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hide birds labels
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reapply it to bird1 also
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do not merge bird functions. reapply directional image swap logic to each bird class. fix bugs or syntax errors.
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remove all bird and laser collision code
Code edit (1 edits merged)
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Please fix the bug: 'ReferenceError: bird1 is not defined' in or related to this line: 'if (bird1.lastY <= 2732 && bird1.y > 2732) {' Line Number: 590
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Please fix the bug: 'ReferenceError: bird1 is not defined' in or related to this line: 'bird1.update();' Line Number: 588
Code edit (3 edits merged)
Please save this source code
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lasers are not hitting birds correctly. please fix and improve.
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keep working on image swap, its now swapping any images
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fix image swap for birds based on movement direction
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change the label text color to red
Code edit (1 edits merged)
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show a label above each bird showing which bird (bird1, bird2, bird3) and its childindex
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fix these issues : 1. **ScoreManager Class Duplication**: The `ScoreManager` class is defined twice in the code. Both definitions are identical, which is unnecessary and redundant. 2. **Cat Object Creation**: The `cat` object is created twice in the code. The first instance is created and positioned, and then later, another `cat` object is created and positioned again. This redundancy can lead to confusion or unintended behavior.
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Please fix the bug: 'The supplied index is out of bounds' in or related to this line: 'game.setChildIndex(tree, 6); // Set tree to be rendered after Bird1' Line Number: 542
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Please fix the bug: 'spawnBird1 is not defined' in or related to this line: 'spawnBird1();' Line Number: 370
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Define the spawnBird2 function
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Please fix the bug: 'spawnBird2 is not defined' in or related to this line: 'spawnBird2();' Line Number: 545
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Please fix the bug: 'The supplied index is out of bounds' in or related to this line: 'game.setChildIndex(tree, 6); // Set tree to be rendered after Bird1' Line Number: 542
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Please fix the bug: 'spawnBird1 is not defined' in or related to this line: 'spawnBird1();' Line Number: 370
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Please fix the bug: 'spawnBird2 is not defined' in or related to this line: 'spawnBird2();' Line Number: 561
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Please fix the bug: 'spawnBird2 is not defined' in or related to this line: 'spawnBird2();' Line Number: 561
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Please fix the bug: 'spawnBird2 is not defined' in or related to this line: 'spawnBird2();' Line Number: 561
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Please fix the bug: 'spawnBird2 is not defined' in or related to this line: 'spawnBird2();' Line Number: 561
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Branch asset // Bird1 class to represent the first kind of bird var Bird1 = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird1', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 1.6 + 1; self.lastY = self.y; // Initialize lastY for tracking changes on Y self.lastX = self.x; // Initialize lastX for tracking changes on X self.update = function () { self.y += self.speed; self.x += Math.sin(self.y / 100) * 6.5; // Increase the swooping motion of the bird's movement by 30% // Check if the bird has moved off-screen if (self.lastY <= 2732 && self.y > 2732) { self.y = -self.height; self.x = Math.random() * 2048; // Randomize the x position self.speed = Math.random() * 1.6 + 1; // Reset speed for new bird } if (self.lastX > self.x) { birdGraphics.texture = LK.getAsset('bird1b', {}).texture; } else if (self.lastX < self.x) { birdGraphics.texture = LK.getAsset('bird1', {}).texture; } self.lastY = self.y; // Update lastY after movement self.lastX = self.x; // Update lastX after movement }; }); // Bird2 class to represent the second kind of bird var Bird2 = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird2b', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 1.6 + 1; self.lastY = self.y; // Initialize lastY for tracking changes on Y self.lastX = self.x; // Initialize lastX for tracking changes on X self.update = function () { self.y += self.speed; self.x += Math.sin(self.y / 100) * 6.5; // Increase the swooping motion of the bird's movement by 30% if (self.lastX <= 2048 / 2 && self.x > 2048 / 2) { birdGraphics.texture = LK.getAsset('bird2b', {}).texture; } else if (self.lastX > 2048 / 2 && self.x <= 2048 / 2) { birdGraphics.texture = LK.getAsset('bird2', {}).texture; } self.lastX = self.x; // Update lastX after movement // Check if the bird has moved off-screen if (self.lastY <= 2732 && self.y > 2732) { self.y = Math.random() * 2732; // Random initial y position within the screen height self.x = Math.random() < 0.5 ? 0 : 2048; // Start from either the left or right side } self.lastY = self.y; // Update lastY after movement }; }); // Bird3 class to represent a third kind of bird var Bird3 = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird2', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 1.6 + 1; self.lastY = self.y; // Initialize lastY for tracking changes on Y self.lastX = self.x; // Initialize lastX for tracking changes on X self.update = function () { self.y += self.speed; self.x += Math.sin(self.y / 100) * 6.5; // Increase the swooping motion of the bird's movement by 30% // Check if the bird has moved off-screen if (self.lastY <= 2732 && self.y > 2732) { self.y = -self.height; self.x = Math.random() * 2048; // Randomize the x position self.speed = Math.random() * 1.6 + 1; // Reset speed for new bird } if (self.lastX <= 2048 / 2 && self.x > 2048 / 2) { birdGraphics.texture = LK.getAsset('bird2b', {}).texture; } else if (self.lastX > 2048 / 2 && self.x <= 2048 / 2) { birdGraphics.texture = LK.getAsset('bird2', {}).texture; } self.lastY = self.y; // Update lastY after movement self.lastX = self.x; // Update lastX after movement }; }); // Cat class to manage cat behavior var Cat = Container.expand(function () { var self = Container.call(this); var catGraphics = self.attachAsset('cat', { anchorX: 0.5, anchorY: 1 }); self.update = function () { // Add any specific update logic for the cat here }; }); // Cloud class to represent clouds moving across the screen var Cloud = Container.expand(function () { var self = Container.call(this); var cloudGraphics = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); self.speed = (Math.random() * 0.3 + 0.7) * 0.4; // Adjust speed to vary slightly for each cloud self.hasAccelerated = false; // Track if the cloud has already accelerated self.direction = Math.random() < 0.5 ? 1 : -1; // Random direction: 1 for right, -1 for left self.lastX = self.x; // Track last X position for future checks self.lastIntersecting = false; // Initialize lastIntersecting for tracking changes on intersections self.update = function () { self.x += self.speed * self.direction; // If the cloud moves off-screen, reposition it to the opposite side if (self.lastX <= 2048 + self.width / 2 && self.x > 2048 + self.width / 2) { self.x = -self.width / 2; } else if (self.lastX >= -self.width / 2 && self.x < -self.width / 2) { self.x = 2048 + self.width / 2; } // Check for overlap with other clouds for (var i = 0; i < clouds.length; i++) { if (clouds[i] !== self && self.intersects(clouds[i])) { if (!self.hasAccelerated) { self.speed *= 1.5; // Increase speed by 50% self.hasAccelerated = true; // Mark as accelerated } break; } else if (self.hasAccelerated && !self.intersects(clouds[i])) { self.speed /= 1.5; // Reset speed to original self.hasAccelerated = false; // Reset acceleration state } } // Check if the cloud intersects with the sun if (!self.lastIntersecting && self.intersects(sun)) { self.speed *= 1.5; // Increase speed by 50% tween(cloudGraphics, { alpha: 0.5 }, { duration: 3000, easing: tween.linear }); } else if (self.lastIntersecting && !self.intersects(sun)) { self.speed /= 1.5; // Reset speed to original tween(cloudGraphics, { alpha: 1.0 }, { duration: 3000, easing: tween.linear }); } self.lastIntersecting = self.intersects(sun); self.lastX = self.x; // Update lastX after movement }; }); // Grass class to represent the grass image var Grass = Container.expand(function () { var self = Container.call(this); var grassGraphics = self.attachAsset('grass', { anchorX: 0.5, anchorY: 1 }); self.update = function () { // Add any specific update logic for the grass here // Example: Slightly move the grass to simulate wind effect self.x += Math.sin(LK.ticks / 100) * 0.125; // Swaying effect, reduced by 50% }; }); // Laser class to represent a laser shot from the cat var Laser = Container.expand(function (startX, startY, targetX, targetY) { var self = Container.call(this); var laserGraphics = self.attachAsset('laser1', { anchorX: 0.5, anchorY: 0.5, brightness: 2.0 // Increase brightness by 200% }); // Play the laser1 sound when the laser is created LK.getSound('laser1').play(); // Calculate direction and speed var dx = targetX - startX; var dy = targetY - startY; var distance = Math.sqrt(dx * dx + dy * dy); var speed = 60; // Speed of the laser increased by 200% self.vx = dx / distance * speed; self.vy = dy / distance * speed; // Set initial position self.x = startX; self.y = startY; // Update function to move the laser self.update = function () { self.x += self.vx; self.y += self.vy; // Remove laser if it goes off-screen if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) { self.destroy(); } }; }); // Reticle class to manage reticle behavior var Reticle = Container.expand(function () { var self = Container.call(this); var reticleGraphics = self.attachAsset('reticle1', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Add any specific update logic for the reticle here }; }); // ScoreDisplay class to manage score display var ScoreDisplay = Container.expand(function () { var self = Container.call(this); var scoreGraphics = self.attachAsset('scoreImage', { anchorX: 0.5, anchorY: 0.5 }); var scoreText = new Text2('0', { size: 175, fill: 0x00FF00, font: "Digital-7 Mono", // Segmented clock style font stroke: 0x000000, strokeThickness: 5, dropShadow: true, dropShadowColor: 0x000000, dropShadowBlur: 5, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); scoreText.y = -118; // Move score text up by 10px scoreText.x = -135; // Move score text right by 10px self.addChild(scoreText); self.updateScore = function (newScore) { scoreText.setText(newScore); }; }); // ScoreManager class to manage score logic // ScoreManager class to manage score logic // Sun class to represent a pulsating sun in the top right corner var Sun = Container.expand(function () { var self = Container.call(this); var sunGraphics = self.attachAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); self.x = sunGraphics.width / 2; self.y = sunGraphics.height / 2; // Function to create a pulsating effect function pulsate() { tween(self, { scaleX: 1.1, scaleY: 1.1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1000, easing: tween.easeInOut, onFinish: pulsate }); } }); } pulsate(); // Start the pulsating effect }); // Tree class to represent a tree with a 9:16 aspect ratio var Tree = Container.expand(function () { var self = Container.call(this); var treeGraphics = self.attachAsset('tree', { anchorX: 0.5, anchorY: 1 }); self.update = function () { // Add any specific update logic for the tree here }; }); // UFO class to represent a UFO flying across the screen var UFO = Container.expand(function () { var self = Container.call(this); var ufoGraphics = self.attachAsset('ufo', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3.2; // Decrease speed by 20% self.direction = Math.random() < 0.5 ? 1 : -1; // Random direction: 1 for right, -1 for left self.lastX = self.x; // Track last X position for future checks self.update = function () { self.x += self.speed * self.direction; self.y = 100 + Math.sin(self.x / 70) * 165; // Increase the wave pattern depth by 10% // If the UFO moves off-screen, destroy it and set to null if (self.lastX <= 2048 + self.width / 2 && self.x > 2048 + self.width / 2 || self.lastX >= -self.width / 2 && self.x < -self.width / 2) { self.destroy(); ufo = null; } self.lastX = self.x; // Update lastX after movement }; }); /**** * Initialize Game ****/ /**** * Assets LK.init.shape('branch', {width:50, height:10, color:0x8b4513, shape:'box'}) ****/ // Initialize clouds array var game = new LK.Game({ // No title, no description backgroundColor: 0x87CEEB // Sky blue }); /**** * Game Code ****/ // Create an array to hold bird objects // ScoreManager class to manage score logic // ScoreManager class to manage score logic var ScoreManager = function ScoreManager() { var self = this; self.score = 0; self.addScore = function (points) { self.score += points; return self.score; }; self.resetScore = function () { self.score = 0; }; self.getScore = function () { return self.score; }; }; var birds = []; // bird1 // Initialize with 3 birds function spawnBird1() { var bird = new Bird1(); bird.x = Math.random() * 2048; bird.y = -bird.height; bird.speed = 1 + Math.random() * 0.6; bird.lastIntersecting = false; bird.type = 'Bird1'; // Specific property for Bird1 bird.color = 0x746130; // Specific color for Bird1 LK.setTimeout(function () { game.addChild(bird); game.setChildIndex(bird, 5); // Set Bird1 to be rendered after the laser birds.push(bird); }, 2000); } spawnBird1(); // Add the cat to the game var cat = game.addChild(new Cat()); cat.x = 2048 - 200; // Position the cat to the far right cat.y = 2732; // Position the cat at the bottom of the screen game.down = function (x, y, obj) { if (!game.reticle) { game.reticle = game.addChild(new Reticle()); game.setChildIndex(game.reticle, 1); // Set reticle to be rendered after the background } game.reticle.x = x; game.reticle.y = y; var laser = new Laser(cat.x, cat.y, x, y); game.addChild(laser); game.setChildIndex(laser, game.getChildIndex(game.reticle) + 1); // Ensure laser is rendered after the reticle // Create a list in the bottom left of the screen that lists current ChildIndex objects in index order var childIndexList = new Text2('', { size: 50, fill: 0xFFFFFF, anchorX: 0, anchorY: 1 }); childIndexList.x = 0; childIndexList.y = 2732; LK.gui.bottomLeft.addChild(childIndexList); function updateChildIndexList() { var listText = ''; game.children.forEach(function (child, index) { listText += 'Index ' + index + ': ' + child.constructor.name + '\n'; }); childIndexList.setText(listText); } game.update = function () { updateChildIndexList(); for (var i = 0; i < clouds.length; i++) {} ; var VOLUME_BGM1 = 0.02; var VOLUME_BREEZE1 = 0.02; var VOLUME_CRICKET1 = 0.02; var VOLUME_FROG1 = 0.02; var VOLUME_SONGBIRD1 = 0.02; var VOLUME_UFO1 = 0.02; var VOLUME_WINGS1 = 0.02; game.move = function (x, y, obj) { if (!game.reticle) { game.reticle = game.addChild(new Reticle()); } if (obj.event) { var x = obj.event.x; var y = obj.event.y; } game.reticle.x = x; game.reticle.y = y; }; // Add a sun to the game in the top left corner var sun = game.addChild(new Sun()); sun.x = 1750; sun.y = 280; game.setChildIndex(sun, 1); // Set sun to be rendered after the background // Function to add a UFO to the game function addUFO() { var ufo = game.addChild(new UFO()); ufo.x = Math.random() < 0.5 ? 2048 + ufo.width / 2 : -ufo.width / 2; // Start from either the far right or left edge of the screen ufo.y = Math.random() * 500; // Random initial y position in the upper part of the screen ufo.customUpdate = function () { ufo.update(); }; // Removed ufo sound playing at startup return ufo; } // Initialize clouds array var clouds = []; for (var i = 0; i < 4; i++) { // Add 3 clouds for variety var cloud = new Cloud(); cloud.x = Math.random() * 2048; cloud.y = Math.random() * 500; // Position clouds in the upper part of the screen clouds.push(cloud); game.addChild(cloud); game.setChildIndex(cloud, 2); // Set clouds to be rendered after the sun } // Initialize a timer to add a UFO at a random time between 30 and 50 seconds var ufo; // Define the ufo variable in the global scope var ufoTimer = LK.setTimeout(function () { addUFO(); }, Math.random() * 20000 + 30000); clouds[i].update(); }; if (ufo) { ufo.customUpdate(); // Update each laser game.children.forEach(function (child) { if (child instanceof Laser) { child.update(); // Removed collision detection code for laser and birds } }); // Removed collision detection code for UFO } // Function to spawn a third kind of bird function spawnBird1() { var bird = new Bird1(); bird.x = Math.random() * 2048; bird.y = -bird.height; bird.speed = 1 + Math.random() * 0.6; bird.lastIntersecting = false; bird.type = 'Bird1'; // Specific property for Bird1 bird.color = 0x746130; // Specific color for Bird1 LK.setTimeout(function () { game.addChild(bird); game.setChildIndex(bird, 5); // Set Bird1 to be rendered after the laser birds.push(bird); }, 2000); } function spawnBird2() { var bird = new Bird2(); bird.y = Math.random() * 2732; // Random initial y position within the screen height bird.x = Math.random() < 0.5 ? 0 : 2048; // Start from either the left or right side bird.speed = 1 + Math.random() * 0.6; bird.lastIntersecting = false; bird.type = 'Bird2'; // Specific property for Bird2 bird.color = 0xFFFFFF; // Specific color for Bird2 LK.setTimeout(function () { game.addChild(bird); game.setChildIndex(bird, 7); // Set Bird2 to be rendered after the tree birds.push(bird); }, 2000); } function spawnBird3() { var bird = new Bird3(); bird.y = Math.random() * 2732; // Random initial y position within the screen height bird.x = Math.random() < 0.5 ? 0 : 2048; // Start from either the left or right side bird.speed = 1 + Math.random() * 0.6; bird.lastIntersecting = false; bird.type = 'Bird3'; // Specific property for Bird3 bird.color = 0xFF0000; // Specific color for Bird3 LK.setTimeout(function () { game.addChild(bird); game.setChildIndex(bird, 7); // Set Bird3 to be rendered after Bird2 birds.push(bird); }, 2000); } // Ensure there are always 3 birds on screen // Update each bird birds.forEach(function (bird) { bird.update(); // Check if the bird has moved off-screen if (bird.lastY <= 2732 && bird.y > 2732) { bird.y = -bird.height; // Respawn the bird at the top bird.x = Math.random() * 2048; // Randomize the x position bird.speed = 1 + Math.random() * 0.6; // Reset speed for new bird } }); }; // Add a tree to the game var tree = game.addChild(new Tree()); tree.x = 2048 / 2; // Center the tree to prevent it from being cut off on the right side tree.y = 2732 - 50; // Position the tree on the grass game.setChildIndex(tree, Math.min(6, game.children.length - 1)); // Set tree to be rendered after Bird1 var score = 0; // Add the grass floor to the game spawnBird2(); spawnBird3(); var grass = new Grass(); grass.x = 1020; grass.y = 2735; // Position grass at the bottom game.addChild(grass); game.setChildIndex(grass, Math.min(9, game.children.length - 1)); // Set grass to be rendered after Bird3 var scoreDisplay = new ScoreDisplay(); scoreDisplay.x = 2048 / 2; // Center the score display horizontally scoreDisplay.y = 2732 - 185; // Adjust the y-coordinate of the score display game.addChild(scoreDisplay); game.setChildIndex(scoreDisplay, game.getChildIndex(grass) + 1); // Set score image to be rendered after the grass // Add the cat to the game // Function to handle bgm1 end event function onBgm1End() { // Set a timer to replay bgm1 after 20-50 seconds var bgmTimer = LK.setTimeout(function () { LK.playMusic('bgm1', { loop: false, // Play once fade: { start: 0, end: 0.02, // Set to the lowest volume duration: 4000 }, onEnd: onBgm1End }); }, Math.random() * 30000 + 20000); // Random time between 20-50 seconds } LK.playMusic('bgm1', { loop: false, // Play once fade: { start: 0, end: 0.02, // Set to the lowest volume duration: 4000 }, onEnd: onBgm1End }); // Initialize a timer to play the wings1 sound at a random time between 10 and 30 seconds var wingsTimer = LK.setTimeout(function () { LK.getSound('wings1').play(); wingsTimer = LK.setTimeout(arguments.callee, Math.random() * 20000 + 10000); }, Math.random() * 20000 + 10000); // Create an array for all sounds except ufo1, including all birdsong sounds var sounds = ['cricket1', 'frog1', 'wings1', 'songbird1']; var currentAmbientSound = null; // Initialize random timers for each sound to play between 30-50 seconds sounds.forEach(function (soundId) { var sound = LK.getSound(soundId); var ambientSoundTimer = LK.setTimeout(function () { if (currentAmbientSound) { currentAmbientSound.stop(); // Stop the currently playing ambient sound } sound.play(); currentAmbientSound = sound; // Set the current ambient sound // Set a timeout to reset the current ambient sound after it finishes playing LK.setTimeout(function () { currentAmbientSound = null; }, sound.duration * 1000); // Convert duration from seconds to milliseconds // Reset the timer to play the sound again between 30-50 seconds, plus an additional 5 seconds ambientSoundTimer = LK.setTimeout(arguments.callee, Math.random() * 20000 + 30000 + 5000); }, Math.random() * 20000 + 30000); });
===================================================================
--- original.js
+++ change.js
@@ -510,9 +510,9 @@
// Add a tree to the game
var tree = game.addChild(new Tree());
tree.x = 2048 / 2; // Center the tree to prevent it from being cut off on the right side
tree.y = 2732 - 50; // Position the tree on the grass
-game.setChildIndex(tree, 6); // Set tree to be rendered after Bird1
+game.setChildIndex(tree, Math.min(6, game.children.length - 1)); // Set tree to be rendered after Bird1
var score = 0;
// Add the grass floor to the game
spawnBird2();
spawnBird3();
an orange and white cat facing away from the camera. the cat is sitting straight up and looking up, ready to pounce. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
remove black box
fluffy translucent cloud. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
bright sun with wincing cartoon face and a black eye. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a goofy ufo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
red gaming reticle. Minimal. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
sunny day, hilly landscape. there is an alien invasion taking place in the distance. cities burning.
large AUTUMN SHADES tree with sparse bunches of leaves. branches are exposed, but the tree is tough and old.. true-color, realistic, Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
glowing orange sphere. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
sideway view of a fighter jet. . . In-Game 2d asset. transparent background. horizontal. No shadows.
shiny purple and black attack ufo.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows