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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 365
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 365
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 365
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 365
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 365
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 365
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 365
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 365
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 365
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 365
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 365
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 361
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 361
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 361
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 361
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 361
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 358
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 358
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 355
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Complete the KatanaSlash logic in game.update: Every 2 seconds, check for enemyBikes within 100px of the player. Destroy them and show the KatanaSlash effect at the player's position.
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 352
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 347
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 347
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 347
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'return t;' Line Number: 347
/**** * Classes ****/ // EnemyBike class: faster enemy type var EnemyBike = Container.expand(function () { var self = Container.call(this); // Attach enemyBike asset (image, facing upward) var bike = self.attachAsset('enemyBike', { anchorX: 0.5, anchorY: 0.5 }); // Set vertical speed (will be set on spawn) self.speedY = 24; // Track lastY for event triggers self.lastY = self.y; self.update = function () { self.lastY = self.y; self.y += self.speedY; // EnemyBike moves straight down in its lane }; return self; }); // KatanaSlash class: 360-degree melee attack with visible circular slash animation var KatanaSlash = Container.expand(function () { var self = Container.call(this); // Visual: large transparent ellipse to represent slash area var slashRadius = 260; // covers close range around player var slashAsset = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5, width: slashRadius * 2, height: slashRadius * 2 }); slashAsset.alpha = 0.35; // semi-transparent // Tint to blueish for katana effect slashAsset.tint = 0x66ccff; // Add a visible circular outline for the slash animation var outline = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5, width: slashRadius * 2 + 24, height: slashRadius * 2 + 24 }); outline.alpha = 0.7; outline.tint = 0xffffff; outline.blendMode = "add"; // visually pop the outline if supported // Animate the outline: scale up and fade out outline.scaleX = 0.7; outline.scaleY = 0.7; // Track lifetime self.life = 0; self.maxLife = 18; // ~0.3s at 60fps // Only trigger hit once per enemy per slash if (typeof self.hitEnemies === "undefined" || !self.hitEnemies) self.hitEnemies = []; if (typeof self.maxLife === "undefined") self.maxLife = 18; self.update = function () { // Defensive: ensure hitEnemies and maxLife are always defined if (typeof self.hitEnemies === "undefined" || !self.hitEnemies) self.hitEnemies = []; if (typeof self.maxLife === "undefined") self.maxLife = 18; // Defensive: ensure hitEnemies and maxLife are always defined if (typeof self.hitEnemies === "undefined" || !self.hitEnemies) self.hitEnemies = []; if (typeof self.maxLife === "undefined") self.maxLife = 18; // Defensive: ensure hitEnemies and maxLife are always defined at the top of update if (typeof self.hitEnemies === "undefined" || !self.hitEnemies) self.hitEnemies = []; if (typeof self.maxLife === "undefined") self.maxLife = 18; // Defensive: ensure hitEnemies and maxLife are always defined at the top of update if (typeof self.hitEnemies === "undefined" || !self.hitEnemies) self.hitEnemies = []; if (typeof self.maxLife === "undefined") self.maxLife = 18; // Defensive: ensure hitEnemies and maxLife are always defined at the top of update (for every call, every frame) if (typeof self.hitEnemies === "undefined" || !self.hitEnemies) self.hitEnemies = []; if (typeof self.maxLife === "undefined") self.maxLife = 18; if (typeof self.hitEnemies === "undefined" || !self.hitEnemies) self.hitEnemies = []; if (typeof self.maxLife === "undefined") self.maxLife = 18; // Defensive: ensure hitEnemies and maxLife are always defined at the top of update (for every call, every frame) if (typeof self.hitEnemies === "undefined" || !self.hitEnemies) self.hitEnemies = []; if (typeof self.maxLife === "undefined") self.maxLife = 18; // Defensive: ensure hitEnemies and maxLife are always defined at the top of update (for every call, every frame) if (typeof self.hitEnemies === "undefined" || !self.hitEnemies) self.hitEnemies = []; if (typeof self.maxLife === "undefined" || isNaN(self.maxLife)) self.maxLife = 18; // Defensive: ensure hitEnemies and maxLife are always defined at the top of update (for every call, every frame) if (typeof self.hitEnemies === "undefined" || !self.hitEnemies) self.hitEnemies = []; if (typeof self.maxLife === "undefined" || isNaN(self.maxLife)) self.maxLife = 18; self.life++; // Fade out as it ends if (self.life > self.maxLife - 8) { slashAsset.alpha = 0.35 * ((self.maxLife - self.life) / 8); outline.alpha = 0.7 * ((self.maxLife - self.life) / 8); } else { outline.alpha = 0.7; } // Animate outline scale for a "slash" effect if (self.life <= 8) { var scale = 0.7 + 0.5 * (self.life / 8); outline.scaleX = scale; outline.scaleY = scale; } else { outline.scaleX = 1.2; outline.scaleY = 1.2; } // Hit enemies in range // Defensive: ensure enemyBikes is defined and is an array before iterating if (typeof enemyBikes !== "undefined" && enemyBikes && Array.isArray(enemyBikes)) { for (var i = enemyBikes.length - 1; i >= 0; i--) { var eb = enemyBikes[i]; if (self.hitEnemies.indexOf(eb) === -1 && self.intersects(eb)) { // Remove enemy on hit eb.destroy(); enemyBikes.splice(i, 1); self.hitEnemies.push(eb); score += 5; scoreTxt.setText(score); } } } // Hit obstacles in range if (typeof obstacles !== "undefined" && obstacles && Array.isArray(obstacles)) { for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; if (self.hitEnemies.indexOf(obs) === -1 && self.intersects(obs)) { obs.destroy(); obstacles.splice(i, 1); self.hitEnemies.push(obs); score += 2; scoreTxt.setText(score); } } } // Remove slash after duration if (_typeof(self) === "object" && self !== null && typeof self.maxLife !== "undefined" && typeof self.life !== "undefined" && !isNaN(self.maxLife) && !isNaN(self.life) && self.life > self.maxLife) { self.destroy(); } }; return self; }); // Motorcycle class: player-controlled bike var Motorcycle = Container.expand(function () { var self = Container.call(this); // Attach motorcycle asset (image, facing upward) var bike = self.attachAsset('motorcycle', { anchorX: 0.5, anchorY: 0.5 }); // Set initial speed and direction self.speedY = 18; // vertical speed (track scrolls down) self.laneSpeed = 0; // horizontal speed (player control) self.maxX = 2048 - bike.width / 2; self.minX = bike.width / 2; // Track lastX for event triggers self.lastX = self.x; // Update method: move forward, apply lane movement self.update = function () { self.lastX = self.x; self.x += self.laneSpeed; // Clamp to track bounds if (self.x < self.minX) self.x = self.minX; if (self.x > self.maxX) self.x = self.maxX; }; return self; }); // Obstacle class: static/dynamic hazards var Obstacle = Container.expand(function () { var self = Container.call(this); // Attach obstacle asset (box, red) var obs = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); // Set vertical speed (scrolls with track) self.speedY = 18; // Track lastY for event triggers self.lastY = self.y; self.update = function () { self.lastY = self.y; self.y += self.speedY; }; return self; }); // PowerUp class: collectible items var PowerUp = Container.expand(function () { var self = Container.call(this); // Attach powerup asset (ellipse, yellow) var pu = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.speedY = 18; self.lastY = self.y; self.update = function () { self.lastY = self.y; self.y += self.speedY; }; return self; }); /**** * Initialize Game ****/ // Motorcycle asset (blue box) // Obstacle asset (red box) // PowerUp asset (yellow ellipse) var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // --- Road Background --- // Motorcycle asset (blue box) // Obstacle asset (red box) // PowerUp asset (yellow ellipse) // --- Game State --- // Road background: gray // (punchProjectile logic removed) // Robust typeof helper for sandboxed environment (no Symbol polyfill issues) // Robust typeof helper for sandboxed environment (no Symbol polyfill issues) function _typeof9(o) { "@babel/helpers - typeof"; return _typeof9 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof9(o); } function _typeof8(o) { "@babel/helpers - typeof"; return _typeof8 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof8(o); } function _typeof7(o) { "@babel/helpers - typeof"; return _typeof7 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof7(o); } function _typeof6(o) { "@babel/helpers - typeof"; return _typeof6 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof6(o); } function _typeof5(o) { "@babel/helpers - typeof"; return _typeof5 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof5(o); } function _typeof4(o) { // Robust typeof helper for sandboxed environment (no Symbol polyfill issues) if (o === null) return "object"; var t = _typeof5(o); // Defensive: avoid TypeError if t is undefined or not a string if (typeof t === "undefined") return "undefined"; if (typeof t !== "string") return t; if (t.length === 0) return t; if (typeof t[0] === "undefined") return t; if (t !== "object") return t; // Defensive: avoid accessing properties of undefined or null // No Symbol checks, just return "object" for objects/arrays return t; } function _typeof3(o) { // Robust typeof helper for sandboxed environment (no Symbol polyfill issues) if (o === null) return "object"; var t = _typeof5(o); if (t !== "object") return t; // Array.isArray is always "object" in typeof return t; } function _typeof2(o) { // Only use native typeof, avoid Symbol checks for compatibility and sandbox errors // This is safe in all supported environments if (o === null) return "object"; var t = _typeof5(o); if (t !== "object") return t; return t; } function _typeof(o) { return _typeof2(o); } var roadCenterX = 2048 / 2; var roadBg1 = LK.getAsset('roadBg', { anchorX: 0.5, anchorY: 0, width: 1200, height: 2732, x: roadCenterX, y: 0 }); var roadBg2 = LK.getAsset('roadBg', { anchorX: 0.5, anchorY: 0, width: 1200, height: 2732, x: roadCenterX, y: -2732 }); // If the asset doesn't exist, create it as a gray box if (!roadBg1) { roadBg1 = LK.getAsset('roadBg', { anchorX: 0.5, anchorY: 0, width: 1200, height: 2732, x: roadCenterX, y: 0 }); roadBg2 = LK.getAsset('roadBg', { anchorX: 0.5, anchorY: 0, width: 1200, height: 2732, x: roadCenterX, y: -2732 }); } game.addChild(roadBg1); game.addChild(roadBg2); // Lane definitions for 3-lane road (centered, full width 2048) var laneCount = 3; var laneWidth = 400; var laneX = [2048 / 2 - laneWidth, // left lane center 2048 / 2, // center lane center 2048 / 2 + laneWidth // right lane center ]; // --- Lane Lines (dashed) --- var laneLineContainers = []; var laneLineCount = 2; // 2 lines between 3 lanes var dashHeight = 80; var dashGap = 80; var lineWidth = 16; var lineColor = 0xffffff; var roadTop = 0; var roadBottom = 2732; var dashesPerLine = Math.ceil((roadBottom - roadTop) / (dashHeight + dashGap)) + 2; for (var i = 0; i < laneLineCount; i++) { var lineContainer = new Container(); var x = (laneX[i] + laneX[i + 1]) / 2; for (var d = 0; d < dashesPerLine; d++) { // Use the laneDash asset for white dashes var dash = LK.getAsset('laneDash', { width: lineWidth, height: dashHeight, anchorX: 0.5, anchorY: 0 }); dash.x = x; dash.y = roadTop + d * (dashHeight + dashGap); lineContainer.addChild(dash); } laneLineContainers.push(lineContainer); game.addChild(lineContainer); } var player = new Motorcycle(); player.x = 2048 / 2; // Center horizontally player.y = 2732 - 220; // Place near bottom (220 is half the motorcycle height) game.addChild(player); // Defensive: always initialize arrays to avoid undefined/null errors if (typeof obstacles === "undefined" || !obstacles || !Array.isArray(obstacles)) { var obstacles = []; } else if (!Array.isArray(obstacles)) { obstacles = []; } if (typeof enemyBikes === "undefined" || !enemyBikes || !Array.isArray(enemyBikes)) { var enemyBikes = []; } else if (!Array.isArray(enemyBikes)) { enemyBikes = []; } if (typeof powerups === "undefined" || !powerups || !Array.isArray(powerups)) { var powerups = []; } else if (!Array.isArray(powerups)) { powerups = []; } // --- Katana Slash Timer --- var katanaSlashTimer = 0; var katanaSlashReady = false; // --- Score --- var score = 0; var distance = 0; // --- Health --- var playerHealth = 3; var maxPlayerHealth = 3; // Container for tire icons var healthIcons = new Container(); healthIcons.x = 110; healthIcons.y = 0; LK.gui.top.addChild(healthIcons); // Helper to update tire icons function updateHealthIcons() { // Remove all previous icons while (healthIcons.children.length > 0) { var c = healthIcons.children.pop(); if (c && typeof c.destroy === "function") c.destroy(); } // Add one tire icon per health for (var h = 0; h < playerHealth; h++) { var tire = LK.getAsset('tireIcon', { anchorX: 0, anchorY: 0, width: 90, height: 90 }); tire.x = h * 100; tire.y = 10; healthIcons.addChild(tire); } } updateHealthIcons(); // Score display var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); // Anchor to the right edge, top (1, 0) scoreTxt.anchor.set(1, 0); // Add to top-right GUI overlay LK.gui.topRight.addChild(scoreTxt); // (Punch button removed) // Touch drag to steer var dragActive = false; var dragOffsetX = 0; game.down = function (x, y, obj) { // (Punch logic on right half tap removed) // Only start drag if touch is near the player var dx = x - player.x; var dy = y - player.y; if (dx * dx + dy * dy < 300 * 300) { dragActive = true; dragOffsetX = player.x - x; } }; game.move = function (x, y, obj) { if (dragActive) { player.x = x + dragOffsetX; } }; game.up = function (x, y, obj) { dragActive = false; }; // --- Spawning logic --- var obstacleTimer = 0; var powerupTimer = 0; // --- Difficulty scaling --- var enemyBaseSpeed = 24; // initial EnemyBike speed var enemySpeed = enemyBaseSpeed; var enemyBaseSpawnInterval = 40; // initial spawn interval (frames) var enemySpawnInterval = enemyBaseSpawnInterval; var difficultyTimer = 0; // counts frames for difficulty increase var difficultyInterval = 600; // every 600 frames (~10s at 60fps), increase difficulty var enemySpeedIncrement = 2; // how much to increase speed each interval var enemySpawnDecrement = 4; // how much to decrease spawn interval each interval (minimum capped) var minEnemySpawnInterval = 12; // minimum allowed spawn interval // --- Main update loop --- game.update = function () { // Scroll road background downward to simulate forward motion roadBg1.y += player.speedY; roadBg2.y += player.speedY; // Loop backgrounds if (roadBg1.y >= 2732) { roadBg1.y = roadBg2.y - 2732; } if (roadBg2.y >= 2732) { roadBg2.y = roadBg1.y - 2732; } // Scroll and loop lane lines downward for (var i = 0; i < laneLineContainers.length; i++) { var lineContainer = laneLineContainers[i]; for (var j = 0; j < lineContainer.children.length; j++) { var dash = lineContainer.children[j]; dash.y += player.speedY; if (dash.y > 2732) { dash.y -= (dashHeight + dashGap) * lineContainer.children.length; // This ensures the dash loops back to the top } } } // Move player (handled in class) player.update(); // Scroll obstacles and powerups for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.update(); // Remove if off screen if (obs.lastY < 2732 && obs.y >= 2732 + 100) { obs.destroy(); obstacles.splice(i, 1); continue; } // Collision detection (trigger on first intersect) if (!obs.lastWasIntersecting && obs.intersects(player)) { LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } obs.lastWasIntersecting = obs.intersects(player); } // Handle enemyBikes for (var i = enemyBikes.length - 1; i >= 0; i--) { var eb = enemyBikes[i]; eb.update(); // Remove if off screen if (eb.lastY < 2732 && eb.y >= 2732 + 100) { eb.destroy(); enemyBikes.splice(i, 1); continue; } // Collision detection (trigger on first intersect) if (!eb.lastWasIntersecting && eb.intersects(player)) { LK.effects.flashScreen(0xff0000, 800); playerHealth--; // Update health icon display updateHealthIcons(); if (playerHealth <= 0) { LK.showGameOver(); return; } } eb.lastWasIntersecting = eb.intersects(player); // (auto-punch logic removed) } for (var i = powerups.length - 1; i >= 0; i--) { var pu = powerups[i]; pu.update(); // Remove if off screen if (pu.lastY < 2732 && pu.y >= 2732 + 100) { pu.destroy(); powerups.splice(i, 1); continue; } // Collect powerup if (!pu.lastWasIntersecting && pu.intersects(player)) { score += 10; scoreTxt.setText(score); pu.destroy(); powerups.splice(i, 1); continue; } pu.lastWasIntersecting = pu.intersects(player); } // --- Katana Slash Timer --- katanaSlashTimer++; if (katanaSlashTimer >= 120) { // 2 seconds at 60fps katanaSlashTimer = 0; katanaSlashReady = true; } if (katanaSlashReady) { // Trigger katanaSlash attack var slash = new KatanaSlash(); slash.x = player.x; slash.y = player.y; game.addChild(slash); // Destroy enemyBikes within 100px of player if (typeof enemyBikes !== "undefined" && enemyBikes && Array.isArray(enemyBikes)) { for (var i = enemyBikes.length - 1; i >= 0; i--) { var eb = enemyBikes[i]; var dx = eb.x - player.x; var dy = eb.y - player.y; if (dx * dx + dy * dy <= 100 * 100) { eb.destroy(); enemyBikes.splice(i, 1); } } } katanaSlashReady = false; } // --- Difficulty scaling --- difficultyTimer++; if (difficultyTimer >= difficultyInterval) { difficultyTimer = 0; // Increase enemy speed enemySpeed += enemySpeedIncrement; // Decrease spawn interval, but not below minimum enemySpawnInterval -= enemySpawnDecrement; if (enemySpawnInterval < minEnemySpawnInterval) enemySpawnInterval = minEnemySpawnInterval; } // --- Spawning --- obstacleTimer++; if (obstacleTimer > enemySpawnInterval) { obstacleTimer = 0; // Randomly decide to spawn an Obstacle or an EnemyBike (e.g. 70% car, 30% enemyBike) if (Math.random() < 0.3) { var laneIdx = Math.floor(Math.random() * laneCount); var eb = new EnemyBike(); eb.laneIdx = laneIdx; // Store lane index for reference eb.x = laneX[laneIdx]; eb.y = -100; eb.lastWasIntersecting = false; eb.speedY = enemySpeed; // Set current enemy speed game.addChild(eb); enemyBikes.push(eb); } else { var obs = new Obstacle(); // Place obstacle in a random lane var laneIdx = Math.floor(Math.random() * laneCount); obs.x = laneX[laneIdx]; obs.y = -100; obs.lastWasIntersecting = false; game.addChild(obs); obstacles.push(obs); } } powerupTimer++; if (powerupTimer > 120) { powerupTimer = 0; var pu = new PowerUp(); // Place powerup in a random lane var laneIdx = Math.floor(Math.random() * laneCount); pu.x = laneX[laneIdx]; pu.y = -100; pu.lastWasIntersecting = false; game.addChild(pu); powerups.push(pu); } // --- Distance/score --- distance += player.speedY; if (distance % 1000 < player.speedY) { score += 1; scoreTxt.setText(score); } // Win condition: reach distance if (distance > 20000) { LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
Create a 2D motorcycle sprite viewed from behind, positioned to ride on the road.. In-Game asset. 2d. High contrast. No shadows
Create a top-down 2D car sprite facing downward.. In-Game asset. 2d. High contrast. No shadows
Draw a 2D side-view katana with a sleek silver blade and a black-and-red hilt, in a flat cartoon style suitable for an action game. The sword should be horizontal with a transparent background. In-Game asset. 2d. High contrast. No shadows
Create a shiny golden coin (token) asset for a game. The coin should have a polished, reflective surface with subtle engravings or ridges around the edge. It should look 3D with soft highlights and shadows to give depth. The size should be suitable as a collectible power-up floating slightly above the ground. Style should be clean and vibrant, fitting a modern arcade or action game.. In-Game asset. 2d. High contrast. No shadows
Create a simple 2D animation of an enemy motorcycle falling sideways to the ground. The animation should have 5 frames showing the bike tilting and then lying flat. Use a cartoonish style matching a simple 2D game.. In-Game asset. 2d. High contrast. No shadows