User prompt
add that in any every 2 multiple of wave like wave 2,4,... add that enemy ship not run only they present in rows and coloums
User prompt
suggest improvement
Code edit (2 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: bulletPool is not defined' in or related to this line: 'bulletPool.push(bullet); // Return it to the pool' Line Number: 845
User prompt
Please fix the bug: 'ReferenceError: returnBullet is not defined' in or related to this line: 'returnBullet(self); // Return bullet to the pool if it goes off-screen' Line Number: 596
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: powerUps is not defined' in or related to this line: 'for (var i = 0; i < powerUps.length; i++) {' Line Number: 788
User prompt
now add power up that increse fire rate appearn in boss fight and also increase boss health
User prompt
add sound for fire
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after each wave background change
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add background
Code edit (1 edits merged)
Please save this source code
User prompt
pls remove that if user clcik the rate increse
User prompt
increse boss health more
User prompt
now rate is increse so increse health of enimy ship
User prompt
more increse rate
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the bullets are comming very lately increse rate
User prompt
if user click the screen the game start and increse speed of fire
User prompt
add that player ship continuously fire
User prompt
why is boss automatically disappera and bullet of boss not seen when they shoot pls solve
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Please fix the bug: 'ReferenceError: bossGraphics is not defined' in or related to this line: 'if (bossGraphics.height && self.y > 2732 + bossGraphics.height / 2) {' Line Number: 192
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so solve
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Please fix the bug: 'TypeError: playerBullets[i].update is not a function' in or related to this line: 'playerBullets[i].update();' Line Number: 616
User prompt
the boss shooting bullet not seen and make different image for boss ship
User prompt
the boss is not shoot
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
/**** 
* Classes
****/ 
// Class for boss bullets with proper destruction
var BossBullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletGraphics = self.attachAsset('bossBullet', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	bulletGraphics.alpha = 0;
	tween(bulletGraphics, {
		alpha: 1
	}, {
		duration: 100
	});
	self.speed = 10;
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732 + bulletGraphics.height) {
			tween(bulletGraphics, {
				alpha: 0
			}, {
				duration: 200,
				onFinish: function onFinish() {
					self.destroy();
					var index = playerBullets.indexOf(self);
					if (index !== -1) {
						playerBullets.splice(index, 1);
					}
				}
			});
		}
	};
	return self;
});
// Class for enemy ships with enhanced animation and movement patterns
var EnemyShip = Container.expand(function () {
	var self = Container.call(this);
	var enemyGraphics = self.attachAsset('enemyShip', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Enhanced spawn animation: Spiral entry with rotation
	enemyGraphics.scale.set(0);
	enemyGraphics.alpha = 0;
	enemyGraphics.rotation = Math.PI * 2; // Start with a full rotation
	// Sequence of animations for more interesting entry
	tween(enemyGraphics, {
		alpha: 1,
		rotation: 0
	}, {
		duration: 800,
		easing: tween.easeOutQuad
	});
	tween(enemyGraphics.scale, {
		x: 1.2,
		y: 1.2
	}, {
		duration: 600,
		easing: tween.easeOutBack,
		onFinish: function onFinish() {
			tween(enemyGraphics.scale, {
				x: 1,
				y: 1
			}, {
				duration: 300,
				easing: tween.easeInOutQuad
			});
		}
	});
	self.speed = 3 + Math.random() * 2; // Slight variation in speed
	self.driftAmount = 3 + Math.random() * 2; // Enhanced side drift range with randomness
	self.driftSpeed = 50 + Math.random() * 30; // More variation in drift speed
	self.health = 3; // Increase health to 3 for basic enemies
	self.movementPattern = Math.floor(Math.random() * 3); // Random movement pattern (0, 1, or 2)
	self.startX = 0; // Will be set when enemy is added to stage
	self.startTime = LK.ticks; // Remember when enemy was created for time-based patterns
	self.hit = function () {
		self.health -= 1;
		if (self.health <= 0) {
			self.explode();
			return true; // Enemy destroyed
		}
		// Enhanced hit effect: Shake and flash
		var originalX = self.x;
		var shakeTimes = 0;
		var shakeInterval = LK.setInterval(function () {
			self.x = originalX + (Math.random() * 20 - 10);
			shakeTimes++;
			if (shakeTimes >= 5) {
				LK.clearInterval(shakeInterval);
				self.x = originalX;
			}
		}, 50);
		// Flash red then back to normal
		enemyGraphics.tint = 0xFF0000;
		tween(enemyGraphics, {
			alpha: 0.5
		}, {
			duration: 100,
			onFinish: function onFinish() {
				tween(enemyGraphics, {
					alpha: 1
				}, {
					duration: 100,
					onFinish: function onFinish() {
						enemyGraphics.tint = 0xFFFFFF; // Reset tint
					}
				});
			}
		});
		return false; // Enemy still alive
	};
	self.explode = function () {
		// Create explosion effect before destroying
		var explosion = new Container();
		var explosionGraphics = explosion.attachAsset('explosion', {
			anchorX: 0.5,
			anchorY: 0.5
		});
		explosion.x = self.x;
		explosion.y = self.y;
		explosionGraphics.scale.set(0.1);
		explosionGraphics.alpha = 0.8;
		game.addChild(explosion);
		// Animate explosion
		tween(explosionGraphics.scale, {
			x: 1.5,
			y: 1.5
		}, {
			duration: 500,
			easing: tween.easeOutQuad
		});
		tween(explosionGraphics, {
			alpha: 0
		}, {
			duration: 800,
			onFinish: function onFinish() {
				explosion.destroy();
			}
		});
		// Remove enemy
		self.destroy();
		enemyShips.splice(enemyShips.indexOf(self), 1);
		// Add score
		increaseScore(self.scoreValue || 1);
	};
	self.update = function () {
		var timeSinceSpawn = LK.ticks - self.startTime;
		// Apply different movement patterns based on enemy type
		switch (self.movementPattern) {
			case 0:
				// Standard vertical movement with sine wave drift
				self.y += self.speed;
				self.x = self.startX + Math.sin((LK.ticks - self.startTime) / self.driftSpeed) * self.driftAmount;
				break;
			case 1:
				// Zigzag pattern
				self.y += self.speed;
				self.x = self.startX + Math.sin(LK.ticks / (self.driftSpeed * 0.5)) * self.driftAmount * 10;
				// Rotate ship to match movement direction
				var angleOffset = Math.cos(LK.ticks / (self.driftSpeed * 0.5)) * 0.2;
				enemyGraphics.rotation = angleOffset;
				break;
			case 2:
				// Circular pattern
				self.y += self.speed * 0.7; // Slower vertical movement
				var circleRadius = 50 + Math.random() * 30;
				self.x = self.startX + Math.sin(timeSinceSpawn / (self.driftSpeed * 0.8)) * circleRadius;
				// Add slight rotation for visual effect
				enemyGraphics.rotation = Math.sin(timeSinceSpawn / 500) * 0.1;
				break;
		}
		// Destroy if off-screen with enhanced fade-out effect
		if (self.getChildAt(0).height && self.y > 2732 + self.getChildAt(0).height / 2) {
			tween(enemyGraphics, {
				alpha: 0,
				rotation: Math.PI // Rotate while fading out
			}, {
				duration: 500,
				easing: tween.quadraticIn,
				onFinish: function onFinish() {
					self.destroy();
					var index = enemyShips.indexOf(self);
					if (index !== -1) {
						enemyShips.splice(index, 1);
					}
				}
			});
		}
	};
	return self;
});
// Class for tougher enemy ships with enhanced boss behaviors
var BossEnemy = EnemyShip.expand(function () {
	var self = EnemyShip.call(this);
	self.getChildAt(0).destroy(); // Remove the default enemy ship graphic
	var bossGraphics = self.attachAsset('bossShip', {
		// Attach new boss ship graphic
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Make boss larger
	self.getChildAt(0).scale.set(0);
	// More impressive boss entrance
	tween(self.getChildAt(0).scale, {
		x: 1.8,
		y: 1.8
	}, {
		duration: 1200,
		easing: tween.easeOutElastic
	});
	// Make boss tougher
	self.health = 10; // Increased boss health for more challenge
	self.speed = 1.5;
	self.scoreValue = 5;
	// Override boss movement pattern
	self.movementPattern = 3; // Special boss pattern
	self.attackCooldown = 0;
	self.shoot = function () {
		var bullet = new BossBullet();
		var bulletGraphics = bullet.attachAsset('bossBullet', {
			anchorX: 0.5,
			anchorY: 0.5
		});
		bulletGraphics.alpha = 1;
		bullet.x = self.x;
		bullet.y = self.y + self.getChildAt(0).height / 2;
		bullet.speed = 10; // Boss bullets move downwards
		game.addChild(bullet);
		bossBullets.push(bullet);
	};
	// Override update method for boss-specific behavior
	var parentUpdate = self.update;
	self.update = function () {
		// Special boss movement: hover at the top area and move side to side
		if (self.y < 400) {
			self.y += self.speed;
		} else {
			// Wide side-to-side movement
			self.x = 2048 / 2 + Math.sin(LK.ticks / 100) * 800;
			// Periodically perform special attack (rotate)
			self.attackCooldown--;
			if (self.attackCooldown <= 0) {
				// Start a spin attack
				tween(self.getChildAt(0), {
					rotation: self.getChildAt(0).rotation + Math.PI * 2
				}, {
					duration: 1000,
					easing: tween.easeInOutQuad
				});
				// Reset cooldown
				self.attackCooldown = 300;
				self.shoot(); // Boss shoots when attack cooldown is reset
			}
		}
	};
	// Override hit method for boss-specific effect
	var parentHit = self.hit;
	self.hit = function () {
		// Flash the boss with a different color on each hit
		var hitColors = [0xFF0000, 0x00FF00, 0x0000FF, 0xFFFF00, 0xFF00FF];
		var colorIndex = 5 - self.health;
		self.getChildAt(0).tint = hitColors[colorIndex];
		// Flash the screen slightly
		var flashOverlay = new Container();
		var flashGraphics = flashOverlay.attachAsset('flash', {
			anchorX: 0.5,
			anchorY: 0.5
		});
		flashOverlay.x = 2048 / 2;
		flashOverlay.y = 2732 / 2;
		game.addChild(flashOverlay);
		// Remove the flash overlay
		LK.setTimeout(function () {
			game.removeChild(flashOverlay);
			flashOverlay.destroy();
		}, 100);
		return parentHit.call(self);
	};
	return self;
});
// Class for player bullets with proper destruction
var PlayerBullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletGraphics = self.attachAsset('playerBullet', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Enhanced bullet appearance
	bulletGraphics.alpha = 0;
	tween(bulletGraphics, {
		alpha: 1
	}, {
		duration: 100
	});
	self.speed = -15;
	self.update = function () {
		self.y += self.speed;
		// Add slight wobble to bullets
		self.x += Math.sin(LK.ticks / 10) * 0.5;
		if (self.y < -bulletGraphics.height) {
			// Fade out bullets that miss
			tween(bulletGraphics, {
				alpha: 0
			}, {
				duration: 200,
				onFinish: function onFinish() {
					self.destroy();
					var index = playerBullets.indexOf(self);
					if (index !== -1) {
						playerBullets.splice(index, 1);
					}
				}
			});
		}
	};
	return self;
});
// Class for the player's ship with enhanced movement and effects
var PlayerShip = Container.expand(function () {
	var self = Container.call(this);
	var shipGraphics = self.attachAsset('playerShip', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 10;
	self.canShoot = true; // Prevents spam shooting
	self.shootCooldown = 150; // Reduced cooldown for faster shooting
	self.lives = 3; // Player starts with 3 lives
	self.invulnerable = false; // Invulnerability after being hit
	self.targetX = null; // Target X position for smooth movement
	self.targetY = null; // Target Y position for smooth movement
	// Player ship entrance animation
	shipGraphics.alpha = 0;
	shipGraphics.y = 100;
	tween(shipGraphics, {
		alpha: 1,
		y: 0
	}, {
		duration: 1000,
		easing: tween.easeOutQuad
	});
	self.shoot = function () {
		if (self.canShoot) {
			var bullet = new PlayerBullet();
			bullet.x = self.x;
			bullet.y = self.y - shipGraphics.height / 2;
			game.addChild(bullet);
			playerBullets.push(bullet);
			// Add muzzle flash effect
			var flash = new Container();
			var flashGraphics = flash.attachAsset('flash', {
				anchorX: 0.5,
				anchorY: 0.5
			});
			flash.x = self.x;
			flash.y = self.y - shipGraphics.height / 2;
			game.addChild(flash);
			// Animate and remove flash
			tween(flash.scale, {
				x: 0,
				y: 0
			}, {
				duration: 200,
				onFinish: function onFinish() {
					flash.destroy();
				}
			});
			// Add slight recoil effect
			tween(shipGraphics, {
				y: 5
			}, {
				duration: 50,
				onFinish: function onFinish() {
					tween(shipGraphics, {
						y: 0
					}, {
						duration: 100
					});
				}
			});
			self.canShoot = false;
			LK.setTimeout(function () {
				self.canShoot = true;
			}, self.shootCooldown);
		}
	};
	self.hit = function () {
		if (self.invulnerable) {
			return;
		}
		self.lives--;
		updateLivesDisplay();
		if (self.lives <= 0) {
			// Add dramatic death animation
			var explosions = 5;
			var explodeInterval = LK.setInterval(function () {
				var explosion = new Container();
				var explosionGraphics = explosion.attachAsset('explosion', {
					anchorX: 0.5,
					anchorY: 0.5
				});
				explosion.x = self.x + (Math.random() * 100 - 50);
				explosion.y = self.y + (Math.random() * 100 - 50);
				explosionGraphics.scale.set(0.1);
				explosionGraphics.alpha = 0.8;
				game.addChild(explosion);
				tween(explosionGraphics.scale, {
					x: 1,
					y: 1
				}, {
					duration: 500
				});
				tween(explosionGraphics, {
					alpha: 0
				}, {
					duration: 800,
					onFinish: function onFinish() {
						explosion.destroy();
					}
				});
				explosions--;
				if (explosions <= 0) {
					LK.clearInterval(explodeInterval);
					self.visible = false;
					LK.showGameOver();
				}
			}, 150);
			return;
		}
		// Make player invulnerable temporarily
		self.invulnerable = true;
		// Enhanced hit effect with shake
		var originalX = self.x;
		var shakeAmount = 15;
		var shakeTimes = 0;
		var shakeInterval = LK.setInterval(function () {
			self.x = originalX + (Math.random() * shakeAmount - shakeAmount / 2);
			shakeAmount *= 0.9;
			shakeTimes++;
			if (shakeTimes >= 10) {
				LK.clearInterval(shakeInterval);
				self.x = originalX;
			}
		}, 50);
		// Flash effect
		var flashCount = 0;
		var flashInterval = LK.setInterval(function () {
			shipGraphics.alpha = shipGraphics.alpha === 1 ? 0.3 : 1;
			flashCount++;
			if (flashCount >= 10) {
				LK.clearInterval(flashInterval);
				shipGraphics.alpha = 1;
				self.invulnerable = false;
			}
		}, 150);
	};
	// Move player ship to target position with smooth animation
	self.moveToPosition = function (x, y) {
		self.targetX = x;
		self.targetY = y;
	};
	self.update = function () {
		// Smooth movement toward target position
		if (self.targetX !== null && self.targetY !== null) {
			var dx = self.targetX - self.x;
			var dy = self.targetY - self.y;
			// Only move if the distance is significant
			if (Math.abs(dx) > 1 || Math.abs(dy) > 1) {
				self.x += dx * 0.1;
				self.y += dy * 0.1;
				// Slight tilt effect based on horizontal movement
				var tiltAmount = -dx * 0.0005;
				tiltAmount = Math.max(-0.2, Math.min(0.2, tiltAmount));
				shipGraphics.rotation = tiltAmount;
			} else {
				// Reached target, reset rotation
				shipGraphics.rotation = 0;
			}
		}
		// Check for collisions with enemies if not invulnerable
		if (!self.invulnerable) {
			for (var i = 0; i < enemyShips.length; i++) {
				if (self.intersects(enemyShips[i])) {
					self.hit();
					enemyShips[i].explode();
					break;
				}
			}
		}
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000
});
/**** 
* Game Code
****/ 
/**** 
* Game Variables
****/ 
var playerBullets = [];
var bossBullets = [];
var enemyShips = [];
var player = game.addChild(new PlayerShip());
player.x = 2048 / 2;
player.y = 2732 - 200;
// Score Display
var scoreText = new Text2('0', {
	size: 150,
	fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
scoreText.x = 2048 / 2;
scoreText.y = 50;
LK.gui.top.addChild(scoreText);
// Lives Display
var livesText = new Text2('Lives: 3', {
	size: 100,
	fill: 0xFFFFFF
});
livesText.anchor.set(0, 0);
livesText.x = 50;
livesText.y = 50;
LK.gui.top.addChild(livesText);
// Wave Display
var waveText = new Text2('Wave: 1', {
	size: 100,
	fill: 0xFFFFFF
});
waveText.anchor.set(1, 0);
waveText.x = 2048 - 50;
waveText.y = 50;
LK.gui.top.addChild(waveText);
// Wave Variables
var waveNumber = 1;
var enemiesPerWave = 5;
var enemiesSpawned = 0;
var waveInProgress = true;
var waveCooldown = false;
// Helper Functions
function updateLivesDisplay() {
	livesText.setText('Lives: ' + player.lives);
}
function increaseScore(amount) {
	LK.setScore(LK.getScore() + amount);
	scoreText.setText(LK.getScore());
}
function updateWaveDisplay() {
	waveText.setText('Wave: ' + waveNumber);
}
// Function to spawn enemies in waves with enhanced patterns
function spawnEnemy() {
	if (!waveInProgress || waveCooldown) {
		return;
	}
	if (enemiesSpawned < enemiesPerWave) {
		var enemy;
		// Every 3 waves, add a boss
		if (waveNumber > 0 && waveNumber % 3 === 0 && enemiesSpawned === enemiesPerWave - 1) {
			enemy = new BossEnemy();
			enemy.x = 2048 / 2; // Boss appears in center
		} else {
			enemy = new EnemyShip();
			enemy.x = 200 + Math.random() * (2048 - 400); // Random position, avoiding edges
		}
		enemy.startX = enemy.x; // Store starting X for movement patterns
		enemy.y = -100;
		game.addChild(enemy);
		enemyShips.push(enemy);
		enemiesSpawned++;
		if (enemiesSpawned >= enemiesPerWave) {
			waveInProgress = false;
		}
	}
}
function startNextWave() {
	waveNumber++;
	updateWaveDisplay();
	enemiesPerWave += 2; // Increase difficulty each wave
	enemiesSpawned = 0;
	waveInProgress = true;
	// Enhanced wave announcement with scaling and color
	var newWaveText = new Text2('WAVE ' + waveNumber, {
		size: 250,
		fill: 0x00FFFF
	});
	newWaveText.anchor.set(0.5, 0.5);
	newWaveText.x = 2048 / 2;
	newWaveText.y = 2732 / 2;
	newWaveText.scale.set(0.5);
	game.addChild(newWaveText);
	// Animate and remove wave text
	tween(newWaveText.scale, {
		x: 1.8,
		y: 1.8
	}, {
		duration: 800,
		easing: tween.easeOutElastic,
		onFinish: function onFinish() {
			tween(newWaveText, {
				alpha: 0,
				y: newWaveText.y - 100
			}, {
				duration: 500,
				easing: tween.easeInQuad,
				onFinish: function onFinish() {
					newWaveText.destroy();
				}
			});
		}
	});
}
// Game update loop
game.update = function () {
	// Update player
	player.update();
	// Update player bullets
	for (var i = playerBullets.length - 1; i >= 0; i--) {
		if (playerBullets[i]) {
			playerBullets[i].update();
		}
	}
	// Update boss bullets
	for (var i = bossBullets.length - 1; i >= 0; i--) {
		if (bossBullets[i]) {
			bossBullets[i].update();
		}
	}
	for (var j = enemyShips.length - 1; j >= 0; j--) {
		if (enemyShips[j]) {
			enemyShips[j].update();
		}
	}
	// Check for collisions between player bullets and enemy ships
	for (var k = playerBullets.length - 1; k >= 0; k--) {
		if (!playerBullets[k]) {
			continue;
		}
		for (var l = enemyShips.length - 1; l >= 0; l--) {
			if (!enemyShips[l]) {
				continue;
			}
			if (playerBullets[k] && enemyShips[l] && playerBullets[k].intersects(enemyShips[l])) {
				// Enemy hit by bullet
				var destroyed = enemyShips[l].hit();
				// Remove bullet
				playerBullets[k].destroy();
				playerBullets.splice(k, 1);
				break;
			}
		}
	}
	// Spawn enemies periodically
	if (LK.ticks % 60 === 0) {
		spawnEnemy();
	}
	// Check if wave is complete and start next wave
	if (!waveInProgress && enemyShips.length === 0 && !waveCooldown) {
		waveCooldown = true;
		LK.setTimeout(function () {
			startNextWave();
			waveCooldown = false;
		}, 2000);
	}
};
// Handle player movement - Update to allow free movement
game.move = function (x, y, obj) {
	// Set target position for smooth movement anywhere on screen
	player.moveToPosition(x, y);
};
// Handle shooting
game.down = function (x, y, obj) {
	player.shoot();
};
// Continuous shooting for the player ship
var shootingInterval = LK.setInterval(function () {
	player.shoot();
}, 150); // Match the reduced cooldown ===================================================================
--- original.js
+++ change.js
@@ -684,9 +684,8 @@
 };
 // Handle shooting
 game.down = function (x, y, obj) {
 	player.shoot();
-	player.shootCooldown = Math.max(30, player.shootCooldown - 70); // Further increase fire speed by reducing cooldown 
 };
 // Continuous shooting for the player ship
 var shootingInterval = LK.setInterval(function () {
 	player.shoot();
:quality(85)/https://cdn.frvr.ai/67c1e8ce4d61a071cc602933.png%3F3) 
 A 2D top-down view of a futuristic player spaceship with a streamlined silver and blue body, glowing thrusters, and dual laser cannons. The design is sleek and modern for a space shooter game. Single Game Texture. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67c1e9b44d61a071cc602960.png%3F3) 
 A 2D top-down view of an alien spaceship with a dark metallic body, glowing red energy cores, and sharp angular wings. The design is sleek and futuristic, suitable for a space shooter game.. Single Game Texture. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67c1ea5f4d61a071cc60297c.png%3F3) 
 A 2D top-down view of a futuristic energy bullet for a space shooter game. The bullet is a glowing blue plasma projectile with a sleek, elongated shape and a slight energy trail behind it. The design is simple, bright, and high-speed-looking, suitable for fast-paced shooting gameplay. Single Game Texture. In-Game asset. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67c2110be466273614e59a1b.png%3F3) 
 A 2D top-down view of a futuristic energy bullet for a space shooter game. The bullet is a glowing red plasma projectile elongated shape and a slight energy trail behind it. The design is simple, bright, and high-speed-looking, suitable for fast-paced shooting gameplay. Single Game Texture. In-Game asset. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67c21283e466273614e59a26.png%3F3) 
 A vibrant and dynamic 2D space background for a top-down space shooter game. The scene features a deep, dark space filled with glowing nebulae in shades of blue and purple, scattered distant stars, and swirling cosmic dust. A subtle parallax effect is suggested with faintly glowing planets and asteroids in the background. The atmosphere is slightly mysterious and futuristic, with soft light gradients to create depth. The overall tone is immersive but does not distract from gameplay, ensuring clear visibility of player and enemy ships.. Single Game Texture. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67c2140ee466273614e59a32.png%3F3) 
 A vibrant and dynamic 2D space background for a top-down space shooter game. The scene features a deep, dark space filled with glowing nebulae in shades of blue and purple, scattered distant stars, and swirling cosmic dust. A subtle parallax effect is suggested with faintly glowing planets and asteroids in the background. The atmosphere is slightly mysterious and futuristic, with soft light gradients to create depth. The overall tone is immersive but does not distract from gameplay, ensuring clear visibility of player and enemy ships.. Single Game Texture. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67c21526f783999b299ea7ad.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67c21754e466273614e59a52.png%3F3) 
 powerup boll. Single Game Texture. Blank background. High contrast. No shadows