/**** 
* Classes
****/ 
// Classe Bird
var Bird = Container.expand(function () {
	var self = Container.call(this);
	// Appel du constructeur de Container
	// Attache l'asset 'bird' avec les points d'ancrage au centre
	self.currentAsset = 'bird';
	self.birdGraphics1 = self.attachAsset(self.currentAsset, {
		anchorX: 0.5,
		anchorY: 0.5,
		visible: true
	});
	self.birdGraphics2 = self.attachAsset('bird2', {
		anchorX: 0.5,
		anchorY: 0.5,
		visible: false
	});
	self.toggleBirdAsset = function () {
		//self.detachChild(birdGraphics); // Remove the current bird asset
		//self.currentAsset = self.currentAsset === 'bird' ? 'bird2' : 'bird'; // Toggle between 'bird' and 'bird2'
		//birdGraphics = self.attachAsset(self.currentAsset, {
		//anchorX: 0.5,
		//anchorY: 0.5
		//});
		if (self.birdGraphics1.visible) {
			self.birdGraphics1.visible = false;
			self.birdGraphics2.visible = true;
		} else {
			self.birdGraphics1.visible = true;
			self.birdGraphics2.visible = false;
		}
	};
	LK.setInterval(self.toggleBirdAsset, 500); // Change asset every 500ms to animate the bird
	// Définit le mouvement de l'oiseau
	self.move = function () {
		self.x -= 10; // Increase bird movement speed to the left
		self.y += Math.sin(LK.ticks / 10) * 5; // Simule le vol de l'oiseau avec un mouvement sinusoïdal
	};
});
// Classe Explosion
var Explosion = Container.expand(function () {
	var self = Container.call(this);
	// Appel du constructeur de Container
	var frames = [];
	// Crée les frames de l'explosion
	for (var i = 0; i < 5; i++) {
		var frame = self.attachAsset('explosionFrame' + i, {
			anchorX: 0.5,
			anchorY: 0.5
		});
		frame.visible = false; // Cache la frame
		frames.push(frame); // Ajoute la frame au tableau
	}
	var currentFrame = 0;
	// Anime l'explosion
	self.animate = function () {
		if (currentFrame < frames.length) {
			frames[currentFrame].visible = false; // Cache la frame courante
			currentFrame++;
			if (currentFrame < frames.length) {
				frames[currentFrame].visible = true; // Affiche la nouvelle frame
			}
		} else {
			self.destroy(); // Détruit l'explosion une fois toutes les frames affichées
		}
	};
	LK.setInterval(self.animate, 100); // Définit l'intervalle d'animation
});
// Fish class
var Fish = Container.expand(function () {
	var self = Container.call(this);
	var fishGraphics = self.attachAsset('fish', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.move = function () {
		self.x -= 10; // Increase fish movement speed to the left
	};
});
// HappyCat class
var HappyCat = Container.expand(function () {
	var self = Container.call(this);
	var happycatGraphics = self.attachAsset('happycat', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.follow = function (target) {
		self.x = target.x + 30; // Adjust HappyCat to follow even more closely behind the player
		self.y = target.y;
	};
});
// Hoop class
var Hoop = Container.expand(function () {
	var self = Container.call(this);
	var hoopGraphics = self.attachAsset('hoop', {
		anchorX: 0.5,
		anchorY: 1.0
	});
	self.move = function () {
		self.x -= 10; // Increase hoop movement speed to the left
	};
});
// Obstacle class
var Obstacle = Container.expand(function () {
	var self = Container.call(this);
	var obstacleGraphics = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.move = function () {
		self.x -= 12; // Further decrease obstacle speed to the left
	};
});
// Assets are automatically created based on usage in the code.
// Player class
var Player = Container.expand(function () {
	var self = Container.call(this);
	var playerGraphics = self.attachAsset('player', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.velocityY = 0;
	self.isJumping = false;
	self.jump = function () {
		if (!self.isJumping) {
			self.velocityY = -45; // Further increase the jump height by increasing the initial upward velocity
			self.isJumping = true;
		}
	};
	self.update = function () {
		self.y += self.velocityY;
		self.velocityY += 2; // Set gravity effect on player to 2
		if (self.y > game.floorLevel - self.height / 2) {
			self.y = game.floorLevel - self.height / 2;
			self.isJumping = false;
		}
	};
});
// Spike class
var Spike = Container.expand(function () {
	var self = Container.call(this);
	var spikeGraphics = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.move = function () {
		self.x -= 15; // Increase spike speed to the left
	};
});
/**** 
* Initialize Game
****/ 
// Initialise le jeu
var game = new LK.Game({});
/**** 
* Game Code
****/ 
// Crée une nouvelle instance de jeu
// Initialize birds array
game.birds = [];
// Initialize bird and add it to the game
var bird = game.addChild(new Bird());
bird.x = 1024; // Center horizontally
bird.y = 1366; // Center vertically
game.birds.push(bird);
// Initialize birds array
// Fish initialization and addition to the game removed
// Display the background asset 'bg'
var background = LK.getAsset('bg', {
	anchorX: 0.0,
	// Top left anchor x-coordinate
	anchorY: 0.0,
	// Top left anchor y-coordinate
	x: 0,
	// Position x-coordinate
	y: 0 // Position y-coordinate
});
game.addChild(background);
var bgNight = LK.getAsset('bgNight', {
	anchorX: 0.0,
	anchorY: 0.0,
	x: 0,
	y: 0,
	visible: false
});
game.addChild(bgNight);
// Affiche le score actuel
// Initialise correctement et affiche le score au centre supérieur de l'écran
var scoreDisplay = new Text2(LK.getScore().toString(), {
	size: 100,
	fill: "#ffffff",
	// Couleur blanche pour une meilleure visibilité
	anchorX: 0.5,
	// Définit l'ancrage au centre du texte
	anchorY: 0,
	// Définit l'ancrage en haut du texte
	x: 2048 / 2,
	// Centre horizontalement en fonction de la largeur de résolution virtuelle
	y: 50 // Positionne en haut
});
LK.gui.top.addChild(scoreDisplay); // Ajoute l'affichage du score à l'interface utilisateur
// Add happycat to follow the player
var happycat = game.addChild(new Container());
happycat.attachAsset('happycat', {
	anchorX: 0.5,
	anchorY: 0.5
});
var nightDayTimer = LK.setInterval(function () {
	bgNight.visible = !bgNight.visible;
}, 10000);
LK.on('tick', function () {
	happycat.x = player.x; // HappyCat follows at the same x coordinate as the player
	happycat.y = player.y; // HappyCat follows at the same y coordinate as the player
	scoreDisplay.setText(LK.getScore().toString()); // Update the score display every tick with the current score
});
// Initialize ground asset
var ground1 = LK.getAsset('ground', {
	anchorX: 0.0,
	anchorY: 1.0,
	x: 0,
	y: 2732
});
game.addChild(ground1);
var ground2 = LK.getAsset('ground', {
	anchorX: 0.0,
	anchorY: 1.0,
	x: 2048,
	// Position the second ground asset immediately to the right of the first
	y: 2732
});
game.addChild(ground2);
// Set game floor level
game.floorLevel = 2732 - ground1.height;
// Initialize player
var player = game.addChild(new Player());
player.x = 300;
player.y = game.floorLevel;
// Initialize obstacles and hoops arrays
game.obstacles = [];
game.hoops = [];
// Touch event to make the player jump
game.on('down', function () {
	player.jump();
});
// Game tick event
LK.on('tick', function () {
	player.update();
	// Move and check obstacles
	for (var i = game.obstacles.length - 1; i >= 0; i--) {
		var obstacle = game.obstacles[i];
		obstacle.move();
		// Check collision with player and add explosion effect for obstacles
		if (player.intersects(obstacle)) {
			var explosion = new Explosion();
			explosion.x = player.x;
			explosion.y = player.y;
			game.addChild(explosion);
			// Hide HappyCat and player when touching a spike
			happycat.visible = false;
			player.visible = false;
			// Wait one second after explosion before setting game over
			LK.setTimeout(function () {
				LK.showGameOver();
			}, 1000);
		}
		// Remove off-screen obstacles
		if (obstacle.x < -100) {
			obstacle.destroy();
			game.obstacles.splice(i, 1);
		}
	}
	// Move bird instances and handle bird collision separately
	for (var i = game.birds.length - 1; i >= 0; i--) {
		var bird = game.birds[i];
		bird.move();
		// Check collision with player and add explosion effect for birds
		if (player.intersects(bird)) {
			var explosion = new Explosion();
			explosion.x = bird.x;
			explosion.y = bird.y;
			game.addChild(explosion);
			// Hide player when touching a bird, similar to touching a hoop
			player.visible = false;
			LK.setTimeout(function () {
				player.visible = true;
			}, 1000); // Make player visible again after 1 second
			bird.destroy();
			game.birds.splice(i, 1);
			// Add 1 to score when cat touches a bird
			LK.setScore(LK.getScore() + 1);
		}
		// Remove off-screen birds
		if (bird.x < -500) {
			// Considering bird width
			bird.destroy();
			game.birds.splice(i, 1);
		}
	}
	// Add spikes at random intervals
	if (LK.ticks % 120 == 0) {
		// Random interval between 1 to 2 seconds
		var newSpike = new Spike();
		newSpike.x = 2048; // Start from the right edge
		newSpike.y = game.floorLevel - newSpike.height / 2;
		game.addChild(newSpike);
		game.obstacles.push(newSpike);
	}
	// Fish movement and off-screen removal logic removed
	// Move and check hoops
	for (var j = game.hoops.length - 1; j >= 0; j--) {
		var hoop = game.hoops[j];
		hoop.move();
		// Check collision with player and increase score
		if (hoop && player.intersects(hoop)) {
			LK.setScore(LK.getScore() + 1);
			// Hide player when touching a hoop
			player.visible = false; // Hide the player
			LK.setTimeout(function () {
				player.visible = true;
			}, 1000); // Make player visible again after 1 second
			hoop.destroy(); // Destroy the hoop to prevent multiple score increments from a single hoop
			game.hoops.splice(game.hoops.indexOf(hoop), 1);
		}
		// Fish collision detection and score increment logic removed
		// Remove off-screen hoops
		if (hoop.x < -200) {
			// Considering hoop width
			hoop.destroy();
			game.hoops.splice(j, 1);
		}
	}
	// Add new hoop
	if (LK.ticks % 360 == 0) {
		// Every 6 seconds, add a hoop
		var newHoop = new Hoop();
		newHoop.x = 2048; // Start from the right edge
		newHoop.y = game.floorLevel - 400; // Position the hoop higher above the floor
		game.addChild(newHoop);
		game.hoops.push(newHoop);
	}
	// Move bird instances
	for (var i = game.birds.length - 1; i >= 0; i--) {
		var bird = game.birds[i];
		bird.move();
		// Remove off-screen birds
		if (bird.x < -500) {
			// Considering bird width
			bird.destroy();
			game.birds.splice(i, 1);
		}
	}
	// Move ground assets to the left for a continuous ground effect
	ground1.x -= 7;
	ground2.x -= 7;
	// Reset position of ground assets to create a seamless loop
	if (ground1.x <= -2048) {
		ground1.x = 2048;
	}
	if (ground2.x <= -2048) {
		ground2.x = 2048;
	}
	// Add new bird
	if (LK.ticks % 150 == 0) {
		// Every 3 seconds, add a bird
		var newBird = new Bird();
		newBird.x = 2048; // Start from the right edge
		newBird.y = Math.random() * (2732 - 500); // Random height within the screen bounds
		game.addChild(newBird);
		game.birds.push(newBird);
	}
}); /**** 
* Classes
****/ 
// Classe Bird
var Bird = Container.expand(function () {
	var self = Container.call(this);
	// Appel du constructeur de Container
	// Attache l'asset 'bird' avec les points d'ancrage au centre
	self.currentAsset = 'bird';
	self.birdGraphics1 = self.attachAsset(self.currentAsset, {
		anchorX: 0.5,
		anchorY: 0.5,
		visible: true
	});
	self.birdGraphics2 = self.attachAsset('bird2', {
		anchorX: 0.5,
		anchorY: 0.5,
		visible: false
	});
	self.toggleBirdAsset = function () {
		//self.detachChild(birdGraphics); // Remove the current bird asset
		//self.currentAsset = self.currentAsset === 'bird' ? 'bird2' : 'bird'; // Toggle between 'bird' and 'bird2'
		//birdGraphics = self.attachAsset(self.currentAsset, {
		//anchorX: 0.5,
		//anchorY: 0.5
		//});
		if (self.birdGraphics1.visible) {
			self.birdGraphics1.visible = false;
			self.birdGraphics2.visible = true;
		} else {
			self.birdGraphics1.visible = true;
			self.birdGraphics2.visible = false;
		}
	};
	LK.setInterval(self.toggleBirdAsset, 500); // Change asset every 500ms to animate the bird
	// Définit le mouvement de l'oiseau
	self.move = function () {
		self.x -= 10; // Increase bird movement speed to the left
		self.y += Math.sin(LK.ticks / 10) * 5; // Simule le vol de l'oiseau avec un mouvement sinusoïdal
	};
});
// Classe Explosion
var Explosion = Container.expand(function () {
	var self = Container.call(this);
	// Appel du constructeur de Container
	var frames = [];
	// Crée les frames de l'explosion
	for (var i = 0; i < 5; i++) {
		var frame = self.attachAsset('explosionFrame' + i, {
			anchorX: 0.5,
			anchorY: 0.5
		});
		frame.visible = false; // Cache la frame
		frames.push(frame); // Ajoute la frame au tableau
	}
	var currentFrame = 0;
	// Anime l'explosion
	self.animate = function () {
		if (currentFrame < frames.length) {
			frames[currentFrame].visible = false; // Cache la frame courante
			currentFrame++;
			if (currentFrame < frames.length) {
				frames[currentFrame].visible = true; // Affiche la nouvelle frame
			}
		} else {
			self.destroy(); // Détruit l'explosion une fois toutes les frames affichées
		}
	};
	LK.setInterval(self.animate, 100); // Définit l'intervalle d'animation
});
// Fish class
var Fish = Container.expand(function () {
	var self = Container.call(this);
	var fishGraphics = self.attachAsset('fish', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.move = function () {
		self.x -= 10; // Increase fish movement speed to the left
	};
});
// HappyCat class
var HappyCat = Container.expand(function () {
	var self = Container.call(this);
	var happycatGraphics = self.attachAsset('happycat', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.follow = function (target) {
		self.x = target.x + 30; // Adjust HappyCat to follow even more closely behind the player
		self.y = target.y;
	};
});
// Hoop class
var Hoop = Container.expand(function () {
	var self = Container.call(this);
	var hoopGraphics = self.attachAsset('hoop', {
		anchorX: 0.5,
		anchorY: 1.0
	});
	self.move = function () {
		self.x -= 10; // Increase hoop movement speed to the left
	};
});
// Obstacle class
var Obstacle = Container.expand(function () {
	var self = Container.call(this);
	var obstacleGraphics = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.move = function () {
		self.x -= 12; // Further decrease obstacle speed to the left
	};
});
// Assets are automatically created based on usage in the code.
// Player class
var Player = Container.expand(function () {
	var self = Container.call(this);
	var playerGraphics = self.attachAsset('player', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.velocityY = 0;
	self.isJumping = false;
	self.jump = function () {
		if (!self.isJumping) {
			self.velocityY = -45; // Further increase the jump height by increasing the initial upward velocity
			self.isJumping = true;
		}
	};
	self.update = function () {
		self.y += self.velocityY;
		self.velocityY += 2; // Set gravity effect on player to 2
		if (self.y > game.floorLevel - self.height / 2) {
			self.y = game.floorLevel - self.height / 2;
			self.isJumping = false;
		}
	};
});
// Spike class
var Spike = Container.expand(function () {
	var self = Container.call(this);
	var spikeGraphics = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.move = function () {
		self.x -= 15; // Increase spike speed to the left
	};
});
/**** 
* Initialize Game
****/ 
// Initialise le jeu
var game = new LK.Game({});
/**** 
* Game Code
****/ 
// Crée une nouvelle instance de jeu
// Initialize birds array
game.birds = [];
// Initialize bird and add it to the game
var bird = game.addChild(new Bird());
bird.x = 1024; // Center horizontally
bird.y = 1366; // Center vertically
game.birds.push(bird);
// Initialize birds array
// Fish initialization and addition to the game removed
// Display the background asset 'bg'
var background = LK.getAsset('bg', {
	anchorX: 0.0,
	// Top left anchor x-coordinate
	anchorY: 0.0,
	// Top left anchor y-coordinate
	x: 0,
	// Position x-coordinate
	y: 0 // Position y-coordinate
});
game.addChild(background);
var bgNight = LK.getAsset('bgNight', {
	anchorX: 0.0,
	anchorY: 0.0,
	x: 0,
	y: 0,
	visible: false
});
game.addChild(bgNight);
// Affiche le score actuel
// Initialise correctement et affiche le score au centre supérieur de l'écran
var scoreDisplay = new Text2(LK.getScore().toString(), {
	size: 100,
	fill: "#ffffff",
	// Couleur blanche pour une meilleure visibilité
	anchorX: 0.5,
	// Définit l'ancrage au centre du texte
	anchorY: 0,
	// Définit l'ancrage en haut du texte
	x: 2048 / 2,
	// Centre horizontalement en fonction de la largeur de résolution virtuelle
	y: 50 // Positionne en haut
});
LK.gui.top.addChild(scoreDisplay); // Ajoute l'affichage du score à l'interface utilisateur
// Add happycat to follow the player
var happycat = game.addChild(new Container());
happycat.attachAsset('happycat', {
	anchorX: 0.5,
	anchorY: 0.5
});
var nightDayTimer = LK.setInterval(function () {
	bgNight.visible = !bgNight.visible;
}, 10000);
LK.on('tick', function () {
	happycat.x = player.x; // HappyCat follows at the same x coordinate as the player
	happycat.y = player.y; // HappyCat follows at the same y coordinate as the player
	scoreDisplay.setText(LK.getScore().toString()); // Update the score display every tick with the current score
});
// Initialize ground asset
var ground1 = LK.getAsset('ground', {
	anchorX: 0.0,
	anchorY: 1.0,
	x: 0,
	y: 2732
});
game.addChild(ground1);
var ground2 = LK.getAsset('ground', {
	anchorX: 0.0,
	anchorY: 1.0,
	x: 2048,
	// Position the second ground asset immediately to the right of the first
	y: 2732
});
game.addChild(ground2);
// Set game floor level
game.floorLevel = 2732 - ground1.height;
// Initialize player
var player = game.addChild(new Player());
player.x = 300;
player.y = game.floorLevel;
// Initialize obstacles and hoops arrays
game.obstacles = [];
game.hoops = [];
// Touch event to make the player jump
game.on('down', function () {
	player.jump();
});
// Game tick event
LK.on('tick', function () {
	player.update();
	// Move and check obstacles
	for (var i = game.obstacles.length - 1; i >= 0; i--) {
		var obstacle = game.obstacles[i];
		obstacle.move();
		// Check collision with player and add explosion effect for obstacles
		if (player.intersects(obstacle)) {
			var explosion = new Explosion();
			explosion.x = player.x;
			explosion.y = player.y;
			game.addChild(explosion);
			// Hide HappyCat and player when touching a spike
			happycat.visible = false;
			player.visible = false;
			// Wait one second after explosion before setting game over
			LK.setTimeout(function () {
				LK.showGameOver();
			}, 1000);
		}
		// Remove off-screen obstacles
		if (obstacle.x < -100) {
			obstacle.destroy();
			game.obstacles.splice(i, 1);
		}
	}
	// Move bird instances and handle bird collision separately
	for (var i = game.birds.length - 1; i >= 0; i--) {
		var bird = game.birds[i];
		bird.move();
		// Check collision with player and add explosion effect for birds
		if (player.intersects(bird)) {
			var explosion = new Explosion();
			explosion.x = bird.x;
			explosion.y = bird.y;
			game.addChild(explosion);
			// Hide player when touching a bird, similar to touching a hoop
			player.visible = false;
			LK.setTimeout(function () {
				player.visible = true;
			}, 1000); // Make player visible again after 1 second
			bird.destroy();
			game.birds.splice(i, 1);
			// Add 1 to score when cat touches a bird
			LK.setScore(LK.getScore() + 1);
		}
		// Remove off-screen birds
		if (bird.x < -500) {
			// Considering bird width
			bird.destroy();
			game.birds.splice(i, 1);
		}
	}
	// Add spikes at random intervals
	if (LK.ticks % 120 == 0) {
		// Random interval between 1 to 2 seconds
		var newSpike = new Spike();
		newSpike.x = 2048; // Start from the right edge
		newSpike.y = game.floorLevel - newSpike.height / 2;
		game.addChild(newSpike);
		game.obstacles.push(newSpike);
	}
	// Fish movement and off-screen removal logic removed
	// Move and check hoops
	for (var j = game.hoops.length - 1; j >= 0; j--) {
		var hoop = game.hoops[j];
		hoop.move();
		// Check collision with player and increase score
		if (hoop && player.intersects(hoop)) {
			LK.setScore(LK.getScore() + 1);
			// Hide player when touching a hoop
			player.visible = false; // Hide the player
			LK.setTimeout(function () {
				player.visible = true;
			}, 1000); // Make player visible again after 1 second
			hoop.destroy(); // Destroy the hoop to prevent multiple score increments from a single hoop
			game.hoops.splice(game.hoops.indexOf(hoop), 1);
		}
		// Fish collision detection and score increment logic removed
		// Remove off-screen hoops
		if (hoop.x < -200) {
			// Considering hoop width
			hoop.destroy();
			game.hoops.splice(j, 1);
		}
	}
	// Add new hoop
	if (LK.ticks % 360 == 0) {
		// Every 6 seconds, add a hoop
		var newHoop = new Hoop();
		newHoop.x = 2048; // Start from the right edge
		newHoop.y = game.floorLevel - 400; // Position the hoop higher above the floor
		game.addChild(newHoop);
		game.hoops.push(newHoop);
	}
	// Move bird instances
	for (var i = game.birds.length - 1; i >= 0; i--) {
		var bird = game.birds[i];
		bird.move();
		// Remove off-screen birds
		if (bird.x < -500) {
			// Considering bird width
			bird.destroy();
			game.birds.splice(i, 1);
		}
	}
	// Move ground assets to the left for a continuous ground effect
	ground1.x -= 7;
	ground2.x -= 7;
	// Reset position of ground assets to create a seamless loop
	if (ground1.x <= -2048) {
		ground1.x = 2048;
	}
	if (ground2.x <= -2048) {
		ground2.x = 2048;
	}
	// Add new bird
	if (LK.ticks % 150 == 0) {
		// Every 3 seconds, add a bird
		var newBird = new Bird();
		newBird.x = 2048; // Start from the right edge
		newBird.y = Math.random() * (2732 - 500); // Random height within the screen bounds
		game.addChild(newBird);
		game.birds.push(newBird);
	}
});
:quality(85)/https://cdn.frvr.ai/65e86484359720c92a016c4c.png%3F3) 
 explosion frame. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65e8650a359720c92a016c58.png%3F3) 
 explosion frame. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65eb4afa9b7637b9f8cba944.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/65ed8d8b9b7637b9f8cbac7a.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/65ed97819b7637b9f8cbac9d.png%3F3) 
 make the cat happy
:quality(85)/https://cdn.frvr.ai/65ed9b219b7637b9f8cbad42.png%3F3) 
 make his mouth pink
:quality(85)/https://cdn.frvr.ai/65f08fa8ac5d9eb31d9d6013.png%3F3) 
 delete grass
:quality(85)/https://cdn.frvr.ai/65f17577b3585d372fa87516.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/65f178ecb3585d372fa87533.png%3F3) 
 delete what is selected
:quality(85)/https://cdn.frvr.ai/65f5da8ecc69a147e4216000.png%3F3) 
 make clouds similar of color of the sky, i mean dark purple and don't make it too visible