/**** 
* Classes
****/ 
var Bullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletGraphics = self.attachAsset('bullet', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.originalWidth = bulletGraphics.width;
	self.originalHeight = bulletGraphics.height;
	self.speed = -15;
	self._move_migrated = function () {
		self.y += self.speed;
	};
});
var Carp = Container.expand(function () {
	var self = Container.call(this);
	var carpGraphics = self.attachAsset('carp', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 3;
	self._move_migrated = function () {
		self.y += self.speed * sausageSpeedMultiplier;
	};
});
var EndScreen = Container.expand(function () {
	var self = Container.call(this);
	var endScreenBackground = self.attachAsset('shape', {
		width: 2048,
		height: 2732,
		color: 0x000000,
		shape: 'box'
	});
	endScreenBackground.alpha = 0.8;
	var finalScoreTxt = new Text2('Final Score: ' + score.toString(), {
		size: 150,
		fill: '#ffffff',
		anchorX: 0.5,
		anchorY: 0.5
	});
	finalScoreTxt.x = 2048 / 2;
	finalScoreTxt.y = 2732 / 2 - 300;
	self.addChild(finalScoreTxt);
	var restartButton = new Text2('Start a New Game', {
		size: 100,
		fill: '#ffffff',
		anchorX: 0.5,
		anchorY: 0.5
	});
	restartButton.x = 2048 / 2;
	restartButton.y = 2732 / 2;
	restartButton.interactive = true;
	restartButton.buttonMode = true;
	restartButton.on('down', function () {
		LK.showGameOver();
	});
	self.addChild(restartButton);
});
var Explosion = Container.expand(function () {
	var self = Container.call(this);
	var explosionGraphics = self.attachAsset('explosion', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.scaleX = 0;
	self.scaleY = 0;
	self.animate = function () {
		if (self.scaleX < 1) {
			self.scaleX += 0.1;
			self.scaleY += 0.1;
		} else {
			self.destroy();
		}
	};
});
var GoldenSausage = Container.expand(function () {
	var self = Container.call(this);
	var goldenSausageGraphics = self.attachAsset('goldenSausage', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 3; // 1.5 times the base speed of 2
	self._move_migrated = function () {
		self.y += self.speed * sausageSpeedMultiplier;
	};
});
var Hero = Container.expand(function () {
	var self = Container.call(this);
	var heroGraphics = self.attachAsset('hero', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 70;
	self.doubleSpeedActive = false;
	self.doubleSpeedTimer = null;
	self.moveLeft = function () {
		self.x = Math.max(self.width / 2, self.x - self.speed);
	};
	self.moveRight = function () {
		self.x = Math.min(2048 - self.width / 2, self.x + self.speed);
	};
	self.shoot = function () {
		var bullets = [];
		var bullet = new Bullet();
		bullet.x = self.x;
		bullet.y = self.y - self.height / 2;
		game.addChild(bullet);
		bullets.push(bullet);
		return bullets;
	};
	self.changeAppearance = function () {};
});
var IceCube = Container.expand(function () {
	var self = Container.call(this);
	var iceCubeGraphics = self.attachAsset('iceCube', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 2;
	self._move_migrated = function () {
		self.y += self.speed * sausageSpeedMultiplier;
	};
});
var Onion = Container.expand(function () {
	var self = Container.call(this);
	var onionGraphics = self.attachAsset('onion', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 2;
	self._move_migrated = function () {
		self.y += self.speed * sausageSpeedMultiplier;
	};
});
var OnionExplosion = Container.expand(function () {
	var self = Container.call(this);
	var explosionGraphics = self.attachAsset('onionExplosion', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.scaleX = 0;
	self.scaleY = 0;
	self.animate = function () {
		if (self.scaleX < 1) {
			self.scaleX += 0.1;
			self.scaleY += 0.1;
		} else {
			self.destroy();
		}
	};
});
var Sausage = Container.expand(function () {
	var self = Container.call(this);
	var sausageGraphics = self.attachAsset('sausage', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 2;
	self._move_migrated = function () {
		self.y += self.speed * sausageSpeedMultiplier;
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x111111 // Slightly brighter black background
});
/**** 
* Game Code
****/ 
var sausageSpeedMultiplier = 1.0;
var freezeMovement = false;
// Initialize score
function createExplosion(x, y) {
	var explosion = new Explosion();
	explosion.x = x;
	explosion.y = y;
	game.addChild(explosion);
}
var score = 0;
var scoreMultiplier = 1.0;
var scoreTxt = new Text2(score.toString(), {
	size: 150,
	fill: 0xFFFFFF,
	anchorX: 0.7,
	// Center align horizontally
	anchorY: 0.0 // Top align
});
LK.gui.top.addChild(scoreTxt);
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 150;
var bullets = [];
var sausages = [];
game.on('down', function (x, y, obj) {
	var touchPos = game.toLocal(obj.global);
	if (touchPos.x < hero.x) {
		hero.moveLeft();
	} else if (touchPos.x > hero.x) {
		hero.moveRight();
	}
	bullets = bullets.concat(hero.shoot());
});
LK.on('keydown', function (obj) {
	var event = obj.event;
	switch (event.keyCode) {
		case 37:
			// Left arrow key
			hero.moveLeft();
			break;
		case 39:
			// Right arrow key
			hero.moveRight();
			break;
	}
});
LK.on('tick', function () {
	// Move bullets
	for (var i = bullets.length - 1; i >= 0; i--) {
		bullets[i]._move_migrated();
		if (bullets[i].y < 0) {
			bullets[i].destroy();
			bullets.splice(i, 1);
		}
	}
	// Move sausages and handle Onion and Carp scoring
	for (var j = sausages.length - 1; j >= 0; j--) {
		if (!freezeMovement) {
			sausages[j]._move_migrated();
		}
		if (sausages[j].y > 2732) {
			if (sausages[j] instanceof Onion || sausages[j] instanceof Carp) {
				var pointsDeducted = 5 * scoreMultiplier;
				score -= Math.round(pointsDeducted);
			} else if (sausages[j] instanceof Sausage) {
				score -= 1;
			}
			if (score < 0) {
				var endScreen = new EndScreen();
				game.addChild(endScreen);
				LK.showGameOver();
			} else {
				LK.setScore(score);
				scoreTxt.setText(score.toString());
			}
			sausages[j].destroy();
			sausages.splice(j, 1);
		}
	}
	// Check for collisions between carps and hero
	for (var c = sausages.length - 1; c >= 0; c--) {
		if (sausages[c] && sausages[c] instanceof Carp && hero.intersects(sausages[c])) {
			createExplosion(sausages[c].x, sausages[c].y);
			// Update score when carps hit the hero
			score += Math.round(5 * scoreMultiplier);
			scoreTxt.setText(score.toString());
			sausages[c].destroy();
			sausages.splice(c, 1);
		}
	}
	// Check for collisions between sausages and hero
	for (var s = sausages.length - 1; s >= 0; s--) {
		if (sausages[s] && !(sausages[s] instanceof GoldenSausage) && hero.intersects(sausages[s])) {
			createExplosion(sausages[s].x, sausages[s].y);
			// Update score when sausages hit the hero
			score += 1;
			scoreTxt.setText(score.toString());
			sausages[s].destroy();
			sausages.splice(s, 1);
		}
	}
	// Check for collisions between bullets and sausages
	for (var b = bullets.length - 1; b >= 0; b--) {
		for (var s = sausages.length - 1; s >= 0; s--) {
			if (bullets[b] && sausages[s] && bullets[b].intersects(sausages[s])) {
				createExplosion(sausages[s].x, sausages[s].y);
				bullets[b].destroy();
				bullets.splice(b, 1);
				sausages[s].destroy();
				sausages.splice(s, 1);
				// Update score by 10 for golden sausage
				score += Math.round((sausages[s] instanceof Carp ? 5 : 1) * scoreMultiplier);
				scoreTxt.setText(score.toString());
				break;
			}
		}
	}
	// Animate explosions
	for (var e = game.children.length - 1; e >= 0; e--) {
		if (game.children[e] instanceof Explosion) {
			game.children[e].animate();
		}
	}
	sausageSpeedMultiplier += 0.0007; // Increment speed multiplier over time
	scoreMultiplier += 0.001; // Increment score multiplier over time
	// Spawn sausages and occasionally a golden sausage
	if (LK.ticks % 80 == 0) {
		// Reduced from 120 to 100 to increase spawn rate by 1.2 times
		var sausageType = Math.random() < 0.05 ? IceCube : Math.random() < 0.01 ? GoldenSausage : Math.random() < 0.02 ? Onion : Math.random() < 0.0333 ? Carp : Sausage;
		var newSausage = new sausageType();
		newSausage.x = Math.random() * (2048 - newSausage.width) + newSausage.width / 2;
		newSausage.y = -newSausage.height / 2;
		sausages.push(newSausage);
		game.addChild(newSausage);
	}
	// Check for collisions with IceCubes and stop all falling objects for 5 seconds
	for (var b = bullets.length - 1; b >= 0; b--) {
		for (var s = sausages.length - 1; s >= 0; s--) {
			if (bullets[b] && sausages[s] instanceof IceCube && bullets[b].intersects(sausages[s])) {
				createExplosion(sausages[s].x, sausages[s].y);
				bullets[b].destroy();
				bullets.splice(b, 1);
				sausages[s].destroy();
				sausages.splice(s, 1);
				// Update score by 5 for IceCube
				score += Math.round(5 * scoreMultiplier);
				scoreTxt.setText(score.toString());
				// Reduce the sausageSpeedMultiplier by 25%
				sausageSpeedMultiplier *= 0.75;
				break;
			}
		}
	}
	// Check for collisions with golden sausages
	for (var b = bullets.length - 1; b >= 0; b--) {
		for (var s = sausages.length - 1; s >= 0; s--) {
			if (bullets[b] && sausages[s] instanceof GoldenSausage && bullets[b].intersects(sausages[s])) {
				createExplosion(sausages[s].x, sausages[s].y);
				var goldenExplosion = new Explosion();
				goldenExplosion.x = sausages[s].x;
				goldenExplosion.y = sausages[s].y;
				game.addChild(goldenExplosion);
				bullets[b].destroy();
				bullets.splice(b, 1);
				sausages[s].destroy();
				sausages.splice(s, 1);
				// Update score by 25 for golden sausage
				score += Math.round(25 * scoreMultiplier);
				scoreMultiplier += 1; // Increase scoreMultiplier by 1
				scoreTxt.setText(score.toString());
				// Check if score is below zero and end game if true
				if (score < 0) {
					var endScreen = new EndScreen();
					game.addChild(endScreen);
				}
				break;
			}
		}
	}
});
// These following lines are an archive. Do not delete them. They keep track of the score in a manual way as I write it by hand.
// Best scores : 60126 by Break_Me / 12867 by Break_Me / 5500 by Bidoutoumou / 3712 by Break_ME /**** 
* Classes
****/ 
var Bullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletGraphics = self.attachAsset('bullet', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.originalWidth = bulletGraphics.width;
	self.originalHeight = bulletGraphics.height;
	self.speed = -15;
	self._move_migrated = function () {
		self.y += self.speed;
	};
});
var Carp = Container.expand(function () {
	var self = Container.call(this);
	var carpGraphics = self.attachAsset('carp', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 3;
	self._move_migrated = function () {
		self.y += self.speed * sausageSpeedMultiplier;
	};
});
var EndScreen = Container.expand(function () {
	var self = Container.call(this);
	var endScreenBackground = self.attachAsset('shape', {
		width: 2048,
		height: 2732,
		color: 0x000000,
		shape: 'box'
	});
	endScreenBackground.alpha = 0.8;
	var finalScoreTxt = new Text2('Final Score: ' + score.toString(), {
		size: 150,
		fill: '#ffffff',
		anchorX: 0.5,
		anchorY: 0.5
	});
	finalScoreTxt.x = 2048 / 2;
	finalScoreTxt.y = 2732 / 2 - 300;
	self.addChild(finalScoreTxt);
	var restartButton = new Text2('Start a New Game', {
		size: 100,
		fill: '#ffffff',
		anchorX: 0.5,
		anchorY: 0.5
	});
	restartButton.x = 2048 / 2;
	restartButton.y = 2732 / 2;
	restartButton.interactive = true;
	restartButton.buttonMode = true;
	restartButton.on('down', function () {
		LK.showGameOver();
	});
	self.addChild(restartButton);
});
var Explosion = Container.expand(function () {
	var self = Container.call(this);
	var explosionGraphics = self.attachAsset('explosion', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.scaleX = 0;
	self.scaleY = 0;
	self.animate = function () {
		if (self.scaleX < 1) {
			self.scaleX += 0.1;
			self.scaleY += 0.1;
		} else {
			self.destroy();
		}
	};
});
var GoldenSausage = Container.expand(function () {
	var self = Container.call(this);
	var goldenSausageGraphics = self.attachAsset('goldenSausage', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 3; // 1.5 times the base speed of 2
	self._move_migrated = function () {
		self.y += self.speed * sausageSpeedMultiplier;
	};
});
var Hero = Container.expand(function () {
	var self = Container.call(this);
	var heroGraphics = self.attachAsset('hero', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 70;
	self.doubleSpeedActive = false;
	self.doubleSpeedTimer = null;
	self.moveLeft = function () {
		self.x = Math.max(self.width / 2, self.x - self.speed);
	};
	self.moveRight = function () {
		self.x = Math.min(2048 - self.width / 2, self.x + self.speed);
	};
	self.shoot = function () {
		var bullets = [];
		var bullet = new Bullet();
		bullet.x = self.x;
		bullet.y = self.y - self.height / 2;
		game.addChild(bullet);
		bullets.push(bullet);
		return bullets;
	};
	self.changeAppearance = function () {};
});
var IceCube = Container.expand(function () {
	var self = Container.call(this);
	var iceCubeGraphics = self.attachAsset('iceCube', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 2;
	self._move_migrated = function () {
		self.y += self.speed * sausageSpeedMultiplier;
	};
});
var Onion = Container.expand(function () {
	var self = Container.call(this);
	var onionGraphics = self.attachAsset('onion', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 2;
	self._move_migrated = function () {
		self.y += self.speed * sausageSpeedMultiplier;
	};
});
var OnionExplosion = Container.expand(function () {
	var self = Container.call(this);
	var explosionGraphics = self.attachAsset('onionExplosion', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.scaleX = 0;
	self.scaleY = 0;
	self.animate = function () {
		if (self.scaleX < 1) {
			self.scaleX += 0.1;
			self.scaleY += 0.1;
		} else {
			self.destroy();
		}
	};
});
var Sausage = Container.expand(function () {
	var self = Container.call(this);
	var sausageGraphics = self.attachAsset('sausage', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 2;
	self._move_migrated = function () {
		self.y += self.speed * sausageSpeedMultiplier;
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x111111 // Slightly brighter black background
});
/**** 
* Game Code
****/ 
var sausageSpeedMultiplier = 1.0;
var freezeMovement = false;
// Initialize score
function createExplosion(x, y) {
	var explosion = new Explosion();
	explosion.x = x;
	explosion.y = y;
	game.addChild(explosion);
}
var score = 0;
var scoreMultiplier = 1.0;
var scoreTxt = new Text2(score.toString(), {
	size: 150,
	fill: 0xFFFFFF,
	anchorX: 0.7,
	// Center align horizontally
	anchorY: 0.0 // Top align
});
LK.gui.top.addChild(scoreTxt);
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 150;
var bullets = [];
var sausages = [];
game.on('down', function (x, y, obj) {
	var touchPos = game.toLocal(obj.global);
	if (touchPos.x < hero.x) {
		hero.moveLeft();
	} else if (touchPos.x > hero.x) {
		hero.moveRight();
	}
	bullets = bullets.concat(hero.shoot());
});
LK.on('keydown', function (obj) {
	var event = obj.event;
	switch (event.keyCode) {
		case 37:
			// Left arrow key
			hero.moveLeft();
			break;
		case 39:
			// Right arrow key
			hero.moveRight();
			break;
	}
});
LK.on('tick', function () {
	// Move bullets
	for (var i = bullets.length - 1; i >= 0; i--) {
		bullets[i]._move_migrated();
		if (bullets[i].y < 0) {
			bullets[i].destroy();
			bullets.splice(i, 1);
		}
	}
	// Move sausages and handle Onion and Carp scoring
	for (var j = sausages.length - 1; j >= 0; j--) {
		if (!freezeMovement) {
			sausages[j]._move_migrated();
		}
		if (sausages[j].y > 2732) {
			if (sausages[j] instanceof Onion || sausages[j] instanceof Carp) {
				var pointsDeducted = 5 * scoreMultiplier;
				score -= Math.round(pointsDeducted);
			} else if (sausages[j] instanceof Sausage) {
				score -= 1;
			}
			if (score < 0) {
				var endScreen = new EndScreen();
				game.addChild(endScreen);
				LK.showGameOver();
			} else {
				LK.setScore(score);
				scoreTxt.setText(score.toString());
			}
			sausages[j].destroy();
			sausages.splice(j, 1);
		}
	}
	// Check for collisions between carps and hero
	for (var c = sausages.length - 1; c >= 0; c--) {
		if (sausages[c] && sausages[c] instanceof Carp && hero.intersects(sausages[c])) {
			createExplosion(sausages[c].x, sausages[c].y);
			// Update score when carps hit the hero
			score += Math.round(5 * scoreMultiplier);
			scoreTxt.setText(score.toString());
			sausages[c].destroy();
			sausages.splice(c, 1);
		}
	}
	// Check for collisions between sausages and hero
	for (var s = sausages.length - 1; s >= 0; s--) {
		if (sausages[s] && !(sausages[s] instanceof GoldenSausage) && hero.intersects(sausages[s])) {
			createExplosion(sausages[s].x, sausages[s].y);
			// Update score when sausages hit the hero
			score += 1;
			scoreTxt.setText(score.toString());
			sausages[s].destroy();
			sausages.splice(s, 1);
		}
	}
	// Check for collisions between bullets and sausages
	for (var b = bullets.length - 1; b >= 0; b--) {
		for (var s = sausages.length - 1; s >= 0; s--) {
			if (bullets[b] && sausages[s] && bullets[b].intersects(sausages[s])) {
				createExplosion(sausages[s].x, sausages[s].y);
				bullets[b].destroy();
				bullets.splice(b, 1);
				sausages[s].destroy();
				sausages.splice(s, 1);
				// Update score by 10 for golden sausage
				score += Math.round((sausages[s] instanceof Carp ? 5 : 1) * scoreMultiplier);
				scoreTxt.setText(score.toString());
				break;
			}
		}
	}
	// Animate explosions
	for (var e = game.children.length - 1; e >= 0; e--) {
		if (game.children[e] instanceof Explosion) {
			game.children[e].animate();
		}
	}
	sausageSpeedMultiplier += 0.0007; // Increment speed multiplier over time
	scoreMultiplier += 0.001; // Increment score multiplier over time
	// Spawn sausages and occasionally a golden sausage
	if (LK.ticks % 80 == 0) {
		// Reduced from 120 to 100 to increase spawn rate by 1.2 times
		var sausageType = Math.random() < 0.05 ? IceCube : Math.random() < 0.01 ? GoldenSausage : Math.random() < 0.02 ? Onion : Math.random() < 0.0333 ? Carp : Sausage;
		var newSausage = new sausageType();
		newSausage.x = Math.random() * (2048 - newSausage.width) + newSausage.width / 2;
		newSausage.y = -newSausage.height / 2;
		sausages.push(newSausage);
		game.addChild(newSausage);
	}
	// Check for collisions with IceCubes and stop all falling objects for 5 seconds
	for (var b = bullets.length - 1; b >= 0; b--) {
		for (var s = sausages.length - 1; s >= 0; s--) {
			if (bullets[b] && sausages[s] instanceof IceCube && bullets[b].intersects(sausages[s])) {
				createExplosion(sausages[s].x, sausages[s].y);
				bullets[b].destroy();
				bullets.splice(b, 1);
				sausages[s].destroy();
				sausages.splice(s, 1);
				// Update score by 5 for IceCube
				score += Math.round(5 * scoreMultiplier);
				scoreTxt.setText(score.toString());
				// Reduce the sausageSpeedMultiplier by 25%
				sausageSpeedMultiplier *= 0.75;
				break;
			}
		}
	}
	// Check for collisions with golden sausages
	for (var b = bullets.length - 1; b >= 0; b--) {
		for (var s = sausages.length - 1; s >= 0; s--) {
			if (bullets[b] && sausages[s] instanceof GoldenSausage && bullets[b].intersects(sausages[s])) {
				createExplosion(sausages[s].x, sausages[s].y);
				var goldenExplosion = new Explosion();
				goldenExplosion.x = sausages[s].x;
				goldenExplosion.y = sausages[s].y;
				game.addChild(goldenExplosion);
				bullets[b].destroy();
				bullets.splice(b, 1);
				sausages[s].destroy();
				sausages.splice(s, 1);
				// Update score by 25 for golden sausage
				score += Math.round(25 * scoreMultiplier);
				scoreMultiplier += 1; // Increase scoreMultiplier by 1
				scoreTxt.setText(score.toString());
				// Check if score is below zero and end game if true
				if (score < 0) {
					var endScreen = new EndScreen();
					game.addChild(endScreen);
				}
				break;
			}
		}
	}
});
// These following lines are an archive. Do not delete them. They keep track of the score in a manual way as I write it by hand.
// Best scores : 60126 by Break_Me / 12867 by Break_Me / 5500 by Bidoutoumou / 3712 by Break_ME
:quality(85)/https://cdn.frvr.ai/65b20961e6f073eec3b26d09.png%3F3) 
 A crook sausage. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65b209b7e6f073eec3b26d14.png%3F3) 
 A heroic potato. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65b20a7de6f073eec3b26d23.png%3F3) 
 A background which represents a kitchen's ground. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65b20b1de6f073eec3b26d2e.png%3F3) 
 A bullet shaped potato. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65b20d04e6f073eec3b26d3f.png%3F3) 
 An exploding sausage. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65b210bee6f073eec3b26d52.png%3F3) 
 A gold sausage. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65b28b28495fc46ea62f3184.png%3F3) 
 An angry-looking onion. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65b39242dce66c05cdfaebaa.png%3F3) 
 An onion exploding like a bomb. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65b3a085dce66c05cdfaebdb.png%3F3) 
 A carp which looks dumb. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65b79289d671c97551796af5.png%3F3) 
 An ice cube. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.