY; self.targetX = targetX; self.targetY = targetY; self.speed = speed * 3; // Increase the bullet speed self.damage = damage; self.active = true; // Mark projectile as active }; // Move the Projectile towards its target self.update = function () { if (!self.active) { return; } // Skip update if not active var dx = self.targetX - self.x; var dy = self.targetY - self.y; var dist = calculateDistance(self.x, self.y, self.targetX, self.targetY); if (dist < self.speed) { self.x = self.targetX; self.y = self.targetY; self.deactivate(); // Deactivate when reaching target } else { self.x += dx * self.speed / dist; self.y += dy * self.speed / dist; // Check and handle upgrade mode handleUpgradeMode(); if (self.intersects(enemy)) { // Deal damage to the enemy enemy.hp -= self.damage; // Display damage text on enemy var damageText = new Text2(self.damage.toString(), { size: 150, fill: 0xFF0000, stroke: 0x000000, strokeThickness: 10 }); damageText.stroke = 0x000000; damageText.strokeThickness = 10; damageText.anchor.set(0.5, 0.5); damageText.x = 0; damageText.y = -300; LK.gui.center.addChild(damageText); // Tween animation for appearance tween(damageText, { alpha: 1, y: enemy.y - 50 }, { duration: 800, easing: tween.easeOut }); // Tween animation for fade out tween(damageText, { alpha: 0, y: damageText.y - 100 // Move slightly up during fade out }, { duration: 800, easing: tween.easeIn, onFinish: function onFinish() { damageText.destroy(); } }); // Update the enemy's HP text if (enemy) { if (!enemy.hpText) { enemy.hpText = new Text2("", { size: 200, fill: 0xFFFFFF }); enemy.hpText.anchor.set(0.5, 0.5); enemy.hpText.y = -700; enemy.addChild(enemy.hpText); } if (enemy.hpText) { if (enemy.hpText) { enemy.hpText.setText("HP: " + enemy.hp); // Update the enemy's HP text } } } self.deactivate(); // Deactivate the projectile // Add shake animation to the enemy var shake = 20; var shakeSpeed = 15; var originalEnemyX = enemy.x; // Save the original position of the enemy var shakeInterval = LK.setInterval(function () { shake *= -1; enemy.x += shake; shakeSpeed--; if (shakeSpeed <= 0) { LK.clearInterval(shakeInterval); enemy.x = originalEnemyX; // Reset the enemy's position after the shake animation ends } }, shakeSpeed); // If enemy's HP reaches 0, destroy the enemy and play explosion animation if (enemy.hp <= 0) { wheel.isSpinning = false; // Pause the game enemy.destroy(); upgradeManager.enterUpgradeMode(); // Enter upgrade mode when enemy is defeated handleUpgradeMode(); // Handle game state during upgrade mode // Create a custom explosion animation if (enemy.assetType) { var explosion = self.attachAsset(enemy.assetType, { anchorX: 0.5, anchorY: 0.5 }); explosion.x = enemy.x; explosion.y = enemy.y; explosion.scaleX = 2; explosion.scaleY = 2; explosion.alpha = 0.5; game.addChild(explosion); var _fadeOut = function fadeOut() { explosion.alpha -= 0.05; if (explosion.alpha <= 0) { explosion.destroy(); } else { LK.setTimeout(_fadeOut, 50); } }; _fadeOut(); } // Create a new enemy enemy = createNewEnemy(); // Properly instantiated if (!enemy.hpText) { enemy.hpText = new Text2("", { size: 200, fill: 0xFFFFFF }); enemy.hpText.anchor.set(0.5, 0.5); enemy.hpText.y = -700; enemy.addChild(enemy.hpText); } enemy.hpText.setText("HP: " + enemy.hp); // Update the enemy's HP text game.addChild(enemy); } } } }; // Deactivate the projectile and return it to the pool self.deactivate = function () { self.active = false; self.x = -1000; // Move off-screen self.y = -1000; // Move off-screen }; }); // SpinningWheel class to handle spinning mechanics var SpinningWheel = Container.expand(function () { var self = Container.call(this); self.cells = []; self.isSpinning = false; // Initialize the wheel with cells self.init = function () { self.cells = [CELL_ACTIONS.DAMAGE_10, CELL_ACTIONS.DAMAGE_25, CELL_ACTIONS.DAMAGE_10, CELL_ACTIONS.DAMAGE_100, CELL_ACTIONS.DAMAGE_10, CELL_ACTIONS.DAMAGE_25, CELL_ACTIONS.DAMAGE_10, CELL_ACTIONS.HEAL_50]; for (var i = 0; i < self.cells.length; i++) { var cell = self.attachAsset('tile', { anchorX: 0.5, anchorY: 0.5, x: i * 250 // Increase space between cells }); self.addChild(cell); // Add text to each cell to display the damage value var damageText = new Text2(self.cells[i].damage.toString(), { size: 50, fill: 0xFFFFFF }); damageText.anchor.set(0.5, 0.5); cell.addChild(damageText); } }; // Spin the Player around the wheel self.spin = function (player) { if (!self.isSpinning) { self.isSpinning = true; player.spin(self); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // UpgradeManager class to manage game pause state var UpgradeManager = function UpgradeManager() { this.isUpgradeMode = false; this.enterUpgradeMode = function () { this.isUpgradeMode = true; // Additional logic for entering upgrade mode can be added here }; this.exitUpgradeMode = function () { this.isUpgradeMode = false; // Additional logic for exiting upgrade mode can be added here }; }; // ProjectilePool class to manage projectile instances // Helper function to calculate distance between two points // Cache enemy assets for reuse // ProjectilePool class to manage projectile instances var UpgradeManager = function UpgradeManager() { this.isUpgradeMode = false; this.enterUpgradeMode = function () { this.isUpgradeMode = true; // Additional logic for entering upgrade mode can be added here }; this.exitUpgradeMode = function () { this.isUpgradeMode = false; // Additional logic for exiting upgrade mode can be added here }; }; var CELL_ACTIONS = { DAMAGE_10: { damage: 10, actionType: 'damage' }, DAMAGE_25: { damage: 25, actionType: 'damage' }, DAMAGE_100: { damage: 100, actionType: 'damage' }, HEAL_50: { damage: 50, actionType: 'heal' } }; function calculateDistance(x1, y1, x2, y2) { return Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2)); } var cachedEnemyAssets = { enemy: LK.getAsset('enemy', {}), enemy_2: LK.getAsset('enemy_2', {}), enemy_3: LK.getAsset('enemy_3', {}) }; var ProjectilePool = function ProjectilePool() { this.pool = []; this.getProjectile = function () { for (var i = 0; i < this.pool.length; i++) { if (!this.pool[i].active) { return this.pool[i]; } } if (this.pool.length < this.maxPoolSize) { var newProjectile = new Projectile(); this.pool.push(newProjectile); return newProjectile; } return null; // Return null if pool is full }; this.releaseProjectile = function (projectile) { projectile.deactivate(); }; }; var projectilePool = new ProjectilePool(); projectilePool.maxPoolSize = 10; // Set maximum pool size // ProjectilePool class to manage projectile instances // Global timing variables // Initialize spinning wheel var ProjectilePool = function ProjectilePool() { this.pool = []; this.getProjectile = function () { for (var i = 0; i < this.pool.length; i++) { if (!this.pool[i].active) { return this.pool[i]; } } var newProjectile = new Projectile(); this.pool.push(newProjectile); return newProjectile; }; }; var startingInterval = 2; // Starting interval for the spin var multiplier = 1.3; // Multiplier for the interval increase var currentInterval = startingInterval; var startingMovingTiles = 11; // Starting moving tiles var maxTiles = 17; // Maximum number of tiles var minDamage = 10; // Minimum damage var maxDamage = 15; // Maximum damage var backgroundContainer = new BackgroundContainer(); game.addChild(backgroundContainer); var midgroundContainer = new MidgroundContainer(); game.addChild(midgroundContainer); var foregroundContainer = new ForegroundContainer(); game.addChild(foregroundContainer); var wheel = new SpinningWheel(); midgroundContainer.addChild(wheel); wheel.init(); wheel.x = 150; // Initial x position wheel.y = 2500; // Space cells horizontally game.addChild(wheel); // Initialize the Peon and add it to the game var peon = new Peon(); peon.init(wheel); game.addChild(peon); // Function to create a new enemy function createNewEnemy() { // Define available enemy types and their HP increments var enemyTypes = [{ asset: 'enemy', hpIncrement: 0 }, { asset: 'enemy_2', hpIncrement: -10 }, { asset: 'enemy_3', hpIncrement: 10 }]; // Select a random enemy type var randomIndex = Math.floor(Math.random() * enemyTypes.length); var selectedEnemy = enemyTypes[randomIndex]; // Instantiate the enemy with required parameters var newEnemy = new Enemy(selectedEnemy.asset, selectedEnemy.hpIncrement); game.addChild(newEnemy); return newEnemy; } // Initialize UpgradeManager var upgradeManager = new UpgradeManager(); var upgradeManager = new UpgradeManager(); // Initialize the first enemy var enemy = createNewEnemy(); // Function to handle game state during upgrade mode function handleUpgradeMode() { if (upgradeManager.isUpgradeMode) { // Logic to pause game elements wheel.isSpinning = false; // Manually pause game elements // Additional logic for upgrade mode can be added here } else { // Resume game elements if not in upgrade mode // Ensure wheel only resumes if it was paused due to enemy defeat if (enemy && enemy.hp > 0) { wheel.isSpinning = true; } } } // Add a text to display the player's HP // Add a down event to the game to spin the Peon when the screen is tapped game.down = function (x, y, obj) { if (!wheel.isSpinning) { wheel.spin(peon); } };
===================================================================
--- original.js
+++ change.js
@@ -344,8 +344,9 @@
}
}, shakeSpeed);
// If enemy's HP reaches 0, destroy the enemy and play explosion animation
if (enemy.hp <= 0) {
+ wheel.isSpinning = false; // Pause the game
enemy.destroy();
upgradeManager.enterUpgradeMode(); // Enter upgrade mode when enemy is defeated
handleUpgradeMode(); // Handle game state during upgrade mode
// Create a custom explosion animation
8-bit pixelated triangle pick. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Design a panel for a hyper-casual 2D video game, styled as a clean, white speech bubble. The panel has softly rounded corners and a slight cloud-like shape, with a small, rounded tail pointing downward or to the side. The design is pure and minimal, with no shadows or unnecessary details, ensuring a crisp, modern look. The edges are outlined with a subtle, light-gray stroke to enhance contrast while maintaining a soft and approachable aesthetic. Perfect for displaying text or damage stats in a playful yet functional manner.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Design a 2D UI element for a cute and lively text graphic that says 'GO.' The text should be bold and bubbly, with a soft, rounded font in a bright, cheerful green to indicate life and healing. The background features a large, semi-transparent green plus sign, subtly glowing and radiating a gentle, rejuvenating energy. The 'GO' text is prominently centered, with a slight 3D effect and playful highlights to make it pop, exuding a sense of positivity and vitality. The overall design is clean, minimal, and adorable, perfect for a hyper-casual mobile game.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
video game cute banana Pokémon with Matrix-like black glasses and a trench coat, oversized head occupying most of its body, standing on two tiny chubby feet at the bottom, tiny adorable creature with a cute angry expression, looking straight ahead, facing the camera directly. 2D flat vector illustration. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
video game cute divine grape bunch Pokémon with an angelic halo above its head and a harp beside it, oversized head occupying most of its body, standing on two tiny chubby feet at the bottom, tiny adorable creature with a cute angry expression, looking straight ahead, facing the camera directly. 2D flat vector illustration. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.