User prompt
Move the comboText display below the score display on the screen. Maintain alignment and spacing.
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'comboText.x = scoreTxt.x; // Align x with scoreTxt (right edge)' Line Number: 133
User prompt
Move the comboText display below the score display on the screen. Maintain alignment and spacing.
User prompt
Update comboText to show "Combo! X", where X is the current comboCount. Automatically update this text whenever comboCount changes.
User prompt
Move comboText 30 pixels to the right from its current position by increasing its x coordinate.
User prompt
Ensure comboText is always visible when comboCount > 0. Set proper font, position at top-left of the screen, and add it to the game scene if not already added.
User prompt
Add basic combo counter: ✅ Create global variable comboCount = 0. ✅ When katanaSlash hits an enemy, increase comboCount by 1. ✅ When katanaSlash misses or player collides with enemyBike, reset comboCount to 0. ✅ Display comboCount as plain white text (font size 20) in the top-left corner of the screen. ✅ Only show comboCount if it is greater than 0.
User prompt
Please fix the bug: 'TypeError: LK.stopSoundChannel is not a function' in or related to this line: 'LK.stopSoundChannel(katanaChannel);' Line Number: 134
User prompt
Use unique sound channels or IDs to ensure only one katanaSlash sound plays at a time.
User prompt
Before playing the current katana sound, stop any currently playing katanaSlash sounds.
User prompt
Update playKatanaComboSound() so that only the sound at katanaComboIndex is played. Ensure it does not overlap with the previous sound by stopping or not playing other sounds.
User prompt
Please fix the bug: 'ReferenceError: katanaSounds is not defined' in or related to this line: 'if (Array.isArray(katanaSounds) && katanaSounds.length > 0) {' Line Number: 127
User prompt
Call 'playKatanaComboSound()' immediately after each katanaSlash hit is applied
User prompt
Create a function called 'playKatanaComboSound' that: - Plays the sound at index 'katanaComboIndex' from 'katanaSounds' - Then increments 'katanaComboIndex' - If 'katanaComboIndex' exceeds the array length, reset it to 0
User prompt
Add a global array named 'katanaSounds' containing: ["katanaslashsound", "katanaslash", "katanaslash1", "katanaslash2", "katanaslash3"]
User prompt
Add a global variable named 'katanaComboIndex' initialized to 0
User prompt
Add 'katanaslashsound' audio file to play every time a katanaSlash animation is triggered.
Code edit (1 edits merged)
Please save this source code
User prompt
Replace the katanaSlash beam with a katana sprite image positioned between the player and the enemyBike when the attack hits. Rotate and scale the katana image to match the angle and distance.
User prompt
Replace the temporary red rectangle attack effect with a glowing semi-transparent red beam that visually stretches from the player to the enemyBike when katanaSlash hits. Make it last for 200ms and auto-remove it. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Replace tween animation with a simple timeout: Show the red rectangle for 300ms, then remove it.
User prompt
Please fix the bug: 'TypeError: tween.create is not a function' in or related to this line: 'var fadeTween = tween.create(rect).to({' Line Number: 561
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'var fadeTween = tween.to(rect, {' Line Number: 561
User prompt
Please fix the bug: 'TypeError: tween.create is not a function' in or related to this line: 'var fadeTween = tween.create(rect).to({' Line Number: 560
User prompt
Please fix the bug: 'ReferenceError: tween is not defined' in or related to this line: 'var fadeTween = tween.create(rect).to({' Line Number: 554
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * 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; }); // 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 ****/ //Minimalistic tween library which should be used for animations over time, including tinting / colouring an object, scaling, rotating, or changing any game object property. // --- Combo Counter --- var comboCount = 0; var comboText = new Text2('', { size: 20, fill: "#fff", font: "Arial, Helvetica, sans-serif" }); comboText.anchor.set(1, 0); // Match scoreTxt anchor (right edge, top) // Position comboText below scoreTxt, right-aligned, with spacing comboText.visible = false; // comboText.x and comboText.y will be set after scoreTxt is defined // --- Katana Combo System --- var katanaComboIndex = 0; // --- Katana Combo Sound System --- var katanaSounds = ["katanaslashsound", "katanaslash", "katanaslash1", "katanaslash2", "katanaslash3"]; // Track the currently playing katana sound instance var currentKatanaSound = null; function playKatanaComboSound() { if (Array.isArray(katanaSounds) && katanaSounds.length > 0) { // Use a unique sound channel for katanaSlash sounds var katanaChannel = "katanaComboChannel"; // Stop any currently playing katana sound instance if (currentKatanaSound && typeof currentKatanaSound.stop === "function") { currentKatanaSound.stop(); } var soundId = katanaSounds[katanaComboIndex]; var sound = LK.getSound(soundId); if (sound && typeof sound.play === "function") { // Play the sound on the unique channel sound.play({ channel: katanaChannel }); currentKatanaSound = sound; } else { currentKatanaSound = null; } katanaComboIndex++; if (katanaComboIndex >= katanaSounds.length) { katanaComboIndex = 0; } } } // --- 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; } // Defensive: avoid accessing t[0] if t is undefined, not a string, or empty if (!t || typeof t !== "string" || t.length === 0) { return t; } if (t[0] !== "o") { 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 = []; } // --- 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); // Now that scoreTxt is defined, set comboText position and add to GUI if not already present comboText.x = scoreTxt.x; // Align x with scoreTxt (right edge) comboText.y = scoreTxt.y + scoreTxt.height + 10; // 10px below score display if (!comboText.parent) { LK.gui.topRight.addChild(comboText); } // (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 // --- KatanaSlash Melee System --- var katanaSlashCooldown = 0; // frames until next slash (120 frames = 2s at 60fps) var katanaSlashRadius = 200; // px radius for melee // --- 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--; // Reset combo on collision with enemyBike comboCount = 0; comboText.setText(""); // Clear text when combo resets comboText.visible = false; if (comboText.parent) { comboText.parent.removeChild(comboText); } // 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); } // --- 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); } // --- KatanaSlash Melee System --- // Instantly destroy any enemyBike within katanaSlashRadius of the player and show a glowing red beam effect var katanaHit = false; 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 <= katanaSlashRadius * katanaSlashRadius) { katanaHit = true; // Draw a katana sprite image between player and enemyBike var length = Math.sqrt(dx * dx + dy * dy); var angle = Math.atan2(dy, dx); // Play katana slash sound var katanaSlashSound = LK.getSound('katanaslashsound'); if (katanaSlashSound && typeof katanaSlashSound.play === "function") { katanaSlashSound.play(); } // Use a katana image asset (ensure it's initialized in Assets section) var katana = LK.getAsset('katana', { anchorX: 0, // start of blade at player anchorY: 0.5 }); katana.x = player.x + 30; katana.y = player.y - 20; katana.rotation = angle; // Scale katana to match the distance between player and enemyBike // Use katana's original width for scaling if (katana.width > 0) { katana.scaleX = length / katana.width; } else { katana.scaleX = 1; } katana.scaleY = 1.0; // keep blade thickness katana.alpha = 0.92; game.addChild(katana); // Remove katana after 200ms (function (k) { var timeoutId = LK.setTimeout(function () { if (k && typeof k.destroy === "function") { k.destroy(); } }, 200); })(katana); eb.destroy(); enemyBikes.splice(i, 1); comboCount++; comboText.setText("Combo! " + comboCount); if (comboCount > 0) { comboText.visible = true; // Update position and parent to be below scoreTxt, right-aligned comboText.anchor.set(1, 0); comboText.x = scoreTxt.x; comboText.y = scoreTxt.y + scoreTxt.height + 10; if (comboText.parent !== LK.gui.topRight) { if (comboText.parent) { comboText.parent.removeChild(comboText); } LK.gui.topRight.addChild(comboText); } } else { comboText.visible = false; } playKatanaComboSound(); } } // If katanaSlash missed (no enemy in range), reset combo if (!katanaHit && comboCount > 0) { comboCount = 0; comboText.setText(""); // Clear text when combo resets comboText.visible = false; if (comboText.parent) { comboText.parent.removeChild(comboText); } } // --- 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
@@ -112,14 +112,9 @@
});
comboText.anchor.set(1, 0); // Match scoreTxt anchor (right edge, top)
// Position comboText below scoreTxt, right-aligned, with spacing
comboText.visible = false;
-comboText.x = scoreTxt.x; // Align x with scoreTxt (right edge)
-comboText.y = scoreTxt.y + scoreTxt.height + 10; // 10px below score display
-// Only add to GUI if not already present
-if (!comboText.parent) {
- LK.gui.topRight.addChild(comboText);
-}
+// comboText.x and comboText.y will be set after scoreTxt is defined
// --- Katana Combo System ---
var katanaComboIndex = 0;
// --- Katana Combo Sound System ---
var katanaSounds = ["katanaslashsound", "katanaslash", "katanaslash1", "katanaslash2", "katanaslash3"];
@@ -387,8 +382,14 @@
// Anchor to the right edge, top (1, 0)
scoreTxt.anchor.set(1, 0);
// Add to top-right GUI overlay
LK.gui.topRight.addChild(scoreTxt);
+// Now that scoreTxt is defined, set comboText position and add to GUI if not already present
+comboText.x = scoreTxt.x; // Align x with scoreTxt (right edge)
+comboText.y = scoreTxt.y + scoreTxt.height + 10; // 10px below score display
+if (!comboText.parent) {
+ LK.gui.topRight.addChild(comboText);
+}
// (Punch button removed)
// Touch drag to steer
var dragActive = false;
var dragOffsetX = 0;
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